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Sega Saturn emulators

588 bytes added, 17:09, 22 May 2019
Emulators
The '''[[wikipedia:Sega_Saturn|Sega Saturn]]''' is a 32-bit, fifth-generation console released by [[wikipedia:Sega|Sega]] in Japan on November 22, 1994 and in the US on May 11, 1995. It was retailed for <abbr title="$660.73 in 2018 money">$399</abbr>. It had 2 Hitachi SH-2 CPUs at 28.6 MHz and it had the VDP1 GPU & VDP2 GPU. The arcade board, '''[https://segaretro.org/Sega_Titan_Video ST-V (Sega Titan Video)]''', uses the same hardware except for sound, VRAM, and game storage (where it is stored on ROM cartridges instead of CD-ROM discs).
The Sega Saturn has historically been one of the harder consoles to emulate, resulting in a lack of good options. However, things are looking up as for open-source emulators like Mednafen, and to a lesser extent, Yabause.
==Emulators==
|[[SSF]]
|Windows
|[http://www.geocities.jp/mj3kj8o5/ssf/index.html TestVer (20172018-0712-0218)]
|{{✓}} ||{{✗}} ||{{✓}} ||{{✓}}
|-
|[https://github.com/FCare/yabause Kronos]
|Multi-platform
|[http://www.emutalk.net/forums/56-Sega-Saturn-Emulation 1.6.0]
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}
|-
|[https://github.com/devmiyax/yabause YabaSanshiro]
|[http://www.uoyabause.org/static_pages/download 2.3.1]
|{{~}} ||{{✗}} ||{{✓}} ||{{~}}
|-
|[https://github.com/FCare/yabause Kronos]
|Multi-platform
|[http://www.emutalk.net/forums/56-Sega-Saturn-Emulation 1.6.0]
|{{✓}} ||{{✓}} ||{{✓}} ||{{~}}
|-
|[[Yabause]]
|{{~}} ||{{✓}} ||{{✓}} ||{{✓}}
|-
|[https://github.com/devmiyax/yabause YabaSanshiro] <small>(adwareContains Ads)</small>
|Multi-platform
|[http://www.uoyabause.org/static_pages/download 2.34.10] ([[Android emulators|Android]])<br />[http://www.uoyabause.org/static_pages/download 1.8.1] (iOS)
|{{~}} ||{{✗}} ||{{✓}} ||{{✓}}
|}
Unlike the PlayStation and Nintendo 64 which used triangles as their basic geometric primitive, the Saturn rendered quadrilaterals with forward texture mapping. This proved to be a hindrance because most of the industry's standard design tools were based on triangles, with independent texture UV coordinates specified per vertex. One of the challenges brought forth by quadrilateral-based rendering was problems with textured surfaces containing triangles. In order to make a triangular-shaped object, rendering had a fourth side with a length of zero. This technique proved problematic as it caused texture distortion and required careful reworking to achieve the desired appearance—Sega provided tools for remapping textures from UV space into rectangular tiles. These complications can be seen in the Saturn version of ''Tomb Raider''.<ref name=DreisbachCG />
 
==Resources==
* [https://segaretro.org/Sega_Saturn/Hardware_comparison#Graphics_comparison_table Graphics comparison table] (for Saturn as opposed to PS1, N64, Sega Model 2 arcade hardware and 1995-era PC)
 
*[https://archive.org/details/SegaManuals Manuals for the Sega Saturn, Sega CD, and the Sega Genesis] (These were leaked, official manuals on how the Sega Genesis, its CD add-on, and most importantly, the Sega Saturn, functioned as consoles, including Saturn's infamous CD DRM. [https://mobile.twitter.com/forestillusion/status/1126321691775229954 Source])
==References==
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