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retroDE_ps2/docs/contracts/spu2.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

833 B

SPU2 Contract

Status: Draft

Purpose

Define the audio subsystem boundary.

Owns

  • SPU2 register-visible state,
  • SPU2 RAM interface,
  • DMA/AutoDMA coordination,
  • audio sample generation/mixing,
  • handoff into retroDE audio output.

Inputs

  • IOP-side register writes,
  • DMA traffic,
  • reset/clocking controls.

Outputs

  • audio samples or intermediate audio stream,
  • interrupt/status signals,
  • trace events.

Questions to lock

  • Is any audio required before first "system boot" milestone?
  • What is the first useful milestone:
    • register visibility only
    • DMA playback path
    • simple tone / RAM playback
  • Where should final resampling/adaptation to platform audio occur?

Allowed early stubs

  • register-visible no-audio model,
  • test-tone generator,
  • RAM playback without full SPU2 effects path.