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retroDE_ps2/docs/contracts/platform.md
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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

1.2 KiB

Platform Contract

Status: Draft

Purpose

Define the boundary between retroDE platform integration and PS2-specific subsystems.

Owns

  • top-level clock/reset entry,
  • reset sequencing policy,
  • bridge into retroDE HPS/peripheral shell,
  • HDMI/audio adaptation boundary,
  • top-level debug/trace export path,
  • manifest/backend-visible identity plumbing.

Inputs

  • board clocks and resets,
  • HPS bridge traffic,
  • retroDE platform services,
  • user input events from the shared shell.

Outputs

  • clean subsystem clocks/resets,
  • adapted video stream,
  • adapted audio stream,
  • debug visibility path,
  • PS2-facing controller/media service inputs.

Key questions

  • Which subsystem clocks are generated locally?
  • Which debug signals are exported at the top level by default?
  • How much platform assistance is acceptable before the design stops being a PS2 core and becomes a hybrid?

Allowed early stubs

  • fixed clock plan placeholders,
  • static backend identity values,
  • synthetic input injection for tests,
  • simple framebuffer-style output adapter.

Not owned here

  • EE memory map semantics,
  • GS packet semantics,
  • SIF semantics,
  • PS2-specific peripheral register behavior.