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HARDWARE ManualSEGA Saturn Overview Manual
Sega Saturn Overview Manual

Index


alphabetic index

[C] [D] [I] [M] [P] [R] [S] [V]
[C]
C3
CD-ROM
CD_ROM system configuration
CD-ROM system specifications
CD-ROM system data flow
CD-ROM drive
CD drive specifications
CPU
CPU specifications
[D]
D/A converter
DSP
[I]
IPL
[M]
MC68EC000
MPEG
MPEG/Audio features
MPEG/Video features
MPEG function
[P]
P.A.D.
PAD I/F
PAL method
P.C.M.
PCM sound source
PLL
[R]
RAM
ROM
RGB code generation
[S]
SCSP
SCSP system configuration
SCSP system specifications
SCU
SCU system configuration
SCU system specifications
SH-2
SMPC
SMPC system configuration
SMPC features
[V]
VDP1
VDP1 system configuration
VDP1 system specifications
VDP2
VDP2 system configuration
VDP2 system specifications

Hiragana index

a Ka sa ta na ha ma ya ra wa
[A]
Compression rate variable
color calculation
Types of color operations
interlace
window
Window function
effect
effect data
encoder
On-memory playback function
[ka]
rotation calculation
Rotation function
Image change due to rotation axis
rotation display
Scaling sprite (VDP1)
Scaling function (VDP2)
Description of each part
Cartridge I/F
Image change due to screen axis
Screen capture function
Simultaneous display by split screen
Color calculation function
Color offset function
color lookup table
Color bank method
Color bank method configuration
Function (SCU)
Function (SCSP)
Function (VDP1)
Function (VDP2)
Function (CD-ROM)
Function (SMPC)
clipping
gouraud shading
Gouraud shading example
Chromakey function
High-definition static function
[Sa]
Introduction to Sega Saturn
Digital PAD specifications for Sega Saturn
system clipping
System configuration
System configuration (CD-ROM)
System configuration (SCSP)
System configuration (VDP1)
System configuration (VDP2)
shadow function
scroll screen
Scroll screen configuration
Scroll screen function
Stream selection mechanism
Stream selection
sprite
sprite window
cell format
Cell format scroll screen
[ta]
Compatible standards
Vertical scroll function
Single dense interlace
shaped sprite
texture parts
texture mapping
Example of use in tennis game
Operating frequency
Special priority function
Tunnel and BGM reverb
[Na]
Internal DSP
Normal rectangular window
normal line window
Non-texture parts
[ha]
double dense interlace
high resolution
Parallel processing
Perth
parts
Classification of parts
Hard specificationsmain system
Hard specificationssub-system
bitmap format
pixel
Fade function
Priority function
Deciding on priorities
Freeze function
frame buffer
Branch playback function
deformed sprite
Blur calculation function
Blur function
Interpolation function
Interpolation, blurring, mosaic functions
Pause function
polygon
polyline
[Ma]
mesh processing
Example of mesh processing
Mosaic function
mosaic pattern
[Ya]
user clipping
[Ra]
Insert line color screen
Line scroll function
reverb
[Wow]
Interrupt control (SCU)

HARDWARE ManualSEGA Saturn Overview Manual
Copyright SEGA ENTERPRISES, LTD., 1997