 Jaguar
64 FAQ - Part 3 Created
and maintained by Robert Jung
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All you need
to know about the Atari Jaguar and more... (not for
the faint hearted! - Ed) MyAtari presents the third
instalment of the Jaguar 64 FAQ by Robert Jung.
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What's the information
on the virtual reality headset? |

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Atari Corp. and the Virtuality
Group had signed a contract whereupon Virtuality would
develop virtual reality hardware and software for the
Jaguar. In return, Virtuality would get the rights to
port Jaguar VR games to their Virtuality arcade consoles.
Though announced, the Jaguar VR was
never produced. Unofficial reports conflict on whether
the unit was cancelled, suspended, and/or reworked.
Reasons given for the inaction ranged from Atari's needs
to reassess their investments and focus on core business,
to the high suggested retail price of the Jaguar VR
headset, to Virtuality's problems in trying to create
a mass-market headset that could track head movement
fast enough to avoid motion sickness after a few minutes
of play.
As originally reported, the Jaguar
VR package consisted of two components:
- A lightweight headset (weighs
less than one pound). It can be adjusted for fit
and works with or without glasses. Game graphics
are provided by a single 7", TFT active-matrix
color LCD screen, with a resolution of 260 by 400
pixels and up to 65,000 colors. Dual temple speakers
provide sound, and a built-in microphone allows
player communication in future networked games.
A custom optical system projects a binocular image
to both eyes; it is aligned at infinity, so focus
adjustment is not needed. Two degrees of freedom
(left/right and up/down) are available. Field of
view is 52 degrees horizontal by 40 degrees vertical.
- A tabletop-mounted tracking station.
The station senses the position of the controller
and the headset with "V-Trak" infra-red
tracking. The tracking speed is 250 Hz, with a lag
time of 4 milliseconds, four times faster than Virtuality's
arcade hardware. The tracker has a range of approximately
100 degrees; multiple trackers can be daisy- chained
together to provide a complete 360-degree tracking
range, but most Jaguar VR games will not require
a full 360 degrees.
The Jaguar VR equipment was designed
to be played while sitting down, so as to avoid injuries.
if a player moves out of the tracking station's range,
a safety cutoff would have been triggered to suspend
the game.
Jaguar VR games would have been written
for use with the regular controller, as well as a two-button
"virtual gun" hand-held joystick. The licensing
agreement between Atari and Virtuality permitted authorized
Jaguar third-party software developers to write their
own VR titles.
One product did come out of the Atari/Virtuality
agreement. MISSILE COMMAND 3D for the Jaguar provided
virtual-reality type play, without the need for special
equipment or controllers. The game was later transported
to Virtuality's arcade systems.
Clint Thompson owns a working Jaguar
VR headset prototype (one of two known to exist). User
reports, photos, screen pictures, and other related
information is available on his web site, http://www.AtariVision.com |

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What's the "Panther"? |

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Quick history lesson:
Sometime in the late 1980s, Atari Corp. was doing research
and development on "next generation" video
game consoles. There were two systems, a 32-bit machine
called the Panther, and a 64-bit machine called the
Jaguar. It is reported that work on the Jaguar was progressing
better/faster than expected, so Atari abandoned the
Panther to focus their energies on the Jaguar instead.
Supposedly, if both machines were fully developed, the
Jaguar would have followed the Panther only two years
later.
Reports of development work on the
Panther have been whispered since 1988; some people
have erroneously mistaken those rumors to be about the
Jaguar.
The Panther reportedly was considered
a "32-bit" machine by Atari, though for reasons
unknown. It featured three chips, consisting of a Motorola
68000 running at 16Mhz, an object processor called the
Panther, and an Ensoniq sound processor called Otis,
featuring 32 sound channels. The Panther could supposedly
display 8,192 colors from a palette of 262,144 colors,
and could display 65,535 sprites of any size simultaneously.
According to Jeff Minter, the Panther's
sprite hardware was very similar to the object processor
in the Jaguar, to the point where both had the same
limitations. Putting too many sprites on a single scan-line,
for instance, would require too much time to draw the
line and caused a "tearing" effect in the
affected row.
Stefan Walgenbach is the proud owner
of a working Panther prototype. He has a web page at
http://www.HomeComputer.de/ devoted to all sorts of information on the
Panther. |

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What's the "Jaguar
II"? |

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There's been a little
confusion with this topic, since at least two separate
machines have been called a "Jaguar II". The
first was to have been an integrated Jaguar/Jaguar CD-ROM
unit. That project has since been cancelled, making
the point moot.
The other Jaguar II was Atari's next
video-game console. Though a final design was never
reached, initial prototypes were assembled, yielding
the following information:
- Main chipset (codename "Midsummer")
developed by Motorola.
- Fully backwards compatible with
the existing Jaguar. Would have been able to play
all Jaguar games and use all Jaguar peripherals.
- Uses new "Oberon" and
"Puck" chips. "Oberon" was the
next generation of the Jaguar's "Tom"
chip, and "Puck" (also identified as "Thesus")
was a redesigned "Jerry".
- "Oberon" was so large
that it required a dedicated cooling fan, powered
by a separate power supply. It's uncertain if this
inefficiency was simply due to the unfinished nature
of the chip or not.
- Processing speed "two to
four times faster than the Sony PlayStation."
- Full C/C++ development package
available.
Photos of the Jaguar II prototype
motherboard are available at http://www.atari-history.com/videogames/jaguar/jag2.html |

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What's the information
on the CoJag and CoJag games? |

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To briefly recap, after
the Jaguar was released, Time-Warner Interactive (now
a subsidiary of WMS/Midway known as Atari Games) licensed
the Jaguar architecture for use in arcade games.
These systems were called "CoJag"
games, and consisted of a Jaguar chipset with additional
memory, extra storage, and other architectural changes.
Two CoJag games have been released:
Area 51: A light-gun shooting game for
two players. The Jaguar's 68000 was replaced with
a 68020 or SGI R3K, and ran at 25 MHz. It was also
equipped with a four megabytes of RAM and a one
gigabyte hard drive.
- Maximum Force: Another light-gun
shooting game. The 68000 was replaced with an SGI
R3K, and came with six megabytes of RAM and a two
gigabyte hard drive. While it was rumored that the
TWI games "Primal Rage" and "T-Mek"
were also CoJag games, this is false; developer
Al Vernon has confirmed that those titles did not
use any aspect of the Jaguar design or chipset.
Finally, funkster@midwinter.com reports that he playtested a third CoJag
game, "Freeze," that was never released.
Here's a slightly-edited version of his report:
"I saw Freeze a couple weeks ago
at a local arcade pinball/video game expo. The game
made it to field test but didn't do well, so Atari
Games axed it early this year.". Freeze was
a puzzle game, most closely related to Bust-A-Move
or Super Puzzle Fighter II Turbo. You controlled
a character at the bottom of a rectangular grid,
five wide and eight deep. You had the following
controls: move left, move right, throw, and special.
You start with a fish in your hands; when you press
'throw,' you threw it into the grid, where it goes
up until it hits something. Once your hands are
empty, a fish launcher gives you another. "The
goal is to get groupings of three or more similarly-colored
fish to touch each other, at which point they disappear.
Holes are filled in by reverse gravity -- the fish
fall up. The game is over when your grid is full
of fish or ice. " Here's where it
gets original: when you get a group of fish to disappear,
you "freeze" a couple of fish on your
opponent's field, starting at the top and working
down. A frozen fish doesn't work for groupings;
fish are unfrozen by making a group nearby. Empty
slots get frozen too (the ice is empty). "The
'special' button is for a special attack. When you
start the game, you pick a character, which also
decides which special attack you get. I didn't play
that much of the game, so I don't know how the special
works or when you get it. You could play one or
two players simultaneously. One player meant playing
against computer opponents, along with a bizarre
story -- I usually played the monkey character,
who was searching for an alarm clock so he wouldn't
oversleep, and he asked his opponents for a clock.
"The game was pretty fun, and the graphics
were nice. It had a look like Trog -- simple 3D,
bright saturated colors. It's a shame it didn't
fare better in field test."
Pictures of the Freeze prototype cabinet
and game screen can be found at http://www.cyberroach.com/cyromag/two/woa.htm |

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Was there a difference
in Jaguar games/units sold in different countries? Do
I need to keep track of PAL and NTSC versions of a game? |

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There is no difference
in the Jaguar game software. A properly-written Jaguar
game detects PAL or NTSC at startup and changes the
playfield size and game speeds accordingly. A properly-written
Jaguar game will run at the same speed on either machine.
There are no regional or national market lock-outs as
there are for other game consoles.
The Jaguar consoles themselves were
configured differently, according to the country they
were sold in. The primary differences were in the video
output format (NTSC or PAL) and the power adapters (110
volt or 220 volt). Due to the Jaguar's use of an external
adapter, a step-down transformer is not needed. A local
PSU can be used so long as it matches these specifications:
- 9 volt direct current (DC)
- 1.2 amps
- Center pin negative
To use an American (NTSC) Jaguar in
the UK, the PSUs from old Sinclair computers and Sega
Game Gears can be used without problems. To use an American
(NTSC) Jaguar in Europe, you will need a new power adapter
and a SCART lead to supply the Jaguar's RGB signals
to the TV. Some European TV sets might have also required
changing the Jaguar display from a 60Hz frame rate to
50Hz. The 50Hz/60Hz frame rate is set by soldering pads
on the bottom of the Jaguar PCB. On an NTSC Jaguar,
they're located on the bottom of the PCB near the controller
ports. The set labelled "R140" determines
between 50Hz and 60Hz. Connect the two points for 50Hz,
or leave them disconnected for 60Hz, as follows:
60Hz 50Hz o-o R135 o-o o o
R136 o o (Information courtesy of Martin Zimmer,
o o R137 o o marz@haari.mayn.sub.de)
o o R140 o-o
PAL Jaguars sold in Europe have the
R140 pads connected with a zero ohm SMD resistor, which
can be removed with a soldering iron. It is possible
to wire a switch to the points, allowing the Jaguar
to be toggled between 50Hz/60Hz. This is mainly useful
for PAL Jaguars to play games at the original speed
and screen resolution of the NTSC version.
Russ Juckes (russ_j@raiden.demon.co.uk)
gives these instructions for finding the pads on a European/PAL
Jaguar:
- Hold the Jaguar PCB with the
Joystick ports to the bottom. On the underside of
the board, near the joystick ports, and to the left
of centre there are four links, the top and the
bottom one bridged. (Both with zero ohm resistors).
Above them there is another link, with a brown resistor.
- The bottom link is the one that
needs to be broken. I used a penknife to scratch
away the solder, and then a needle-nosed pair of
pliers to break the resistor.
- The links are *not* labelled
in any way. As another guide to make sure you are
about to snip the correct link, they are placed
directly underneath a chip (which is obviously on
the top of the PCB!) so if you use a soldering iron,
be careful!
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Hey! My Jaguar makes
a quiet hissing sound! What's going on? Is it dangerous? |

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Early Atari Jaguars had
a rumored problem with the console hissing softly. Atari
had cited several reasons for the hissing noise. Some
have said that the sound is from the RF generator. The
RF shield has holes in it (ostensibly to help air flow
and keep the unit cool), and it is believed that the
holes produce the noise.
Others said the sounds are produced
by coil L29 which is responsible for the proper voltage
regulation to +10.0V, together with U38. The coil's
copper wire vibrates when the current through it changes
abruptly, making the hiss. There are two solutions:
1) Use plastic spray or silicone rubber glue to fix
the coil's wire. 2) Replace the original Jaguar power-supply
with a variable power-source, using 7.5V DC instead
of 9V DC (it is not certain whether the Jaguar CD will
require 9V DC, which would make this "fix"
unworkable with the CD drive).
In any case, the "hissing"
noise was not dangerous, but merely annoying. It was
usually audible only if you put your ear next to the
unit and listen closely, and is not interference in
the audio output. It is roughly analogous to the buzz
made by electric clocks.
Most later Jaguars did not have this
problem, though a few rare cases have been noted. |

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My Jaguar comes up with
a red screen instead of a game! Is it broken? |

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Most often, the "red
screen" problem appears after the Jaguar logo has
disappeared off the TV screen, and is caused by one
of the following:
- Poor contact between the Jaguar
and the cartridge (most likely). Make sure that
the cartridge is firmly seated in the cartridge
slot, and that contacts are not dirty/dusty.
- Bent pins in the cartridge slot
(rare). This may be caused by rough edges on some
cartridges. The pins should be carefully straightened.
- Defective cartridge (rare). If
the red screen only appears with one cartridge but
not others, the game may be defective. Exchange
it for another.
If the Jaguar logo appears without
problems, then the Jaguar is probably working fine,
and it's only the data transfer between the unit and
the cartridge that's causing the problem. |

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I've heard stories about
the Jaguar version of DOOM having network errors when
playing with two Jaguars linked together. Are they real?
If so, what causes the problem, and can I avoid it? |

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There is some truth to
the reports -- when linking two Jaguars together for
multiplayer DOOM games, network errors sometimes appear
which interfere with the gameplay. At worst, the game
resets to the start of the current level, which can
be annoying if you're in the middle of a heated Deathmatch
firefight.
The problem stems from several causes.
The networking code in DOOM was not thoroughly tested
before release, because the game was finished before
Atari settled on the final specifications for the JagLink
cable (the cable came out almost a year after DOOM did).
As a result, this causes some problems due to integration
differences. On the other hand, some of the folks playing
networked DOOM are using their own home-made link cables,
which might not have enough shielding, which also causes
errors. There are reports that earlier Jaguar models
are more susceptible to errors as well, but the evidence
is inconclusive.
Recommendations? Set up your Jaguars
in an area relatively clean of electromagnetic interference,
make sure you are using a well-shielded cable, and cross
your fingers. And remember that, even with an occasional
networking error, DOOM is still lots of fun with a friend
(or foe). |

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What's the wiring schematic
for the Jaguar controller? |

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Uwe Roeger (uwer@aragon.bb.bawue.de)
reverse-engineered the Jaguar controller port and
dissected a Jaguar controller to provide the following
circuit diagram:

Padport numbers correspond to those
on a standard 15-pin SUB-D plug. The colors of the wires
may be different in other versions of the controller. |

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What's this about a rotary
controller? What games use it? How do I make one for
myself? |

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TEMPEST 2000 has hidden
in it an option for a rotary controller (at the "Game
Options" menu, press Pause on both controllers
to activate the "Controller Type"). No plans
for an official Atari rotary controller were announced,
but many TEMPEST fans have been trying to build such
a controller, to give the game a feel that's close to
its arcade original.
Andy Light has written instructions
for taking a Jaguar joypad and an Atari 2600 Driving
Controller and building a rotary controller with the
parts. His instructions are condensed below. READ THE
INSTRUCTIONS THOROUGHLY BEFORE ASSEMBLY -- there are
some areas that are left to the whim of the builder,
and advance planning is highly recommended.
* * *
ANDY LIGHT'S JAGUAR ROTARY CONTROLLER
INSTRUCTIONS Parts needed: Atari Jaguar controller
Atari 2600 Driving Controller (NOT the paddles) 13 wires,
preferably of separate colors Buttons A board or box
or shell to mount everything on/in.
- Open the driving controller by
removing the two underside screws. Inside is a top-like
device or a grey box with three wires coming out
of it. This is the encoder. Pull the driving controller's
knob off the encoder's shaft, then remove the encoder
by unscrewing the nut that holds it in place. Disconnect
the wires from the encoder.
- Open the Jaguar controller. There
are four screws on the bottom holding it together
- Disconnect the wire ribbon from
the keypad by melting the solder. CAREFUL! This
is delicate work -- get help if you need it. Solder
the thirteen wires where the ribbon connection was.
- From the left side of the board
(the side that says "P2"), I've numbered
the wires as follows: 1) Common 5) Button A 9) Button
C 13) Down 2) Right 6) Button B 10) Pause 3) Option
7) Button B 11) Up 4) Option 8) Button C 12) Left
- On the encoder, connect wire
#1 to the center terminal, #2 to the right terminal,
and #12 to the left terminal. The rotary part of
the controller is now finished.
- How to connect the other controls
is up to you. I'm using arcade buttons, a thumbpad,
and a switch (to toggle joypad or rotary control)<
mounted in an Atari 5200 trak-ball controller case.
You can mount a joystick, extra buttons, or other
features for your own controller. Buttons and empty
control boxes are available at stores such as Radio
Shack.
Wiring for the other signals are
as follows: Up - wires #1 and #11 Button A - wires
#1 and #5 Down - wires #1 and #13 Button B - wires
#6 and #7 Pause - wires #1 and #10 Button C - wires
#8 and #9 Option - wires #3 and #4 Because wire
#1 has multiple uses, you will either need to string
it or split it for each destination.
- Reassemble and mount everything
according to your design. For better spin, you can
glue lead fishing sinkers to the inside of the knob,
and lubricate the shaft of the encoder with light
oil or silicone lubricant.
That's it! Please forgive me for any
mistakes in my grammar, terminology, spelling, etc.
If you encounter any problems, feel free to e-mail me
at ALIGHT55@AOL.COM. Good luck! |
Part IV next issue...
|
 Last
update: 4th December 2000
This file is not maintained by, overseen
by, endorsed, or otherwise associated with Atari Corp.,
JTS, or any of its subsidiaries. It's just a collection
of questions and answers, with a few news tidbits thrown
in. Robert tries to get the latest news and information
into this FAQ; however,he's only human, and might miss
something important due to real-life demands.
The latest version of this FAQ is
available here. Send corrections,
news, updates, comments, questions or other stuff to
rjung@mac.com. |
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MyAtari
magazine - Feature #4, April 2001
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