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thejayman77 ec82764bef Initial commit: retroDE_ps2 — first-of-its-kind PS2 GS FPGA core (DE25-Nano / Agilex 5)
RTL (GS rasterizer, EE core stub, platform bridge, LPDDR4B path), sim regression
(272 TBs), docs, and tooling. Copyrighted PS2 content (BIOS, game code, GS dumps,
and all dump-derived textures/traces) is excluded via .gitignore and stays local.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 20:10:50 -04:00

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Official Sony Documentation

Codex's pass leaned on ps2tek as the low-level reference. ps2tek is excellent but community-compiled. For register semantics where authority matters, the two original Sony manuals below sit one layer closer to silicon.

GS User's Manual v6.0

  • Primary register reference for the Graphics Synthesizer.
  • Covers the privileged register block at 0x12000000: PMODE, SMODE1/2, SYNCH1/2, SYNCHV, SRFSH, DISPFB1/2, DISPLAY1/2, EXTBUF, EXTDATA, EXTWRITE, BGCOLOR, CSR, IMR, BUSDIR, SIGLBLID.
  • Covers GS-internal host-visible registers (PRIM, PRMODE, RGBAQ, ST, UV, XYZ, TEX0/1, CLAMP, FOG, TRXPOS, TRXREG, TRXDIR, etc.) and their packet forms.
  • Authoritative for PCRTC output-side behavior that ps2tek summarizes.

Location: GS Users Manualhttps://usermanual.wiki/Pdf/GSUsersManual.1012076781/html

Suggested use: primary reference for any GIF/GS implementation work. When ps2tek and this manual disagree on a register detail, defer to the manual.

VU User's Manual

  • Official reference for VU0 and VU1.
  • Defines the dual-pipeline 64-bit doubleword instruction format (upper + lower pipe).
  • Defines register files: 32 × 128-bit VF, 16 × 16-bit VI.
  • Defines VU memories: VU0 has 4 KiB MicroMem0 + 4 KiB VU Mem0; VU1 has 16 KiB MicroMem1 + 16 KiB VU Mem1.
  • Defines the two execution modes: micro mode (VU as standalone microprogram engine) and macro mode (VU0 as EE COP2; VU1 usually in micro).
  • Covers VIF-to-VU interaction enough to interpret microprogram upload paths.

Location: VU User's Manual (Emotion Engine Vector Operation Unit Guide)https://studylib.net/doc/25815876/vuusersmanual.158394566

Suggested use: primary reference for VIF/VU workstream (Codex workstream 4). Re-read before locking any instruction-decode or pipeline-timing decision.

Why these matter for FPGA planning

  • Emulator source trees encode one interpretation of Sony's hardware. When the RTL has to behave like silicon at a cycle or packet level, the original manuals are the tiebreaker.
  • Several non-GS "hacks" in PCSX2 exist because the emulator's floating-point behavior diverges from the VU/EE spec. Reading the manual clarifies which of those are true hardware quirks vs. emulator workarounds — a distinction that matters more for FPGA than for software emulation.

Caveats

  • Both manuals are Sony confidential documents that leaked years ago. They are the authoritative source on register semantics but were never officially published. Treat them as technical reference, not as a licensing document.
  • Version drift: the GS manual is v6.0 in the linked copy. Late-silicon revisions may not be covered exhaustively.