kskunk, on Sun May 17, 2009 11:59 AM, said:
I think everyone agrees about a bug fixed Jaguar being a better Jaguar, but it's not clear that Atari could have survived that long. They were already in financial straits and the fact that they were releasing in 1993 (although they barely did), hypothetically getting a head start on Sega and Sony, helped them secure the additional investment required to launch. The Jaguar looked good next to a SNES, but put it next to a Playstation in 1994 and it's a lot harder sell for investors.
What about those lawsuits that resulted in Atari getting a bunch of money in the mid-90's, and allowing the Tramiels to sell and be quite well off. Did these hinge on the Jaguar? (I can't remember what the one with Sega was apecifically, but did it have to do with the Jag? and would they not have had the funds to win those cases without the small profits from the Jag?)
Quote
Another Jag RISC would have killed the overloaded memory bus, unless you add cache to the RISC, like they did in Jag 2. That's a significant design change, not a bug fix. MIPS and ARM are not cheap, and below you mention that it needs to stay cheap.
The Playstation wasn't released in the West until mid 1995 (the saturn slightly earlier), so definitely get the Jag out before the 1994 christmas season, probably somewhere arround the Saturn or PSX releases in Japan. They only direct competition in the western markets at the time would still be the SNES, Genesis+CD+32x, and the 3DO. (and the CD-32, though very minor)
Tom's got a 4kB cache, and Jerry has 8kB, and one os Gorf's suggestions was to add another Tom, but replace the Object processor and blitter simicon with 16 kB of cache, using it as a "GLP" like the Jag II. (and the 020/030 or EC030 have caches, thogh small) Though he also mentioned using the 68k for game logic and AI on it's own bus and 64 kB, and just trhowing out a CPU entirely and including a small unified cache. (which would be the most cost effective)
See this thread, I mentioned previously:
http://www.atariage.com/forums/index.php?s...119048&st=0
Specifically these posts:
Gorf, on Fri Jan 4, 2008 8:13 PM, said:
Gorf, on Wed Jan 23, 2008 7:27 AM, said:
Gorf, on Tue Jan 8, 2008 12:11 PM, said:
Quote
The Jag is what it is mainly because it was cheap to make that way. Atari considered a 68020/30 -- the Jaguar chipset has support for either. They also considered NO 68000 at all, because even a 68K was considered pretty expensive for such a cheap console.
Quote
add more ram (which would cost less than 1/3 a year later)
That's not how RAM prices worked back then. RAM prices held steady from 1992-1995 at about $3/megabit, or $48 for the 2MB in the Jaguar. The RAM in the Jaguar was its most expensive single component.
(Source:
http://phe.rockefell...b/DRAM/dram.htm )
Sorry, I was basing that on this:
downix, on Wed Jan 9, 2008 1:18 PM, said:
Intel style CPU would never have worked. BE vs LE here. The logic to do the adaptation would add an extra $75 to the bottom line.
The 68000 in 1993 was $21, the 68020 in 1994 was $25, not a dramatic difference in price. Also, 2MB of RAM in 1993 cost $15, 4MB in '94 $8.
I still have my Digikey catalog collection
-from that same above thread, and note someone responded that the Hitachi 68000 should be significantly cheaper.
So in that case, keep the ram the same, or only slightly increased (2.5-3 MB), and add a RAM expansion slot to allow later expansion, if this was at all possible.
Quote
This would have been nice, but note that there were no bank switched games for the Jaguar. One reason is that large ROMs were quite expensive, especially compared to a CD. Atari even reduced Cybermorph to 1MB to save money.
Put yourself in the shoes of a game developer. 3DO says, 'Hey, we'll charge you $3 per disc.' Atari says, 'Hey, we'll charge you $12 for a 2MB cartridge or $16 for a 4MB cartridge. Um, you want 16MB? Sure, that'll be $40.' The stores say, 'We'll pay you $36 for each game we sell at $59'. Not gonna happen inside the Jaguar's life span...
I really don't think they could afford to add a CD drive, even with the later release though, and offering the add-on might not even be a good idea to bother with at all (might want to just wait for the Jag II for discs). 6MB is really limiting though, and assuming th system is more sucessful and makes it past 1996, games of 8-12 MB would be reasonable and necesary to stay compeditive. However, you could still probably manage that with 24-bit addressing (which you'd have with the 68EC020), you mentioned 8 MB being reserved for RAM addressing, so couldn't you cut that to 4 MB, and bring ROM up to 12 MB (though you'd have 10 MB for carts with the 2 MB reserved for boot ROM)
And I don't know what the addressing would be with the unifide cache (no 68k) layout, that could have changed things though.
Quote
Quote
Also very importantly, make some kick ass development kits and offer them to any developers interested. (I'd still keep the CD as an add-on, at least initially, to keep the price point low)
Dev tools were key.
Yes, certainly, even with the current bugs and limitations, a good SDK would have made a huge difference. THe problem is that would take more time too, so if you're stuck with that, you might as well fix some harware problems (at least the most significant ones, the bugs, and the CPU issue -
cheapest solutions are remove it completely, or use a 68EC020). Making a good kit with all the problems would likely be quite a task and have to include a lot of workarrounds to address this. With the (major) issues corrected, creating a decent SDK should be easier as well. (there would be a decided advantage of having something familiar like the 020 in there too, opposed to just using Tom and Jerry alone, or having another Jag RISC)
Quote
A RAM expansion port only makes sense if you're using the CD, right? The N64 could expand its main memory, but only because it used a unique 9-bit RAMBUS architecture. In the Jaguar, your best hope for memory expansion would be like the Saturn's RAM expansion, which puts additional memory on a slow cart bus, not the fast main memory bus. And if you are already a cart, you don't need more slow cart memory -- just use your ROMs for that!
There's no way to address an external RAM expansion to the main bus? Could there have been any modifications to the system to allow this, whithout excess added cost.
But running out or RAM and instead storing the data decompressed into ROM forces much more ROM to be used (which is expensive as you mention), so a little RAM can go a long way in that respect, as I understand it.
I had a conversation with Chilly Willy (currently programming Wolf32x) on this at sega-16, and he mentioned that a big reason for the 32x (and SNES) versions were lacking so much (including the textures on the SNES) was due to RAM limitations, and you could have included it all for the 32x (only 256 k ram), but with all that decompressed data in ROM, it would take a cart around 32 MB in size, but only around 3 MB with 2 MB of ram available. So that would allow games that would be far too expensive to put on cart, and impossible on CD. (wihout cutting the game down a lot)
and a note: the SNES Doom was even worse off as adding more ROM was simply not an option, the Super FX 2 chip only supported 2 MB of ROM address space.
Actually some SNES offered a solution to this, there were several on-cart chips used on the console to allow data to be decompressed "on the fly" and streamed. (this was used on many large games, already 32Mbit/4 MB in size, and I think all 48Mbit/6 MB games)
So possibly including something like this onboard the Jaguar would be something to considder too.
Edited by kool kitty89, Sun May 17, 2009 9:02 PM.