Difference between revisions of "Sega Saturn/Technical specifications"
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Revision as of 16:04, 24 June 2018
- Back to: Sega Saturn.
Technical specifications for the Sega Saturn.
Contents
Processors
- Main CPU: 2× Hitachi SH-2 @ 28.63636 MHz[1][2][3]
- Configuration: Master/Slave
- 2x CPU cores: 32‑bit RISC instructions/registers, 74.454536 MIPS (37.227268 MIPS each, 1.3 MIPS per MHz),[4][5] up to 4 instructions/cycle (2 instructions/cycle per SH-2)[6]
- 2x DMA units: 2x DMAC (Direct Memory Access Controller),[7] parallel processing[8]
- 4x internal fixed‑point math processors:[9] 2x MULT multiplier DSP,[7][10][11] 2x DIVU division units,[7][10] parallel processing[12]
- Bus width: 64‑bit (2× 32‑bit) internal, 32‑bit external[15]
- Word length: 32-bit
- System coprocessor: Custom Saturn Control Unit (SCU), with DSP for geometry processing and DMA controller for system control[15][9][16]
- CD‑ROM CPU: Hitachi SH-1 32‑bit RISC processor @ 20 MHz (20 MIPS)[2] (controlling the CD‑ROM)
- Microcontroller: Hitachi HD404920[18] (4‑bit MCU) "System Manager & Peripheral Control" (SMPC) @ 4 MHz[9]
- Optional MPEG Video CD Card:[20][1]
- MPEG Video decoder: Sega P/N 315-5765 (Hitachi HD814101FE)
- MPEG Audio decoder: Hitachi HD814102F
Audio
- Sound processor: Yamaha SCSP (Saturn Custom Sound Processor) YMF292[21]
- Sound CPU: Motorola 68EC000 (16/32‑bit CISC) sound processor @ 11.29 MHz[15] (1.97575 MIPS[24])
- Bus width: 16‑bit internal, 16‑bit external
Sound
- Main article: Saturn Custom Sound Processor.
- SCSP @ 22.58 MHz:[22][21]
- Audio channels: 32
- Sound formats: PCM, FM, MIDI, LFO
- PCM sampling: 16‑bit and 8‑bit audio depth, 44.1 kHz sampling sate (CD quality), up to 32 PCM channels
- FM synthesis: 1–4 operators per FM channel, up to 32 FM channels (1‑operator) or 8 FM channels (4‑operator)
- LFO waveforms: 4 waveform types (Sawtooth, rectangular, triangular, white noise), up to 32 LFO channels
- CD‑DA: 1 streaming CD‑DA channel (16‑bit PCM, 44.1 kHz) from CD
- Stereo audio output
Video
- Sega/Hitachi VDP1 @ 28.63636 MHz: Handles sprite/texture and polygon drawing[25][18]
- Bus width: 48‑bit (3x 16‑bit)[9]
- Word length: 16-bit
- Sega/Yamaha VDP2 @ 28.63636 MHz: Backgrounds, scrolling, handles background, scroll and 3D rotation planes[26][18]
- Bus width: 32‑bit[9]
- Word length: 32-bit
- Sony CXA1645M RGB‑Composite Video Encoder[18]
Graphics
- Graphics pipeline:
- 3 DSP geometry processors: 2× SH-2 DSP, SCU DSP
- 2 VDP rendering processors: VDP1 for sprites/textures/polygons, VDP2 for planes/backgrounds/textures
- Video clock rate: 28.63636 MHz MHz (NTSC),[27][1] 28.4375 MHz (PAL)[27]
- NTSC dot clock: 7.15909 MHz (lo-res),[1] 14.31818 MHz (hi-res)
- PAL dot clock: 7.109375 MHz (lo-res), 14.21875 MHz (hi-res)
- Display resolutions: 320×224 to 704×480 (see Resolutions)[27][28]
- NTSC overscan resolution: 453×263 (lo-res),[1] 907×263 (hi-res)
- PAL overscan resolution: 454×313 (lo-res), 908×313 (hi-res)
- Refresh rate: 30–60 Hz (NTSC), 25–50 Hz (PAL)[29]
- Maximum frame rate: 60 FPS (NTSC), 50 FPS (PAL)
- Color depth: 15-bit RGB to 32‑bit RGBA (24‑bit color with 8‑bit alpha transparency)[23]
- Color palette: 16,777,216 (VDP2), 32,768 (VDP1)
- Colors on screen: 256 to 16,777,216 (VDP2), 256 to 32,768 (VDP1)
- VDP2 colors per background: 16 colors (4-bit) to 16,777,216 colors (24-bit)[30][31]
- VDP1 colors per sprite/polygon: 16 colors (4-bit) to 32,768 colors (15-bit)[32][33]
- CLUT: Virtually unlimited number of CLUTs[34]
- DSP geometry processing: 188 MIPS (million instructions per second)[fn 4]
- Geometry calculations: 114 MOPS fixed-point calculations[fn 9]
- Vertex transformations: 2,400,000 vertices/sec[fn 10]
- Polygon transformations: 1,800,000 polygons/sec[fn 11]
- T&L flat lighting: 800,000 polygons/sec[fn 12]
- T&L Gouraud lighting: 700,000 polygons/sec[fn 13]
- Transmission bus bandwidth: 143 MB/s
- Fillrate:
- Bitmap/Framebuffer fillrate: 26–28 MPixels/s (24-bit color), 82–85 MPixels/s (15-bit color), 143–150 MPixels/s (8-bit color), 250–264 MPixels/s (4-bit color)[fn 16]
- Tile fillrate: 280–570 MPixels/s[fn 17]
- Optional MPEG Video CD Card: 704×480 resolution, 30 frames/sec, 16‑bit audio with 44.1 kHz sampling,[47] up to 72 minutes on one CD[20]
SCU DSP
- SCU math coprocessor: Geometry DSP @ 14.31818 MHz, 32‑bit fixed‑point instructions[16][48][49]
- Parallel units: 32/48-bit ALU (arithmetic logic unit), 48/64‑bit Multiplier, 32-bit instruction decoder
- Buses:[48][50]
- Internal: 4 parallel buses, 32-bit per bus, 128-bit overall bus width, 3 buses at 14.31818 MHz, 1 bus at 28.63636 MHz
- External: 32-bit, 28.63636 MHz
- Cache RAM: 2 KB (1 KB data, 1 KB program)[51]
- Instructions: 6 parallel instructions/cycle (one instruction per unit/bus),[17] 85.90908 MIPS (6 MIPS/MHz)
- Fixed-point operations: 28.63636 MOPS (million operations per second), 2 MOPS/MHz (2 parallel operations/cycle)
- Capabilities: Matrix and vector calculations, 3D point transformations, lighting calculations, fixed-point calculations,[49] faster than SH-2,[52] can use DMA to directly fetch and store vertex data, floating-point operations, geometry transformations, voxel rendering acceleration, fast coordinate transformations, lighting computations,[53] transparency calculations[54]
- Notes: Can only be programmed with assembly language, more difficult to program than SH-2[49]
VDP1
- Main article: VDP1 (Saturn).
- VDP1 @ 28.63636 MHz: Handles sprite/texture and polygon drawing,[25] color calculation and shading,[9] geometry[34]
- Versions: Sega 315‑5883 (Hitachi HD64440) Video Display Processor 1 (VDP1),[18] Sega 315‑5689 VDP1[9]
- Adjustable video clock rate: 28.63636 MHz or 26.8465875 MHz (NTSC),[27][1] 28.4375 MHz or 26.8426 MHz (PAL)[27]
- Parallel data bus structure: 3 parallel data buses (dual framebuffers, texture cache), 48-bit data bus width (16-bit per bus),[55] 171.8184 MB/s bandwidth[fn 18]
- Parallel data bus cycles: 85.90908 million bus cycles/sec[fn 19]
- Color palette: 32,768 colors (15-bit RGB) to 16,777,216 (24-bit VDP2 CRAM palette, accessible by VDP1)[56]
- Features: Alpha blending, clipping, luminance,[33] shadows,[58] transparency[59] (3 alpha levels, or 32 alpha levels using VDP2 palette),[57] per-pixel transparency[60]
- Polygon capabilities: Texture mapping,[25] lighting,[61][62] shading, wire‑frame, flat shading, Gouraud shading,[60][9][62] 15-bit color Gouraud shading,[63] 15-bit colored lighting, quad polygons, edge anti‑aliasing,[64] forward texture mapping (form of perspective correction), bilinear approximation (reduces texture warping), medium polygon accuracy (seamless polygons)[65]
- Framebuffer capabilities: Double buffering, dual 256 KB framebuffers, rotation & scaling,[33] VDP1 framebuffer can be rotated as bitmap layer by VDP2[66]
- Framebuffer resolution: 512×256, 512×512, 1024×256[67]
- Overscan resolution: 1708×263 (NTSC), 1820×313 (PAL), 852×525 (31KC), 848×562 (HDTV)[28]
- Sprite/Texture capabilities: Rotation & scaling, flipping, distortion,[25][33] warping, vertical and horizontal line scrolling, virtually unlimited color lookup tables,[34][68] System 24/32 sprite rendering system[69]
- Sprite/Texture size: 8×1 to 504×255 texels[70]
- Colors per sprite/texture in Lo-Res: 16, 64, 128, 256, and 32,768[32]
- Colors per sprite/texture in Hi-Res: 16, 64, 128, and 256[71]
- Maximum texels per scanline: 1812 (NTSC),[27] 1820 (PAL)[28]
- Maximum sprites/textures per scanline: 226 (NTSC), 227 (PAL)
- Texture cache VRAM: 512 KB[72]
- Sprite/Polygon size: 32 bytes (flat shading),[46][73] 40 bytes (Gouraud shading),[74] 64–96 bytes (shadows),[60] 72–104 bytes (shadows, Gouraud shading)
- Texture size: 4 bytes (8×1 texels, 16 colors) to 251.02 KB (504×255 texels, 32,758 colors)[73]
- Maximum sprites per frame: 16,383 (virtually unlimited),[34] 13,106 (Gouraud shading), 5461–8191 (shadows)
- Maximum polygons per frame: 16,384 (flat shading), 16,383 (texture mapping), 13,107 (Gouraud shading), 13,106 (texture mapping, Gouraud shading), 8192 (shadows), 8191 (texture mapping, shadows), 7281 (texture mapping, shadows, Gouraud shading)
- Framebuffer fillrate: 28.63636 MPixels/s (16bpp),[fn 20] 35.6465 MPixels/s (8bpp)[fn 21]
- Texture fillrate: 19 MTexels/s (504×255 textures), 14 MTexels/s (10×10 textures), 12 MTexels/s (8×8 textures)[fn 24]
- Gouraud shading: 19 MTexels/s (504×255 textures), 9 MTexels/s (10×10 textures)[fn 25]
- Polygon rendering performance: Lighting[46][fn 26]
- Texture mapping performance: Lighting[63][80]
VDP2
- Main article: VDP2 (Saturn).
- VDP2 @ 57.27272 MHz: Handles background, scroll and 3D rotation planes[26]
- VDP2 cores: 4 parallel cores (17 units), 28.63636 MHz per core[85]
- Bus control
- H/V counter & timing generator
- Scroll picture block: 8 units (Normal picture coordinate calculation, Rotation picture coordinate calculation, Pattern name control, Window control, Character control, Line picture control, VRAM control, Dot data control)
- Video process: 7 units (Color offset & shadow, Output data control, Color computing control, Color RAM, Priority control, Color RAM control, Sprite control)
- Features: Transparency (32 levels of transparency, can also be applied to VDP1 polygons/sprites),[57] shadowing, 2 windows for special calculations,[31] matrix calculations,[86] multi-texturing,[87] bump mapping,[54] color gradients
- 3D infinite planes: Can be manipulated as large polygon objects,[88] with perspective transformation[89][90] and rotation. Can have curved surface and bumps,[91] and be used for grounds, walls, ceilings, seas, skies, etc.
- Visual effects: Water, fire, fog, heat haze, misting, reflective water surfaces[92]
- Rotation picture coordinate calculation: Geometry processing unit within Scroll picture block,[85] rotation and transformation of 3D planes,[89] manipulates 3D planes as very large polygons,[88] 24-bit fixed-point operations,[89] 28.63636 MOPS (million operations per second)
- Planes: 7 layers, 2–6 simultaneous layers (1–4 scrolling 2D backgrounds, 1–2 rotating 3D playfields, 1 back screen)[31][30][93]
- 2D scrolling backgrounds: Scrolling, parallax scrolling, single-axis 2D rotation[94]
- NBG0: 16–16,777,216 colors, tilemap (1024×1024 to 2048×2048) or bitmap (512×256 to 1024×512), column/row/line scrolling, scaling
- NBG1: 16–32,768 colors, tilemap (1024×1024 to 2048×2048) or bitmap (512×256 to 1024×512), column/row/line scrolling, scaling
- NBG2/NBG3: 16–256 colors, tilemap (1024×1024 to 2048×2048)
- 3D rotating playfields: Scrolling, scaling, dual-axis 3D rotation,[94] three-axis 3D rotation,[95] 3D infinite ground planes, perspective correct 3D rotation, can be manipulated as large polygon objects,[88] perspective transformation,[89][90] can have curved surface and bumps[91]
- RBG0: 16–16,777,216 colors, tilemap (2048×2048 to 4096×4096) or bitmap (512×256 to 512×512)
- RBG1: 16–16,777,216 colors, tilemap (2048×2048 to 4096×4096)
- Back screen: 1 plain background,[96] 1 to 240 colors (1 color/scanline)
- 2D scrolling backgrounds: Scrolling, parallax scrolling, single-axis 2D rotation[94]
- Tile capabilities: 8×8 and 16×16 tile sizes,[30] scroll plane up to 8192×8192 pixels,[97] rotating 3D infinite planes up to 4096×4096 pixels each,[93] tile compression, tile-based texture compression, tiled rendering, virtually unlimited draw distance
- Bitmap capabilities: Bitmap layers can be used as additional framebuffer[98] (with full transparency), displays VDP1 framebuffer as additional bitmap layer, can rotate VDP1 framebuffer[66]
- Color palette: 16,777,216 colors (24-bit), 32,768 colors (15-bit), 65,536 colors (15-bit with transparency)
- Bitmap fillrate:
- Tile fillrate: 251.65824–534.77376 MPixels/s[fn 37]
Resolutions
The Saturn supported the following display resolutions:[103]
Progressive
- 320×224 (Lo‑Res)
- 320×240 (Lo‑Res)
- 320×256 (Lo-Res, PAL)
- 352×224 (Lo‑Res)
- 352×240 (Lo‑Res)
- 352×256 (PAL)
- 640×224
- 640×240
- 640×256 (PAL)
- 704×224
- 704×240
- 704×256 (PAL)
Interlaced
- 320×448
- 320×512 (PAL)
- 320×480
- 352×448
- 320×480
- 352×512 (PAL)
- 640×448 (Hi‑Res)
- 640×480 (Hi‑Res)
- 640×512 (Hi‑Res, PAL)
- 704×448 (Hi‑Res)
- 704×480 (Hi‑Res)
- 704×512 (Hi‑Res, PAL)
Memory
- Total memory: 5–11 MB (5152 KB system, 39,408 bytes cache, 512–5120 KB cartridge, 1 MB card)
- System RAM: 4.53125 MB (4640 KB)[44][20]
- 2 MB Work RAM[fn 41]
- 1.5 MB VRAM[fn 44]
- 512 KB VDP1 texture cache VRAM[fn 45]
- 512 KB (2× 256 KB) VDP1 dual framebuffers[fn 46]
- 512 KB (512 KB) VDP2 background cache VRAM[fn 47] (tiled texture compression up to 17 MB)[fn 48]
- 512 KB Sound RAM[fn 49]
- 512 KB CD‑ROM sub‑system buffer data cache[fn 50]
- 32 KB battery backup SRAM[fn 51]
- System ROM: 512 KB BIOS[fn 52]
- Internal processor cache: 39,408 bytes (38.484375 KB)[15][9]
- Optional cartridge: 512 KB to 4.5 MB
- RAM cartridge: 512 KB to 4.5 MB
- Extended RAM Cartridge: 1 MB or 4 MB Work RAM[fn 53]
- Saturn Backup Memory: 512 KB battery backup
- Pro Action Replay: 512 KB battery backup
- Action Replay Plus: 4.5 MB
- 4 MB Work RAM[fn 54]
- 512 KB battery backup
- Saturn ROM Cartridge: 2 MB (The King of Fighters '95)
- RAM cartridge: 512 KB to 4.5 MB
- Optional MPEG Video CD Card: 1 MB (512 KB FPM RAM buffer, 512 KB MROM program)[20][1]
Configuration
System RAM buses, all connected through the SCU:[15][44][9]
- System bus[fn 41]
- SH2 (×2), SCU, SMPC <–> Work RAM,[fn 55] battery backup SRAM
- Video sub‑system buses[fn 56][25]
- Sound sub‑system bus — SCU, 68EC000, SCSP <‑> Sound RAM[fn 60]
- CD‑ROM sub‑system bus — SCU, SH1 <‑> CD‑ROM cache/buffer RAM[fn 60]
Bandwidth
Storage
Input/Output
- Two 16‑bit bidirectional parallel I/O ports
- High-speed serial communications port (Both SH2 SCI channels and SCSP MIDI)
- Cartridge connector
- Internal expansion port for video decoder card
- Composite video/stereo (JP Part No: HSS-0106)
- NTSC/PAL RF (US Part No.: MK-80116, JP Part No.: HSS-0110)
- S-Video compatible (JP Part No.: HSS-0105)
- RGB compatible (JP Part No.: HSS-0109)
- EDTV compatible (optional)
Power source
- AC110 volts; 60 Hz (US)
- AC240 volts; 50 Hz (EU)
- AC100 volts; 60 Hz (JP)
- AC240 volts; 60 Hz (AS)
- AC220 volts; 60 Hz (KR)
- 4 volt lithium battery to power non-volatile RAM and SMPC internal real-time clock
- Power Consumption: 25 W
Dimensions
US/European model:
BIOS
BIOS Version | Machine | Download |
---|---|---|
1.00 | Sega Saturn (Japan) | 1.00 (Asian Saturn) (info) ("Sega Saturn BIOS (1.00) (J).zip" does not exist) |
1.00a | Sega Saturn (NA & EU) | 1.00a (NA & EU Saturn) (info) ("Sega Saturn BIOS (1.00a) (UE).zip" does not exist) |
1.003 | Sega Saturn Devkit (Japan) | 1.003 (Asian Devkit) (info) ("Sega Saturn BIOS (1.003) (J).zip" does not exist) |
1.01 | Sega Saturn (Japan), HiSaturn (Japan), V-Saturn (Japan) | 1.01 (Asian Saturn) (info) ("Sega Saturn BIOS (1.01) (J).zip" does not exist) |
1.01 (Asian HiSaturn) (info) ("HI-Saturn BIOS (1.01) (J).zip" does not exist) | ||
1.01 (Asian V-Saturn) (info) ("V-Saturn BIOS (1.01) (J).zip" does not exist) | ||
1.01a | Sega Saturn (NA & EU) | 1.01a (NA & EU Saturn) (info) ("Sega Saturn BIOS (1.01a) (UE).zip" does not exist) |
1.02 | HiSaturn (Japan) | 1.02 (JP HiSaturn) (info) ("Bios_Hi-Saturn_1.02_(J).rar" does not exist) |
1.03 | HiSaturn Navi (Japan) | 1.03 (JP HiSaturn Navi) (info) ("Bios_GameNavi_HiSaturn_1.03.rar" does not exist) |
Errata
- See VDP1 Errata
VDP1 half-transparency rendering feature causes strips of pixels to be rewritten to framebuffer for all 3D primitives like: Line, Polyline, Polygon and Distorted sprite, applying the transparency effect multiple times. It can be seen in a multitude of commercial games (Two examples: FIFA Road to World Cup 98: Glass wall in indoor stadium, Lupin the 3rd: Pyramid no Kenja: enemies shadows and radar range.).
The VDP1 supports per-pixel transparency between different polygons/sprites in the VDP1 framebuffer (Loaded: Shadows and a lot of effects particles), or between VDP1 and VDP2 layers (Silhouette_Mirage and Guardian Heroes: A lot of effects), but not both at the same time, with the VDP2's transparency overriding the VDP1's transparency. There are several ways to overcome this issue. The most common method used by Saturn games is to fake transparency with dithering, using a mesh that gets blended by a television's Composite or S-Video cable. Another method is using a VDP2 bitmap layer as an additional transparent framebuffer, copying transparent assets from the VDP1 framebuffer to a VDP2 bitmap framebuffer layer (e.g. the transparent polygons in Burning Rangers). Another method possible is software transparency, programming the CPU with software code, but there are no known games to do so.
Footnotes
- ↑ [MOPS (million operations per second) MOPS (million operations per second)]
- ↑ [1 operation per cycle[13] 1 operation per cycle[13]]
- ↑ [39 cycles per divide[14] 39 cycles per divide[14]]
- ↑ [74.454536 MIPS SH-2, 85.90908 MIPS SCU, 28.63636 MIPS VDP2 74.454536 MIPS SH-2, 85.90908 MIPS SCU, 28.63636 MIPS VDP2]
- ↑ [2x SH-2 MULT: 57.27272 MOPS[35]
2x SH-2 DIVU: 1.468531 MOPS (39 cycles per divide)[36]
SCU DSP: 28.63636 MOPS (add and multiply per cycle)
VDP2: 28.63636 MOPS 2x SH-2 MULT: 57.27272 MOPS[35]
2x SH-2 DIVU: 1.468531 MOPS (39 cycles per divide)[36]
SCU DSP: 28.63636 MOPS (add and multiply per cycle)
VDP2: 28.63636 MOPS] - ↑ [2x SH-2: 57,272,720 adds/sec (1 cycle per multiply)[35]
SCU DSP: 14,318,180 multiplies/sec (1 cycle per multiply)
VDP2: 14.31818 adds/sec 2x SH-2: 57,272,720 adds/sec (1 cycle per multiply)[35]
SCU DSP: 14,318,180 multiplies/sec (1 cycle per multiply)
VDP2: 14.31818 adds/sec] - ↑ [2x SH-2: 57,272,720 multiplies/sec (1 cycle per multiply)[37]
SCU DSP: 14,318,180 multiplies/sec (1 cycle per multiply)
VDP2: 14.31818 multiplies/sec 2x SH-2: 57,272,720 multiplies/sec (1 cycle per multiply)[37]
SCU DSP: 14,318,180 multiplies/sec (1 cycle per multiply)
VDP2: 14.31818 multiplies/sec] - ↑ [2x CPU: 3,579,545 divides/sec (16 cycles per 16-bit divide)[14]
2x DIVU: 1,468,531 divides/sec (39 cycles per divide)[36] 2x CPU: 3,579,545 divides/sec (16 cycles per 16-bit divide)[14]
2x DIVU: 1,468,531 divides/sec (39 cycles per divide)[36]] - ↑ [2x SH-2 MULT: 57.27272 MOPS (million operations per second)[35]
2x SH-2 DIVU: 1.468531 MOPS (39 cycles per divide)[36]
SCU DSP: 28.63636 MOPS (add and multiply per cycle)
VDP2: 28.63636 MOPS (only for VDP2's 3D planes) 2x SH-2 MULT: 57.27272 MOPS (million operations per second)[35]
2x SH-2 DIVU: 1.468531 MOPS (39 cycles per divide)[36]
SCU DSP: 28.63636 MOPS (add and multiply per cycle)
VDP2: 28.63636 MOPS (only for VDP2's 3D planes)] - ↑ [Transformation (21 adds/multiplies),[38] projection (4 adds/multiplies)[39] and perspective division (1 divide)[40] per vertex:
- 894,886 vertices/sec: 894,886 SCU DSP transformations (14 cycles per transform,[38] 2 cycles per projection), 894,886 SH-2 DIVU divisions (1 divide per vertex)
- 573,644 vertices/sec: 14,341,100 SH-2 MULT DSP transform/projection operations (25 cycles per vertex), 573,644 SH-2 DIVU divisions (1 divide per vertex)
- 1,011,294 vertices/sec: 41,463,054 SH-2 transform/projection/divide cycles (41 cycles per vertex)
- 894,886 vertices/sec: 894,886 SCU DSP transformations (14 cycles per transform,[38] 2 cycles per projection), 894,886 SH-2 DIVU divisions (1 divide per vertex)
- 573,644 vertices/sec: 14,341,100 SH-2 MULT DSP transform/projection operations (25 cycles per vertex), 573,644 SH-2 DIVU divisions (1 divide per vertex)
- 1,011,294 vertices/sec: 41,463,054 SH-2 transform/projection/divide cycles (41 cycles per vertex)]
- ↑ [8 vertices per cube (6 quad polygons)[41] 8 vertices per cube (6 quad polygons)[41]]
- ↑ [8 transformations (168 adds/multiplies), 6 surface normals (72 multiplies, 36 adds),[42] 6 light sources (72 adds/multiplies),[43] 8 projections (32 adds/multiplies) and 8 perspective divisions (24 divides)[39] per cube with 8 vertices and 6 quad polygons:
- 52,640 cubes/sec: 52,640 SCU DSP cubes (112 transform cycles, 72 surface normal cycles, 72 light source cycles,[43] 16 projection cycles), 1,263,360 SH-2 DIVU divisions (24 divides per cube)
- 8548 cubes/sec: 2,940,512 SH-2 MULT DSP transform/projection operations (347 cycles per cube), 205,152 SH-2 DIVU divisions (24 divides per cube)
- 72,614 cubes/sec: 52,862,992 SH-2 transform/projection/divide cycles (728 cycles per cube)
- 52,640 cubes/sec: 52,640 SCU DSP cubes (112 transform cycles, 72 surface normal cycles, 72 light source cycles,[43] 16 projection cycles), 1,263,360 SH-2 DIVU divisions (24 divides per cube)
- 8548 cubes/sec: 2,940,512 SH-2 MULT DSP transform/projection operations (347 cycles per cube), 205,152 SH-2 DIVU divisions (24 divides per cube)
- 72,614 cubes/sec: 52,862,992 SH-2 transform/projection/divide cycles (728 cycles per cube)]
- ↑ [8 transformations (168 adds/multiplies), 8 surface normals (96 multiplies, 48 adds), 8 light sources (96 adds/multiplies), 8 projections (32 adds/multiplies) and 8 perspective divisions (24 divides) per cube with 8 vertices and 6 quad polygons:
- 44,744 cubes/sec: 44,744 SCU DSP cubes (112 transform cycles, 96 surface normal cycles, 96 light source cycles, 16 projection cycles), 1,073,856 SH-2 DIVU divisions (24 divides per cube)
- 16,444 cubes/sec: 7,235,360 SH-2 MULT DSP transform/projection operations (440 cycles per cube), 394,675 SH-2 DIVU divisions (8 divides per cube)
- 58,942 cubes/sec: 48,568,208 SH-2 transform/projection/divide cycles (824 cycles per cube)
- 44,744 cubes/sec: 44,744 SCU DSP cubes (112 transform cycles, 96 surface normal cycles, 96 light source cycles, 16 projection cycles), 1,073,856 SH-2 DIVU divisions (24 divides per cube)
- 16,444 cubes/sec: 7,235,360 SH-2 MULT DSP transform/projection operations (440 cycles per cube), 394,675 SH-2 DIVU divisions (8 divides per cube)
- 58,942 cubes/sec: 48,568,208 SH-2 transform/projection/divide cycles (824 cycles per cube)]
- ↑ [Multiplexed (57.27272 MB/s VDP1, 57.27272 MB/s VDP2), 16-bit per VDP, 28.63636 MHz[44][45]
- Maximum VDP1 polygon transfer: 1,789,772 polygons/sec (57.272704 MB/s, 32 bytes per polygon)[46]
- Maximum VDP1 polygon transfer: 1,789,772 polygons/sec (57.272704 MB/s, 32 bytes per polygon)[46]]
- ↑ [8-bit, 28.63636 MHz[45] 8-bit, 28.63636 MHz[45]]
- ↑ VDP1: 28.63636 MPixels/s (15-bit color), 35.6465 MPixels/s (8-bit color)
VDP2: 26.8426–28.63636 MPixels/s (24-bit color), 53.6852–57.27272 MPixels/s (15-bit color), 107.3704–114.54544 MPixels/s (8-bit color), 214.7408–229.09088 MPixels/s (4-bit color) - ↑ [VDP1: 28.63636–35.6465 MPixels/s
VDP2: 251.65824–534.77376 MPixels/s VDP1: 28.63636–35.6465 MPixels/s
VDP2: 251.65824–534.77376 MPixels/s] - ↑ [57.27272 MB/s per bus 57.27272 MB/s per bus]
- ↑ [28.63636 MHz texture cache, 28.63636 MHz draw/render framebuffer, 28.63636 MHz display/erase framebuffer[29] 28.63636 MHz texture cache, 28.63636 MHz draw/render framebuffer, 28.63636 MHz display/erase framebuffer[29]]
- ↑ [1 cycle per pixel[27][75][28] 1 cycle per pixel[27][75][28]]
- ↑ [28.63636 MPixels/s draw, 14.418 MPixels/s erase/write[76][77] 28.63636 MPixels/s draw, 14.418 MPixels/s erase/write[76][77]]
- ↑ [164,576 Gouraud-shaded 10×10 polygons/sec: 57.27272 million parallel bus cycles/sec, 248 cycles overhead per polygon (16 cycles command table fetch,[78] 232 cycles Gouraud shading),[79] 348 cycles per polygon (100 cycles drawing per 100-pixel polygon)[80] 164,576 Gouraud-shaded 10×10 polygons/sec: 57.27272 million parallel bus cycles/sec, 248 cycles overhead per polygon (16 cycles command table fetch,[78] 232 cycles Gouraud shading),[79] 348 cycles per polygon (100 cycles drawing per 100-pixel polygon)[80]]
- ↑ [Takes six times longer when using VDP1's RGB mode.[60] When using VDP2 palette mode, the VDP1 draws shadowed/translucent objects at full speed. Takes six times longer when using VDP1's RGB mode.[60] When using VDP2 palette mode, the VDP1 draws shadowed/translucent objects at full speed.]
- ↑ [Drawing process is asynchronous,[78] commands/textures read from texture cache and pixels/texels written to rendering framebuffer in parallel (57.27272 million parallel bus cycles/sec),[81] 148 textured 504×255 polygons/sec (386,905 parallel cycles per polygon), 136,363 textured 10×10 polygons/sec (420 parallel cycles per polygon), 189,644 textured 8×8 polygons/sec (302 parallel cycles per polygon)[79] Drawing process is asynchronous,[78] commands/textures read from texture cache and pixels/texels written to rendering framebuffer in parallel (57.27272 million parallel bus cycles/sec),[81] 148 textured 504×255 polygons/sec (386,905 parallel cycles per polygon), 136,363 textured 10×10 polygons/sec (420 parallel cycles per polygon), 189,644 textured 8×8 polygons/sec (302 parallel cycles per polygon)[79]]
- ↑ [57.27272 million parallel bus cycles/sec, 147 textured 504×255 polygons/sec (387,137 parallel cycles per polygon), 87,841 textured 10×10 polygons/sec (652 parallel cycles per polygon)[79][80] 57.27272 million parallel bus cycles/sec, 147 textured 504×255 polygons/sec (387,137 parallel cycles per polygon), 87,841 textured 10×10 polygons/sec (652 parallel cycles per polygon)[79][80]]
- ↑ [Flat shading: 16 cycles per polygon in 28.63636 MHz texture cache,[78] 1 cycle per pixel in 28.63636 MHz framebuffer Flat shading: 16 cycles per polygon in 28.63636 MHz texture cache,[78] 1 cycle per pixel in 28.63636 MHz framebuffer]
- ↑ [57.27272 million parallel bus cycles/sec, 248 cycles overhead per polygon (16 cycles command table fetch,[78] 232 cycles Gouraud shading),[79] 32 cycles drawing per 32-pixel polygon[80] 57.27272 million parallel bus cycles/sec, 248 cycles overhead per polygon (16 cycles command table fetch,[78] 232 cycles Gouraud shading),[79] 32 cycles drawing per 32-pixel polygon[80]]
- ↑ [57.27272 million parallel bus cycles/sec, 171 parallel cycles per polygon[79] 57.27272 million parallel bus cycles/sec, 171 parallel cycles per polygon[79]]
- ↑ [200,000 texture-mapped polygons/sec,[82][34] 57.27272 million parallel bus cycles/sec, 285 parallel cycles per polygon[79] 200,000 texture-mapped polygons/sec,[82][34] 57.27272 million parallel bus cycles/sec, 285 parallel cycles per polygon[79]]
- ↑ [57.27272 million parallel bus cycles/sec, 403 parallel cycles per polygon[79][80] 57.27272 million parallel bus cycles/sec, 403 parallel cycles per polygon[79][80]]
- ↑ [4 system cycles per per display pixel,[1] 8 VDP2 memory cycles per lo-res display pixel, 4 VDP2 memory cycles per hi-res display pixel,[83] VDP2 memory clock twice as high as system clock, 16-bit access per memory cycle[84] 4 system cycles per per display pixel,[1] 8 VDP2 memory cycles per lo-res display pixel, 4 VDP2 memory cycles per hi-res display pixel,[83] VDP2 memory clock twice as high as system clock, 16-bit access per memory cycle[84]]
- ↑ [2 memory cycles per pixel (8 memory cycles per 4 pixels)[83][101] 2 memory cycles per pixel (8 memory cycles per 4 pixels)[83][101]]
- ↑ [1 pixel per memory cycle (4 pixels per 4 memory cycles)[83][101] 1 pixel per memory cycle (4 pixels per 4 memory cycles)[83][101]]
- ↑ [2 pixels per memory cycle (4 pixels per 2 memory cycles)[83][101] 2 pixels per memory cycle (4 pixels per 2 memory cycles)[83][101]]
- ↑ [4 pixels per memory cycle[83][101] 4 pixels per memory cycle[83][101]]
- ↑ [2 memory cycles per pixel (8 memory cycles per 4 pixels)[83][101] 2 memory cycles per pixel (8 memory cycles per 4 pixels)[83][101]]
- ↑ [4096×4096 texel texture, 1024×1024 texel texture, 30 frames per second[102] 4096×4096 texel texture, 1024×1024 texel texture, 30 frames per second[102]]
- ↑ [1024×1024 to 2048×2048 pixel tilemaps 1024×1024 to 2048×2048 pixel tilemaps]
- ↑ [4x 128×128 tiles[93] 4x 128×128 tiles[93]]
- ↑ [2048×2048 to 4096×4096 texel textures 2048×2048 to 4096×4096 texel textures]
- ↑ 41.0 41.1 41.2 [32‑bit, 28.63636 MHz 32‑bit, 28.63636 MHz]
- ↑ [28.63636 MHz, 34 ns[104][105][106] 28.63636 MHz, 34 ns[104][105][106]]
- ↑ [22.222222 MHz, 45 ns cycles, 70 ns access[107][108][109] 22.222222 MHz, 45 ns cycles, 70 ns access[107][108][109]]
- ↑ [SDRAM, 80-bit SDRAM, 80-bit]
- ↑ [16‑bit, 28.63636 MHz, 34 ns[104][105][106] 16‑bit, 28.63636 MHz, 34 ns[104][105][106]]
- ↑ [32‑bit, 28.63636 MHz (2x 16-bit), 34 ns[110][106] 32‑bit, 28.63636 MHz (2x 16-bit), 34 ns[110][106]]
- ↑ [32‑bit (2x 16-bit), 57.27272 MHz, 17 ns,[110][106] 4 system cycles per per display pixel,[1] 8 VDP2 memory cycles per lo-res display pixel, 4 VDP2 memory cycles per hi-res display pixel,[83] VDP2 memory clock twice as high as system clock, 16-bit access per memory cycle[84] 32‑bit (2x 16-bit), 57.27272 MHz, 17 ns,[110][106] 4 system cycles per per display pixel,[1] 8 VDP2 memory cycles per lo-res display pixel, 4 VDP2 memory cycles per hi-res display pixel,[83] VDP2 memory clock twice as high as system clock, 16-bit access per memory cycle[84]]
- ↑ [17 MB textures (4096×4096 and 1024×1024 texels, 8-bit palettes) compressed in 512 KB VDP2 memory 17 MB textures (4096×4096 and 1024×1024 texels, 8-bit palettes) compressed in 512 KB VDP2 memory]
- ↑ [FPM DRAM, 16‑bit, 20 MHz, 50 ns cycles, 70 ns access[111][112] FPM DRAM, 16‑bit, 20 MHz, 50 ns cycles, 70 ns access[111][112]]
- ↑ [FPM DRAM, 16‑bit, 20 MHz, 50 ns cycles, 80 ns access[113][109] FPM DRAM, 16‑bit, 20 MHz, 50 ns cycles, 80 ns access[113][109]]
- ↑ NVRAM, 8‑bit, 10 MHz, 100 ns[114][115]
- ↑ MROM/EPROM, 16‑bit, 10 MHz[18][116]
- ↑ [FPM DRAM, 16-bit, 22.222222 MHz, 45 ns cycles, 70 ns access[117][118] FPM DRAM, 16-bit, 22.222222 MHz, 45 ns cycles, 70 ns access[117][118]]
- ↑ [FPM DRAM, 16-bit, 25 MHz, 40 ns cycles, 60 ns access[44][119][120] FPM DRAM, 16-bit, 25 MHz, 40 ns cycles, 60 ns access[44][119][120]]
- ↑ [2× SDRAM, 2× FPM DRAM 2× SDRAM, 2× FPM DRAM]
- ↑ [80-bit 80-bit]
- ↑ [16-bit, 28.63636 MHz 16-bit, 28.63636 MHz]
- ↑ 58.0 58.1 58.2 [SDRAM, 16-bit, 28.63636 MHz SDRAM, 16-bit, 28.63636 MHz]
- ↑ [2x SDRAM, 32-bit (2x 16-bit),[26] 57.27272 MHz (2x 28.63636 MHz), 4 system cycles per per display pixel,[1] 8 VDP2 memory cycles per lo-res display pixel, 4 VDP2 memory cycles per hi-res display pixel,[83] VDP2 memory clock twice as high as system clock, 16-bit access per memory cycle[84] 2x SDRAM, 32-bit (2x 16-bit),[26] 57.27272 MHz (2x 28.63636 MHz), 4 system cycles per per display pixel,[1] 8 VDP2 memory cycles per lo-res display pixel, 4 VDP2 memory cycles per hi-res display pixel,[83] VDP2 memory clock twice as high as system clock, 16-bit access per memory cycle[84]]
- ↑ 60.0 60.1 [FPM DRAM, 16-bit, 28.63636 MHz FPM DRAM, 16-bit, 28.63636 MHz]
- ↑ [7 buses, 144-bit bus width 7 buses, 144-bit bus width]
- ↑ [114.54544 MB/s SDRAM, 88.888888 MB/s FPM DRAM 114.54544 MB/s SDRAM, 88.888888 MB/s FPM DRAM]
- ↑ [8‑bit, 10 MHz 8‑bit, 10 MHz]
- ↑ [SDRAM, 4 buses, 80-bit bus width, 28.63636 MHz SDRAM, 4 buses, 80-bit bus width, 28.63636 MHz]
- ↑ [114.54544 MB/s framebuffers, 57.27272 MB/s texture cache, 48-bit bus width 114.54544 MB/s framebuffers, 57.27272 MB/s texture cache, 48-bit bus width]
- ↑ [32-bit bus width, 57.27272 MHz (2x 28.63636 MHz), 4 system cycles per per display pixel,[1] 8 VDP2 memory cycles per lo-res display pixel, 4 VDP2 memory cycles per hi-res display pixel,[83] VDP2 memory clock twice as high as system clock, 16-bit access per memory cycle[84] 32-bit bus width, 57.27272 MHz (2x 28.63636 MHz), 4 system cycles per per display pixel,[1] 8 VDP2 memory cycles per lo-res display pixel, 4 VDP2 memory cycles per hi-res display pixel,[83] VDP2 memory clock twice as high as system clock, 16-bit access per memory cycle[84]]
- ↑ [534.77376 megapixels/sec fillrate, 8-bit palettes 534.77376 megapixels/sec fillrate, 8-bit palettes]
- ↑ 68.0 68.1 [FPM DRAM, 16‑bit, 20 MHz FPM DRAM, 16‑bit, 20 MHz]
- ↑ [114.54544 MB/s per SH2 114.54544 MB/s per SH2]
- ↑ [32‑bit, 20 MHz 32‑bit, 20 MHz]
- ↑ [171.81816 MB/s for 3 buses, 114.54544 MB/s for 1 bus 171.81816 MB/s for 3 buses, 114.54544 MB/s for 1 bus]
- ↑ [2 MB/s RAM, 5 MB/s ROM 2 MB/s RAM, 5 MB/s ROM]
- ↑ [16‑bit, 11.29 MHz 16‑bit, 11.29 MHz]
- ↑ [24‑bit, 22.58 MHz 24‑bit, 22.58 MHz]
- ↑ [171.81816 MB/s VDP1, 114.54544 MB/s VDP2 color RAM cache 171.81816 MB/s VDP1, 114.54544 MB/s VDP2 color RAM cache]
- ↑ [16‑bit, 10 MHz 16‑bit, 10 MHz]
- ↑ [FPM DRAM, 16-bit, 22.222222 MHz FPM DRAM, 16-bit, 22.222222 MHz]
- ↑ [FPM DRAM, 16-bit, 25 MHz FPM DRAM, 16-bit, 25 MHz]
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Sega Saturn hardware notes (2004-04-27)
- ↑ 2.0 2.1 File:Hitachi SuperH Programming Manual.pdf
- ↑ File:SH7604 Hardware Manual.pdf
- ↑ File:SH-2A.pdf, page 2
- ↑ SH7040, SH7041, SH7042, SH7043, SH7044, SH7045, Renesas
- ↑ File:Hitachi SuperH Programming Manual.pdf, page 390
- ↑ 7.0 7.1 7.2 File:SH7604 Hardware Manual.pdf, page 3
- ↑ File:SH7604 Hardware Manual.pdf, page 219
- ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf
- ↑ 10.0 10.1 File:SH7604 Hardware Manual.pdf, page 22
- ↑ File:ST-103-R1-040194.pdf, page 23
- ↑ 12.0 12.1 File:SH7604 Hardware Manual.pdf, page 303
- ↑ File:Hitachi SuperH Programming Manual.pdf, page 31
- ↑ 14.0 14.1 File:Hitachi SuperH Programming Manual.pdf, page 155
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 File:ST-103-R1-040194.pdf
- ↑ 16.0 16.1 File:ST-097-R5-072694.pdf
- ↑ 17.0 17.1 File:ST-TECH.pdf, page 157
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7 Sega Saturn (MAME)
- ↑ 19.0 19.1 File:HD40491 datasheet.pdf
- ↑ 20.0 20.1 20.2 20.3 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 12
- ↑ 21.0 21.1 File:ST-077-R2-052594.pdf
- ↑ 22.0 22.1 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 42
- ↑ 23.0 23.1 Sega Saturn FAQ (January 8, 2000)
- ↑ Obsolete Microprocessors
- ↑ 25.0 25.1 25.2 25.3 25.4 File:ST-013-R3-061694.pdf
- ↑ 26.0 26.1 26.2 File:ST-058-R2-060194.pdf
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 27.6 27.7 File:ST-013-R3-061694.pdf, page 52
- ↑ 28.0 28.1 28.2 28.3 File:ST-013-R3-061694.pdf, page 64
- ↑ 29.0 29.1 File:ST-013-R3-061694.pdf, page 6
- ↑ 30.0 30.1 30.2 File:ST-058-R2-060194.pdf, page 24
- ↑ 31.0 31.1 31.2 STV VDP2 (MAME)
- ↑ 32.0 32.1 File:ST-013-R3-061694.pdf, page 18
- ↑ 33.0 33.1 33.2 33.3 STV VDP1 (MAME)
- ↑ 34.0 34.1 34.2 34.3 34.4 34.5 34.6 File:NextGeneration US 24.pdf, page 64
- ↑ 35.0 35.1 35.2 File:SH7604 Hardware Manual.pdf, page 51
- ↑ 36.0 36.1 36.2 File:Hitachi SuperH Programming Manual.pdf, page 308
- ↑ File:SH7604 Hardware Manual.pdf, page 36
- ↑ 38.0 38.1 File:ST-240-A-SP1-052295.pdf, page 8
- ↑ 39.0 39.1 Design of Digital Systems and Devices (page 97)
- ↑ 3D Polygon Rendering Pipeline (page 50)
- ↑ File:ST-237-R1-051795.pdf, page 51
- ↑ Design of Digital Systems and Devices (page 95)
- ↑ 43.0 43.1 [Sega DTS, March 1996, DSP Demo Sega DTS, March 1996, DSP Demo]
- ↑ 44.0 44.1 44.2 44.3 File:13-APR-94.pdf, page 8
- ↑ 45.0 45.1 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 14
- ↑ 46.0 46.1 46.2 File:ST-013-R3-061694.pdf, page 40
- ↑ File:ST-103-R1-040194.pdf, page 17
- ↑ 48.0 48.1 File:ST-097-R5-072694.pdf, page 93
- ↑ 49.0 49.1 49.2 File:ST-TECH.pdf, page 149
- ↑ File:ST-TECH.pdf, page 152
- ↑ File:ST-103-R1-040194.pdf, page 25
- ↑ File:ST-TECH.pdf, page 163
- ↑ The State of Sega Saturn Homebrew
- ↑ 54.0 54.1 Pure Entertainment Interview
- ↑ File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 34
- ↑ File:TUTORIAL.pdf, page 11
- ↑ 57.0 57.1 57.2 File:ST-TECH.pdf, page 147
- ↑ File:ST-TECH.pdf, page 135
- ↑ File:ST-013-R3-061694.pdf, page 34
- ↑ 60.0 60.1 60.2 60.3 File:ST-013-R3-061694.pdf, page 110
- ↑ File:ST-238-R1-051795.pdf
- ↑ 62.0 62.1 File:ST-238-R1-051795.pdf, page 232
- ↑ 63.0 63.1 File:ST-013-R3-061694.pdf, page 41
- ↑ File:ST-013-R3-061694.pdf, page 24
- ↑ Sega Saturn 3D Capabilities
- ↑ 66.0 66.1 File:ST-058-R2-060194.pdf, page 177
- ↑ File:ST-013-R3-061694.pdf, page 149
- ↑ Sega Saturn Tech Specs
- ↑ Sega System 24 Hardware Notes (2013-06-16)
- ↑ File:ST-013-R3-061694.pdf, page 119
- ↑ File:ST-013-R3-061694.pdf, page 29
- ↑ File:ST-013-R3-061694.pdf, page 81
- ↑ 73.0 73.1 File:ST-013-R3-061694.pdf, page 75
- ↑ File:ST-013-R3-061694.pdf, page 39
- ↑ File:ST-013-R3-061694.pdf, page 35
- ↑ File:ST-013-R3-061694.pdf, page 65
- ↑ File:ST-013-R3-061694.pdf, page 61
- ↑ 78.0 78.1 78.2 78.3 File:TUTORIAL.pdf, page 15
- ↑ 79.0 79.1 79.2 79.3 79.4 79.5 79.6 File:TUTORIAL.pdf, page 8
- ↑ 80.0 80.1 80.2 80.3 80.4 Saturn VDP1 hardware notes (2003-05-17)
- ↑ File:ST-013-R3-061694.pdf, page 44
- ↑ 82.0 82.1 File:SegaVisions US 24.pdf, page 14
- ↑ 83.0 83.1 83.2 83.3 83.4 83.5 83.6 83.7 83.8 File:ST-TECH.pdf, page 142
- ↑ 84.0 84.1 84.2 84.3 File:ST-058-R2-060194.pdf, page 162
- ↑ 85.0 85.1 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 38
- ↑ File:ST-058-R2-060194.pdf, page 163
- ↑ Sonic R
- ↑ 88.0 88.1 88.2 File:TUTORIAL.pdf, page 223
- ↑ 89.0 89.1 89.2 89.3 File:ST-TECH.pdf, page 165
- ↑ 90.0 90.1 [Mass Destruction, developer note Mass Destruction, developer note]
- ↑ 91.0 91.1 [Sega DTS, March 1996, Coefficient Table Madness Demo Sega DTS, March 1996, Coefficient Table Madness Demo]
- ↑ File:Edge UK 030.pdf, page 99
- ↑ 93.0 93.1 93.2 File:ST-058-R2-060194.pdf, page 132
- ↑ 94.0 94.1 File:13-APR-94.pdf, page 12
- ↑ [Sega DTS, March 1996, Dual Rotating Background Demos Sega DTS, March 1996, Dual Rotating Background Demos]
- ↑ File:ST-058-R2-060194.pdf, page 23
- ↑ File:13-APR-94.pdf, page 28
- ↑ File:ST-058-R2-060194.pdf, page 54
- ↑ File:ST-058-R2-060194.pdf, page 79
- ↑ File:ST-058-R2-060194.pdf, page 360
- ↑ 101.0 101.1 101.2 101.3 101.4 File:ST-058-R2-060194.pdf, page 49
- ↑ Sega Saturn interesting finds
- ↑ File:ST-103-R1-040194.pdf, page 39
- ↑ 104.0 104.1 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 26
- ↑ 105.0 105.1 File:HM5241605 datasheet.pdf
- ↑ 106.0 106.1 106.2 106.3 File:UPD4504161 datasheet.pdf
- ↑ File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 51
- ↑ File:TC514260B datasheet.pdf
- ↑ 109.0 109.1 File:HM514260 datasheet.pdf
- ↑ 110.0 110.1 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 37
- ↑ File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 46
- ↑ File:HM514270D datasheet.pdf
- ↑ File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 55
- ↑ File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 32
- ↑ File:SRM20256L datasheet.pdf
- ↑ File:TC574200D datasheet.pdf
- ↑ 「セガサターン拡張RAMカートリッジ 回路図」
- ↑ File:HM514260C datasheet.pdf
- ↑ Sega Saturn Memory Cartridge Interface
- ↑ File:KM48C2100A datasheet.pdf