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New Atari hardware to be announced Feb 1st.

CazTGG

Member
No, it's going to be a dumb gameband but with atari games.

Atari-gameband-1.jpg

Oh good, I was afraid that "Atari" was going to continue to denigrate their legacy with something stupid, silly me. Next thing you'll tell me is that they threatened Jeff Minter with a lawsuit over a new game of his.
 
Full fledge new Atari console that's as powerful as a PS4 Pro, full third party support, and a gritty cinematic pong reboot pls
 
Jaguar VR headset finally coming to market!? As a proud Jaguar (and CD) owner, I'd like to have one on my shelf. In the Jaguar tradition, it could have, like, 3 games.
 

Tempy

don't ask me for codes
Noticed the Kickstarter project will have an Atari version as well as a Terraria version of the GameBand. Based on the picture of the bands, it'll be more like a regular watch than some bulky plastic bracelet like the original GameBand.
 
Kickstarter is up, looks like a regular smart watch with games. Not sure how Atari arcade games are going to control using a tiny touch screen, possibly like arse.
 

CazTGG

Member
Annnd it's funded. Infogrames are scum-sucking, IP-abusing cretins...and people are rewarding them in spite of their past actions.
 

Zurick

Banned
For what it's worth, there's no trademark application for AtariBox or Atari Box, and whois on ataribox.com doesn't show any known registrant.

Co-worker got it in an email, and the only thing I can think of is the new Blade Runner movie is promoting Atari. I assumed it was just a link to the original, but it's kind of a large thing in the new movie.
 

Tempy

don't ask me for codes
I don't think this is related to GameBand, so should actually deserve its own thread.

Saw this on AtariAge - http://atariage.com/forums/topic/266480-new-atari-console-that-ataribox/

Bill Loguidice: "This has nothing to do with AtGames. This is Atari in partnership with another company. It's not related to any vintage technology. That's all I can say."

http://atariage.com/forums/topic/266460-not-sure-where-to-drop-this-ataribox/

Bill Loguidice: "Just an FYI, this has nothing to do with AtGames or Flashbacks. It's modern hardware."

Bill Loguidice: "To be clear, this is a current Atari product in partnership with a company who is not AtGames. It is not related to any legacy hardware. It's legit."

EDIT: Made a thread - http://www.neogaf.com/forum/showthread.php?p=239820207
 

EDarkness

Member
Would be awesome if this was a real serious attempt at a modern Atari console. The last Atari console I worked on was the Jaguar and I even still have my Jag dev kit. Would be cool to see them come back in some way.
 

AmyS

Member
Jaguar 2 finally

Project codename: 'Midwinter' hehehehe.

(as opposed to 'Midsummer', the original and unreleased Jaguar II, circa 1995~1996)


Atari 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.

http://www.atarimuseum.com/videogames/consoles/jaguar/jag2specs.html

jDh6Cyk.jpg


Atari Jaguar II / Midsummer's closest competitor, in terms of hardware specs, would have been the M2 by 3DO / Panasonic.

0wp1w7S.jpg


https://en.wikipedia.org/wiki/Panasonic_M2#Technical_specifications

Panasonic M2 Technical specifications

Central processing unit – Dual 66 MHz PowerPC 602

Implements the 32-bit PowerPC RISC instruction set architecture
PowerPC CPU designed for consumer electronics applications
1.2 watts power usage each
32-bit general purpose registers and ALU
33 MHz 64-bit multiplexed address and data bus
4 KiB data and instruction caches (Level 1). No Level 2 cache
1 integer unit, 1 floating point unit, no branch processing unit, 1 load/store unit
SPECint92 rating of 40 each, approximately 70 MIPS each.
1 million transistors manufactured on a 0.50 micrometre CMOS process
Custom ASICs cohabiting on the motherboard

BDA:

Memory control, system control, and video/graphic control
Full triangle renderer including setup engine, MPEG-1 decoder hardware, DSP for audio and various kinds of DMA control and port access
Random access of frame buffer and z-buffer (actually w-buffer) possible at the same time

CDE:

Power bus connected to BDA and the two CPUs
"bio-bus" used as a low-speed bus for peripheral hardware

Renderer capabilities:

1 million un-textured triangles/s geometry rate
100 million pixels/s fill rate
reportedly 700,000 textured polygons/second without gouraud shading or additional effects
reportedly 300,000 to 500,000 textured polygons/s with gouraud shading, lighting and effects
shading: flat shading and gouraud shading
texture mapping
decal, modulation blending, tiling (16k/128k texture buffer built-in)
hardware z-buffer (16-bit) (actually a block floating point with multiple (4) range w-buffer)
object-based full-scene anti-aliasing
alpha channel (4-bit or 7-bit)
320x240 to 640x480 resolution at 24-bit color
Sound hardware – 16-bit 32-channel DSP at 66 MHz (within BDA chip)
Media – Quad-speed CD-ROM drive (600 KB/s)
RAM – Unified memory subsystem with 8 MB
64-bit bus resulting in peak 528 MB/s bandwidth
Average access 400 MB/s
Full Motion Video – MPEG-1
Writable Storage – Memory cards from 128 KiB to 32 MiB
Expansion Capabilities – 1 PCMCIA port (potentially used for Modems, Ethernet NICs, etc.)
 
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