People don't often show handheld protos so here are a couple of Sega handheld prototypes I have.
People don't often show handheld protos so here are a couple of Sega handheld prototypes I have.
BuyAtari, very cool protos... do you have any background info on those?
Also, was almost expecting you to chime in re the SNES CD judging from that semi-controversial thread on assemblergames' forum
Sony, we will NEVER forget nor forgive. http://www.youtube.com/watch?v=0G0LlXv-nyI
Early version of the PS-X / PS1 / PlayStation on the left
Last edited by parallaxscroll; 12-26-2008 at 03:22 PM.
not the full image,but what it was gonna look like. (Playstation 3)
I can confirm this image, due to I read in PSM magazine along time ago what it was going to include and this is it.
MY 100th POST:
SUNDAY, AUGUST 31, 2008.... @ 9:41 A.M.
Mount Snakemoore
here's a comparison, lol
Atari 3200
Atari Video System X
Atari MIRAI
Atari JagDuo
(Jaguar and Jag CD combined)
Atari Midsummer Project / Jaguar II
http://www.atarimuseum.com/videogame...guar/jag2.htmlAtari Jaguar II Spec's
The following Information was provided to
the Atari History Site by: Markus Kirschbaum
Size: 10.5" x 12" x 3.5"
Controls: Power on/off
Display: Resolution up to 1600 x 600 pixels (50 Hz/interlace)
32-bit "Extended True Color" display with 16,777,216
colors simultaneously (additional 8 bits of supplimental
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 (64 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)
Four controller ports
Digital Signal Processor port (includes high-speed
synchronous serial input/output)
Controllers: Eight-directional joypad
Size 5" x 4.5" x 1.5", cord 7 feet
Six fire buttons (A, B, C, D, E, F)
Pause and Option buttons
12-key keypad (accepts game-specific overlays)
The Jaguar 2 has seven 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 68EC020 used as a coprocessor.
Tom and Jerry are built using an 0.3 micron silicon process. With
proper programming, all seven processors can run in parallel.
- "Tom"
- 1,250,000 transistors, 292 pins
- Graphics Processing Unit (processor #1)
- 64-bit RISC architecture (64/128 register processor)
- 64 registers of 128 bits wide (shadow-buffering)
- Has access to all 2 x 64 bits of the system bus
- Can read 128 bits of data in one instruction
- Rated at 127.902 MIPS (million instructions per second)
- Runs at 63.951 MHz
- 2 x 32K bytes of zero wait-state internal SRAM (matrix)
- Performs a wide range of high-speed graphic effects
- Programmable
- Object processor (processor #2)
- 64-bit RISC architecture
- 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 bits read and write at the same time! (multibuffering!)
- 8K read buffer (fifo)
- 8K write buffer (lifo)
- Performs high-speed logical operations
- Hardware support for Z-buffering and Gouraud shading
- Texture Mapping Engine (processor #4)
- 64-bit RISC
- 64 bits
- Programmable risc processor
- 256K "texture-work-ram" of zero wait-state internal CACHE
- capable of doing about 900000 texture-mapped polyons,
without textures there can do 2500000 polyons.
- realtime Gouraud and Phong shading
- J/MPEG "COMBI" Chip (processor #5)
- 64 bits
- not programmable!
- 8K own data rom (with sinus) table
- 128K CACHE (fifo)
- realtime J/MPEG decompression via CACHE (fifo)
- DRAM memory controller
- 4 x 64 bits
- Accesses the DRAM directly
- "Jerry"
- 900,000 transistors, 196 pins
- Digital Signal Processor (processor #6)
- 32 bits (32-bit registers)
- Rated at 53,3 MIPS (million instructions per second)
- Runs at 53.3 MHz
- Same RISC core as the Graphics Processing Unit
- Not limited to sound generation
- 96K bytes of zero wait-state internal SRAM
- CD-quality sound (16-bit stereo 50KHz)
- Number of sound channels limited by software (minimum 16!!)
- 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
- Motorola 68EC020 (processor #7)
- Runs at 26.590MHz
- perfect 68000 emulation
- General purpose control processor
Communication is performed with a high speed 64-bit data bus, rated
at 2400 megabits/second. The 68000 is only able to access 16 bits
of this bus at a time.
The Jaguar 2 contains eight megabytes (64 megabits) of fast
page-mode DRAM, in eight chips with 1024 K each.
Last edited by parallaxscroll; 12-26-2008 at 07:25 PM.
An article on Sega going forward with a Saturn 2 console in 1995 using a PowerPC CPU and a Lockheed Martin Real3D/100 which was 3-chip graphics chipset consisting of a geometry processor, graphics processor, and texture processor. This machine would've been comparable to the 3DO/Matsushita M2, if not slightly or somewhat more powerful.
Saturn 2 was in planning and perhaps even development after the unreleased Sega/Nvidia NV2-based console, but before the unreleased 3Dfx-based Black Belt/Dural and released PowerVR2-based Katana/Dreamcast.
Last edited by parallaxscroll; 12-26-2008 at 07:34 PM.
Was this suppose to be a joke to me or at sony?
Apparently your pic is wrong for the "new" ps3 due to it has a HDMI input in the back. Well at least my 60Gb does, don't know about the newer ones.
Also that's why my picture is of the prototype sony advertised with; at E3,magazines,etc.
Last edited by Hitman Tyler; 12-26-2008 at 07:49 PM.
MY 100th POST:
SUNDAY, AUGUST 31, 2008.... @ 9:41 A.M.
Mount Snakemoore
The Konix Multisystem was a pretty neat machine for it's time, although the odd design might have limited it to mostly driving games/flight sims. I can't imagine playing a Defender clone with a steering wheel. Although they did make joysticks too (which makes me wonder if they were going to make the Konix joysticks Atari compatible).
According to info from Retro Gamer, Lucasfilm was interested in buying into the Multisystem console, but the company owner wanted to keep it British. It's a shame that it never came out, although I can't see it doing well against Nintendo here in the US. Especially with it's steering wheel design making it seem like it has limited gameplay control. But who knows how things might have gone if LucasArts had bought the design. Imagine higher quality first person flight/driving games like Ballblazer, Rescue on Fractalus, The Eidolon, and all the Star Wars games they would have put out on the newly christened LucasArts Multisystem. Woo! Brain melt!
the video system x looks a lot like the atari 2700. Are they the same thing?
Konix Multisystem was also pretty powerful under the hood. The Slipstream ASIC, the heart of the machine, was an improved version of Flare Technologies 'Flare One' computer architecture (Flare II went on to become Jaguar).
EGM article
http://img129.imageshack.us/img129/2...63x11780uo.jpg
http://img129.imageshack.us/img129/5...83x13158hs.jpg
VG&CE article
http://img461.imageshack.us/img461/7...ditoral9nh.jpg
http://img461.imageshack.us/img461/3...9konix11fa.jpg
http://img461.imageshack.us/img461/3...9konix24gq.jpg
http://img83.imageshack.us/img83/424...9konix39si.jpg
http://img83.imageshack.us/img83/857...9konix49bt.jpg
http://img83.imageshack.us/img83/689...9konix54vs.jpg
Konix Multisystem trailer
http://www.youtube.com/watch?v=RgkOLfcRWYA
vids of 'Attack Of The Mutant Camels 1989'
(a huge improvement over the old original game)
http://www.youtube.com/watch?v=-Tjk9IR5fIA
http://www.youtube.com/watch?v=qUy4QMlb790
http://www.youtube.com/watch?v=HPGtap-nF6U
The idea of Konix Multisystem was awesome. Tactile feed back, transformable controller. But the processing hardware, was a bit lacking. It was powerful for a home unit, but it could've stronger for a system that would've launched in 1990. If they had made the hardware somewhat more powerful and recieved support from Japanese developers, I think the Multisystem would've been a huge hit.
Last edited by parallaxscroll; 12-27-2008 at 04:31 PM.
PSP, 2003
Atari Panther
Last edited by parallaxscroll; 12-28-2008 at 10:45 AM.
the rumored Namco 16-bit console, 1989
Could this be what happened to the Namco console,
was it used as the NA-1 and NA-2 arcade boards?
Don't know for certain, but I suspect this is the case.
Holy huge thread of big pictures Batman !
Pretty sure thats the Sony hardware used to run Tekken games and co. Same board setup anyway, with the Jamma edge, and the kick edge, along with how the game was attached (which, according to someone, arent swappable anyway)