List of Sega arcade system boards: Difference between revisions
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[[Sega]] released the ''Sega VIC Dual'' arcade-system board in 1977 as one of the first systems to use the [[Zilog Z80]] [[microprocessor]]. Some of the games on the system include ''[[Depthcharge]]'' (1977), ''[[Frogs (arcade game)|Frogs]]'' (1978), ''[[Heiankyo Alien]]'' (1979), ''[[Head On (video game)|Head On]]'' (1979), ''[[Carnival (video game)|Carnival]]'' (1980), and ''[[Beat 'em up#History|Samurai]]'' (1980). |
[[Sega]] released the ''Sega VIC Dual'' arcade-system board in 1977 as one of the first systems to use the [[Zilog Z80]] [[microprocessor]]. Some of the games on the system include ''[[Depthcharge]]'' (1977), ''[[Frogs (arcade game)|Frogs]]'' (1978), ''[[Heiankyo Alien]]'' (1979), ''[[Head On (video game)|Head On]]'' (1979), ''[[Carnival (video game)|Carnival]]'' (1980), and ''[[Beat 'em up#History|Samurai]]'' (1980). |
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* [[Central processing unit|CPU]]: [[Zilog]] [[Zilog Z80|Z80]] @ 1.934 MHz<ref>http://mamedev.org/source/src/mame/drivers/vicdual.c.html</ref> ([[8-bit]] & [[16-bit]] instructions @ 0.28 [[Instructions per second|MIPS]])<ref name=retro>http://www.drolez.com/retro/</ref> |
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* [[Central processing unit|CPU]]: [[Zilog Z80|Z80]] |
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* [[Sound card|Sound board]]: Custom |
* [[Sound card|Sound board]]: Custom |
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* [[Display resolution]]: 256 × 224 |
* [[Display resolution]]: 256 × 224 |
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===G80 specifications=== |
===G80 specifications=== |
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* Main [[Central processing unit|CPU]]:<ref name=g80>{{cite web |url=http://www.cityofberwyn.com/simulation/gameHardware/G80ref1.20.txt|title=Sega G80 Hardware Reference|archiveurl=http://web.archive.org/web/20120219195401/http://www.cityofberwyn.com/simulation/gameHardware/G80ref1.20.txt|archivedate=2012-02-19}}</ref> |
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* Main [[Central processing unit|CPU]]: [[Zilog Z80|Z80]] @ 3.86712 MHz for vector games, 8.0 MHz for raster games |
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** [[Vector graphics|Vector]]: [[Zilog Z80]] @ 3.86712 MHz (8-bit & 16-bit instructions @ 0.561 MIPS<ref name=retro/>) |
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** [[Raster graphics|Raster]]: Zilog Z80 @ 8 MHz (8-bit & 16-bit instructions @ 1.16 MIPS<ref name=retro/>) |
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* [[Sound card|Sound board]], optional: [[8035|i8035]] + [[General Instrument SP0256|SP0250]] |
* [[Sound card|Sound board]], optional: [[8035|i8035]] + [[General Instrument SP0256|SP0250]] |
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* [[Display resolution]]: 256 × 224 [[pixel]]s<ref>{{cite web |url=http://www.system16.com/hardware.php?id=687|title=SEGA G80 Raster Hardware}}</ref> |
* [[Display resolution]]: 256 × 224 [[pixel]]s<ref>{{cite web |url=http://www.system16.com/hardware.php?id=687|title=SEGA G80 Raster Hardware}}</ref> |
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* [[Color depth|Colors]]: 256<ref |
* [[Color depth|Colors]]: 256<ref name=g80/> |
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==VCO Object== |
==VCO Object== |
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''VCO Object'' was released by Sega in 1981. It was one of the first systems specifically designed for [[2.5D|pseudo-3D]] sprite-scaling. It was used for the [[third person (video games)|third-person]] [[racing video game]] ''[[Turbo (video game)|Turbo]]'' (1981), the [[List of stereoscopic video games|stereoscopic 3D]] [[shooter game]] ''[[SubRoc-3D]]'' (1982), and the [[third-person shooter|third-person]] [[rail shooter]] ''[[Buck Rogers: Planet of Zoom]]'' (1982).<ref name=vco>http://www.system16.com/hardware.php?id=690</ref> ''SubRoc-3D'' also introduced an [[active shutter 3D system]], jointly developed by Sega with [[Panasonic|Matsushita]] (now Panasonic).<ref name=subroc/> |
''VCO Object'' was released by Sega in 1981. It was one of the first systems specifically designed for [[2.5D|pseudo-3D]] sprite-scaling. It was used for the [[third person (video games)|third-person]] [[racing video game]] ''[[Turbo (video game)|Turbo]]'' (1981), the [[List of stereoscopic video games|stereoscopic 3D]] [[shooter game]] ''[[SubRoc-3D]]'' (1982), and the [[third-person shooter|third-person]] [[rail shooter]] ''[[Buck Rogers: Planet of Zoom]]'' (1982).<ref name=vco>http://www.system16.com/hardware.php?id=690</ref> ''SubRoc-3D'' also introduced an [[active shutter 3D system]], jointly developed by Sega with [[Panasonic|Matsushita]] (now Panasonic).<ref name=subroc/> |
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* [[Central processing unit|CPU]]: |
* [[Central processing unit|CPU]]:<ref name=vco/> |
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** ''Turbo'' & ''SubRoc-3D'': [[Zilog Z80|Z80]] @ 5 MHz (8-bit & 16-bit instructions @ 0.725 MIPS<ref name=retro/>) |
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** ''Buck Rogers'': 2× Z80 @ 5 MHz (8-bit & 16-bit instructions @ 1.45 MIPS<ref name=retro/>) |
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* [[Sound card|Sound board]]: Sega Sound Board<ref>http://www.system16.com/files/manuals/subroc3d.pdf</ref> |
* [[Sound card|Sound board]]: Sega Sound Board<ref>http://www.system16.com/files/manuals/subroc3d.pdf</ref> |
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** [[Sound chip]]: Custom |
** [[Sound chip]]: Custom |
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The ''Sega Zaxxon'' hardware was released by Sega in 1982 as the first system dedicated to producing [[Isometric graphics in video games and pixel art|isometric graphics]], first used for the [[isometric shooter]] ''[[Zaxxon]]'' (1982). It was also used for several other games, including the [[isometric adventure game|isometric platformer]] ''[[Congo Bongo]]'' (1983). |
The ''Sega Zaxxon'' hardware was released by Sega in 1982 as the first system dedicated to producing [[Isometric graphics in video games and pixel art|isometric graphics]], first used for the [[isometric shooter]] ''[[Zaxxon]]'' (1982). It was also used for several other games, including the [[isometric adventure game|isometric platformer]] ''[[Congo Bongo]]'' (1983). |
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* [[Central processing unit|CPU]]: [[Zilog Z80|Z80]] @ 3.04125 MHz |
* [[Central processing unit|CPU]]: [[Zilog Z80|Z80]] @ 3.04125 MHz<ref>http://www.system16.com/hardware.php?id=689</ref> (8-bit & 16-bit instructions @ 0.441 MIPS<ref name=retro/>) |
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* [[Display resolution]]: 256 × 224 |
* [[Display resolution]]: 256 × 224 |
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* [[Sound chip]]: G80 sound board |
* [[Sound chip]]: G80 sound board |
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The ''Sega Laserdisc'' hardware was released by Sega in 1983 as the first system dedicated to producing [[laserdisc video game]]s. The first game to use it was ''[[Astron Belt]]'' (1983) and the last to use it was the [[holography|holographic]] game ''[[Time Traveler (video game)|Time Traveler]]'' (1991). |
The ''Sega Laserdisc'' hardware was released by Sega in 1983 as the first system dedicated to producing [[laserdisc video game]]s. The first game to use it was ''[[Astron Belt]]'' (1983) and the last to use it was the [[holography|holographic]] game ''[[Time Traveler (video game)|Time Traveler]]'' (1991). |
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* [[Central processing unit|CPU]]: [[Zilog Z80|Z80]] |
* [[Central processing unit|CPU]]: [[Zilog Z80|Z80]] @ 5 MHz<ref>http://mamedev.org/source/src/mame/drivers/segald.c.html</ref> (8-bit & 16-bit instructions @ 0.725 MIPS)<ref name=retro/> |
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* [[Laserdisc]] player : [[Hitachi]]-Sega VIP-9500SG |
* [[Laserdisc]] player : [[Hitachi]]-Sega VIP-9500SG |
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===System 1 specifications=== |
===System 1 specifications=== |
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* Main [[CPU]]: [[Zilog Z80|Z80]] @ 4 MHz<ref name=system1>{{cite web|url=http://www.system16.com/hardware.php?id=693|title=Sega System 1 game and hardware information}}</ref> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/> |
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* Main [[CPU]]: [[Zilog Z80|Z80]] @ 4 MHz |
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* Sound CPU: Z80 @ 4 MHz |
* Sound CPU: Z80 @ 4 MHz<ref name=system1/> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/> |
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* [[Sound chip]]s: [[Texas Instruments SN76489|SN76496]] @ 4 MHz and SN76496 @ 2 MHz |
* [[Sound chip]]s: [[Texas Instruments SN76489|SN76496]] @ 4 MHz and SN76496 @ 2 MHz |
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* [[Display resolution]]: 256 × 224 [[pixel]]s |
* [[Display resolution]]: 256 × 224 [[pixel]]s |
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* Board composition: Arcade components were contained on one [[circuit board]]. |
* Board composition: Arcade components were contained on one [[circuit board]]. |
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* Hardware features: 2 background layers, [[Sprite (computer graphics)|sprites]], and hardware [[collision detection]].<ref |
* Hardware features: 2 background layers, [[Sprite (computer graphics)|sprites]], and hardware [[collision detection]].<ref name=system1/> |
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==Sega Space Harrier== |
==Sega Space Harrier== |
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The pseudo-3D [[Sprite (computer graphics)|sprite]]/[[Tile engine|tile]] scaling in Sega's Super Scaler arcade games were handled in a similar manner to textures in later [[Texture mapping|texture-mapped]] [[3D computer graphics|polygonal 3D]] games of the 1990s.<ref name=pseudo>http://www.extentofthejam.com/pseudo/</ref> Designed by [[Sega AM2]]'s [[Yu Suzuki]], he stated that his "designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to [[2D computer graphics|2D]]. So I was always thinking in 3D."<ref name=suzuki>http://web.archive.org/web/20131113174154/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=2</ref> |
The pseudo-3D [[Sprite (computer graphics)|sprite]]/[[Tile engine|tile]] scaling in Sega's Super Scaler arcade games were handled in a similar manner to textures in later [[Texture mapping|texture-mapped]] [[3D computer graphics|polygonal 3D]] games of the 1990s.<ref name=pseudo>http://www.extentofthejam.com/pseudo/</ref> Designed by [[Sega AM2]]'s [[Yu Suzuki]], he stated that his "designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to [[2D computer graphics|2D]]. So I was always thinking in 3D."<ref name=suzuki>http://web.archive.org/web/20131113174154/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=2</ref> |
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* Main [[CPU]]: 2× [[Motorola 68000|MC68000]] @ 10 MHz |
* Main [[CPU]]: 2× [[Motorola 68000|MC68000]] @ 10 MHz<ref name=harrier>http://www.system16.com/hardware.php?id=696</ref> ([[16-bit]] & [[32-bit]] [[Instruction set|instructions]] @ 3.5 [[Instructions per second|MIPS]])<ref name=retro/> |
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* Sound CPU: Z80 @ 4 MHz |
* Sound CPU: Z80 @ 4 MHz<ref name=harrier/> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/> |
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* [[Sound chip]]s: [[Yamaha YM2151]] @ 4 MHz & [[Pulse-code modulation|SegaPCM]] @ 31.250 kHz |
* [[Sound chip]]s: [[Yamaha YM2151]] @ 4 MHz & [[Pulse-code modulation|SegaPCM]] @ 31.250 kHz |
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* Additional CPU: [[Intel MCS-51|Intel 8751]] @ 8 MHz (''Space Harrier'') |
* Additional CPU: [[Intel MCS-51|Intel 8751]] @ 8 MHz (''Space Harrier'') |
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* [[Palette (computing)|Color palette]]: 32,768 (''Hang-On''), or 98,304 (''Space Harrier'', ''Enduro Racer'')<ref name=sega16color>Sega's 16-bit arcade color palette: [[List of monochrome and RGB palettes#15-bit RGB|15-bit RGB]] [[high color]] [[Color depth|depth]] (32,768 colors) and 1-bit shadow & highlight that triples up to 98,304 colors. [http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c] [http://cgfm2.emuviews.com/txt/s16tech.txt] [http://cgfm2.emuviews.com/txt/loftech.txt]</ref> |
* [[Palette (computing)|Color palette]]: 32,768 (''Hang-On''), or 98,304 (''Space Harrier'', ''Enduro Racer'')<ref name=sega16color>Sega's 16-bit arcade color palette: [[List of monochrome and RGB palettes#15-bit RGB|15-bit RGB]] [[high color]] [[Color depth|depth]] (32,768 colors) and 1-bit shadow & highlight that triples up to 98,304 colors. [http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c] [http://cgfm2.emuviews.com/txt/s16tech.txt] [http://cgfm2.emuviews.com/txt/loftech.txt]</ref> |
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* [[Color depth|Colors on screen]]: 6144<ref name=segahang>http://mamedev.org/source/src/mame/drivers/segahang.c.html</ref> |
* [[Color depth|Colors on screen]]: 6144<ref name=segahang>http://mamedev.org/source/src/mame/drivers/segahang.c.html</ref> |
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* Graphical planes:<ref |
* Graphical planes:<ref name=harrier/> |
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** 2 [[Tile engine|tile]] layers, with [[parallax scrolling|row & column scrolling]]<ref name=s16tech/> |
** 2 [[Tile engine|tile]] layers, with [[parallax scrolling|row & column scrolling]]<ref name=s16tech/> |
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** Text layer |
** Text layer |
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===System 16 specifications=== |
===System 16 specifications=== |
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* Main [[Central processing unit|CPU]]: [[Motorola 68000]] @ 10 MHz<ref name=pre16>http://www.system16.com/hardware.php?id=695</ref><ref name=16a>{{cite web|url=http://www.system16.com/hardware.php?id=700|title=System 16 (A version) at System 16 - The Arcade Museum}}</ref><ref name=16b>{{cite web|url=http://www.system16.com/hardware.php?id=701|title=System 16 (B version) at System 16 - The Arcade Museum}}</ref> (16-bit & 32-bit instructions @ 1.75 MIPS)<ref name=retro/> |
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* Main [[Central processing unit|CPU]]: [[Motorola 68000]] @ 10 MHz |
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* Sound CPU: |
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⚫ | |||
* |
** System 16A:[[Zilog]] [[Zilog Z80|Z80]] @ 4 MHz<ref name=pre16/><ref name=16a/> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/> |
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** System 16B: Zilog Z80 @ 5 MHz<ref name=16b/> (8-bit & 16-bit instructions @ 0.725 MIPS)<ref name=retro/> |
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* Sound chip: [[Yamaha Corporation|Yamaha]] [[Yamaha YM2151|YM2151]] @ 4 MHz (+ [[NEC Corporation|NEC]] uPD7759 [[Adaptive differential pulse-code modulation|ADPCM]] decoder in System 16B) |
* Sound chip: [[Yamaha Corporation|Yamaha]] [[Yamaha YM2151|YM2151]] @ 4 MHz (+ [[NEC Corporation|NEC]] uPD7759 [[Adaptive differential pulse-code modulation|ADPCM]] decoder in System 16B) |
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* [[Video display controller|Graphics chips]]:<ref name=segaic16/> |
* [[Video display controller|Graphics chips]]:<ref name=segaic16/> |
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** System 16A: 315-5011 sprite line comparator, 315-5012 sprite generator, 2× 315-5049 tilemap chips, 315-5107 & 315-5108 display timers, 315-5143 & 315-5144 sprite chips, 315-5149 video mixer |
** System 16A: 315-5011 sprite line comparator, 315-5012 sprite generator, 2× 315-5049 tilemap chips, 315-5107 & 315-5108 display timers, 315-5143 & 315-5144 sprite chips, 315-5149 video mixer |
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** System 16B: 315-5196 sprite generator, 315-5197 tilemap generator, 315-5213 sprite chip |
** System 16B: 315-5196 sprite generator, 315-5197 tilemap generator, 315-5213 sprite chip |
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* [[Display resolution]]: 320 × 224 pixels, progressive scan |
* [[Display resolution]]: 320 × 224 pixels, progressive scan |
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* Color palette: 98,304<ref name=sega16color/> |
* Color palette: 98,304<ref name=sega16color/> |
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* Colors on screen: 4096 (unique colors)<ref name=16a/> to 6144 (with shadow & highlight)<ref>http://mamedev.org/source/src/mame/drivers/segas16a.c.html</ref> |
* Colors on screen: 4096 (unique colors)<ref name=16a/> to 6144 (with shadow & highlight)<ref>http://mamedev.org/source/src/mame/drivers/segas16a.c.html</ref> |
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* [[Sprite (computer graphics)|Sprites]]: 128 on-screen sprites<ref name=16a |
* [[Sprite (computer graphics)|Sprites]]: 128 on-screen sprites<ref name=16a/><ref name=16b/> |
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* Graphical planes: 1 sprite layer, 1 text layer, 2 tile layers,<ref name=16a/><ref name=16b/> with [[Parallax scrolling|row & column scrolling]]<ref name=s16tech>http://cgfm2.emuviews.com/txt/s16tech.txt</ref> |
* Graphical planes: 1 sprite layer, 1 text layer, 2 tile layers,<ref name=16a/><ref name=16b/> with [[Parallax scrolling|row & column scrolling]]<ref name=s16tech>http://cgfm2.emuviews.com/txt/s16tech.txt</ref> |
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* System 16B capabilities: [[2.5D|Sprite-scaling]],<ref name=16b/> sprites of any height and length<ref name=s16tech/> |
* System 16B capabilities: [[2.5D|Sprite-scaling]],<ref name=16b/> sprites of any height and length<ref name=s16tech/> |
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''Sega OutRun'' was a 16-bit arcade system released in 1986 for the driving game ''[[Out Run]]'' (1986). It was also used for ''[[Super Hang-On]]'' (1987) and ''[[Turbo Outrun]]'' (1989). It is the second in Sega's Super Scaler series of pseudo-3D arcade hardware. |
''Sega OutRun'' was a 16-bit arcade system released in 1986 for the driving game ''[[Out Run]]'' (1986). It was also used for ''[[Super Hang-On]]'' (1987) and ''[[Turbo Outrun]]'' (1989). It is the second in Sega's Super Scaler series of pseudo-3D arcade hardware. |
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* Main [[Central processing unit|CPU]]: 2× [[Motorola 68000]] @ 12.5 MHz |
* Main [[Central processing unit|CPU]]: 2× [[Motorola 68000]] @ 12.5 MHz<ref name=outrun>http://www.system16.com/hardware.php?id=697</ref> (16-bit & 32-bit instructions @ 4.375 MIPS)<ref name=retro/> |
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* Sound CPU: [[Zilog]] [[Zilog Z80|Z80]] @ 4 MHz |
* Sound CPU: [[Zilog]] [[Zilog Z80|Z80]] @ 4 MHz<ref name=outrun/> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/> |
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* Sound chips: [[Yamaha Corporation|Yamaha]] [[Yamaha YM2151|YM2151]] @ 4 MHz & [[Pulse-code modulation|SegaPCM]] @ 15.625 kHz |
* Sound chips: [[Yamaha Corporation|Yamaha]] [[Yamaha YM2151|YM2151]] @ 4 MHz & [[Pulse-code modulation|SegaPCM]] @ 15.625 kHz |
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* [[Video card|Graphics board]]: Sega 837-6064 / 171-5377 VIDEO Board<ref name=segaic16/> |
* [[Video card|Graphics board]]: Sega 837-6064 / 171-5377 VIDEO Board<ref name=segaic16/> |
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** 1 road layer, can draw 2 roads at once, at 512×256 pixels each,<ref name=pseudo/> tiled [[bitmap]]s<ref>http://www.theregister.co.uk/2013/12/18/antique_code_show_sega_out_run/</ref> |
** 1 road layer, can draw 2 roads at once, at 512×256 pixels each,<ref name=pseudo/> tiled [[bitmap]]s<ref>http://www.theregister.co.uk/2013/12/18/antique_code_show_sega_out_run/</ref> |
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** Translucent shadows |
** Translucent shadows |
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* [[Sprite (computer graphics)|Sprite]] capabilities: [[Framebuffer]]ed sprites with [[2.5D|zooming]] capabilities,<ref name=segaic16/> 128 on-screen sprites per frame,<ref name=outrun |
* [[Sprite (computer graphics)|Sprite]] capabilities: [[Framebuffer]]ed sprites with [[2.5D|zooming]] capabilities,<ref name=segaic16/> 128 on-screen sprites per frame,<ref name=outrun/> thousands of sprites scaled per second,<ref name=theory/> 16 colors per sprite<ref>http://www.coinop.org/kb_dl.aspx/KB/faqs/faq-sega%20outrun.html</ref> |
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==Sega X Board== |
==Sega X Board== |
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===X Board specifications=== |
===X Board specifications=== |
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* Main [[Central processing unit|CPU]]: 2 × [[Motorola 68000|MC68000]] @ 12.5 MHz |
* Main [[Central processing unit|CPU]]: 2 × [[Motorola 68000|MC68000]] @ 12.5 MHz<ref name=xboard>{{cite web|url=http://www.system16.com/hardware.php?id=698|title=X Board at system16.com}}</ref> (16-bit & 32-bit instructions @ 4.375 MIPS)<ref name=retro/> |
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* Sound CPU: Z80 @ 4 MHz |
* Sound CPU: Z80 @ 4 MHz<ref name=xboard/> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/> |
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* Sound chips: [[Yamaha YM2151|YM2151]] 4 MHz |
* Sound chips: [[Yamaha YM2151|YM2151]] 4 MHz, SegaPCM @ 15.625 kHz |
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* Graphics chipset: Sega Super Scaler chipset (315-5197 tilemap generator, 315-5211A sprite generator, 315-5242 color encoder, 315-5275 road generator, 315-5278 sprite ROM bank control)<ref name=segaic16/> |
* Graphics chipset: Sega Super Scaler chipset (315-5197 tilemap generator, 315-5211A sprite generator, 315-5242 color encoder, 315-5275 road generator, 315-5278 sprite ROM bank control)<ref name=segaic16/> |
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* [[Display resolution]]: 320×224<ref name=xboard/> to 400×262,<ref name=segaxbd/><ref name=loftech/> progressive scan |
* [[Display resolution]]: 320×224<ref name=xboard/> to 400×262,<ref name=segaxbd/><ref name=loftech/> progressive scan |
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** Sprite size: Up to 512 × 256 pixels<ref name=loftech/> |
** Sprite size: Up to 512 × 256 pixels<ref name=loftech/> |
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** Colors per sprite: 16 to 256<ref name=loftech/> |
** Colors per sprite: 16 to 256<ref name=loftech/> |
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** Sprites per frame: 256 on screen at one time<ref name=xboard |
** Sprites per frame: 256 on screen at one time<ref name=xboard/> |
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** Sprites per [[Scan line|line]]: Dual 512×256 framebuffers<ref name=loftech/> with 8×8 sprites equivalent to 128 sprites (1024 [[Texel (graphics)|texels]]) per line |
** Sprites per [[Scan line|line]]: Dual 512×256 framebuffers<ref name=loftech/> with 8×8 sprites equivalent to 128 sprites (1024 [[Texel (graphics)|texels]]) per line |
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===Y Board specifications=== |
===Y Board specifications=== |
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* Main [[Central processing unit|CPU]]: |
* Main [[Central processing unit|CPU]]: 3× [[Motorola 68000|MC68000]] @ 12.5 MHz<ref name=yboard>{{cite web|url=http://www.system16.com/hardware.php?id=699|title=Y Board at system16.com}}</ref> (16-bit & 32-bit instructions @ 6.563 MIPS)<ref name=retro/> |
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* Sound CPU: Z80 @ 4 MHz |
* Sound CPU: Z80 @ 4 MHz<ref name=yboard/> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/> |
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* Sound chips: [[Yamaha YM2151|YM2151]] @ 4 MHz |
* Sound chips: [[Yamaha YM2151|YM2151]] @ 4 MHz, SegaPCM @ 15.625 kHz |
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* Board composition: CPU Board + Video Board |
* Board composition: CPU Board + Video Board |
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* Graphics board: Sega 837-6566 Video Board |
* Graphics board: Sega 837-6566 Video Board |
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* Color palette: 2,097,152 (4096 palette banks with 512 colors each),<ref name=yboard/> to 16,777,216 with effects (shadow & highlight, luminosity, palette fade) |
* Color palette: 2,097,152 (4096 palette banks with 512 colors each),<ref name=yboard/> to 16,777,216 with effects (shadow & highlight, luminosity, palette fade) |
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* Colors on screen: 24,576,<ref name=segaybd>http://mamedev.org/source/src/mame/drivers/segaybd.c.html</ref> to 98,304 with luminosity and palette fade |
* Colors on screen: 24,576,<ref name=segaybd>http://mamedev.org/source/src/mame/drivers/segaybd.c.html</ref> to 98,304 with luminosity and palette fade |
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* Graphical planes: Three layers<ref name=segaic16/><ref name=yboard |
* Graphical planes: Three layers<ref name=segaic16/><ref name=yboard/> |
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** B-sprite layer (front plane), which has priority on top, based on [[Sega System 16|System 16B]] sprite system |
** B-sprite layer (front plane), which has priority on top, based on [[Sega System 16|System 16B]] sprite system |
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** Y-sprite layer (back plane), which plugs into a full-screen rotation, with a large [[fillrate]] and [[framebuffer]] that can be fully rotated |
** Y-sprite layer (back plane), which plugs into a full-screen rotation, with a large [[fillrate]] and [[framebuffer]] that can be fully rotated |
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===System 18 specifications=== |
===System 18 specifications=== |
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* Main [[Central processing unit|CPU]]: [[Motorola 68000]] @ 10 MHz |
* Main [[Central processing unit|CPU]]: [[Motorola 68000]] @ 10 MHz<ref name=s18>{{cite web|url=http://www.system16.com/hardware.php?id=702|title=System 18 at System 16 - The Arcade Museum}}</ref> (16-bit & 32-bit instructions @ 1.75 MIPS)<ref name=retro/> |
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* Sound CPU: [[Zilog]] [[Zilog Z80|Z80]] @ 8 MHz |
* Sound CPU: [[Zilog]] [[Zilog Z80|Z80]] @ 8 MHz<ref name=s18/> (8-bit & 16-bit instructions @ 1.16 MIPS)<ref name=retro/> |
||
* Sound chip: 2 × [[Yamaha Corporation|Yamaha]] [[Yamaha YM2612|YM3438]] @ 8 MHz + [[Ricoh]] [[Ricoh RF5c68|RF5c68]] @ 10 MHz (8-channel [[Pulse-code modulation|PCM]] chip, remarked as Sega Custom 315) |
* Sound chip: 2 × [[Yamaha Corporation|Yamaha]] [[Yamaha YM2612|YM3438]] @ 8 MHz + [[Ricoh]] [[Ricoh RF5c68|RF5c68]] @ 10 MHz (8-channel [[Pulse-code modulation|PCM]] chip, remarked as Sega Custom 315) |
||
* Graphics chips: Sega System 16B chipset, Yamaha YM7101 [[Video display controller|VDP]]<ref name=segaic16/> |
* Graphics chips: Sega System 16B chipset, Yamaha YM7101 [[Video display controller|VDP]]<ref name=segaic16/> |
||
Line 188: | Line 194: | ||
* Colors on screen: 4096 (unique colors)<ref name=s18/> to 8384 (with shadow & highlight)<ref>http://mamedev.org/source/src/mame/drivers/segas18.c.html</ref> |
* Colors on screen: 4096 (unique colors)<ref name=s18/> to 8384 (with shadow & highlight)<ref>http://mamedev.org/source/src/mame/drivers/segas18.c.html</ref> |
||
* Board composition: Main board + ROM board |
* Board composition: Main board + ROM board |
||
* Graphical capabilities: 128 sprites on screen at one time, 4 tile layers, 1 text layer, 1 sprite layer with hardware sprite zooming, translucent shadows,<ref name=s18 |
* Graphical capabilities: 128 sprites on screen at one time, 4 tile layers, 1 text layer, 1 sprite layer with hardware sprite zooming, translucent shadows,<ref name=s18/> sprites of any height and length, [[parallax scrolling|row & column scrolling]]<ref name=s16tech/> |
||
==Sega System 24== |
==Sega System 24== |
||
Line 198: | Line 204: | ||
Sound was driven by a [[Yamaha YM2151|YM2151]] at 4 MHz; it was capable of delivering 8 channels of FM sound in addition to a [[Digital-to-analog converter|DAC]] used for sound effects and [[speech synthesis]]. Early System 24s loaded their program from [[floppy disk]]s. Games could also use hardware ROM boards to store games. No matter which storage device was used, a special security chip was required for each game an operator wanted to play.<ref name=s24>{{cite web|url=http://www.system16.com/hardware.php?id=708|title=Sega Museum - Sega System 24 Hardware}}</ref> |
Sound was driven by a [[Yamaha YM2151|YM2151]] at 4 MHz; it was capable of delivering 8 channels of FM sound in addition to a [[Digital-to-analog converter|DAC]] used for sound effects and [[speech synthesis]]. Early System 24s loaded their program from [[floppy disk]]s. Games could also use hardware ROM boards to store games. No matter which storage device was used, a special security chip was required for each game an operator wanted to play.<ref name=s24>{{cite web|url=http://www.system16.com/hardware.php?id=708|title=Sega Museum - Sega System 24 Hardware}}</ref> |
||
*CPU: [[Motorola 68000|Hitachi FD1094]] @ 10 MHz |
*CPU: [[Motorola 68000|Hitachi FD1094]] @ 10 MHz<ref>http://cgfm2.emuviews.com/fdconv.php</ref> & Motorola 68000 @ 10 MHz<ref name=segas24/> (16-bit & 32-bit instructions @ 3.5 MIPS)<ref name=retro/> |
||
*[[Sound chip]]s: [[Yamaha YM2151]] @ 4 MHz (8 [[Frequency modulation synthesis|FM synthesis]] channels), [[Digital-to-analog converter|DAC]] ([[sound effect]]s and [[speech synthesis]])<ref name=s24/> |
*[[Sound chip]]s: [[Yamaha YM2151]] @ 4 MHz (8 [[Frequency modulation synthesis|FM synthesis]] channels), [[Digital-to-analog converter|DAC]] ([[sound effect]]s and [[speech synthesis]])<ref name=s24/> |
||
**Audio output: [[Stereophonic sound|Stereo]] speakers, stereo [[headphones]]<ref name=s24/> |
**Audio output: [[Stereophonic sound|Stereo]] speakers, stereo [[headphones]]<ref name=s24/> |
||
Line 243: | Line 249: | ||
===System C-2 specifications=== |
===System C-2 specifications=== |
||
* Main CPU: [[Motorola 68000|MC68000]] @ 8.948862 MHz |
* Main CPU: [[Motorola 68000|MC68000]] @ 8.948862 MHz<ref name=systemc2>{{cite web|url=http://www.system16.com/hardware.php?id=705|title=Sega System C-2 information at System 16}}</ref> (16-bit & 32-bit instructions @ 1.566 MIPS)<ref name=retro/> |
||
* Sound chip: [[Yamaha YM2612|YM3438]] @ 7.670453, [[SN76496]] @ 3.579545 |
* Sound chip: [[Yamaha YM2612|YM3438]] @ 7.670453, [[SN76496]] @ 3.579545 |
||
* Optional sound chip: [[NEC]] µPD7759 @ 640 kHz<ref name=systemc2/> ([[Audio bit depth|9-bit]] [[Adaptive differential pulse-code modulation|ADPCM]] @ 8 kHz [[Sampling (signal processing)|sampling]] rate)<ref>http://datasheet.eeworld.com.cn/pdf/NEC/71665_UPD7759GC-3BH.pdf</ref> |
|||
* Optional sound chip: UPD7759 @ 640 kHz |
|||
* Graphics chips: Yamaha YM7101 VDP, Altera EPM5032,<ref name=segac2/> Sega 315-5242 color encoder<ref name=segaic16/> |
* Graphics chips: Yamaha YM7101 VDP, Altera EPM5032,<ref name=segac2/> Sega 315-5242 color encoder<ref name=segaic16/> |
||
* Video resolution: 320 × 224 |
* Video resolution: 320 × 224 |
||
Line 251: | Line 257: | ||
* Colors on screen: 6144<ref name=segac2/> |
* Colors on screen: 6144<ref name=segac2/> |
||
* Hardware features: Line scroll, column scroll and a [[raster interrupt]] with 2 background planes (one with an option window), a sprite plane and several levels of priority |
* Hardware features: Line scroll, column scroll and a [[raster interrupt]] with 2 background planes (one with an option window), a sprite plane and several levels of priority |
||
* Board composition: Single Jamma board.<ref name=systemc2 |
* Board composition: Single Jamma board.<ref name=systemc2/> |
||
==Sega System 32== |
==Sega System 32== |
||
Line 267: | Line 273: | ||
*** Fixed-point arithmetic: 32-bit RISC instructions @ 6.6 MIPS<ref name=ipsj/> |
*** Fixed-point arithmetic: 32-bit RISC instructions @ 6.6 MIPS<ref name=ipsj/> |
||
*** Floating-point unit: 32-bit and 64-bit operations<ref name=v60/> |
*** Floating-point unit: 32-bit and 64-bit operations<ref name=v60/> |
||
* Sound CPU: |
|||
* |
** System 32: [[Zilog]] [[Zilog Z80|Z80]] @ 8.053975 MHz<ref name=s32/> (8-bit & 16-bit instructions @ 1.168 MIPS<ref name=retro/>) |
||
** Multi 32: 2× Zilog Z80 @ 8.053975 MHz (8-bit & 16-bit instructions @ 2.336 MIPS<ref name=retro/>) |
|||
* Sound chip: |
* Sound chip: |
||
** System 32: 2× [[Yamaha Corporation|Yamaha]] YM3438 (based on [[Yamaha YM2612]]) @ 8.053975 MHz (12 [[Frequency modulation synthesis|FM synthesis]] channels) + [[Ricoh]] [[Ricoh RF5c68|RF5c68]] @ 12.5 MHz (8 [[Pulse-code modulation|PCM]] channels) |
** System 32: 2× [[Yamaha Corporation|Yamaha]] YM3438 (based on [[Yamaha YM2612]]) @ 8.053975 MHz (12 [[Frequency modulation synthesis|FM synthesis]] channels) + [[Ricoh]] [[Ricoh RF5c68|RF5c68]] @ 12.5 MHz (8 [[Pulse-code modulation|PCM]] channels) |
||
Line 444: | Line 452: | ||
;Audio |
;Audio |
||
* Sound CPU : [[Motorola |
* Sound CPU : [[Motorola 68000]] @ 12 MHz<ref name=model3mame/> (2.1 MIPS)<ref name=retro/> |
||
* Main [[sound chip]]s: 2× [[Yamaha Corporation|Yamaha]] [[Yamaha YMF292|SCSP/YMF292-F]],<ref name="cvg174"/> |
* Main [[sound chip]]s: 2× [[Yamaha Corporation|Yamaha]] [[Yamaha YMF292|SCSP/YMF292-F]],<ref name="cvg174"/> |
||
** [[Pulse-code modulation|PCM]] audio: 64 voices/channels, 16-bit [[Audio bit depth|depth]], [[44,100 Hz|44.1 kHz]] [[Sampling (signal processing)|sampling]] rate ([[Compact disc|CD]] [[Sound quality|quality]])<ref name="cvg174"/><ref name=step1/> |
** [[Pulse-code modulation|PCM]] audio: 64 voices/channels, 16-bit [[Audio bit depth|depth]], [[44,100 Hz|44.1 kHz]] [[Sampling (signal processing)|sampling]] rate ([[Compact disc|CD]] [[Sound quality|quality]])<ref name="cvg174"/><ref name=step1/> |
||
Line 508: | Line 516: | ||
* [[Sound chip|Sound engine]]: Yamaha AICA @ 45 MHz<ref name=ieee>http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm</ref> (up to ×16 in Multiboard) |
* [[Sound chip|Sound engine]]: Yamaha AICA @ 45 MHz<ref name=ieee>http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm</ref> (up to ×16 in Multiboard) |
||
** Internal CPU: 32-bit [[ARM7]] RISC CPU @ 45 MHz (up to ×16 in Multiboard) |
** Internal CPU: 32-bit [[ARM7]] RISC CPU @ 45 MHz (up to ×16 in Multiboard) |
||
** CPU performance: |
** CPU performance: 40 MIPS<ref name=saturnspecs/> (up to 640 MIPS in Multiboard) |
||
** [[Pulse-code modulation|PCM]]/[[Adaptive differential pulse-code modulation|ADPCM]]: 16-bit [[Audio bit depth|depth]], 48 kHz [[Sampling (signal processing)|sampling]] rate ([[DVD-Audio|DVD quality]]), 64 channels<ref name=segatech_dc/> (up to 1024 channels in Multiboard) |
** [[Pulse-code modulation|PCM]]/[[Adaptive differential pulse-code modulation|ADPCM]]: 16-bit [[Audio bit depth|depth]], 48 kHz [[Sampling (signal processing)|sampling]] rate ([[DVD-Audio|DVD quality]]), 64 channels<ref name=segatech_dc/> (up to 1024 channels in Multiboard) |
||
** Other features: DSP, sound [[synthesizer]] |
** Other features: DSP, sound [[synthesizer]] |
Revision as of 17:07, 17 September 2014
The following is a list of arcade system boards released by Sega.
Sega VIC Dual
Sega released the Sega VIC Dual arcade-system board in 1977 as one of the first systems to use the Zilog Z80 microprocessor. Some of the games on the system include Depthcharge (1977), Frogs (1978), Heiankyo Alien (1979), Head On (1979), Carnival (1980), and Samurai (1980).
- CPU: Zilog Z80 @ 1.934 MHz[1] (8-bit & 16-bit instructions @ 0.28 MIPS)[2]
- Sound board: Custom
- Display resolution: 256 × 224
Sega G80
Sega G80 was an arcade system board released by Sega in 1981. The G80 was released in both raster and vector versions of the hardware.
G80 specifications
- Main CPU:[3]
- Sound board, optional: i8035 + SP0250
- Display resolution: 256 × 224 pixels[4]
- Colors: 256[3]
VCO Object
VCO Object was released by Sega in 1981. It was one of the first systems specifically designed for pseudo-3D sprite-scaling. It was used for the third-person racing video game Turbo (1981), the stereoscopic 3D shooter game SubRoc-3D (1982), and the third-person rail shooter Buck Rogers: Planet of Zoom (1982).[5] SubRoc-3D also introduced an active shutter 3D system, jointly developed by Sega with Matsushita (now Panasonic).[6]
- CPU:[5]
- Sound board: Sega Sound Board[7]
- Sound chip: Custom
- Audio output: Stereo[8]
- Display resolution: 288×256[5] to 320×256[9] pixels
- Color palette: 832 (Turbo), or 768 (SubRoc-3D), or 1536 (Buck Rogers)[9]
- Colors on screen: 256 (Turbo, SubRoc-3D), or 1024 (Buck Rogers)[9]
- Graphical capabilities:
- Frame rate: 30 frames per second (SubRoc-3D),[6] or 60 frames per second (Turbo, Buck Rogers)
Sega Zaxxon
The Sega Zaxxon hardware was released by Sega in 1982 as the first system dedicated to producing isometric graphics, first used for the isometric shooter Zaxxon (1982). It was also used for several other games, including the isometric platformer Congo Bongo (1983).
- CPU: Z80 @ 3.04125 MHz[11] (8-bit & 16-bit instructions @ 0.441 MIPS[2])
- Display resolution: 256 × 224
- Sound chip: G80 sound board
- Additional sound chips: 2× SN76496 @ 4 MHz (Congo Bongo)
Sega Laserdisc
The Sega Laserdisc hardware was released by Sega in 1983 as the first system dedicated to producing laserdisc video games. The first game to use it was Astron Belt (1983) and the last to use it was the holographic game Time Traveler (1991).
- CPU: Z80 @ 5 MHz[12] (8-bit & 16-bit instructions @ 0.725 MIPS)[2]
- Laserdisc player : Hitachi-Sega VIP-9500SG
Sega System 1
Sega System 1 was a type of arcade hardware used in various Sega arcade machines from 1983 until 1987. For most of its run it coexisted with Sega System 2 (1985–1988) and as a result had many similar features (the only major difference being that System 2 had two separate circuit boards instead of one). In its four year span it was used in some 20 different arcade games including Choplifter, Flicky, Pitfall II: Lost Caverns, Wonder Boy, and Wonder Boy in Monster Land.
System 1 specifications
- Main CPU: Z80 @ 4 MHz[13] (8-bit & 16-bit instructions @ 0.58 MIPS)[2]
- Sound CPU: Z80 @ 4 MHz[13] (8-bit & 16-bit instructions @ 0.58 MIPS)[2]
- Sound chips: SN76496 @ 4 MHz and SN76496 @ 2 MHz
- Display resolution: 256 × 224 pixels
- Board composition: Arcade components were contained on one circuit board.
- Hardware features: 2 background layers, sprites, and hardware collision detection.[13]
Sega Space Harrier
Sega Space Harrier, also known as Sega Hang-On, was an early 16-bit system released in 1985, originally designed for the racing game Hang-On and third-person rail shooter Space Harrier (1985). It was also used for the racing game Enduro Racer (1986). This was the first in Sega's Super Scaler series of pseudo-3D arcade hardware. At the time of its release, this was the most powerful game system.[14]
The pseudo-3D sprite/tile scaling in Sega's Super Scaler arcade games were handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s.[15] Designed by Sega AM2's Yu Suzuki, he stated that his "designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to 2D. So I was always thinking in 3D."[16]
- Main CPU: 2× MC68000 @ 10 MHz[17] (16-bit & 32-bit instructions @ 3.5 MIPS)[2]
- Sound CPU: Z80 @ 4 MHz[17] (8-bit & 16-bit instructions @ 0.58 MIPS)[2]
- Sound chips: Yamaha YM2151 @ 4 MHz & SegaPCM @ 31.250 kHz
- Additional CPU: Intel 8751 @ 8 MHz (Space Harrier)
- Graphics chipset: Sega Super Scaler chipset (315-5011 sprite line comparator, 315-5012 sprite generator, 2× 315-5049 tilemap chips, 2x 315-5107 horizontal timing control, 315-5108 vertical timing control, 315-5122 timing chip)[18]
- Display resolution: 320 × 224 pixels, progressive scan (non-interlaced)
- Tilemap resolution: 512 × 256 pixels[15]
- Frame rate: 60 frames per second[19]
- Color palette: 32,768 (Hang-On), or 98,304 (Space Harrier, Enduro Racer)[20]
- Colors on screen: 6144[21]
- Graphical planes:[17]
- 2 tile layers, with row & column scrolling[22]
- Text layer
- Sprite layer, with hardware sprite-scaling
- Road layer, with size of 512×256 pixels[15]
- Translucent shadows (Space Harrier)[18]
- Sprite capabilities: Hardware sprite-scaling, 128 sprites on screen per frame,[19] thousands of sprites scaled per second[23]
Sega System 16
The Sega System 16 is an early 16-bit arcade system board released by Sega in 1985.[24] Over its lifespan, roughly forty games were released on this hardware, making it one of Sega's most successful arcade platforms. It was produced in two variants, the System 16A and System 16B. Some games released using this hardware include: Shinobi, Golden Axe, Altered Beast, and Dynamite Dux.
In order to prevent piracy, as well as illegal bootleg games, many System 16 boards used an encryption system. A Hitachi FD1094 chip, containing the main CPU as well as the decryption key, was used in place of a regular CPU.
The System 16's pairing of a Motorola 68000 CPU and a Zilog Z80 coprocessor would prove to be a popular and durable arcade hardware configuration well into the 1990s. Capcom's CPS-1 and CPS-2 boards were built on a similar foundation, as was SNK's Neo Geo hardware. Sega would later use the 68000/Z80 combination to power its Genesis/Mega Drive home console.
System 16 specifications
- Main CPU: Motorola 68000 @ 10 MHz[25][26][27] (16-bit & 32-bit instructions @ 1.75 MIPS)[2]
- Sound CPU:
- Sound chip: Yamaha YM2151 @ 4 MHz (+ NEC uPD7759 ADPCM decoder in System 16B)
- Graphics chips:[18]
- System 16A: 315-5011 sprite line comparator, 315-5012 sprite generator, 2× 315-5049 tilemap chips, 315-5107 & 315-5108 display timers, 315-5143 & 315-5144 sprite chips, 315-5149 video mixer
- System 16B: 315-5196 sprite generator, 315-5197 tilemap generator, 315-5213 sprite chip
- Memory: 16kB + 2 kB (System 16A)[28]
- Display resolution: 320 × 224 pixels, progressive scan
- Color palette: 98,304[20]
- Colors on screen: 4096 (unique colors)[26] to 6144 (with shadow & highlight)[29]
- Sprites: 128 on-screen sprites[26][27]
- Graphical planes: 1 sprite layer, 1 text layer, 2 tile layers,[26][27] with row & column scrolling[22]
- System 16B capabilities: Sprite-scaling,[27] sprites of any height and length[22]
Sega OutRun
Sega OutRun was a 16-bit arcade system released in 1986 for the driving game Out Run (1986). It was also used for Super Hang-On (1987) and Turbo Outrun (1989). It is the second in Sega's Super Scaler series of pseudo-3D arcade hardware.
- Main CPU: 2× Motorola 68000 @ 12.5 MHz[30] (16-bit & 32-bit instructions @ 4.375 MIPS)[2]
- Sound CPU: Zilog Z80 @ 4 MHz[30] (8-bit & 16-bit instructions @ 0.58 MIPS)[2]
- Sound chips: Yamaha YM2151 @ 4 MHz & SegaPCM @ 15.625 kHz
- Graphics board: Sega 837-6064 / 171-5377 VIDEO Board[18]
- Graphics chipset: Sega Super Scaler chipset (315-5197 Sega Custom Tilemap Generator, 315-5211 Sega Custom Sprite Generator, 315-5242 Sega Custom Color Encoder, 315-5155 Sega Road Bit Extraction, 315-5222 Signetics PLS153N Road Mixing)[31]
- Display resolution: 320 × 224 pixels, progressive scan
- Tilemap resolution: 512 × 256 pixels[15]
- Frame rate: 30 frames per second[32]
- Color palette: 98,304[20]
- Colors on screen: 12,288[31]
- Graphical planes:[30]
- 2 tile layers, System 16B tilemaps with row & column scrolling[18] and parallax scrolling[33]
- 1 text layer
- 1 sprite layer, with hardware sprite-scaling/zooming
- 1 road layer, can draw 2 roads at once, at 512×256 pixels each,[15] tiled bitmaps[34]
- Translucent shadows
- Sprite capabilities: Framebuffered sprites with zooming capabilities,[18] 128 on-screen sprites per frame,[30] thousands of sprites scaled per second,[23] 16 colors per sprite[35]
Sega X Board
The Sega X Board is an arcade system board released by Sega in 1987. As the third in Sega's Super Scaler series of arcade hardware, it was noteworthy for its sprite manipulation capabilities, which allowed it to create high quality pseudo-3D visuals. This trend would continue with the Y Board and the System 32, before the Model 1 made true 3D arcade games more financially affordable.
X Board specifications
- Main CPU: 2 × MC68000 @ 12.5 MHz[36] (16-bit & 32-bit instructions @ 4.375 MIPS)[2]
- Sound CPU: Z80 @ 4 MHz[36] (8-bit & 16-bit instructions @ 0.58 MIPS)[2]
- Sound chips: YM2151 4 MHz, SegaPCM @ 15.625 kHz
- Graphics chipset: Sega Super Scaler chipset (315-5197 tilemap generator, 315-5211A sprite generator, 315-5242 color encoder, 315-5275 road generator, 315-5278 sprite ROM bank control)[18]
- Display resolution: 320×224[36] to 400×262,[37][38] progressive scan
- Framebuffer resolution: 512 × 256 pixels[38]
- Frame rate: 60 frames per second[39]
- Board composition: Single board
- Color palette: 98,304[20]
- Colors on screen: 24,576[37]
- Graphical planes:[36]
- 4 tile layers
- 1 text layer
- 1 sprite layer with hardware sprite zooming
- 1 road layer, can draw 2 roads at once
- Translucent shadows
- Sprite capabilities: Dual sprite framebuffers,[38] hardware sprite zooming,[36] sprite rotation,[39] thousands of sprites scaled per second[23]
Sega Y Board
The Sega Y Board is an arcade system board released by Sega in 1988. Like the X Board before it, the Y Board was known for its pseudo-3D sprite manipulation capabilities, handled by Sega's custom Super Scaler chipset.
Y Board specifications
- Main CPU: 3× MC68000 @ 12.5 MHz[40] (16-bit & 32-bit instructions @ 6.563 MIPS)[2]
- Sound CPU: Z80 @ 4 MHz[40] (8-bit & 16-bit instructions @ 0.58 MIPS)[2]
- Sound chips: YM2151 @ 4 MHz, SegaPCM @ 15.625 kHz
- Board composition: CPU Board + Video Board
- Graphics board: Sega 837-6566 Video Board
- Graphics chipset: Sega Super Scaler chipset (315-5196 sprite generator, 315-5213 sprite chip, 315-5242 color encoder, 315-5305 sprite generator, 2× 315-5306 video sync & rotation, 315-5312 video mixer)[18]
- Display resolution: 320×224[40] to 342×262,[41] progressive scan
- Sprite resolution: Up to 512×512 pixels[42]
- Frame rate: 60 frames per second[41]
- Color palette: 2,097,152 (4096 palette banks with 512 colors each),[40] to 16,777,216 with effects (shadow & highlight, luminosity, palette fade)
- Colors on screen: 24,576,[41] to 98,304 with luminosity and palette fade
- Graphical planes: Three layers[18][40]
- B-sprite layer (front plane), which has priority on top, based on System 16B sprite system
- Y-sprite layer (back plane), which plugs into a full-screen rotation, with a large fillrate and framebuffer that can be fully rotated
- Sky gradient bitmap background layer
- Sprite capabilities: Linked list of sprites,[40] shadow & highlight,[22] palette fade,[41] color rotations, different levels of luminosity, full sprite zooming & scaling on both sprite planes,[40] full sprite & framebuffer rotation on Y-sprite plane,[18]
Sega System 18
The Sega System 18 is an arcade system board released by Sega in 1989. System 18 had a very short run of games but most boards on this hardware were JAMMA standard. Most of these games also have the "suicide battery" as associated with Sega's System 16 hardware. It also contained the VDP used by the Sega Mega Drive console.[18]
System 18 specifications
- Main CPU: Motorola 68000 @ 10 MHz[43] (16-bit & 32-bit instructions @ 1.75 MIPS)[2]
- Sound CPU: Zilog Z80 @ 8 MHz[43] (8-bit & 16-bit instructions @ 1.16 MIPS)[2]
- Sound chip: 2 × Yamaha YM3438 @ 8 MHz + Ricoh RF5c68 @ 10 MHz (8-channel PCM chip, remarked as Sega Custom 315)
- Graphics chips: Sega System 16B chipset, Yamaha YM7101 VDP[18]
- Display resolution: 320 × 224
- Color palette: 98,304[20]
- Colors on screen: 4096 (unique colors)[43] to 8384 (with shadow & highlight)[44]
- Board composition: Main board + ROM board
- Graphical capabilities: 128 sprites on screen at one time, 4 tile layers, 1 text layer, 1 sprite layer with hardware sprite zooming, translucent shadows,[43] sprites of any height and length, row & column scrolling[22]
Sega System 24
The Sega System 24 was an arcade system board released by Sega in 1988. It was produced for coin-operated video arcade machines until 1996. Some games released using this hardware include: Bonanza Bros., Hot Rod, and Gain Ground.
Sega System 24 specifications
The System 24 used two Motorola 68000 processors at 10 MHz. One was for input/output, while the other was used by the game. The board holds 1360 kB of RAM and 256 kB of ROM. It was the first Sega arcade system that required a medium resolution arcade monitor. The color palette is 4352 on screen selectable from 32,768,[45] or with shadow & highlight, 16,384[46] on screen selectable from 98,304.[20] The system could support up to 2048 sprites on-screen at once.
Sound was driven by a YM2151 at 4 MHz; it was capable of delivering 8 channels of FM sound in addition to a DAC used for sound effects and speech synthesis. Early System 24s loaded their program from floppy disks. Games could also use hardware ROM boards to store games. No matter which storage device was used, a special security chip was required for each game an operator wanted to play.[45]
- CPU: Hitachi FD1094 @ 10 MHz[47] & Motorola 68000 @ 10 MHz[46] (16-bit & 32-bit instructions @ 3.5 MIPS)[2]
- Sound chips: Yamaha YM2151 @ 4 MHz (8 FM synthesis channels), DAC (sound effects and speech synthesis)[45]
- Audio output: Stereo speakers, stereo headphones[45]
- GPU chipset: Sega 315-5242 Color Encoder 315-5292 Tilemap Generator, 315-5293 Sprite Generator, 315-5294 Priority Mixer, 315-5295 Object Generator[46][18]
- Graphical capabilities: Sprite zoom, scrolling, row & column scrolling,[48] parallax scrolling
- Memory:
- Storage media: Floppy disk, ROM board
- Resolution: 496×384 to 656×424 pixels,[46] progressive scan
- Color palette: 32,768 (unique colors)[45] to 98,304 (with shadow & highlight)[20]
- Colors on screen: 4352 (unique colors)[45] to 16,384 (with shadow & highlight)[46]
- Tilemaps:
- Sprites:
- Sprite size: 8 to 1024 pixels in width/height[49]
- Sprite virtual space: 4096×4096 pixels[49]
- Sprite pixels per line: 4096
- Sprites per line: 4 (1024×1024 pixels each) to 512 (8×8 pixels each)
- Sprites on screen: 2048 on screen[45]
- Framebuffers: 2 framebuffers @ 512×384 pixels each, double buffering[48]
Sega Mega-Tech
The Sega Mega-Tech was an arcade system developed by Sega Europe in 1988. It is based on the Mega Drive/Genesis video game console hardware, and more or less identical.[50] Its operation ability is similar to Nintendo's PlayChoice-10, where the credits bought give the user a playable time period rather than lives (usually 1 minute per credit), and can switch between games during playtime.
A few things were omitted, such as the expansion hardware allowing for Sega Mega-CD or Sega 32X as these were not developed at this point, so would not likely be offered as an arcade expansion. The PCB for the Mega-Tech also includes the ability to display to a second monitor, which contains a list of the games installed in the machine and also displays instructions for controlling the game, 1 or 2 player information, and a short synopsis of each game. The second monitor also displays the time left for playing.
Since the machine was basically a Mega Drive with timer control for arcade operations, porting games to the Mega-Tech was an easy task and so many games were released, most of them popular titles such as Streets Of Rage, Revenge Of Shinobi, Golden Axe, Sonic The Hedgehog and many more. The ability was also added for the machine to play Sega Master System titles, though fewer Master System titles were ported than Mega Drive titles. Some include the original Shinobi, Outrun and After Burner.[51]
The Sega Mega-Tech was released in Europe, Australia, and Asia (including Japan), but not in North America.
Sega Mega-Play
The Sega Mega-Tech system was soon replaced by its successor, the Mega-Play, a JAMMA based system.[50] This system utilized only 4 carts instead of 8. This version also utilizes traditional arcade operations, in which credits bought are used to buy lives instead.[52]
Like the Mega-Tech, The Sega Mega-Play was released in Europe, Australia, and Asia (including Japan), but not in North America.
Sega System C-2
Sega's System C-2, also known as System C and System 14, is a Jamma PCB used in arcade games, introduced in 1989. This hardware is based closely on the Sega Mega Drive/Genesis hardware, with the main CPU, sound processor and graphics processor being the same,[53] but with the addition of the Altera EPM5032[54] and Sega 315-5242 color encoder[18] increasing the color palette. The CPU clock speed is slightly faster (8.94 MHz instead of 7.67 MHz), there is no Z80, and the sound chip is driven by the CPU. The DAC is also replaced by a UPD7759, the same as the System 16 hardware. 17 known games were created for the System C-2 hardware.
System C-2 specifications
- Main CPU: MC68000 @ 8.948862 MHz[53] (16-bit & 32-bit instructions @ 1.566 MIPS)[2]
- Sound chip: YM3438 @ 7.670453, SN76496 @ 3.579545
- Optional sound chip: NEC µPD7759 @ 640 kHz[53] (9-bit ADPCM @ 8 kHz sampling rate)[55]
- Graphics chips: Yamaha YM7101 VDP, Altera EPM5032,[54] Sega 315-5242 color encoder[18]
- Video resolution: 320 × 224
- Color palette: 98,304[20]
- Colors on screen: 6144[54]
- Hardware features: Line scroll, column scroll and a raster interrupt with 2 background planes (one with an option window), a sprite plane and several levels of priority
- Board composition: Single Jamma board.[53]
Sega System 32
System 32 was an arcade platform released by Sega in 1990. It succeeded the Y Board and System 24, combining features from both. It used a NEC V60 processor at 16.10795 MHz, supporting 32-bit fixed-point instructions as well as 32-bit and 64-bit floating-point instructions. It used a new custom Sega graphics chipset combining the Y Board's pseudo-3D Super Scaler capabilities with the System 24's sprite rendering system. Notable titles included Golden Axe: The Revenge of Death Adder, Rad Mobile, OutRunners, and SegaSonic the Hedgehog.
There was also another version of this hardware, called System Multi 32 or System 32 Multi, released in 1992. This was similar to the original, but had a dual monitor display, a new NEC V70 processor at 20 MHz, a new Sega MultiPCM sound chip, more RAM, and other improvements. This was the last of Sega's Super Scaler series of pseudo-3D arcade system boards.
System 32 specifications
- Main CPU:
- System 32: NEC V60 @ 16.10795 MHz[56]
- Fixed-point arithmetic: 32-bit RISC[57] instructions @ 3.524 MIPS (million instructions per second)[58]
- Floating-point unit: 32-bit and 64-bit operations[59]
- Multi 32: NEC V70 @ 20 MHz[60]
- System 32: NEC V60 @ 16.10795 MHz[56]
- Sound CPU:
- Sound chip:
- System 32: 2× Yamaha YM3438 (based on Yamaha YM2612) @ 8.053975 MHz (12 FM synthesis channels) + Ricoh RF5c68 @ 12.5 MHz (8 PCM channels)
- Multi 32: Yamaha YM3438 @ 8.053975 MHz (6 FM synthesis channels) + Sega MultiPCM[61] (28 PCM channels)
- Graphics chipset: Sega Super Scaler 317-5964 chipset (315-5242 video DAC/color encoder, 315-5386 tilemap generator, 315-5387 sprite generator, 315-5388 video mixer/color blender)[18][56] (×2 in Multi 32)
- RAM: 916 KB[62] (1832 KB in Multi 32)
- Main RAM: 584 KB (1168 KB in Multi 32)
- Video memory: 320 KB (128 KB video, 128 KB sprites, 64 KB palette, 128 Bytes mixer) (640 KB in Multi 32)
- Audio memory: 12 KB (24 KB in Multi 32)
- Display resolution: 416×262[63] progressive (System 32), or dual-screen[60] 832×262 progressive (Multi 32)
- Frame rate: 60 frames per second[62]
- Graphical capabilities: Color rotations, different levels of luminosity,[56] 7 levels[64][61] of global RGB brightness control,[56][65] fading & lighting,[66] shadow & highlight, 8 levels of alpha blending, tile flipping, line & row scrolling,[64] palette indirection, dynamic priorities, per-color priority, per-component color control[18]
- Color palette: 2,097,152 (4096 palette banks with 512 colors each)[56] to 16,777,216 (with shadow & highlight and 7 levels of RGB brightness control) (per screen in Multi 32)
- Colors on screen: 16,384 (unique colors)[56] to 786,432 (with shadow & highlight, luminosity, and 8 levels of alpha blending) (per screen in Multi 32)
- Graphical planes:
- Sprite capabilities: Linked lists of sprites,[18] double buffering (multiple buffering in Multi 32), 2 sprite framebuffers (4 sprite framebuffers in Multi 32),[64] technically infinite sprites of arbitrary size, sprite-scaling,[56] sprite rotation,[67][68] jumping & clipping capabilities, advanced hot-spot positioning,[18] System 24 sprite rendering system[49]
Sega Model 1
The Sega Model 1 is an arcade system board released by Sega in 1992. During development of the system, Sega went to General Electric Aerospace (which would become part of Martin Marietta, later Lockheed Martin) for assistance in creating the 3D hardware. The first game for the system, Virtua Racing, was designed to test the viability of the platform and was never intended to be released commercially, but it was such a success internally that Sega did so anyway.
However, the high cost of the Model 1 system meant only six games were ever developed for it; among them the popular fighting game Virtua Fighter. Like the previous Super Scaler pseudo-3D arcade boards, the Model 1 3D arcade board was designed by Sega AM2's Yu Suzuki.[16]
Model 1 specifications
- Main CPU: NEC V60 @ 16 MHz
- Fixed-point arithmetic: 32-bit RISC[57] instructions @ 3.5 MIPS (million instructions per second)[58][69]
- Floating-point unit: 32-bit and 64-bit operations[59]
- Graphics board: Sega 837-7894 171-6080D VIDEO PCB[70]
- GPU coprocessors: 5× Fujitsu TGP MB86233[71] (geometrizer, rasterizer,[72] DSP, FPU)
- Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function[57]
- Floating-point unit: 32-bit operations @ 16 MFLOPS (Mega-FLOPS)[57][73] each (80 MFLOPS combined)
- Sound CPU: Motorola 68000 @ 12 MHz[57]
- Sound chips: 2× Sega 315-5560 Custom MultiPCM[57]
- Audio capabilities: 28 PCM channels per chip (one for music, one for sound effects), 56 PCM channels total
- Sound timer: Yamaha YM3834 @ 8 MHz
- RAM: 1936 KB (1880 KB SRAM)[70]
- Main SRAM: 408 KB
- Video memory: 1464 KB SRAM (192 KB display list, 576 KB tiles, 64 KB colors)
- Audio memory: 64 KB (8 KB SRAM)
- Monitor display resolution: 496 × 384 pixels, 24 kHz horizontal sync,[70] 60 Hz refresh rate, progressive scan (non-interlaced)
- Frame rate: 60 frames per second[74]
- Colors: 16,777,216 (16-bit high color depth[57] and 256 luminance levels)[72]
- Graphical capabilities: Shading, flat shading, diffuse reflection, specular reflection, 2 layers of background scrolling, alpha blending, alpha channel[57]
- Geometric performance: 180,000 polygons/sec (with all effects), 540,000 vectors/sec[57]
- Rendering fillrate: 1,200,000 pixels/sec[57]
Sega Model 2
The Sega Model 2 is an arcade system board released by Sega in 1993. Like the Model 1, it was developed in cooperation with Martin Marietta, and was a further advancement of the earlier Model 1 system. The most noticeable improvement was texture mapping, which enabled polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that Model 1 supported. The Model 2 also introduced the use of texture filtering and texture anti-aliasing.[75]
Designed by Sega AM2's Yu Suzuki, he stated that the Model 2's texture mapping chip originated "from military equipment from Lockheed Martin, which was formerly General Electric Aerial & Space's textural mapping technology. It cost $2 million dollars to use the chip. It was part of flight-simulation equipment that cost $32 million. I asked how much it would cost to buy just the chip and they came back with $2 million. And I had to take that chip and convert it for video game use, and make the technology available for the consumer at 5,000 yen ($50)" per machine. He said "it was tough but we were able to make it for 5,000 yen. Nobody at Sega believed me when I said I wanted to purchase this technology for our games." There were also issues working on the new CPU,[16] the Intel i960-KB, which had just released in 1993.[76] Suzuki stated that when working "on a brand new CPU, the debugger doesn't exist yet. The latest hardware doesn't work because it's full of bugs. And even if a debugger exists, the debugger itself is full of bugs. So, I had to debug the debugger. And of course with new hardware there's no library or system, so I had to create all of that, as well. It was a brutal cycle."[16]
Despite its high pricetag, the Model 2 platform was very successful. It featured some of the highest grossing arcade games of all time: Daytona USA[77], Virtua Fighter 2, Cyber Troopers Virtual-On, The House of the Dead, and Dead or Alive, to name a few.
Model 2 has four different varieties: Model 2 (1993),[77] Model 2A-CRX[78] (1994),[79] Model 2B-CRX[80] (1994)[81] and Model 2C-CRX (1996).[82] While Model 2 and 2A-CRX use a custom DSP with internal code for the geometrizer, 2B-CRX and 2C-CRX use well documented DSPs and upload the geometrizer code at startup to the DSP. This, combined with the fact that some games were available for both 2A-CRX and 2B-CRX, led to the reverse engineering of the Model 2 and Model 2A-CRX DSPs.
Model 2 specifications
- Main CPU (central processing unit)
- Main CPU: Intel i960-KB @ 25 MHz
- Fixed-point arithmetic: 32-bit RISC instructions @ 25 MIPS (million instructions per second)[83]
- Floating-point unit: 32-bit, 64-bit and 80-bit operations @ 13.6 MFLOPS (Mega-FLOPS, or million floating-point operations per second) (Whetstone)[76]
- Geometry Engine[84] DSP coprocessors: 6× Fujitsu TGP MB86234 (Model 2/2A-CRX),[71] or 2× Analog Devices ADSP-21062 SHARC (Model 2B-CRX), or 2× Fujitsu TGPx4 MB86235 (Model 2C-CRX)[71]
- Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function
- Floating-point unit:
- Model 2/2A-CRX: 32-bit operations @ 16 MFLOPS[78] ×6 (96 MFLOPS)
- Model 2B/2C-CRX: 32-bit & 40-bit operations @ 120 MFLOPS[85] ×2 (240 MFLOPS)
- Fixed-point arithmetic: 32-bit & 48-bit instructions @ 80 MIPS (Model 2B-CRX)[85]
- Hardware Renderer:[84] Sega-Lockheed-Martin Custom rasterization[86] & texture mapping hardware (Model 2),[16] or 2× Fujitsu MB86271 AGP (Model 2C-CRX)[87]
- Z-Sort & Clip Hardware[84] (2× Fujitsu MB86272 Z-sorter in Model 2C-CRX)[87]
- Sega System 24 tilemap engine[86]
- Sound CPU: Motorola 68000 @ 10 MHz (Model 2), or Motorola 68000 @ 12 MHz (Model 2A/2B/2C-CRX)
- Sound chip: 2× Sega 315-5560 Custom MultiPCM (Model 2), or Yamaha SCSP (Model 2A/2B/2C-CRX)
- Sound timer: Yamaha YM3834 @ 8 MHz (Model 2 only)
- PCM channels: 56[77]
- PCM sample ROM: 16 Mbits (Model 2),[77] or 68 Mbits (Model 2A/2B/2C-CRX)[78]
- PCM quality: 16-bit depth,[89] 44.1 kHz sampling rate (CD quality)[78]
- SCSP features: 128-step DSP, 32 FM synthesis channels, 32 MIDI channels, 32 LFO channels[89]
- RAM (random access memory)
Total RAM: 9776 KB (Model 2/2A-CRX), or 18,388 KB (Model 2B/2C-CRX)
- Main RAM: 1152 KB (9 Mbits)[80] (1024 KB work, 64 KB network, 64 KB serial)[86]
- Video memory: 5984 KB (Model 2/2A-CRX), or 14,596 KB (Model 2B/2C-CRX)
- Framebuffer VRAM:[88] 1024 KB (Model 2/2A-CRX), or 1536 KB (Model 2B/2C-CRX)[86]
- Coprocessor buffer[86] SRAM/SDRAM:[88] 64 KB (Model 2/2A-CRX), or 8228 KB (Model 2B/2C-CRX)[86]
- Texture memory: 4096 KB[86] SRAM/SDRAM[88]
- Luma: 128 KB (Model 2/2A-CRX), or 64 KB (Model 2B/2C-CRX)[86]
- Other: 672 KB (32 KB geometry, 576 KB tiles, 64 KB colors)[86]
- Audio memory: 576 KB[86]
- Backup SRAM/NVRAM: 16 KB[86]
- Extra RAM: 2048 KB[86]
- Graphical capabilities
- Monitor display resolution: 496 × 384 pixels, 24 Hz horizontal sync, 60 Hz refresh rate, progressive scan (non-interlaced)[80]
- Texture map resolution: Up to 1024 × 2048 pixels[80]
- Microtexture size: Up to 128 × 128 pixels
- Color depth: 16,777,216 (24-bit true color)[80][90][91]
- Graphical features: Flat shading, texture mapping, perspective correction, texture filtering, texture anti-aliasing, microtexture, diffuse reflection, specular reflection, alpha blending, transparency,[80] rasterization, mipmapping, level of detail,[84] z-sorting and T&L (transform, clipping, and lighting)[84][87]
- Frame rate: 60 frames/sec[77]
- Geometric performance:
- Model 2: 300,000 textured quad polygons/sec[77] to over 500,000 textured triangle polygons/sec,[90] 900,000 vectors/sec[77]
- Model 2C-CRX: 490,000 textured polygons/sec (with clipping, lighting and Gouraud shading)[92] to 900,000 textured triangle polygons/sec (with Gouraud shading)[88]
- Rendering fillrate:
Sega ST-V
ST-V (Sega Titan Video game system) was an arcade system board released by Sega in 1994.[94] Departing from their usual process of building custom arcade hardware, Sega's ST-V is essentially identical to the Sega Saturn home console system. The only difference is the media: ST-V used ROM cartridges instead of CD-ROMs to store games. Being derived from the Saturn hardware, the ST-V was presumably named after the moon Titan, a satellite of Saturn.
The majority of ST-V titles were released in Japan only, but a notable exception was the port of Dynamite Deka, which became Die Hard Arcade. Games released for the ST-V includes the arcade version of Virtua Fighter Remix, Golden Axe: The Duel and Final Fight Revenge. The shared hardware between Saturn and ST-V allowed for very "pure" ports for the Saturn console.
ST-V specifications
- Main CPU processors: 2× Hitachi SH-2 (7604 32-Bit RISC) @ 28.6 MHz, in a master/slave configuration
- Fixed-point arithmetic: 32-bit RISC instructions @ 28 MIPS each, 56 MIPS combined[95]
- DSP coprocessor: Custom Saturn Control Unit (SCU)[96]
- Fixed-point arithmetic: Up to 4 parallel instructions
- VDP1: 32-bit Video Display Processor, handles sprite and polygon drawing[96]
- Framebuffers: Dual 256 KB framebuffers with rotation & scaling,[96] three framebuffer sizes (512×256, 512×512, 1024×256)[97]
- Sprite capabilities: Rotation & scaling,[96] flipping, distortion,[97] virtually unlimited color tables, virtually unlimited sprites,[98] System 24 sprite rendering system[49]
- Polygon capabilities: 512 KB texture cache, texture mapping, shading, flat shading, Gouraud shading[96]
- Other features: Alpha blending, clipping, luminance, shadows, transparency[97]
- VDP2: 32-bit Video Display Processor, handles background & scroll planes[96]
- Features: Transparency effects, shadowing, 2 windows for special calculations, 5 simultaneous scrolling backgrounds, 2 simultaneous rotating playfields, background scaling[96]
- Tilemap planes: Up to 4 scrolling tilemaps @ 512×512 to 1024×1024 pixels and 2 rotating tilemaps @ 512×256 to 1024×512 pixels, two tile sizes (8×8 and 16×16), column/row/line scrolling[99]
- Bitmap planes: Up to 2 scrolling bitmaps @ 512×256 to 1024×512 pixels and 1 rotating bitmap @ 512×256 to 512×512 pixels[99]
- Sound CPU: Motorola 68000 @ 11.45456 MHz[96]
- Sound chip: Yamaha YMF292-F SCSP @ 11.3 MHz[89][95][96]
- Main RAM: 4.04 MB[96]
- Display resolution: 320×224 to 720×576[96]
- Frame rate: Up to 60 frames per second[96]
- Colors: 16,777,216 (24-bit true color) on screen,[96] up to 32,768 (15-bit high color) per sprite/texture,[97] up to 16,777,216 colors per background[99]
- Sprite count
- Sprite size: 8×8 to 1024×1024 pixels[49]
- Colors per sprite: Up to 32,768[97]
- Sprite pixels per line: 4096[49]
- Sprites per line: 512
- Sprites per frame: Dual 256 KB framebuffers[97] with 16-color 8×8 sprites equivalent to 16,384 sprites per frame
- Polygon rendering performance: 200,000 texture-mapped polygons per second, 500,000 flat-shaded polygons per second[96]
Sega Model 3
The Sega Model 3 is an arcade system board released by Sega in 1996. It was the final culmination of Sega's partnership with Lockheed Martin, using the company's Real3D division to design the graphical hardware. Upon release, the Model 3 was easily the most powerful arcade system board in existence,[100] capable of over one million quad polygons per second and over two million triangular polygons per second.[101] The hardware went through several "steppings," which increased the clock speed of the CPU and the speed of the 3D engine, as well as minor changes to the board architecture.[102] Step 1.0 and Step 1.5 released in 1996,[101][103] Step 2.0 in 1997,[104] and Step 2.1 in 1998.[105]
Well known Model 3 games include Virtua Fighter 3 (1996), Sega Super GT (1996), Harley-Davidson & L.A. Riders (1997), Sega Bass Fishing (1997), Daytona USA 2 (1998), Sega Rally 2 (1998), and The Ocean Hunter (1998), although it is the rarest of them. By 2000, the Sega Model 2 & 3 had sold over 200,000 arcade systems worldwide,[106] making them some of the best-selling arcade game boards.
Model 3 specifications
- Main CPU
- Audio
- Sound CPU : Motorola 68000 @ 12 MHz[102] (2.1 MIPS)[2]
- Main sound chips: 2× Yamaha SCSP/YMF292-F,[100]
- Additional Sound board: MPEG Sound Board[101]
- Sound CPU: Motorola 68000 or Zilog Z80
- Sound chip: NEC uD65654GF102
- Features: MPEG audio compression, stereo output, steam individual mono channels to left and right speakers
- Graphics
- Video board: Sega 837-11859 MODEL3 (Step 1.0), or 837-12875 MODEL3 STEP 1.5 (Step 1.5), or 837-12716 MODEL3 STEP2 (Step 2.0), or 837-13368 MODEL3 STEP2.1 (Step 2.1)[102]
- GPU: 2× Lockheed Martin Real3D/Pro-1000
- Texture mapping: Mipmapping, perspective correction,[100] texture filtering[101]
- Anti-aliasing:[100] Texture anti-aliasing, multi-layered anti-aliasing[101]
- Shading: Flat shading, Gouraud shading, high-specular Gouraud shading, micro texture shading,[100] fix shading[101]
- Lighting: Parallel light, pin-point light, 4 light spots,[100] 4 spot lights[101]
- Other special effects: Zoning fog, 32 levels of translucency, clipping, model & texture LOD, fade in/out, 4095 moving models[100]
- Other capabilities: T&L (transform, clipping, and lighting),[109][100] alpha blending, trilinear filtering, trilinear interpolation, specular reflection, specular highlight,[100] z-buffering[100]
- Monitor display resolution: 496×384[101] to 640x480,[100] progressive scan (non-interlaced), z-buffering,[100] 60 Hz refresh rate[102]
- Color depth: ARGB,[110] 24-bit RGB[111] true color (16,777,216 colors) and alpha opacity
- Geometric performance: 1,000,100 textured quad polygons/sec, 2,000,200 textured triangle polygons/sec,[101] with all effects (Step 1.0)
- Rendering fillrate: 60 million pixels/sec, 16 million coloured textures/sec,[100] with all effects (Step 1.0)
- RAM
Total RAM: 14,732 KB
- Main RAM: 8192 KB[102] (8 MB)[101]
- Video RAM: 4996 KB (1280 KB framebuffer DRAM, 1152 KB tilemap generator VRAM, 1024 KB display list, 1024 KB polygons, 512 KB DRAM cache, 4 KB SRAM cache)[102]
- Audio RAM: 1096 KB[102]
- Backup SRAM/NVRAM: 128 KB[102]
- Security RAM: 192 KB[102]
- Other RAM: 128 KB[102]
Sega Naomi
First demonstrated in November 1998 at JAMMA, since just before the release of The House of the Dead 2 in Japan. The Sega Naomi (New Arcade Operation Machine Idea) is the successor to the Sega Model 3 hardware.
A development of the Dreamcast home game console, the NAOMI and Dreamcast share the same hardware components: Hitachi SH-4 CPU, PowerVR Series 2 GPU (PVR2DC), and Yamaha AICA based sound system. NAOMI has twice as much system memory, twice as much video memory, and four times as much sound memory.
Multiple NAOMI boards can be 'stacked' together to improve graphics performance, or to support multiple-monitor output. A special game cabinet for the NAOMI, NAOMI Universal Cabinet, houses up to sixteen boards for this purpose. Multiple-board variants are referred to as Naomi Multiboard hardware, which debuted in 1999.[112]
The other key difference between NAOMI and Dreamcast lies in the game media. The Dreamcast reads game data from GD-ROM optical disc, while the NAOMI arcade board features 168 MB of solid-state ROMs or GD-ROMs using a custom DIMM board and GD-ROM drive. In operation, the Naomi GD-ROM is read only once at system power up, loading the disc's contents to the DIMM Board RAM. Once loading is complete, the game executes only from RAM, thereby reducing mechanical wear on the GD-ROM drive.
Unlike Sega's previous arcade platforms (and most other arcade platforms in the industry), NAOMI is widely licensed for use by other game publishers including Sega, Namco Bandai, Capcom, Sammy and Tecmo Koei. Games such as Mazan, Marvel Vs. Capcom 2, Dead or Alive 2 and Guilty Gear XX were all developed by third-party licensees of the NAOMI platform. An offshoot version of the NAOMI hardware is Atomiswave by Sammy Corporation.
After nine years of hardware production, and with new game titles coming in 2008 like Melty Blood: Actress Again and Akatsuki Blitzkampf AC, NAOMI is considered to be one of the longest running arcade platforms ever and is comparable in longevity with the Neo-Geo MVS.
NAOMI specifications
- CPU: Hitachi SH-4 @ 200 MHz (up to ×16 in Multiboard)[112]
- Features: 128-bit SIMD @ 200 MHz, floating-point unit, graphic functions
- Performance: 360 MIPS and 1.4 GFLOPS (up to 5760 MIPS and 22.4 GFLOPS in Multiboard)
- GPU: NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) @ 100 MHz[113] (up to ×16 in Multiboard)[112]
- Texture mapping: Bump mapping, mipmapping,[114] environment mapping, texture compression,[115] multi-texturing,[116] perspective correction[113]
- Filtering: Point filtering,[113] bilinear filtering,[115] trilinear filtering, anisotropic filtering[113]
- Anti-aliasing: Super-sampling anti-aliasing (SSAA),[113] full-scene anti-aliasing (FSAA)[116]
- Alpha blending: 256 levels of transparency,[113] multi-pass blending,[116] translucency sorting[116]
- Shading: Perspective-correct ARGB Gouraud shading,[116] shadows[113]
- Rendering: ROP (render output unit), tiled rendering, 32-bit floating-point Z-buffering, 32-bit floating-point hidden surface removal,[116] 256 fog effects,[113] per-pixel table fog[116]
- Other capabilities: Quad polygons, triangle polygons, GMV (general modifier volumes)[113]
- Sound engine: Yamaha AICA @ 45 MHz[115] (up to ×16 in Multiboard)
- Internal CPU: 32-bit ARM7 RISC CPU @ 45 MHz (up to ×16 in Multiboard)
- CPU performance: 40 MIPS[95] (up to 640 MIPS in Multiboard)
- PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality), 64 channels[113] (up to 1024 channels in Multiboard)
- Other features: DSP, sound synthesizer
- Operating system: Windows CE[113] (with DirectX 6.0, Direct3D, and OpenGL)
- RAM: 56 MB (64 MB with GD-ROM) (up to 1024 MB in Multiboard)
- Main RAM: 32 MB (up to 512 MB in Multiboard)
- VRAM: 16 MB[114] (unified framebuffer and texture memory)[116][117] (up to 256 MB in Multiboard)
- Sound memory: 8 MB (up to 128 MB in Multiboard)
- DIMM: 8 MB DRAM (GD-ROM variants only)[117]
- Storage media:
- Display resolution:
- Naomi: VGA,[118] 320×240 to 800×608 pixels,[119] progressive scan
- Multiboard: 3-monitor widescreen VGA,[112] 960×240 to 2400×608 pixels, progressive scan
- Color depth: 32-bit[116] ARGB,[113] 16,777,216 colors (24-bit color)[114] with 8-bit (256 levels) alpha blending,[113][116] YUV and RGB color spaces, color key overlay[116]
- Polygon performance:
- Rendering fillrate:
- Texture fillrate: 100 million texels/sec (up to 1.6 billion texels/sec in Multiboard)
Sega Hikaru
An evolution of the NAOMI hardware with superior graphics capabilities, the Hikaru was used for a handful of deluxe dedicated-cabinet games, beginning with 1999's Brave Fire Fighters, in which the flame and water effects were largely a showpiece for the hardware. The Hikaru hardware was the first arcade platform capable of effective Phong shading.
According to Sega in 1999: "Brave Firefighters utilizes a slightly modified Naomi Hardware system called Hikaru. Hikaru incorporates a custom Sega graphics chip and possesses larger memory capacity then standard Naomi systems. "These modifications were necessary because in Brave Firefighters, our engineers were faced with the daunting challenge of creating 3d images of flames and sprayed water," stated Sega's Vice President of Sales and Marketing, Barbara Joyiens. "If you stop and think about it, both have an almost infinite number of shapes, sizes, colors, levels of opaqueness, shadings and shadows. And, when you combine the two by simulating the spraying of water on a flame, you create an entirely different set of challenges for our game designers and engineers to overcome; challenges that would be extremely difficult, if not impossible to overcome utilizing existing 3D computers. Hikaru has the horsepower to handle these demanding graphic challenges with clarity, depth and precision."[124] In addition, the Hikaru also uses two Hitachi SH-4 CPU's, two Yamaha AICA sound engines,[125] a Motorola 68000 network CPU, and two PowerVR2 GPU's.[126]
Since it was comparatively expensive to produce, and most games did not necessarily need Hikaru's extended graphics capabilities, Sega soon abandoned the system in favor of continued NAOMI and NAOMI 2 development.
Hikaru specifications
- Main CPU: 2× Hitachi SH-4 @ 200 MHz[125]
- Features: 2× 128-bit SIMD @ 200 MHz, 2× floating-point units, graphic functions
- Performance: 720 MIPS and 2.8 GFLOPS
- Network CPU: Motorola 68000[126]
- Sound engine: 2× Yamaha AICA @ 45 MHz[125]
- Internal CPU: 2× 32-bit ARM7 RISC CPU @ 45 MHz
- CPU performance: 34 MIPS (2× 17 MIPS)[115]
- PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality),[113] 128 channels[125]
- Other features: DSP, sound synthesizer
- GPU: 2×[126] NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) @ 100 MHz[113]
- Texture mapping: Bump mapping, mipmapping,[114] environment mapping, texture compression,[115] multi-texturing,[116] perspective correction[113]
- Filtering: Point filtering,[113] bilinear filtering,[115] trilinear filtering, anisotropic filtering[113]
- Anti-aliasing: Super-sampling anti-aliasing (SSAA),[113] full-scene anti-aliasing (FSAA)[116]
- Alpha blending: 256 levels of transparency,[113] multi-pass blending,[116] translucency sorting[116]
- Shading: Perspective-correct ARGB Gouraud shading,[116] shadows[113]
- Rendering: ROP (render output unit), tiled rendering, 32-bit floating-point Z-buffering, 32-bit floating-point hidden surface removal,[116] 256 fog effects,[113] per-pixel table fog[116]
- Other capabilities: Quad polygons, triangle polygons, GMV (general modifier volumes)[113]
- T&L Graphics Engine: Sega Custom 3D[125][124]
- Lighting: Horizontal, spot, 1024 lights per scene, 4 lights per polygon, 8 window surfaces[125]
- Shading: Phong shading, shadow[125]
- Rendering: Fog, depth queueing
- Other effects: Stencil, motion blur,[125] particle effects, fire effects, water effects[124]
- Other capabilities: 2 bitmap layers, calendar
- Operating system: Windows CE[113] (with DirectX 6.0, Direct3D, and OpenGL)
- RAM: 100 MB
- Storage media: ROM Board, up 352 MB
- Color depth: 32-bit[116] ARGB,[113] 16,777,216 colors (24-bit color)[114] with 8-bit (256 levels) alpha blending,[113][116] YUV and RGB color spaces, color key overlay[116]
- Display resolution: 31 kHz horizontal sync,[125] 60 Hz refresh rate,[127] VGA,[118] progressive scan
- Single monitor: 496×384[125] to 800×608 pixels[119]
- Dual monitor:[125] 992×768 to 1600×608 pixels
- Polygon performance:
- Phong shading, 4 lights per polygon, shadows, trilinear filtering, motion blur and all other effects: 4 million textured polygons/sec (2 million per GPU[125])
- Lighting, shadows, and trilinear filtering: 14 million textured polygons/sec (7 million per GPU[120])
- Lighting: 20 million polygons/sec (10 million per CPU/GPU[115][122])
- Fillrate:
- Rendering: 1 billion pixels/sec (with transparent polygons) to over 6.4 billion pixels/sec (with opaque polygons)
- Textures: 200 million texels/sec
- Extensions: communication, 4-channel surround audio, PCI, MIDI, RS-232C
- Connection: JAMMA Video compliant
Sega Naomi 2
In 2000, Sega debuted the NAOMI 2 arcade system board at JAMMA, an upgrade and a sequel of the original NAOMI with better graphics capability.
NAOMI 2's graphics-assembly contains two PowerVR CLX2 GPUs, a PowerVR Elan chip for geometry transformation and lighting effects, and 2X the graphics memory for each CLX2 chip. (Each CLX2 has its own 32MB bank, as the CLX2s cannot share graphics RAM). Due to architectural similarities and a "bypass" feature in the Elan device, the NAOMI 2 is also able to play NAOMI games without modification.[128][129][130]
With the NAOMI 2, Sega brought back the GD-ROM drive. For both NAOMI and NAOMI 2, the GD-ROM setup was offered as an optional combination of daughterboard expansion known as the DIMM Board, and the GD-ROM drive itself. The DIMM board contained enough RAM to allow an entire game to be loaded into memory at start up, allowing the drive to shut down after the game has loaded. This heavily reduces load times during the game, and saves on drive wear and tear.
Triforce
The Triforce is an arcade system board developed jointly by Namco, Sega, and Nintendo, with the first games appearing in 2002. The name "Triforce" is a reference to Nintendo's The Legend of Zelda series of games, and symbolized the three companies' involvement in the project. The system hardware is based on the Nintendo GameCube with several differences, like provisions for add-ons such as Sega's GD-ROM system and upgradeable RAM modules. The Triforce was initially believed to have twice as much 1T-SRAM as the Nintendo GameCube (48MB instead of 24MB), but this was disproven by a teardown analysis of a Triforce board.[131]
A few versions of the Triforce exist. The first two are the Type-1 and Type-3 units, the former using an external DIMM board (same as used on the Naomi and Naomi 2) while the latter integrates this component inside the metal casing. A custom Namco version exists which only accepts custom NAND Flash based cartridges, which has a different Media board and supposedly different baseboard.[132] These boards use the same metal case design as the Type-3 Triforce.
Porting
In 2012, a homebrew application was released for the Nintendo Wii that enabled this GameCube-derived console to run Mario Kart Arcade GP, Mario Kart Arcade GP 2, F-Zero AX and Virtua Striker 4 Ver.2006 (see the list of games below). The coder stated that support for other games and additional features are possible.
Specifications
- Main CPU: IBM PowerPC "Gekko" @ 486 MHz
- Graphics: Custom ATI/Nintendo "Flipper" @ 162 MHz.
- Color: 24-bit color (24-bit z-buffer)
- Hardware features: Fog, subpixel anti-aliasing, 8 hardware lights, alpha blending, virtual texture design, multi-texturing, bump mapping, environment mapping, mipmapping, bilinear filtering, trilinear filtering, anisotropic filtering, real-time hardware texture decompression (S3TC), real-time decompression of display list, embedded framebuffer, 1 MB embedded texture cache, 3-line deflickering filter.
- Sound DSP: Custom Macronix 16-bit DSP @ 81 MHz
- Main RAM: Main memory 24 MB of MoSys 1T-SRAM, approximately 10 ns sustainable latency.[133][134]
Sega Chihiro
The Sega Chihiro system is a Sega arcade system board based on the architecture of the Xbox. The 733 MHz Intel Pentium III CPU and the Nvidia XChip graphics processor are common to both, but the Chihiro has a different MCPX chip with unique bootloader keys. The main system memory, at 128 MB, is twice that of a retail Xbox. In addition to this memory, the Chihiro also has additional RAM used for media storage - this was initially 512 MB but is upgradable to 1 GB. When the system is booted, the required files are copied from the GD-ROM to the RAM on the media board.
Because the Chihiro and Xbox share the same hardware architecture, porting from the Chihiro is theoretically easier than porting from a different arcade platform. In practice, there are a number of challenges - the first being that the half-size main memory restricts the size of your working set and the second being that fetching assets from Xbox DVD drive is orders of magnitude slower than fetching them from the 512MB/1GB of RAM on the media board. These challenges are not insurmountable, though - for example, the Xbox release of OutRun 2 was able to retain the look and feel of the original arcade version.
Chihiro specifications
- CPU: Pentium III @ 733 MHz, 133 MHz FSB
- System RAM: 128 MB soldered on main PCB
- Media RAM: 512 MB upgradable to 1 GB (DIMM on Media board)
- GPU: Nvidia XChip @ 200 MHz, (derived from GeForce 3), featuring programmable pixel and vertex shaders, hardware T&L, Quincunx FSAA, anisotropic filtering, bump mapping
- Sound: Cirrus Logic CS4630 Stream Processor, Nvidia nForce with 5.1 Dolby Digital decoding
- Media: GD-ROM[135]
Sega Lindbergh
The Sega Lindbergh arcade system board is an embedded PC running MontaVista Linux (The Lindbergh Blue system used Windows Embedded instead). Sega had initially planned to use Microsoft's Xbox 360 as the basis for the arcade board, but instead opted for an architecture based on standard PC hardware.
According to Sega-AM2 president Hiroshi Kataoka, porting Lindbergh titles (such as Virtua Fighter 5) to Sony's PlayStation 3 is generally easier than porting to Xbox 360, because the Lindbergh and PS3 use a GPU designed by the same company, Nvidia.[136]
Lindbergh specifications
- CPU: Pentium 4 HT 3.0E (3.0 GHz, 1 MB L2 Cache, Hyper-Threading, 800 MHz FSB)
- RAM: 184-pin DDR SDRAM PC3200 (400 MHz) 512 MB × 2 (Dual)
- GPU: Nvidia GeForce 6800 AGP (NV40), 256 Bit GDDR3 256 MB, compatible with Vertex Shader 3.0 & Pixel Shader 3.0
- Sound: 64 channel, 5.1 ch S/PDIF
- LAN: On board, 10/100/1000 BASE-TX. JVS I/O Connector
- Serial: 2 Channel (can switch one channel between 232C and 422)
- Other: USB port x 4, high-definition output (DVI and VGA out), S-Video out, DVD Drive Support, Sega ALL.NET online support
- Operating System: MontaVista Linux[137]
- Protection : High spec original security module.
The Sega Lindbergh standard universal sit-down cabinet uses a 1360 × 768 WXGA LCD display.
Aside from the standard Lindbergh system (Lindbergh Yellow), Sega developed a Lindbergh Red and Lindbergh Blue system, which have different specifications.
The Lindbergh has been superseded by the Ring series (RingEdge and RingWide), so there will be no new arcade games developed for this system. The last game to run on Lindbergh was MJ4 Evolution.[138]
Sega Europa-R
The Sega Europa-R is an arcade system board developed by Sega Amusements Europe.
Sega chose a PC-based design for this arcade board. This arcade board currently only runs two games, Sega Rally 3 and Race Driver: GRID (Stylized as simply GRID).
Europa-R specifications
- CPU: Intel Pentium D 945 (3.4 GHz, dual-core)
- RAM: 8 GB (2x 4 GB modules)
- GPU: Nvidia GeForce 8800
- Other: Compatible HDTV (High Definition), DVD drive support, Sega ALL.NET online support
- Protection: High spec original security module.
Sega Ring series
The Ring series of arcade machines are also based on PC architecture. Initially announced models include RingEdge and RingWide. The 2 pieces of hardware have Microsoft Windows Embedded Standard 2009 as their operating system, mainly so other third-party companies would find it easier to produce games for the system. The first game for the Ring platform is the 2009 mecha action game Border Break, running on the RingEdge. Border Break does not take full advantage of the graphics card on the RingEdge, but introduces touch-screen functionality and a special controller system. It allows players to play next to each other in the same arcade or against others in another arcade using Sega's ALL.NET feature. Also in Fall 2009, an image appeared around the web of what was apparently a leaked RingEdge BIOS and it appears the disc drive supports the now defunct HD DVD.[citation needed] In 2009, Sega stated that they planned to revive the arcade business with these machines.[139] Other games released for the RingEdge include the multiplayer action role-playing games Shining Force Cross (2009) and Shining Force Cross Illusion (2012),[140] and the 3D fighting game Virtua Fighter 5 Final Showdown (2010).
RingEdge
The RingEdge is the main console of the Ring Series. It has better graphics and larger storage than the RingWide. It sports a better graphics card than the Lindbergh system, allowing for a higher performance graphically, all while costing less to produce. The use of an Intel Pentium Dual-Core (1.8 GHz per core) processor delivers better performance than Lindbergh's Pentium 4 (3.0 GHz) processor. A solid-state drive greatly reduces wear-and-tear due to a lack of moving parts, and also has much higher transfer rates than a hard disc drive, leading to better performance and loading times. The Ringedge also supports 3D game capability.
RingEdge specifications
- CPU: Intel Pentium Dual-Core E2160 (1.8 GHz)
- RAM: 1 GB DDR2 SDRAM (PC-6400)
- GPU: Nvidia GeForce 8800GS with 384 MB GDDR3 SDRAM (Shader Model 4.0)
- Output: 2 DVI ports
- Storage: 32 GB SSD
- Networking: Gigabit Ethernet (1000BASE-T)
- OS: Microsoft Windows Embedded Standard 2009
- Sound: 5.1 channel HD Audio
- Other: 3 USB ports, Sega ALL.NET online support
RingWide
The RingWide is more basic than the RingEdge, and only has 8 GB (CompactFlash) of storage, while RingEdge has a four times larger storage (because of the use of the RAM Drive and SSD). The RingWide will be used to run games that are less graphics-intensive and that require less high-end specifications in order to cut down costs. Sega also appears poised to be designing a streaming hybrid for use with household TVs, similar to OnLive from the system's hardware as evident from this patent issued by them on November 17, 2009.[141]
RingWide specifications
- CPU: Intel Celeron 440 (2.0 GHz)
- RAM: 1 GB DDR2 SDRAM (PC-5300)
- GPU: ATI Radeon HD 2xxx with 128 MB GDDR3 SDRAM (Shader Model 4.0)
- Output: 1 DVI port
- Storage: 8 GB CompactFlash
- Networking: Gigabit Ethernet (1000BASE-T)
- OS: Microsoft Windows Embedded Standard 2009
- Other: 2 USB ports, 5.1 channel HD Audio, Sega ALL.NET online
RingEdge 2
The successor to RingEdge, The first games to run on the system will be Guilty Gear XX Accent Core Plus R (2012)[142] and the 2D fighting game Under Night In-Birth (2012) from French Bread (developer of Melty Blood).
RingEdge 2 specifications
- CPU: Intel Core i3 540 3.07 GHz
- GPU: Nvidia GeForce GT 545 GDDR5 with 1GB GDDR5 memory (Direct3D 11.1/OpenGL 4.3)
- RAM: 4GB DDR3 SDRAM (PC3-12800)
- Sound: 5.1 channel HD Audio
- Output: DVI-I, DVI-D, twin display output
- Connectors: JVS I/O connector, 4 channel serial port, 4× USB 3.0, 2× CAN bus
- Networking: Gigabit Ethernet (1000BASE-T)
- Storage: 32GB TDK GBDISK RS3 SSD
- OS: Windows Embedded Standard 2012(Windows 7)
- Media: DVD or USB storage, network delivery (Sega ALL.NET)
Sega Nu
Released in Japan in November 2013 with arcade versions of Hatsune Miku: Project DIVA Future Tone.[143] Nu is based on a mid-range PC running Windows 8.
Nu specifications
- CPU: Intel Core i3-3220 3.30 GHz
- RAM: 4 GB DDR3 SDRAM (PC3-12800)
- GPU: Nvidia GeForce GTX 650 Ti with 1 GB GDDR5 memory (Direct3D 11.1/OpenGL 4.3)
- Sound: 5.1 channel HD Audio
- Output: DVI-I, DVI-D, twin display output
- Connectors: JVS I/O connector, 4 channel serial port, 4× USB 3.0, 2× CAN bus
- Networking: Gigabit Ethernet (1000BASE-T)
- Storage: SATA SSD 64 GB, HDD 500 GB
- OS: Microsoft Windows Embedded 8 Standard
- Media: DVD or USB storage, network delivery (Sega ALL.NET)
Technical Details
The "suicide battery" (System 18, System 16 and others) generally refers to an arrangement by which encryption keys or other vital data are stored in SRAM powered by a battery. When the battery dies, the PCB is rendered permanently inoperable, in the sense that there is no way to reprogram the RAM from within the PCB itself — hence the term "suicide".
See also
References
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Aside from the three different base unites, the internal workings of the Mega Drive found itself in a choice of guises, including... Megatech (an eight-way arcade cabinet that played Mega Drive games), Mega-play (a JAMMA-compatible arcade cabinet with Mega Drive software on proprietary boards, similar to SNK's MVS)...
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{{cite web}}
: CS1 maint: numeric names: authors list (link) - ^ Gantayat, Anoop (2012-02-13). "Sega shows new rhythm game, updated Shining and Border Break, and Fantasy Zone Medal at AOU". AndriaSang. Retrieved 14 April 2012.
- ^ "Network game system,and game terminal device and storage medium".
- ^ "Fighter News: Tekken Museum & New Guilty Gear coming to arcades on Sega's Ringedge 2". Arcade Heroes. May 29, 2012. Retrieved June 16, 2012.
- ^ http://arcadeheroes.com/2013/09/02/project-diva-arcade-future-tone-feature-new-sega-arcade-hardware-nu/