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Pantheon — oculus mark
PANTHEON

Unified Path 1 game engine for the Sony® PlayStation 2. VU1-native. Locked 60 FPS.

"Imagination unleashed."

License: All Rights Reserved Status: v1.0.1-Beta Platform: PlayStation 2 Architecture: Path 1 SDK: ps2sdk Compiler: dvp-as

Boot sequence through Path 1 world — retail PS2 capture

Boot → world · Loop from retail PS2 capture

v1.0.1-Beta progression — 31×31 dynamic treadmill floor expansion with zero-pop boot sequence and locked 60 FPS

Full progression capture — PCSX2 v2.7.x

PCSX2 v2.7.x emulation at native 640×480 — Boot luma ramp reveal into treadmill loop, skydome timecycle progression, and orbit camera telemetry at locked 60 FPS


Overview

PANTHEON is a deterministic Path 1 rendering foundation for the Sony© PlayStation 2. . It enforces a rigorous manager-worker separation: the Emotion Engine (EE) functions exclusively as a high-bandwidth DMA/VIF conductor, asynchronously sequencing 128-bit command streams to a dedicated VLIW vector co-processor (VU1). . The worker node executes bespoke microcode (shader.vsm)—assembled via dvp-as—to perform all spatial compute, pack GIF tags, and fire XGKICK payloads directly to the Graphics Synthesizer. . This architecture bypasses standard software abstractions to extract maximum silicon throughput at a locked 60 FPS baseline. . Geometry is authored in Softimage 3D 3.8 (or optionally Blender), crunched offline via hrc2ps2.py and obj2ps2.py to ensure strict 16-byte alignment and hardware-compliant batch sizing, and delivered as pre-formatted C arrays.

The Emotion Engine never touches a single vertex.

Phase 1 Baseline (v1.0.0-Beta)

  • Boot title — 94BILLY luma ramp reveal sequence
  • Timecycle skydome — San Andreas-style 8-slot weather + 4-channel RGB interpolation
  • Walkable floor — Path 1 mesh rendering (tiled instancing + hybrid CPU deck where enabled)
  • Orbit camera — Spherical telemetry, deadzone + smoothing
  • DualShock input — Analog pad capture and edge detection

Build profiles:

  • Hybrid (default) — CPU GIF floor + Path 1 skydome (avoids coplanar Z-fight)
  • Strict Path 1 — VU1 renders all geometry; CPU GIF overlay disabled

Phase 2 — Scale (v1.0.1-Beta)

  • 31×31 Dynamic Treadmill — player-anchored tile grid snaps origin to nearest tile boundary; Y=0.0f ground invariant maintained at 60 FPS
  • Zero-pop boot sequence — Path 1 world gated until luma-ramp reveal completes; eliminates Z-fight flicker
  • Mesh slicinghrc2ps2.py automatically partitions assets into VU1-safe batches (≤72 verts)
  • Audio hardware-gated — IOP/SPU2 path compiled in under PANTHEON_HARDWARE_TARGET; PCSX2 builds run clean

Build

git clone https://github.com/94BILLY/PANTHEON.git
cd PANTHEON
make -f Makefile.world

Output: floor.elf

Run in PCSX2 2.7.x or deploy to real PS2 hardware via OPL/FreeMcBoot.

Requirements: ps2sdk · ee-gcc 15.2.0 · dvp-as · Python 3.x

Setup guide: GETTING_STARTED.md


Core Files

File Purpose
pantheon_path1_contract.h EE ↔ VU1 compile-time memory layout contract
pantheon_vram.h / pantheon_vram.c GS VRAM allocator (linear word-bump over 4 MB)
shader.vsm VU1 microprogram — transform, matrix math, GIF packing, XGKICK
floor.c EE conductor — DMA sequencing, boot, world loop, tile treadmill
hrc2ps2.py Softimage 3D .hrc → C array mesh cruncher with auto-slicing

Documentation

Document Content
GETTING_STARTED.md Build setup, PCSX2 config, profile flags, asset pipeline
BETA_RELEASE.md v1.0.0-Beta scope, acceptance criteria, hybrid vs strict modes
BASELINE_ACCEPTANCE.md Phase 1 acceptance gates and test procedures
FLIGHT_LOG.md Development journal — debugging log, learnings, architecture decisions
DOCS_INDEX.md Full documentation index
CHANGELOG.md Release history

Media

Gallery (Retail PS2 captures):
docs/media/VIEW_PANTHEON_MEDIA.html — Stills and loops under docs/media/

Logo generation:
Source: docs/pantheon-oculus-straight-on-zenith.png
Generator: tools/generate_pantheon_zenith_logos.py
Details: docs/LOGO.md


Roadmap

  • Phase 3 — Texturing — STQ coordinates, texture sampling in VU1, GS VRAM upload
  • Phase 4 — Atmosphere — Full dynamic timecycle, day/night transition
  • Phase 5 — Monolithic Assets — Large model ingestion via automatic mesh slicing

Repository Policy

Public technical record. No LICENSE file; all rights reserved.

  • Maintainer: 94BILLY is the sole project owner. In GitHub: Settings → Collaborators (and org membership) should list only 94BILLY for write access; remove any other users with push access if they appear.
  • Issues, pull requests, and unsolicited contributions are not accepted
  • Redistribution requires written permission from 94BILLY
  • Source code and assets are provided for educational and reference purposes

Audience

This codebase is targeted at developers comfortable with:

  • PS2SDK and ps2-gcc
  • Emotion Engine (EE Core, DMA, VIF)
  • Vector Unit 1 (VU1, microcode, VLIW instruction pairing)
  • Graphics Synthesizer (GIF packets, register writes, GS memory layout)
  • Bare-metal C (no OS abstractions, direct hardware access)

Entry point: Start with pantheon_path1_contract.h and shader.vsm.


Pantheon Oculus Official Wallpaper

github.com/94BILLY/PANTHEON
94BILLY · 94billy.com/PANTHEON

© 2026 94BILLY · All rights reserved


GitHub repository metadata

Description (one line):

Bare-metal Path 1 PlayStation 2 engine. VU1 microcode. Softimage 3D pipeline. 60 FPS.

Topics:

ps2 playstation2 ps2sdk homebrew vu1 path1 gamedev openworld softimage bare-metal demoscene

Language:

C (95%), Assembly (5%)

About

PANTHEON: A Path 1 (VU1) rendering framework for the Sony© PlayStation 2. Sustaining a locked 60 FPS baseline, it leverages the Emotion Engine as a high-bandwidth stream orchestrator to sequence DMA/VIF command chains to the VU1 co-processor. Extracts maximum silicon throughput via direct XGKICK hardware rendering.

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