🏠 Atari Jaguar Developer Reference ▸ Architecture & Memory ▸ System Architecture Overview

System Architecture Overview

The Atari Jaguar is a custom chip set intended as the heart of a high-performance games machine. Beyond a general-purpose CPU, it provides five processing elements spread across two custom ASICs.

Source: Software Reference Manual — Tom & Jerry (V10), pp. 6–10; Technical Overview (V10), pp. 3, 9; Appendix (Atari original, 26 April 1995), Appendices A & B. Originally © Atari Corp. 1995.

The two custom chips

Chip Code name Contains
Tom graphics ASIC Object Processor, Graphics Processor (GPU), Blitter, memory controller, video timing
Jerry sound/I-O ASIC Digital Sound Processor (DSP), timers, serial interfaces, joystick interface

Alongside them sits an external CPU — a Motorola 68000 — which acts as the system manager.

The five processors

  1. CPU (68000) — the manager. Handles communication with the outside world and coordinates the other processors. It sits at the highest level of control flow and has complete control of the system. It is not the performance path; heavy lifting belongs to the coprocessors.

  2. Object Processor (in Tom) — generates the display. For each scan line it executes a list of commands (the object list) and assembles that line into an internal line buffer. Objects can be scaled/unscaled bit-maps, can perform conditional branches within the list, and can interrupt the GPU. It is both a sprite engine and a framebuffer system. See Object Processor.

  3. Graphics Processor (GPU) (in Tom) — a very fast RISC microprocessor optimized for graphics generation, with 4 KB of fast internal RAM, a parallel multiplier, a barrel shifter, and a divide unit. Executes in parallel with the other units. See Graphics Processor.

  4. Blitter (in Tom) — tightly coupled to the GPU; moves and fills graphical data 64 bits at a time, with hardware Gouraud shading, Z-buffering, line drawing, character painting, and image rotation. See Blitter.

  5. Digital Sound Processor (DSP) (in Jerry) — architecturally similar to the GPU but aimed at sound synthesis and sampled-sound playback, with 8 KB of fast internal RAM. Can also be used for general processing. See DSP.

How they cooperate

Jaguar processor block diagram: the 68000 CPU manages the GPU, Blitter and DSP; the GPU and Blitter prepare bit-maps that the Object Processor composites into the line buffer for video out, while the DSP drives audio out.

Memory and the data path

The Jaguar gives these blocks a 64-bit data path to external memory and can sustain a very high transfer rate into DRAM. Main system RAM is 64 bits wide: a single 2 MB bank starting at $00000000. Hardware registers and the GPU/DSP internal SRAM live higher in the map (GPU/DSP RAM from $00F00000).

The GPU, DSP, and Blitter internal registers are 32 bits wide and must be read and written as 32-bit entities by the 68000. Transfers to GPU/DSP internal SRAM must be long-word aligned. To clear a long in internal RISC RAM, use move, not clr.l (which is unreliable there — a documented hardware bug).

Full details: Memory Map / Register List.

Bus bandwidth and performance

All five processors share the single 64-bit bus, so memory bandwidth — not raw clock speed — is usually the limiting factor. Atari’s own programming guidelines reduce to a few rules:

Source: Appendix (Atari original, 26 April 1995), Appendix A and Appendix B (“Programming Tips & General Procedures”).

Two color resolutions

Tom supports 24-bit (true color) and 16-bit modes. The 16-bit modes include CRY (Cyan-Red-Intensity), which is cheap to Gouraud-shade and nearly indistinguishable from 24-bit. See CRY Color & Color Mapping.

See also


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