A Few Things to Know About the Sega Saturn

 

The Sega Saturn is a 32-bit games console that was manufactured by The SEGA Corporation.

The Saturn was first launched in Japan on the 11th November 1994.

 

 

At its launch the Saturn was an extremely powerful console featuring dual 32-bit RISC processors and a CD quality 32 channel sound processor.

It's processing power was far in advance of it's contemporary rivals at 50-MIPS (Million Instructions Per Second)

Compare this to the PlayStation's 30-MIPS, Atari Jaguar's 26.6 MIPS, PC Engine's 15.5 MIPS and the Amiga CD32's 3.5-MIPS and it becomes obvious how much potential the ill fated Saturn had to become the dominant console in the mid '90's games market.

 

The Saturn's quadrilateral rendering shows less texture distortion than the widely used triangular system used by other consoles at the time, Tomb Raider was originally designed specifically for the Saturn's quadrilateral-based hardware.

Quadrilateral ability allowed the Saturn to render First-person shooter games better than other console at the time, a larger amount of video RAM also allowed larger levels and better draw distances than in any other console releases.

 

The Saturn was also eventually able to achieve 'true' 3D transparency effects unlike any of its contemporary rivals, unfortunately as with many of the Saturn's advances it came on only a few titles just as support for the system was ending.

 

Only 240 Saturn games saw release in Europe (Click Here for List), and only 245 in the USA.

 

Support and development finally ceased for the Saturn in 2000 as development shifted to the equally ill fated Dreamcast.

 

 

Technical Specifications

 
Processors

1. Hitachi SH2 32-Bit RISC @ 28.63MHz (25 MIPS)

2. Hitachi SH2 32-Bit RISC @ 28.63MHz (25 MIPS)
3. Hitachi SH1 32-Bit RISC (CD-ROM Controller)
4. VDP 1 32-Bit Video Display Processor @ 6.71 - 7.15MHz
5. VDP 2 32-Bit Video Display Processor @ 6.71 - 7.15MHz
6. System Control Unit (SCU) with DSP & DMA @ 14.3MHz
7. Motorola 68EC000 Sound Processor @ 11.3MHz
8. Yamaha FH1 (SCSP) Sound Processor  @ 22.6MHz

9. Hitachi 4-Bit MCU System Manager & Peripheral Control

 

Memory

Work RAM 16Mbit

Video RAM 12Mbit

Sound RAM 4Mbit

CD Buffer RAM 4Mbit

IPL ROM 4Mbit

Backup RAM 256Kbit

 

Video

VDP1

32-bit video display processor:

 

Sprite, Polygon, and Rendering engine
Dual 256 KB frame buffer for rotation and scaling effects
Texture Mapping
Gouraud Shading
512 KB Cache for Textures
200,000 Texture Mapped Polygons/Second
500,000 Flat Shaded Polygons/Second

 

VDP2

32-bit background and scroll plane video display processor:

 

Background Engine
5 Simultaneous Scrolling Backgrounds
2 Simultaneous Rotating Playfields
Up to 60 frames per second animation
24-Bit True Color Graphics
16.7 Million Available Color
32,768 Colors Display on Screen
704 x 480 Maximum Resolution

 

Display Resolutions 352 x 240 (Lo-Res Scanline)
640 x 240
704 x 480 (Hi-Res Progressive)

 

Storage 'Intelligent' JVC-Victor Double Speed CD-ROM*
300 KB/Second Transfer Speed
Audio CD Compatible
Optional 512 KB Memory Cartridge for Game Save

*A few drives were also manufactured by Hitachi or Sanyo.

 

Audio SCSP Digital Signal Processor (DSP) @ 22.6MHz
Motorola 68EC000 sound processor @ 11.3MHz
32 PCM (Pulse Code Modulation) Channels
8 FM (Frequency Modulation) Channels
44.1 KHz Sampling Rate

 

 
 
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