SPECTRE/SHACHI_SDK_PRESCRIPTION.md
(309 lines)
- Architecture recommendation for Shachi SDK v0.1
- Layer diagram: SHACHI GAME CODE → SHACHI SDK (shachi-gfx,
shachi-anim, shachi-scene) → KOS → HARDWARE
- Shuriken+ (Mac-side tools): pvr-convert, nja-convert, pvr-validate,
dc-lint, disc-build
- P0 builds:
dc-lint.sh (~200 lines
shell, catches mixed SQ/DMA, MODULATEALPHA flags, SQ alignment, OPB
sizes), pvr-validate (~300 lines C, Morton twiddle bit
order, VQ codebook integrity, mipmap chains, power-of-two dims),
shachi-clip (Sutherland-Hodgman near-plane clipping for
DIV-001), shachi-submit (serialized SQ/DMA submission for
DIV-008)
- P1 builds:
shachi-gfx multi-pass (~400
lines C, up to 4 passes with per-pass OPB config),
shachi-gfx texture lifecycle (~300 lines C, LRU eviction,
defrag), shachi-fog (vertex fog + animated table fog),
shachi-bump (bump mapping pipeline ~200 lines C)
- P2 builds:
shachi-anim NJA loader +
skeletal playback (~500 lines C)
- Cost summary: ~$135 hardware, ~4-6 weeks dev time for Phase 1-3
- 4-phase build order specified