Sega Saturn/Technical specifications

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Technical specifications for the Sega Saturn.

Processors

  • 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]
  • 2x MULT multiplier DSP: 57.27272 MOPS[fn 1] fixed-point math (28.63636 MOPS per SH-2)[fn 2]
  • 2x DIVU division units: 16/32/64-bit division,[12] 1,468,531 divides/sec[fn 3]
  • 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]
  • System control processor: 32‑bit fixed‑point registers/instructions, interrupt controller, DMA controller, 3 DMA channels
  • Math coprocessor: Geometry DSP @ 14.31818 MHz, 32‑bit fixed‑point instructions, 6 parallel instructions per cycle,[17] 85.90908 MIPS (6 MIPS per MHz)
  • CD‑ROM CPU: Hitachi SH-1 32‑bit RISC processor @ 20 MHz (20 MIPS)[2] (controlling the CD‑ROM)
  • Contains internal DAC and internal math processor[9]
  • Bus width: 32‑bit internal, 16‑bit external[15]
  • RTC: 1 MHz[15] (real‑time clock)
  • Instruction set: 4‑bit instructions, 890 ns per instruction,[19] 1.123595 MIPS
  • Bus width: 10‑bit internal, 8‑bit external[9]
  • MPEG Video decoder: Sega P/N 315-5765 (Hitachi HD814101FE)
  • MPEG Audio decoder: Hitachi HD814102F

Audio

  • Sound DSP: Yamaha FH1 DSP (Digital Signal Processor) @ 22.58 MHz[22][15] (24‑bit, 128‑step,[23] 4 parallel instructions)
  • Bus width: 24‑bit internal, 16‑bit external[9]
  • Bus width: 16‑bit internal, 16‑bit external

Sound

Main article: Saturn Custom Sound Processor.
  • 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)
  • NTSC overscan resolution: 453×263 (lo-res),[1] 907×263 (hi-res)
  • PAL overscan resolution: 454×313 (lo-res), 908×313 (hi-res)
  • Maximum frame rate: 60 FPS (NTSC), 50 FPS (PAL)
  • 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]
  • Fixed-point operations: 114 MOPS (million operations per second)[fn 5]
  • Additions: 85 million adds/sec[fn 6]
  • Multiplications: 85 million multiplies/sec[fn 7]
  • 16-bit divisions: 5 million divides/sec[fn 8]
  • Geometry calculations: 114 MOPS fixed-point calculations[fn 9]
  • Transmission bus bandwidth: 143 MB/s
  • 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
  • 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]
  • Colors on screen: 32,768 colors (15-bit RGB) to 1,048,576 colors (15-bit RGB, 32 transparency levels using VDP2 palette)[57]
  • Colors per pixel: 32,768 colors (16bpp, 15-bit RGB), 256 colors (8bpp, 8-bit palette)
  • 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 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)
  • 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)
  • Gouraud shading: 28 MPixels/s (512×512 polygons),
    16 MPixels/s (10×10 polygons)[fn 22]
  • Shadows/Translucency: 28 MPixels/s (VDP2 palette), 5 MPixels/s (RGB)[fn 23]
  • Gouraud shading: 19 MTexels/s (504×255 textures), 9 MTexels/s (10×10 textures)[fn 25]
  • 800,000 polygons/s: Flat shading, 32-pixel polygons
  • 500,000 polygons/s: Flat shading,[82][34] 50-pixel polygons
  • 200,000 polygons/s: Gouraud shading, 32-pixel polygons[fn 27]
  • Texture mapping performance: Lighting[63][80]
  • 300,000 polygons/s: 32-texel textures[fn 28]
  • 200,000 polygons/s: 70-texel textures[fn 29]
  • 140,000 polygons/s: Gouraud shading, 32-texel textures[fn 30]

VDP2

Main article: VDP2 (Saturn).
  • VDP2 @ 57.27272 MHz: Handles background, scroll and 3D rotation planes[26]
  • Versions: Sega 315‑5890 (Yamaha) Video Display Processor 2 (VDP2),[18] Yamaha 315‑5690 VDP2[9]
  • Video clock rate: 26.8426–28.63636 MHz (NTSC), 26.6564–28.4375 MHz (PAL)[27][1]
  • Memory clock rate: 53.6852–57.27272 MHz (NTSC), 53.3128–56.875 MHz (PAL)[fn 31]
  • 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)
  • 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)
  • 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)
  • 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)
  • Colors per plane: 16,777,216 colors (3 planes, Lo-Res), 32,768 colors (4 planes), 16–256 colors (6 planes)[99][100]
  • 2D scrolling planes: 26.8426–229.09088 MPixels/s
  • 16,777,216 colors on screen: 26.8426–28.63636 MPixels/s[fn 32]
  • 32,768 colors per plane: 53.6852–57.27272 MPixels/s[fn 33]
  • 256 colors per plane: 107.3704–114.54544 MPixels/s[fn 34]
  • 16 colors per plane: 214.7408–229.09088 MPixels/s[fn 35]
  • 3D rotation planes: 26.8426–28.63636 MPixels/s[fn 36]
  • 2D scrolling planes: 251.65824–503.31648 MPixels/s[fn 38]
  • Tile fillrate: 3,932,160 tiles/sec, 65,536 tiles per frame[fn 39]
  • 3D rotating playfields: 251.65824–503.31648 MPixels/s[fn 40]
  • Effective polygon fillrate: 1 million texture-mapped polygons/sec (500-texel polygons)

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)
  • RAM: 4.549–10.049 MB (4640 KB system, 18,928 bytes cache, 512–5120 KB optional cartridge, 512 KB optional card)
  • ROM: 532–3092 KB (512 KB system, 20 KB cache, 2 MB optional cartridge, 512 KB optional card)
  • System RAM: 4.53125 MB (4640 KB)[44][20]
  • SH2: 8 KB cache (4 KB per SH2)
  • SH1: 4 KB cache
  • SCU DSP: 2 KB RAM cache (1 KB program, 1 KB data)
  • SMPC: 20,976 bytes (496 bytes 4‑bit RAM, 20 KB 10‑bit ROM)[19]
  • VDP2: 4 KB on‑chip color RAM
  • RAM cartridge: 512 KB to 4.5 MB
  • 4 MB Work RAM[fn 54]
  • 512 KB battery backup

Configuration

System RAM buses, all connected through the SCU:[15][44][9]

  • SH2 (×2), SCU, SMPC <–> Work RAM,[fn 55] battery backup SRAM
  • SCU <–> VDP1, VDP2[fn 57]
  • VDP1 <–> Texture cache VRAM[fn 58]
  • VDP1 <–> Framebuffer 0 VRAM[fn 58]
  • VDP1 <–> Framebuffer 1 VRAM[fn 58]
  • VDP2 <–> Background cache VRAM[fn 59]
  • 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

  • System bus RAM: 114.54544 MB/s[fn 41]
  • VDP1: 171.81816 MB/s[fn 65]
  • VDP2: 114.54544 MB/s[fn 66] (tiled texture compression up to 534 MB/s)[fn 67]
  • Internal processor bandwidth:

Storage

  • Storage capacity: 680 MB
  • Data transfer rate: 320 KB/s
  • Access time: Under 360 ms
  • Compatibiity: CD‑ROM, Audio CD, CD+G, CD+EG, CD Single (8cm)
  • Optional: Video CD, Photo CD, Digital Karaoke, E-book[34]

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:

260 mm (10.236")
89 mm (3.504")
230 mm (9.055")


BIOS

BIOS Revisions
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

Footnotes

  1. [MOPS (million operations per second) MOPS (million operations per second)]
  2. [1 operation per cycle[13] 1 operation per cycle[13]]
  3. [39 cycles per divide[14] 39 cycles per divide[14]]
  4. [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]
  5. [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]
  6. [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]
  7. [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]
  8. [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]]
  9. [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)]
  10. [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)
    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)]
  11. [8 vertices per cube (6 quad polygons)[41] 8 vertices per cube (6 quad polygons)[41]]
  12. [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)
    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)]
  13. [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)
    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)]
  14. [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]
    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]]
  15. [8-bit, 28.63636 MHz[45] 8-bit, 28.63636 MHz[45]]
  16. 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)
  17. [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]
  18. [57.27272 MB/s per bus 57.27272 MB/s per bus]
  19. [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]]
  20. [1 cycle per pixel[27][75][28] 1 cycle per pixel[27][75][28]]
  21. [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]]
  22. [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]]
  23. [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.]
  24. [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]]
  25. [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]]
  26. [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]
  27. [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]]
  28. [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]]
  29. [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]]
  30. [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]]
  31. [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]]
  32. [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]]
  33. [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]]
  34. [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]]
  35. [4 pixels per memory cycle[83][101] 4 pixels per memory cycle[83][101]]
  36. [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]]
  37. [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]]
  38. [1024×1024 to 2048×2048 pixel tilemaps 1024×1024 to 2048×2048 pixel tilemaps]
  39. [4x 128×128 tiles[93] 4x 128×128 tiles[93]]
  40. [2048×2048 to 4096×4096 texel textures 2048×2048 to 4096×4096 texel textures]
  41. 41.0 41.1 41.2 [32‑bit, 28.63636 MHz 32‑bit, 28.63636 MHz]
  42. [28.63636 MHz, 34 ns[104][105][106] 28.63636 MHz, 34 ns[104][105][106]]
  43. [22.222222 MHz, 45 ns cycles, 70 ns access[107][108][109] 22.222222 MHz, 45 ns cycles, 70 ns access[107][108][109]]
  44. [SDRAM, 80-bit SDRAM, 80-bit]
  45. [16‑bit, 28.63636 MHz, 34 ns[104][105][106] 16‑bit, 28.63636 MHz, 34 ns[104][105][106]]
  46. [32‑bit, 28.63636 MHz (2x 16-bit), 34 ns[110][106] 32‑bit, 28.63636 MHz (2x 16-bit), 34 ns[110][106]]
  47. [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]]
  48. [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]
  49. [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]]
  50. [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]]
  51. NVRAM, 8‑bit, 10 MHz, 100 ns[114][115]
  52. MROM/EPROM, 16‑bit, 10 MHz[18][116]
  53. [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]]
  54. [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]]
  55. [2× SDRAM, 2× FPM DRAM 2× SDRAM, 2× FPM DRAM]
  56. [80-bit 80-bit]
  57. [16-bit, 28.63636 MHz 16-bit, 28.63636 MHz]
  58. 58.0 58.1 58.2 [SDRAM, 16-bit, 28.63636 MHz SDRAM, 16-bit, 28.63636 MHz]
  59. [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. 60.0 60.1 [FPM DRAM, 16-bit, 28.63636 MHz FPM DRAM, 16-bit, 28.63636 MHz]
  61. [7 buses, 144-bit bus width 7 buses, 144-bit bus width]
  62. [114.54544 MB/s SDRAM, 88.888888 MB/s FPM DRAM 114.54544 MB/s SDRAM, 88.888888 MB/s FPM DRAM]
  63. [8‑bit, 10 MHz 8‑bit, 10 MHz]
  64. [SDRAM, 4 buses, 80-bit bus width, 28.63636 MHz SDRAM, 4 buses, 80-bit bus width, 28.63636 MHz]
  65. [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]
  66. [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]]
  67. [534.77376 megapixels/sec fillrate, 8-bit palettes 534.77376 megapixels/sec fillrate, 8-bit palettes]
  68. 68.0 68.1 [FPM DRAM, 16‑bit, 20 MHz FPM DRAM, 16‑bit, 20 MHz]
  69. [114.54544 MB/s per SH2 114.54544 MB/s per SH2]
  70. [32‑bit, 20 MHz 32‑bit, 20 MHz]
  71. [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]
  72. [2 MB/s RAM, 5 MB/s ROM 2 MB/s RAM, 5 MB/s ROM]
  73. [16‑bit, 11.29 MHz 16‑bit, 11.29 MHz]
  74. [24‑bit, 22.58 MHz 24‑bit, 22.58 MHz]
  75. [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]
  76. [16‑bit, 10 MHz 16‑bit, 10 MHz]
  77. [FPM DRAM, 16-bit, 22.222222 MHz FPM DRAM, 16-bit, 22.222222 MHz]
  78. [FPM DRAM, 16-bit, 25 MHz FPM DRAM, 16-bit, 25 MHz]

References

  1. 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. 2.0 2.1 File:Hitachi SuperH Programming Manual.pdf
  3. File:SH7604 Hardware Manual.pdf
  4. File:SH-2A.pdf, page 2
  5. SH7040, SH7041, SH7042, SH7043, SH7044, SH7045, Renesas
  6. File:Hitachi SuperH Programming Manual.pdf, page 390
  7. 7.0 7.1 7.2 File:SH7604 Hardware Manual.pdf, page 3
  8. File:SH7604 Hardware Manual.pdf, page 219
  9. 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. 10.0 10.1 File:SH7604 Hardware Manual.pdf, page 22
  11. File:ST-103-R1-040194.pdf, page 23
  12. 12.0 12.1 File:SH7604 Hardware Manual.pdf, page 303
  13. File:Hitachi SuperH Programming Manual.pdf, page 31
  14. 14.0 14.1 File:Hitachi SuperH Programming Manual.pdf, page 155
  15. 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 File:ST-103-R1-040194.pdf
  16. 16.0 16.1 File:ST-097-R5-072694.pdf
  17. 17.0 17.1 File:ST-TECH.pdf, page 157
  18. 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7 Sega Saturn (MAME)
  19. 19.0 19.1 File:HD40491 datasheet.pdf
  20. 20.0 20.1 20.2 20.3 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 12
  21. 21.0 21.1 File:ST-077-R2-052594.pdf
  22. 22.0 22.1 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 42
  23. 23.0 23.1 Sega Saturn FAQ (January 8, 2000)
  24. Obsolete Microprocessors
  25. 25.0 25.1 25.2 25.3 25.4 File:ST-013-R3-061694.pdf
  26. 26.0 26.1 26.2 File:ST-058-R2-060194.pdf
  27. 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. 28.0 28.1 28.2 28.3 File:ST-013-R3-061694.pdf, page 64
  29. 29.0 29.1 File:ST-013-R3-061694.pdf, page 6
  30. 30.0 30.1 30.2 File:ST-058-R2-060194.pdf, page 24
  31. 31.0 31.1 31.2 STV VDP2 (MAME)
  32. 32.0 32.1 File:ST-013-R3-061694.pdf, page 18
  33. 33.0 33.1 33.2 33.3 STV VDP1 (MAME)
  34. 34.0 34.1 34.2 34.3 34.4 34.5 34.6 File:NextGeneration US 24.pdf, page 64
  35. 35.0 35.1 35.2 File:SH7604 Hardware Manual.pdf, page 51
  36. 36.0 36.1 36.2 File:Hitachi SuperH Programming Manual.pdf, page 308
  37. File:SH7604 Hardware Manual.pdf, page 36
  38. 38.0 38.1 File:ST-240-A-SP1-052295.pdf, page 8
  39. 39.0 39.1 Design of Digital Systems and Devices (page 97)
  40. 3D Polygon Rendering Pipeline (page 50)
  41. File:ST-237-R1-051795.pdf, page 51
  42. Design of Digital Systems and Devices (page 95)
  43. 43.0 43.1 [Sega DTS, March 1996, DSP Demo Sega DTS, March 1996, DSP Demo]
  44. 44.0 44.1 44.2 44.3 File:13-APR-94.pdf, page 8
  45. 45.0 45.1 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 14
  46. 46.0 46.1 46.2 File:ST-013-R3-061694.pdf, page 40
  47. File:ST-103-R1-040194.pdf, page 17
  48. 48.0 48.1 File:ST-097-R5-072694.pdf, page 93
  49. 49.0 49.1 49.2 File:ST-TECH.pdf, page 149
  50. File:ST-TECH.pdf, page 152
  51. File:ST-103-R1-040194.pdf, page 25
  52. File:ST-TECH.pdf, page 163
  53. The State of Sega Saturn Homebrew
  54. 54.0 54.1 Pure Entertainment Interview
  55. File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 34
  56. File:TUTORIAL.pdf, page 11
  57. 57.0 57.1 57.2 File:ST-TECH.pdf, page 147
  58. File:ST-TECH.pdf, page 135
  59. File:ST-013-R3-061694.pdf, page 34
  60. 60.0 60.1 60.2 60.3 File:ST-013-R3-061694.pdf, page 110
  61. File:ST-238-R1-051795.pdf
  62. 62.0 62.1 File:ST-238-R1-051795.pdf, page 232
  63. 63.0 63.1 File:ST-013-R3-061694.pdf, page 41
  64. File:ST-013-R3-061694.pdf, page 24
  65. Sega Saturn 3D Capabilities
  66. 66.0 66.1 File:ST-058-R2-060194.pdf, page 177
  67. File:ST-013-R3-061694.pdf, page 149
  68. Sega Saturn Tech Specs
  69. Sega System 24 Hardware Notes (2013-06-16)
  70. File:ST-013-R3-061694.pdf, page 119
  71. File:ST-013-R3-061694.pdf, page 29
  72. File:ST-013-R3-061694.pdf, page 81
  73. 73.0 73.1 File:ST-013-R3-061694.pdf, page 75
  74. File:ST-013-R3-061694.pdf, page 39
  75. File:ST-013-R3-061694.pdf, page 35
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  77. File:ST-013-R3-061694.pdf, page 61
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  79. 79.0 79.1 79.2 79.3 79.4 79.5 79.6 File:TUTORIAL.pdf, page 8
  80. 80.0 80.1 80.2 80.3 80.4 Saturn VDP1 hardware notes (2003-05-17)
  81. File:ST-013-R3-061694.pdf, page 44
  82. 82.0 82.1 File:SegaVisions US 24.pdf, page 14
  83. 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. 84.0 84.1 84.2 84.3 File:ST-058-R2-060194.pdf, page 162
  85. 85.0 85.1 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 38
  86. File:ST-058-R2-060194.pdf, page 163
  87. Sonic R
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  90. 90.0 90.1 [Mass Destruction, developer note Mass Destruction, developer note]
  91. 91.0 91.1 [Sega DTS, March 1996, Coefficient Table Madness Demo Sega DTS, March 1996, Coefficient Table Madness Demo]
  92. File:Edge UK 030.pdf, page 99
  93. 93.0 93.1 93.2 File:ST-058-R2-060194.pdf, page 132
  94. 94.0 94.1 File:13-APR-94.pdf, page 12
  95. [Sega DTS, March 1996, Dual Rotating Background Demos Sega DTS, March 1996, Dual Rotating Background Demos]
  96. File:ST-058-R2-060194.pdf, page 23
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  98. File:ST-058-R2-060194.pdf, page 54
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  100. File:ST-058-R2-060194.pdf, page 360
  101. 101.0 101.1 101.2 101.3 101.4 File:ST-058-R2-060194.pdf, page 49
  102. Sega Saturn interesting finds
  103. File:ST-103-R1-040194.pdf, page 39
  104. 104.0 104.1 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 26
  105. 105.0 105.1 File:HM5241605 datasheet.pdf
  106. 106.0 106.1 106.2 106.3 File:UPD4504161 datasheet.pdf
  107. File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 51
  108. File:TC514260B datasheet.pdf
  109. 109.0 109.1 File:HM514260 datasheet.pdf
  110. 110.0 110.1 File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 37
  111. File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 46
  112. File:HM514270D datasheet.pdf
  113. File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 55
  114. File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf, page 32
  115. File:SRM20256L datasheet.pdf
  116. File:TC574200D datasheet.pdf
  117. 「セガサターン拡張RAMカートリッジ 回路図」
  118. File:HM514260C datasheet.pdf
  119. Sega Saturn Memory Cartridge Interface
  120. File:KM48C2100A datasheet.pdf


Sega Saturn
Topics Technical Specifications (Hardware Comparison) | History (Development | Release | Decline and legacy) | List of games (A-M) | List of games (N-Z) | Magazine articles | Promotional material | Merchandise
Hardware Japan | North America | Western Europe | Eastern Europe | South America | Asia | South Korea | Australasia | Africa

HiSaturn Navi | SunSeibu SGX | Sega Titan Video

Add-ons Backup Memory (third-party) | Sega PriFun | Video CD Card (third-party) | Extended RAM Cartridge (third-party) | Twin Advanced ROM System
Controllers Control Pad | Control Pad (Australia) | 3D Control Pad | Arcade Racer | Infrared Control Pad | Mission Stick | Shuttle Mouse | Twin Stick | Virtua Gun | Virtua Stick | Virtua Stick Pro
Online Services/Add-ons NetLink Internet Modem (NetLink Keyboard | NetLink Keyboard Adapter | NetLink Mouse) | Saturn Modem (Floppy Drive | Keyboard)
Connector Cables 21 Pin RGB Cable | Monaural AV Cable | RF Unit | Stereo AV Cable | S-Video Cable | Taisen Cable
Development Hardware Programming Box | Sound Box | E7000 | CartDev | SNASM2 | Address Checker | PSY-Q Development System | MIRAGE Universal CD Emulator
Misc. Hardware 6Player | SBom Multitap‎ | Saturn region converter cartridges | Action Replay | Pro Action Replay | Action Replay Plus | X-Terminator (Version 3) | S-S Promoter | Other cartridges