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Sega Hang-On hardware

From Sega Retro

SpaceHarrierHardware motherboard.jpg
Fast facts on Sega Hang-On hardware
Manufacturer: Sega
Variants: Sega Space Harrier
Main processor: 68000, FD1094
Release Date RRP Code
Arcade
World
1985-07  ?



Sega Hang-On hardware is an arcade system produced by Sega in 1985. It has no official name, but debuted with Hang-On (from which the name comes from) and went on to power several bike racing games of the mid-to-late 1980s. An upgraded version is the Sega Space Harrier hardware, based on Space Harrier which released later in 1985.

The system specifications are similar to those of the later Sega System 16, but has a stronger focus on graphics, with a second 68000 processor and a separate video board with a powerful graphics chipset. Sega Hang-On hardware acts primarily as an advancement over the VCO Object board - it was designed to scale a large number of sprites/textures in real-time, allowing for the creation of three-dimensional graphics, with a player moving towards the screen. It was also capable of Z-buffering and depth mapping, manipulating sprites/textures in a manner similar to later texture-mapped polygons. At the time of release, this technology was considered groundbreaking, the first in the Super Scaler series of arcade systems, and it would go on to fuel the Sega OutRun hardware specification as well as the X Board and Y Board systems.

As this board was designed to serve one purpose, only five games were produced to make use of this system, all of which opt for the third-person perspective.

Hardware

Designed by Sega AM2's Yu Suzuki, this was the first in Sega's Super Scaler series of three-dimensional arcade hardware. At the time of its release, this was the most powerful game system. The three-dimensional sprite/texture scaling was handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s, including the use of Z-buffering and depth mapping.[1] In an interview with 1UP, Yu Suzuki stated:[2]

My 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.

— Yu Suzuki

Hang-On was controlled using a video game arcade cabinet resembling a motorbike, which the player moved with their body. This began the "Taikan" trend, the use of motion-controlled arcade cabinets in many arcade games of the late 1980s, two decades before motion controls became popular on game consoles.[3]

Technical specifications

Sega Hang-On specifications

Sound

Graphics

  • GPU: Sega Super Scaler 834‑5668 Video Board @ 18.8811 MHz (16 processors)[5][8][9]Media:HangOn Schematics.pdf[10]
  • Fixed-point arithmetic capabilities: Z-buffering, depth map[1]
  • Video resolution: 320×224 (display), 400×262 (overscan)[5]
  • Refresh rate: 59.998141 Hz[8] to 60.054389 Hz[5]
    • Frame rate: 59.998141 to 60.054389 frames per second
  • Color depth: 32,768 (15‑bit RGB high color)
    • Colors on screen: 6144[5]
  • Graphical planes: 5 layers
    • 2 tilemap planes
    • 1 text plane
    • 1 sprite plane
    • 1 road plane
  • Sprite plane: Hardware sprite‑scaling, 128 sprites on screen per frame, 7680 sprites/textures scaled per second, dual line buffers, double buffering, sprite flipping[8]
    • Sprite sizes: 8×8 to 256×256 texels[22]
    • Colors per sprite: 16 colors (4‑bit)[23]
    • Line buffer width: 512 pixels (per scanline)
    • Line buffer fillrate: 12.5874 MPixels/s, 209,796 pixels per frame
    • Fillrate per scanline: 800 pixels (800.75 ticks) per scanline, 100 sprites/textures per scanline
  • Tilemap planes: 2 tilemap layers, row/column scrolling[5][23]
    • Tilemap resolution: 512×256 (1024×512 virtual resolution)
    • Colors per tile: 8 colors (3‑bit)
    • Tile size: 8×8 pixels (24 bytes)
    • Tile fillrate: 8.333333 MPixels/s, 130,208 tiles/sec (3.125 MB/s)
    • Tiles per frame: 4085 tiles, 261,440 pixels
    • Tiles per scanline: 124 tiles, 997 pixels
  • Road plane: Bitmap/Texture, 512×256 resolution[1]
    • Colors per pixel: 8 colors (3‑bit)
    • Road fillrate: 512 texels per scanline, 134,144 pixels per frame, 8.055931 MPixels/s (3.020975 MB/s)

Memory

Bandwidth

Sega Space Harrier specifications

The Sega Space Harrier hardware added the following upgrades in late 1985:Media:SpaceHarrier Schematics.pdf[27]

  • Board composition: CPU Board, Video/Control Board, Sound Board, ROM Board
  • Main CPU: 2× 68000 @ 10 MHz[5]
    • Motorola MC68000 @ 10 MHz
    • Hitachi FD1094 (68000) @ 10 MHz
    • Performance: 16/32‑bit instructions, 32‑bit (2× 16‑bit) bus width, 3.5 MIPS (2× 1.75 MIPS)
  • MCU: Intel i8751 @ 8 MHz (8‑bit instructions, 8 MIPS)
  • CPU Board PAL: Sega 315‑5164, 315‑5165, 315‑5166, 315‑5167[9]

Sound

  • Sound chips: 2 chips (24 channels)
    • FM sound chip: Yamaha YM2151 @ 4 MHz (8 FM synthesis channels)[28]
    • PCM sound chip: SegaPCM (315‑5218) @ 4 MHz (16 PCM channels)

Graphics

  • GPU: Sega Super Scaler 171‑5320 Video Board @ 18.8811 MHz (16 processors)[9][8]Media:SpaceHarrier Schematics.pdf[27]
    • 315‑5011 sprite line comparator
    • 315‑5012 sprite generator control
    • 6× 315‑5025 custom road graphics bit extraction devices
    • 2× 315‑5049 tilemap generators
    • 3× PAL16R6 (315‑5106, 315‑5107, 315‑5108) PAL: 24‑bit (3× 8‑bit)
    • 3× CK2605 (315‑5168, 315‑5169, 315‑5171) FPGA: 24‑bit (3× 8‑bit)
  • Color palette: 98,304
    • 16‑bit color palette: 15‑bit RGB high color depth (32,768 colors), 1‑bit shadow/highlight triples up to 98,304 colors[23][29]
  • Sprite plane: Translucent shadows

Memory

Bandwidth

  • RAM bandwidth:
    • Main RAM: 33.333333 MB/s (32‑bit)
      • 68000 IC31: 20 MB/s (16‑bit, 10 MHz, 70 ns)
      • 68000 IC57: 13.333333 MB/s (16‑bit, 6.666667 MHz, 150 ns)
    • VRAM: 124.405499 MB/s (72‑bit)
      • 2016: 16.666666 MB/s (16‑bit, 8.333333 MHz, 120 ns)[18]
      • IC113/IC118: 13.333333 MB/s (16‑bit, 6.666667 MHz, 150 ns)[14]
      • CXK5808P‑50: 94.4055 MB/s (40‑bit, 18.8811 MHz, 52 ns)Media:SpaceHarrier Schematics.pdf[12]
    • Sound RAM: 4 MB/s (8‑bit, 4 MHz)

List of games

Magazine articles

Main article: Sega Hang-On hardware/Magazine articles.

Photo gallery

References

  1. 1.0 1.1 1.2 Lou's Pseudo 3D Page
  2. The Disappearance of Yu Suzuki: Part 1 (page 3), 1UP
  3. http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=1
  4. File:HangOn Arcade JP Manual.pdf, page 38
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 Sega Hang-On (MAME)
  6. File:HangOn Schematics.pdf, page 13
  7. Sega OutRun (MAME)
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Sega Pre-System 16 hardware notes (2004-03-29)
  9. 9.0 9.1 9.2 Sega 16‑Bit common hardware (MAME)
  10. 10.0 10.1 10.2 10.3 10.4 File:HangOn Schematics.pdf
  11. 11.0 11.1 File:HangOn Schematics.pdf, page 4
  12. 12.0 12.1 12.2 File:SpaceHarrier Schematics.pdf, page 10
  13. 13.0 13.1 13.2 File:HangOn Schematics.pdf, page 2
  14. 14.0 14.1 14.2 14.3 File:DS2064 datasheet.pdf
  15. 15.0 15.1 File:HangOn Schematics.pdf, page 5
  16. File:HangOn Schematics.pdf, page 3
  17. 17.0 17.1 17.2 17.3 File:M27256 datasheet.pdf
  18. 18.0 18.1 18.2 18.3 File:DS2016 datasheet.pdf
  19. 19.0 19.1 19.2 File:PAL16R datasheet.pdf
  20. File:303A-011A Device List.pdf, page 11
  21. File:CK2605 Fusemap.pdf
  22. Sega System 16A (MAME)
  23. 23.0 23.1 23.2 Sega System 16B hardware notes (2003-01-12)
  24. 24.0 24.1 File:M27128 datasheet.pdf
  25. File:MBM2764 datasheet.pdf
  26. File:HangOn Schematics.pdf, page 16
  27. 27.0 27.1 File:SpaceHarrier Schematics.pdf
  28. File:YM2151 datasheet.pdf
  29. Sega "X-Board" hardware notes (2004-12-03)
  30. File:SpaceHarrier Arcade EU Flyer.pdf, page 4
  31. File:SuperHangOn Arcade EU Flyer.pdf, page 4
  32. File:HangOn Arcade EU Flyer.pdf, page 4
Sega Arcade Boards
Originating in Arcades
76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00 01 02 03 04 05 06 07 08
Fonz Galaxian Zaxxon Appoooh X Board Model 2 Hikaru Atomiswave
Blockade G80 Hang-On / Space Harrier Model 1 H1 Model 3 NAOMI 2
VIC Dual System 1 System 24 NAOMI
VCO Object LaserDisc System SP
System 2 System 18
System 16
OutRun System 32
Gigas
Y Board
Based on Consumer Hardware
83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15
SG-1000 System E System C Triforce Europa-R RingEdge 2
Mega-Tech System Sega Titan Video Chihiro Nu
Mega Play Lindbergh
RingEdge
RingWide
Hardware Series / Generations
1960s 1970s 1980s 1990s 2000s 2010s
Electro-mechanical systems Sega System series Sega NAOMI series
Discrete logic systems Super Scaler series Post-NAOMI systems
Pre-System boards Sega Model series