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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

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# 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.