 Jaguar
64 FAQ - Part 1 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 first
instalment of the Jaguar 64 FAQ by Robert Jung.
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What was the Atari Jaguar/Jaguar64?
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The Atari Jaguar was
the world's first 64-bit home console video game system.
Developed after three years of research, manufactured
by IBM, the Jaguar was released in Fall 1993, and offered
high-speed action, CD-quality sound, and polygon graphics
processing beyond most other machines available at the
time.
Originally released as the Jaguar,
Atari had, at times, referred to the machine as the
"Jaguar64" for marketing purposes. For the
sake of simplicity in this document, the term "Jaguar"
will be used. |
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What was included when
you bought a Jaguar? |

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The Jaguar was first
sold for $250. It came with the Jaguar itself, one controller,
an AC adapter, a television RF switch box, and the CYBERMORPH
video game. Later on, the Jaguar was sold without a
game, and as time progressed, the Jaguar was sold for
$150, then $99. |
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What happened to Atari,
anyway? |

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The trials and tribulations
of Atari could fill a small book (and, in fact, once
did). To summarize VERY briefly, the history of Atari
is as follows:
- 1972 Atari Inc. founded by Nolan
Bushnell from a $250 investment.
Pong arcade
game becomes a smash sensation.
- 1976 Atari Inc. sold by Bushnell
to Warner Inc. for $28 million.
- 1980 Atari Inc. posts record
sales. $2 billion profits annually. Atari occupies
80 offices in Sunnyvale, CA.
- 1983 Decline of video games and
irresponsible spending by Atari Inc. results in
record losses ($536 million, up to $2 million daily).
- 1984 Warner divides Atari Inc.
Home division (Atari Corp.) is sold to Jack Tramiel.
- 1985 Atari Corp. releases Atari
ST home computer.
- 1989 Atari Corp. releases Atari
Lynx, the world's first color hand-held video game
system (see the Atari Lynx FAQ).
- 1993 Atari Games becomes Time-Warner
Interactive.
- 1993 Atari Corp. releases Atari
Jaguar, the world's first 64-bit home video game
system.
- 1996 Time-Warner Interactive
(Atari Games) sold to WMS.
- 1996 Atari Corp. announces reverse
merger with JTS Corporation.
- 1996 Atari Corp. and JTS consummate
deal on July 31 1996.
- 1998 Hasbro acquires the rights
to Atari Corp.'s name and properties
- 1999 Hasbro releases their rights
to the Jaguar to the public; Atari is reborn as
their new home video game label.
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What was IBM's role in
the Jaguar? |

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IBM had a $500 million
contract with Atari Corp. to assemble, test, package,
and distribute Jaguar units. Manufacturing was done
at IBM's Charlotte, NC facility, and the Jaguar was
IBM's first attempt at producing a consumer-grade product
for an outside vendor. By mid-1994, Jaguar units were
also manufactured by Comptronix in Colorado Springs.
Jaguar circuit boards were manufactured
and assembled by an IBM subcontractor; IBM then cased,
tested, and packaged final Jaguar units, which were
then sent to Atari. IBM had no participation in the
actual design of the Jaguar chipset. |
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Okay, who did design
the Jaguar? |

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The primary designers
of the Jaguar were Martin Brennan and John Mathieson.
They started their own company in 1986 called Flare
1, and designed an original multiprocessor game console.
After the system was finished, Flare wanted to "evolve"
the system, but needed funding for the job. Atari was
contacted, believed in the idea, and agreed to participate.
Atari, Brennan, and Mathieson started a new company
called Flare 2 to develop the system. As Jaguar development
moved along, it became apparent that the machine would
leapfrog the then-new systems from Nintendo and Sega
(the Super Nintendo and Sega Genesis, respectively),
so they decided to bring the machine to light. The entire
process took three years, from initial design to production-ready
models.
The proprietary Jaguar chipsets were
manufactured by Toshiba and Motorola. According to Chris
Gibbs, Attention To Detail was asked to write technology
demos for the Jaguar chipset. The company opted to develop
a game instead, resulting in the first Jaguar title,
CYBERMORPH.
The Flare design was reportedly based
on a project called "Loki," developed by Sinclair
Research. Information about the Loki project can be
found at http://www.nvg.ntnu.no/sinclair/planet/lokifram.htm.
According to Jaguar developer Andrew
Whittaker, "Some of that [Loki] technology also
found a home in a machine called the SAM Coupe, which
was manufactured and produced in the UK by MGT technologies
(Bruce Gordon and Alan Miles, both ex-Sinclair staff
also). It shared many interesting features with the
Jaguar in terms of its video chip, but the machine sold
very badly in Europe and the company folded." |
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What are the specifications
of the Jaguar? |

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Physical dimensions:
- Size:
9.5" x 10"
x 2.5"
- Controls:
Power on/off
- Display:
Programmable screen
resolution. Horizontal resolution is dependent on
the amount of scanline buffer space given to the
"Tom" graphics processor. Maximum vertical
resolution varies according to the refresh rate
(NTSC or PAL). Reportedly, a stock Jaguar (without
additional memory) running NTSC can display up to
576 rows of pixels. 24-bit "True Color"
display with 16,777,216 colors simultaneously (additional
8 bits of supplemental graphics data support possible)
Multiple-resolution, multiple-color depth objects
(monochrome, 2-bit, 4-bit, 8-bit, 16-bit, 24-bit)
can be used simultaneously
- Ports:
Cartridge slot/expansion
port (32 bits) RF video output Video edge connector
(video/audio output) (supports NTSC and PAL; provides
S-Video, Composite, RGB outputs, accessible by optional
add-on connector) Two controller ports Digital Signal
Processor port (includes high-speed synchronous
serial input/output)
- Controllers:
Eight-directional
joypad Size 6.25" x 5" x 1.6", cord
7 feet Three fire buttons (A, B, C) Pause and Option
buttons 12-key keypad (accepts game-specific overlays)
The Jaguar has five processors which
are contained in three chips. Two of the chips are proprietary
designs, nicknamed "Tom" and "Jerry".
The third chip is a standard Motorola 68000, and used
as a coprocessor. Tom and Jerry are built using an 0.5
micron silicon process. With proper programming, all
five processors can run in parallel.
"Tom"
- 750,000 transistors, 208 pins
- Graphics Processing Unit (processor
#1)
- 32-bit RISC architecture
(32/64 processor)
- 64 registers of 32 bits
wide
- Has access to all 64
bits of the system bus
- Can read 64 bits of data
in one instruction
- Rated at 26.591 MIPS (million
instructions per second)
- Runs at 26.591 MHz
- 4K bytes of zero wait-state
internal SRAM
- Performs a wide range of
high-speed graphic effects
- Programmable
- Object processor (processor #2)
- 64-bit RISC architecture
- 64-bit wide registers
- Programmable processor that
can act as a variety of different video architectures,
such as a sprite engine, a pixel-mapped display,
a character-mapped system, and others.
- Blitter (processor #3)
- 64-bit RISC architecture
- 64-bit wide registers
- Performs high-speed logical
operations
- Hardware support for Z-buffering
and Gouraud shading
- DRAM memory controller
- 64 bits
- Accesses the DRAM directly
"Jerry"
- 600,000 transistors, 144 pins
- Digital Signal Processor (processor
#4)
- 32 bits (32-bit registers)
- Rated at 26.6 MIPS (million
instructions per second)
- Runs at 26.6 MHz
- Same RISC core as the Graphics
Processing Unit
- Not limited to sound
generation
- 8K bytes of zero wait-state
internal SRAM
- CD-quality sound (16-bit
stereo)
- Number of sound channels
limited by software
- Two DACs (stereo) convert
digital data to analog sound signals
- Full stereo capabilities
- Wavetable synthesis, FM synthesis,
FM Sample synthesis, and AM synthesis
- A clock control block, incorporating
timers, and a UART
- Joystick control
Motorola 68000 (processor #5)
- Runs at 13.295MHz
- General purpose control processor
Communication is performed with a
high speed 64-bit data bus, rated at 106.364 megabytes/second.
The 68000 is only able to access 16 bits of this bus
at a time.
The Jaguar contains two megabytes
(16 megabits) of fast page-mode DRAM, in four chips
with 512 K each. Game cartridges can support up to six
megabytes (48 megabits) of information, and can contain
an EEPROM (electrically erasable/programmable read-only
memory) chip to save game information and settings.
Up to 100,000 writes can be performed with the EEPROM;
after that, future writes may not be saved (performance
varies widely, but 100,000 is a guaranteed minimum).
Depending on use, this limit should take from 10 to
50 years to reach.
The Jaguar uses 24-bit addressing,
and is reportedly capable of accessing data as follows:
- Six megabytes cartridge ROM
- Eight megabytes DRAM
- Two megabytes miscellaneous/expansion
All of the processors can access the
main DRAM memory area directly. The Digital Signal Processor
and the Graphics Processor can execute code out of either
their internal caches, or out of main memory. The only
limitations are that
- "jump" instructions
in main memory have certain restrictions; the JMP
(unconditional jump) command is longword-aligned,
while the JR (jump-indexed-by-register) command
must be either word- or longword- aligned. And
- running out of the cache is much
faster (up to four times faster) and efficient.
Some believe that the inability to
jump/branch in main memory makes the main memory feature
useless.
Swapping data between the caches and
the main memory is a quick, low overhead operation,
and therefore the main memory is often used as "swap
space" for cache code. The RISC compiler included
in the latest Jaguar developer's kit produced code that
transparently swaps code through the cache. This effectively
allowed developers write RISC code without concern for
the cache size limits.
Compressed cartridge data can be uncompressed
in real-time, and ratios of up to 14:1 have been cited.
In theory, a Jaguar cartridge can store up to 84 megabytes
(672 megabits) of data, though actual results will vary
widely (most often, images are compressed, while sound
and code are not).
Compression is performed with BPEG,
an enhanced JPEG image decompression mechanism. BPEG
supercedes the former JagPEG algorithm, working up to
10 times faster and with more flexibility.
Other Jaguar features:
- Support for ComLynx I/O for communications
with the Atari Lynx hand-held game system and networked
multiconsole games (on DSP port, accessible by optional
add-on connector). Networking of up to 32 Jaguar
units available.
- The two controller ports can
be expanded to support "dozens" of controllers
- Digital and analog interfaces
- Keyboards, mice, and light
guns are possible
- Expansion port allows connection
to cable TV and other networks
- Digital Signal Processor port
allows connection to modems and digital audio peripherals
(such as DAT players)
- One megabyte per second serial
interface
- 9600 baud, RS-232 serial port
(accessible with optional interface)
- General-purpose I/O bits via
the cartridge port
- Can accommodate future expansions
of different processor types, I/O types, video types,
and memory types and/or quantities.
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Was the Jaguar really
a 64-bit system? |

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The question is hard
to resolve, largely because the definition of what constitutes
an "N-bit" system has not been set. Of the
five processors in the Jaguar, only the object processor
and the blitter are "true" 64-bit components.
Because the blitter and the object processor are in
the Tom chip, by extension Tom is a 64-bit chip. Furthermore,
the Jaguar also used a 64-bit memory architecture, according
to Jez San of Argonaut Software.
Some say the Jaguar should be considered
a 32-bit system, as that is the maximum register size
in the programmable processors (the 68000, the graphics
processor, and the DMA sound processor). Others say
the Jaguar can be considered a 64-bit system, because
64-bit components are used, and the GPU can access 64
bits of data if required. Again, the lack of an agreed-upon
definition serves to complicate the issue.
According to Jaguar designer John
Mathieson, "Jaguar has a 64-bit memory interface
to get a high bandwidth out of cheap DRAM. ... Where
the system needs to be 64 bit then it is 64 bit, so
the Object Processor, which takes data from DRAM and
builds the display is 64 bit; and the blitter, which
does all the 3D rendering, screen clearing, and pixel
shuffling, is 64 bit. Where the system does not need
to be 64 bit, it isn't. There is no point in a 64 bit
address space in a games console! 3D calculations and
audio processing do not generally use 64-bit numbers,
so there would be no advantage to 64 bit processors
for this.
"Jaguar has the data shifting
power of a 64 bit system, which is what matters for
games, so can reasonably be considered a 64 bit system.
But that doesn't mean it has to be 64 bits throughout."
For the record, the opinion of most
third party developers and observers is that the Jaguar
is indeed a 64-bit system. The emphasis is on the word
"system"; while not every component is 64
bits, the Jaguar architecture, as a COMPLETE SYSTEM,
is. |
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The Jaguar used a 68000.
Isn't that the CPU? |

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Again, quoting from Jaguar
designer John Mathieson, "It may be the CPU in
the sense that it's the centre of operation, and boot-straps
the machine, and starts everything else going; however,
it is not the centre of Jaguar's power. ... The 68000
is like a manager who does no real work, but tells everybody
else what to do."
And...
"Atari were keen to use a 68K
family device, and we looked closely at various members.
We did actually build a couple of 68030 versions of
the early beta developers systems, and for a while were
going to use a 68020.
However, this turned out too expensive.
We also considered the possibility of no [Motorola 680x0
chip] at all. I always felt it was important to have
some normal processor, to give developers a warm feeling
when they start. The 68K is inexpensive and does that
job well. I maintain that it's only there to read the
joysticks."
In rebuttal, Jaguar developer Andrew
Whittaker notes, "In practice, what many of us
did with our titles was use the 68000 for AI and gameplay
logic, and have the custom chips drive the rendering
to screen and 3D code." |
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How could a graphics
processor be the CPU? |

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The 64-bit custom graphics
chip was a good general purpose RISC unit, but it had
been optimized for graphics work. Developers were free
to specify which processor(s) to use in a program, as
desired. |
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What kind of special
effects could the Jaguar do? |

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The Jaguar was capable
of doing the following visual effects:
- High-speed scrolling (Object
Processor).
- Texture mapping on two- and three-dimensional
objects (GPU and Blitter).
- Morphing one object into another
object (GPU).
- Scaling, rotation, distortion,
and skewing of sprites and images (Object Processor).
- Lighting and shading from single
and multiple light sources (GPU and Blitter).
- Transparency (Object Processor).
- "Rendering" up to 850
million one-bit pixels/second (35 million 24-bit
pixels/second, 26 million 32-bit pixels/second),
or 50 million Goroud shaded pixels/second. "Rendering"
is believed to mean transferring a pixel from a
frame buffer to the screen.
- Sprites of "unlimited"
size and quantity. Realistically, sprites can be
over 1,000 pixels wide/tall, and the number of sprites
allowed is limited by processor cycles instead of
a fixed value in hardware (Object processor).
- Programmable screen resolutions,
from 160 to 800 pixels per line. The resolution
can be increased even further with additional hardware
up to a reported 1350 pixels per line.
One of the Jaguar modes is called
"CRY mode", which supports lighting and effects
in 3D graphics. Red, green, and blue color elements
are ranged from 0 to 255, and the lighting level for
any pixel can be changed by setting one byte linearly.
E.g., the relative proportions of red, blue, and green
are indicated with one byte, while a second byte selects
an overall intensity of 0 to 255. CRY allows much smoother
shading of single colors, but doesn't allow blending
between colors as smoothly.
Actual graphics performance is hard
to measure, as there are no industry- standard benchmarks.
Rebellion Software has claimed that the Jaguar can render
"10,000 Gourard shaded, large, 65536 color, any
shape polygons per second," while still performing
other tasks. Presumably this level can be increased
further with optimized programming; indeed, some unofficial
calculations speculate that FIGHT FOR LIFE may generate
between 20,000 to 40,000 texture-mapped polygons per
second.
A key to understanding the Jaguar's
performance is to realize that most effects are accomplished
by programming one of the processors to do the job.
To perform texture-mapping, for instance, required a
developer to write a texture-mapping routine for the
GPU and/or blitter, then call it as needed. The general-purpose
nature of the Jaguar architecture gave developers a
lot of flexibility; unfortunately, the drawback was
that software routines for such effects are invariably
slower and less efficient than dedicated hardware chips
and components. |
Part II next month...
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 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 #2, January 2001
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