Individual Stage Briefs (SB-001 through SB-013)
Each brief follows a standard template: - Header with metadata (Phase, Status, Author, Date, Priority) - Executive Summary - Project Context (Heritage, Relationship to FROM House, Core Value Proposition) - Scope Definition (In Scope, Out of Scope) - Success Criteria (MVP, Full Implementation) - Dependencies (External, Internal) - Constraints (Hardware, Performance, Design) - Architecture Overview (High-Level Components, Key Modules) - Relationship to SPECTRE Specs - Relationship to SHACHI-Patterns - Deliverables (Documentation, Code, Tools) - Timeline (Estimated) - Risks and Mitigations - Next Steps - References - Approvals and Version History
Key insights from examining SB-001 (Project Overview): - D3-TUI is a native Dreamcast Text User Interface built on KOS, adhering to SPECTRE specs and SHACHI-patterns - Provides terminal-like interface for Dreamcast console enabling text-based interaction - Core value proposition includes native terminal interface, hardware-accurate rendering, VMU integration - Success criteria for MVP: terminal renders text, accepts controller input, supports ANSI sequences, VMU integration, runs on real hardware and Flycast emulator - Architecture overview shows layered approach: Application layer (Terminal, VMU, Input) → Core Library (Render, Text, Memory) → KOS → Dreamcast Hardware - Key modules: d3tui_terminal, d3tui_render, d3tui_vmu, d3tui_input, d3tui_memory, d3tui_font, d3tui_utils - Relationship to SPECTRE: Uses VMU Interface (P0), SH4 Math (P1), Asset Formats (P1), Profiler (P1) - Relationship to SHACHI-Patterns: ARC-001 for filename-based asset loading (theoretical), TEX-001 for hardware-decoded compression (theoretical)