Sega Saturn Architecture: Architecture of Consoles: A Practical Analysis, #5
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About this ebook
Welcome to the 3D era! Well... sorta. Sega enjoyed quite a success with the Megadrive so there's no reason to force developers to write 3D games right now.
Just in case developers want the extra dimension, Sega adapted some bits of the hardware to enable polygon drawing as well. Hopefully, the result didn't get out of hand!
Architecture of Consoles: A Practical Analysis
Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.
This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!
About this edition
This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.
While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.
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Titles in the series (23)
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Book preview
Sega Saturn Architecture - Rodrigo Copetti
1 About this edition
This edition originates from the article initially published on my personal website, it’s been re-styled to take advantage of the capabilities of PDF/eBook documents.
While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us, though these will offer a link to the original article in case the reader wants to try the ‘full version’. Please keep this in mind when you see references to interactivity throughout the writings.
As always, the original manuscript of the articles is available on Github to enable readers to report mistakes or propose changes. There’s also a supporting reading list available to help understand the series. The author also accepts donations to help improve the quality of current articles and upcoming ones.
1.1 Open to feedback
Last but not least, for any comments and/or issues regarding this edition of the article, please get in touch using the links provided on the About page.
2 A quick introduction
Welcome to the 3D era! Well… sorta. Sega enjoyed quite a success with the Mega Drive so there’s no reason to force developers to write 3D games right now.
Just in case developers want the extra dimension, Sega adapted some bits of the hardware to enable polygon drawing as well. Hopefully, the result didn’t get out of hand!
3 Supporting Imagery
The Sega Saturn, released on 22/11/1994 in Japan [1]
The Sega Saturn, released on 11/05/1995 in America and 08/07/1995 in Europe [1]
Motherboard [1]. Showing ‘VA8’ revision which includes all components in a single board. Remaining RAM chips are fitted on the back
Motherboard with important parts labelled.