Difference between revisions of "Sega Hang-On hardware"

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| maker=[[Sega]]
 
| maker=[[Sega]]
 
| processor=[[68000]], [[FD1094]]
 
| processor=[[68000]], [[FD1094]]
 +
| variants=[[Sega Space Harrier]]
 
| releases={{releases
 
| releases={{releases
 
| arcade_date_world=1985-07
 
| arcade_date_world=1985-07
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'''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.
 
'''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 [[sprite]]s/textures in real-time, allowing for the creation of three-dimensional graphics, with a player moving towards the screen. 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 [[Sega X Board|X Board]] and [[Sega Y Board|Y Board]] systems.
+
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 [[sprite]]s/textures in real-time, allowing for the creation of three-dimensional graphics, with a player moving towards the screen. It was also capable of [[wikipedia:Z-buffering|Z-buffering]] and [[wikipedia:Depth map|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.
 
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==
 
==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. In an interview with 1UP, Yu Suzuki said: <sup>[http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=2]</sup>
+
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 [[wikipedia:Z-buffering|Z-buffering]] and [[wikipedia:Depth map|depth mapping]].{{ref|[http://www.extentofthejam.com/pseudo/ Lou's Pseudo 3D Page]}} In an interview with [[wikipedia:1UP.com|1UP]], Yu Suzuki stated:{{ref|1=[http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=2 The Disappearance of Yu Suzuki: Part 1 (page 3)], [[wikipedia:1UP.com|1UP]]}}
  
 
{{quote|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.
 
{{quote|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}}
 
|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 console]]s. <sup>[http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=1]</sup>
+
''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 console]]s.{{ref|1=http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=1}}
  
==Technical Specifications==
+
==Technical specifications==
===Sega Hang-On===
+
===Sega Hang-On specifications===
 
{{multicol|
 
{{multicol|
* Board composition: CPU&nbsp;Board, Video/Control&nbsp;Board, Sound&nbsp;Board, ROM&nbsp;Board {{fileref|HangOn Arcade JP Manual.pdf|page=38}}
+
* Board composition: CPU&nbsp;Board, Video/Control&nbsp;Board, Sound&nbsp;Board, ROM&nbsp;Board{{fileref|HangOn Arcade JP Manual.pdf|page=38}}
* Main [[wikipedia:Central processing unit|CPU]]: 2×&nbsp;[[68000]] @ 10&nbsp;MHz {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}
+
* Main [[wikipedia:Central processing unit|CPU]]: 2×&nbsp;[[68000]] @ 6.2937&nbsp;MHz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}
** [[Motorola 68000|Motorola MC68000]] @ 10&nbsp;MHz
+
** Performance: 16/32‑bit [[wikipedia:Instruction set|instructions]], [[wikipedia:32-bit|32‑bit]] (2× [[wikipedia:16-bit|16‑bit]]) bus width, 2.202795&nbsp;[[wikipedia:Instructions per second|MIPS]] (2× 1.101397&nbsp;MIPS)
** [[Hitachi]] [[FD1094]] (68000) @ 10&nbsp;MHz
 
* Main CPU performance: 16/32‑bit [[wikipedia:Instruction set|instructions]], [[wikipedia:32-bit|32‑bit]] (2×&nbsp;[[wikipedia:16-bit|16‑bit]]) bus width, 3.5&nbsp;[[wikipedia:Instructions per second|MIPS]] (2×&nbsp;1.75&nbsp;MIPS)
 
 
}}
 
}}
  
 
====Sound====
 
====Sound====
 
{{multicol|
 
{{multicol|
* [[wikipedia:Sound card|Sound board]]: [[Sega]] 834‑5670 Sound BD @ 16&nbsp;MHz {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}{{fileref|HangOn Schematics.pdf|page=13}}
+
* [[wikipedia:Sound card|Sound board]]: [[Sega]] 834‑5670 Sound BD @ 16&nbsp;MHz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}{{fileref|HangOn Schematics.pdf|page=13}}
 
* Sound CPU: [[Zilog]] [[Z80]] @ 4&nbsp;MHz
 
* Sound CPU: [[Zilog]] [[Z80]] @ 4&nbsp;MHz
 
** Performance: 8/16‑bit instructions, [[wikipedia:8-bit|8‑bit]] bus width, 0.58&nbsp;MIPS
 
** Performance: 8/16‑bit instructions, [[wikipedia:8-bit|8‑bit]] bus width, 0.58&nbsp;MIPS
 
* [[wikipedia:Sound chip|Sound chips]]: 2&nbsp;chips (19&nbsp;channels)
 
* [[wikipedia:Sound chip|Sound chips]]: 2&nbsp;chips (19&nbsp;channels)
** FM sound chip: [[Yamaha]] YM2203 @ 4&nbsp;MHz (3&nbsp;[[wikipedia:Chiptune|FM synthesis]] channels)
+
** FM sound chip: [[Yamaha]] [[YM2203]] @ 4&nbsp;MHz (3&nbsp;[[wikipedia:Chiptune|FM synthesis]] channels)
** [[Pulse-code modulation|PCM]] sound chip: SegaPCM (315‑5218) @ 4&nbsp;MHz ([[wikipedia:Stereophonic sound|stereo]] output, 16&nbsp;PCM channels, [[wikipedia:Audio bit depth|12‑bit audio]], 31.25&nbsp;kHz [[wikipedia:Sampling rate|sampling rate]]) {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaorun.cpp Sega OutRun (MAME)]}}
+
** [[Pulse-code modulation|PCM]] sound chip: SegaPCM (315‑5218) @ 4&nbsp;MHz ([[wikipedia:Stereophonic sound|stereo]] output, 16&nbsp;PCM channels, [[wikipedia:Audio bit depth|12‑bit audio]], 31.25&nbsp;kHz [[wikipedia:Sampling rate|sampling rate]]){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaorun.cpp Sega OutRun (MAME)]}}
 
}}
 
}}
  
 
====Graphics====
 
====Graphics====
 
{{multicol|
 
{{multicol|
* GPU: Sega [[Super Scaler]] 834‑5668 Video Board @ 12.5874&nbsp;MHz (16&nbsp;processors) {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}{{ref|[http://cgfm2.emuviews.com/txt/p16tech.txt Sega Pre-System 16 Hardware Notes (03/29/2004)]}}{{ref|[https://github.com/bji/libmame/blob/master/old/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware], [[MAME]]}}{{fileref|HangOn Schematics.pdf}}
+
* GPU: Sega [[Super Scaler]] 834‑5668 Video Board @ 18.8811&nbsp;MHz (16&nbsp;processors){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}{{intref|Sega Pre-System 16 hardware notes (2004-03-29)}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/segaic16.cpp Sega 16‑Bit common hardware (MAME)]}}{{fileref|HangOn Schematics.pdf}}
** 315‑5011 sprite line comparator: 16‑bit, 12.5874&nbsp;MHz (12.5874&nbsp;MHz sprite line buffer render clock, 6.2937&nbsp;MHz sprite line buffer scan/erase)
+
** 315‑5011 sprite line comparator: 16‑bit line buffer RAM (18.8811&nbsp;MHz, 37.7622&nbsp;MB/s),{{fileref|HangOn Schematics.pdf|page=4}}{{fileref|SpaceHarrier Schematics.pdf|page=10}} 16‑bit attribute RAM (6.666666&nbsp;MHz, 13.333333&nbsp;MB/s),{{fileref|HangOn Schematics.pdf|page=2}}{{fileref|DS2064 datasheet.pdf}} 16‑bit ROM (5.882352 MHz, 11.764705 MB/s),{{fileref|HangOn Schematics.pdf|page=5}} 12.5874&nbsp;MHz sprite line buffer render clock, 6.2937&nbsp;MHz sprite line buffer scan/erase/pixel clock
** 315‑5012 sprite generator control: 8‑bit, 12.5874&nbsp;MHz
+
** 315‑5012 sprite generator control: 8‑bit
** 6×&nbsp;315‑5025 custom road graphics bit extraction devices: 24‑bit (&nbsp;8‑bit), 5.882353&nbsp;MHz {{fileref|M27256 datasheet.pdf}}
+
** 6× 315‑5025 custom road graphics bit extraction devices: 12‑bit RAM (18.181818&nbsp;MHz, 27.272727&nbsp;MB/s){{fileref|HangOn Schematics.pdf|page=3}}{{fileref|M27256 datasheet.pdf}}
** 2×&nbsp;315‑5049 tilemap generators: 16‑bit (2×&nbsp;8‑bit), 2×&nbsp;8.333333&nbsp;MHz {{fileref|DS2064 datasheet.pdf}}{{fileref|DS2016 datasheet.pdf}}
+
** 2× 315‑5049 tilemap generators: 16‑bit RAM (8.333333 MHz, 16.666666 MB/s),{{fileref|HangOn Schematics.pdf|page=2}}{{fileref|DS2016 datasheet.pdf}} 8-bit ROM (5.882352 MHz, 5.882352 MB/s){{fileref|HangOn Schematics.pdf|page=2}}
** 2×&nbsp;315‑5107 ([[wikipedia:Programmable Array Logic|PAL16R6]]) horizontal timing control: 16‑bit internal (2×&nbsp;8‑bit),{{fileref|PAL16R datasheet.pdf}} 10‑bit external
+
** 2× 315‑5107 ([[wikipedia:Programmable Array Logic|PAL16R6]]) horizontal timing control: 16‑bit internal (2× 8‑bit),{{fileref|PAL16R datasheet.pdf}} 10‑bit external
** 315‑5108 (PAL16R6) vertical timing control: 8‑bit {{fileref|PAL16R datasheet.pdf}}
+
** 315‑5108 (PAL16R6) vertical timing control: 8‑bit{{fileref|PAL16R datasheet.pdf}}
** 315‑5122 ([[wikipedia:Programmable Array Logic|PAL16R4]]) timing processor: 8‑bit {{fileref|PAL16R datasheet.pdf}}
+
** 315‑5122 ([[wikipedia:Programmable Array Logic|PAL16R4]]) timing processor: 8‑bit{{fileref|PAL16R datasheet.pdf}}
** 2×&nbsp;CK2605 [[wikipedia:Field-programmable gate array|FPGA]]: 16‑bit (2×&nbsp;8‑bit) {{fileref|303A-011A Device List.pdf|page=11}}{{fileref|CK2605 Fusemap.pdf}}
+
** 2× CK2605 [[wikipedia:Field-programmable gate array|FPGA]]: 16‑bit (2× 8‑bit){{fileref|303A-011A Device List.pdf|page=11}}{{fileref|CK2605 Fusemap.pdf}}
* Video resolution: 320×224 (display), 400×262 (overscan) {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}
+
* Fixed-point arithmetic capabilities: [[wikipedia:Z-buffering|Z-buffering]], [[wikipedia:Depth map|depth map]]{{ref|[http://www.extentofthejam.com/pseudo/ Lou's Pseudo 3D Page]}}
** Pixel clock: 6.2937&nbsp;MHz {{ref|[http://cgfm2.emuviews.com/txt/p16tech.txt Sega Pre-System 16 Hardware Notes (03/29/2004)]}}
+
* Video resolution: 320×224 (display), 400×262 (overscan){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}
 +
** [[Pixel]] clock: 6.2937&nbsp;MHz{{intref|Sega Pre-System 16 hardware notes (2004-03-29)}}
 
** Scanlines: 224 (display), 262 (overscan), [[wikipedia:Progressive scan|progressive scan]] (non-[[wikipedia:Interlaced video|interlaced]])
 
** Scanlines: 224 (display), 262 (overscan), [[wikipedia:Progressive scan|progressive scan]] (non-[[wikipedia:Interlaced video|interlaced]])
* Refresh rate: 59.998141&nbsp;Hz,{{ref|[http://cgfm2.emuviews.com/txt/p16tech.txt Sega Pre-System 16 Hardware Notes (03/29/2004)]}} 60.054389&nbsp;Hz {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}
+
* Refresh rate: 59.998141&nbsp;Hz{{intref|Sega Pre-System 16 hardware notes (2004-03-29)}} to 60.054389&nbsp;Hz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}
 
** [[wikipedia:Frame rate|Frame rate]]: 59.998141 to 60.054389 frames per second
 
** [[wikipedia:Frame rate|Frame rate]]: 59.998141 to 60.054389 frames per second
 
* [[Palette|Color depth]]: 32,768 (15‑bit RGB [[wikipedia:High color|high color]])
 
* [[Palette|Color depth]]: 32,768 (15‑bit RGB [[wikipedia:High color|high color]])
** Colors on screen: 6144 {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}
+
** Colors on screen: 6144{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}
 
* Graphical planes: 5&nbsp;layers
 
* Graphical planes: 5&nbsp;layers
 
** 2&nbsp;tilemap planes
 
** 2&nbsp;tilemap planes
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** 1&nbsp;sprite plane
 
** 1&nbsp;sprite plane
 
** 1&nbsp;road plane
 
** 1&nbsp;road plane
* [[Sprite|Sprite]] plane: Hardware sprite‑scaling, 128&nbsp;sprites on screen per frame, 7680&nbsp;sprites/textures scaled per second, dual [[wikipedia:Framebuffer|line buffers]], [[wikipedia:Double buffering|double buffering]], sprite flipping {{ref|[http://cgfm2.emuviews.com/txt/p16tech.txt Sega Pre-System 16 Hardware Notes (03/29/2004)]}}
+
* [[Sprite|Sprite]] plane: Hardware sprite‑scaling, 128&nbsp;sprites on screen per frame, 7680&nbsp;sprites/textures scaled per second, dual [[wikipedia:Framebuffer|line buffers]], [[wikipedia:Double buffering|double buffering]], sprite flipping{{intref|Sega Pre-System 16 hardware notes (2004-03-29)}}
** Sprite sizes: 8 to 256 pixels width, 8 to 256 pixels height {{ref|[https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas16a.cpp Sega System 16A (MAME)]}}
+
** Sprite sizes: 8×8 to 256×256 [[texel]]s{{ref|[https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas16a.cpp Sega System 16A (MAME)]}}
** Colors per sprite: 16&nbsp;colors (4‑bit) {{ref|[http://cgfm2.emuviews.com/txt/s16tech.txt Sega System 16B Hardware Notes (01/12/2003)]}}
+
** Colors per sprite: 16&nbsp;colors (4‑bit){{intref|Sega System 16B hardware notes (2003-01-12)}}
** Line buffer resolution: 512&nbsp;pixels (per scanline)
+
** Line buffer width: 512&nbsp;pixels (per scanline)
** Sprite fillrate: 12.5874&nbsp;million [[pixel]]s/[[texel]]s per sec, 209,796&nbsp;pixels/texels per frame
+
** Line buffer fillrate: 12.5874 [[Pixel|MPixels/s]], 209,796&nbsp;pixels per frame
** Fillrate per scanline: 800&nbsp;pixels/texels (800.75 [[wikipedia:Clock signal|ticks]]) per [[wikipedia:Scan line|scanline]], 100&nbsp;sprites/textures per scanline
+
** Fillrate per [[wikipedia:Scan line|scanline]]: 800&nbsp;pixels (800.75 [[wikipedia:Clock signal|ticks]]) per scanline, 100&nbsp;sprites/textures per scanline
* [[wikipedia:Tile engine|Tilemap]] planes: 2&nbsp;tilemap layers, [http://www.giantbomb.com/parallax-scrolling/3015-2915/ row/column scrolling], 8×8 tiles {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}{{ref|[http://cgfm2.emuviews.com/txt/s16tech.txt System 16B Hardware Notes (01/12/2003)]}}
+
* [[wikipedia:Tile engine|Tilemap]] planes: 2 tilemap layers, [http://www.giantbomb.com/parallax-scrolling/3015-2915/ row/column scrolling]{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}{{intref|Sega System 16B hardware notes (2003-01-12)}}
** Colors per tile: 16&nbsp;colors (4‑bit), 12&nbsp;colors (3‑bit)
 
 
** Tilemap resolution: 512×256 (1024×512 virtual resolution)
 
** Tilemap resolution: 512×256 (1024×512 virtual resolution)
** Tilemap fillrate: 8.333333&nbsp;million pixels/sec (130,208&nbsp;tiles/sec), 138,893&nbsp;pixels per frame (2170&nbsp;tiles per frame)
+
** Colors per tile: 8&nbsp;colors (3‑bit)
** Pixels per scanline: 530
+
** Tile size: 8×8 pixels (24 bytes)
** Unique tiles on screen: 2048&nbsp;tiles per frame (8&nbsp;bytes per tile, [[#Memory|16&nbsp;KB]] tile memory)
+
** Tile fillrate: 8.333333 MPixels/s, 130,208 tiles/sec (3.125 MB/s)
* Road plane: [http://www.extentofthejam.com/pseudo/ 512×256] resolution bitmap/texture
+
** Tiles per frame: 4085 tiles, 261,440 pixels
** Road fillrate: 8.823529&nbsp;million (17.647059&nbsp;MB/s) pixels/texels per sec, 147,063&nbsp;pixels/texels per frame, 561&nbsp;pixels/texels per scanline
+
** Tiles per scanline: 124 tiles, 997 pixels
* Fillrate: 29.744262&nbsp;million pixels/sec, 495,753&nbsp;pixels per frame, 1892&nbsp;pixels per scanline
+
* Road plane: Bitmap/Texture, 512×256 resolution{{ref|[http://www.extentofthejam.com/pseudo/ Lou's Pseudo 3D Page]}}
 +
** 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)
 
}}
 
}}
  
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{{multicol|
 
{{multicol|
 
* Memory: 1.5&nbsp;[[Byte|MB]] (656&nbsp;[[Byte|KB]] main, 771.5&nbsp;KB video, 82.25&nbsp;KB sound)
 
* Memory: 1.5&nbsp;[[Byte|MB]] (656&nbsp;[[Byte|KB]] main, 771.5&nbsp;KB video, 82.25&nbsp;KB sound)
* [[RAM]]: 85.75&nbsp;KB [[SRAM]] {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}{{fileref|HangOn Schematics.pdf}}
+
* [[RAM]]: 85.75&nbsp;KB [[SRAM]]{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}{{fileref|HangOn Schematics.pdf}}
 
** Main RAM: 48&nbsp;KB (16&nbsp;KB work RAM, 32&nbsp;KB sub‑RAM)
 
** Main RAM: 48&nbsp;KB (16&nbsp;KB work RAM, 32&nbsp;KB sub‑RAM)
** [[VRAM]]: 35.5&nbsp;KB (1.5&nbsp;KB sprite line buffers,{{ref|[http://cgfm2.emuviews.com/txt/p16tech.txt Sega Pre-System 16 Hardware Notes (03/29/2004)]}} 2&nbsp;KB sprite attributes, 16&nbsp;KB tiles,{{fileref|DS2064 datasheet.pdf}} 4&nbsp;KB tilemaps,{{fileref|DS2016 datasheet.pdf}} 4&nbsp;KB text, 4&nbsp;KB colors, 8&nbsp;KB roads)
+
** [[VRAM]]: 37.5&nbsp;KB (1.5&nbsp;KB sprite line buffers,{{intref|Sega Pre-System 16 hardware notes (2004-03-29)}} 4&nbsp;KB sprite attributes,{{fileref|DS2016 datasheet.pdf}} 16&nbsp;KB tilemaps,{{fileref|DS2064 datasheet.pdf}} 4&nbsp;KB text, 4&nbsp;KB colors, 8&nbsp;KB roads)
 
** Sound RAM: 2.25&nbsp;KB
 
** Sound RAM: 2.25&nbsp;KB
* [[ROM]]: 1424&nbsp;KB [[EPROM]] (608&nbsp;KB main, 736&nbsp;KB video, 80&nbsp;KB sound) {{fileref|HangOn Schematics.pdf}}
+
* [[ROM]]: 1424&nbsp;KB [[EPROM]] (608&nbsp;KB main, 736&nbsp;KB video, 80&nbsp;KB sound){{fileref|HangOn Schematics.pdf}}
 
** CPU Board: 416&nbsp;KB main (224&nbsp;KB,{{fileref|M27256 datasheet.pdf}} 192&nbsp;KB){{fileref|M27128 datasheet.pdf}}
 
** CPU Board: 416&nbsp;KB main (224&nbsp;KB,{{fileref|M27256 datasheet.pdf}} 192&nbsp;KB){{fileref|M27128 datasheet.pdf}}
 
** Video Board: 152&nbsp;KB video (96&nbsp;KB roads,{{fileref|M27256 datasheet.pdf}} 8&nbsp;KB,{{fileref|MBM2764 datasheet.pdf}} 48&nbsp;KB){{fileref|M27128 datasheet.pdf}}
 
** Video Board: 152&nbsp;KB video (96&nbsp;KB roads,{{fileref|M27256 datasheet.pdf}} 8&nbsp;KB,{{fileref|MBM2764 datasheet.pdf}} 48&nbsp;KB){{fileref|M27128 datasheet.pdf}}
** [[Cartridge|ROM Board]]: 856&nbsp;KB (192&nbsp;KB main, 584&nbsp;KB video, 80&nbsp;KB sound),{{ref|[http://mamedb.com/game/hangon Hang-On (MAME)]}}
+
** [[Cartridge|ROM Board]]: 856&nbsp;KB (192&nbsp;KB main, 584&nbsp;KB video, 80&nbsp;KB sound)
 
}}
 
}}
  
 
====Bandwidth====
 
====Bandwidth====
 
{{multicol|
 
{{multicol|
* RAM bandwidth: {{fileref|HangOn Schematics.pdf}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}
+
* RAM bandwidth:{{fileref|HangOn Schematics.pdf}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}
 
** Main RAM: 25.1748&nbsp;MB/s (32‑bit, 6.2937&nbsp;MHz)
 
** Main RAM: 25.1748&nbsp;MB/s (32‑bit, 6.2937&nbsp;MHz)
** VRAM: 81.095533&nbsp;MB/s (72‑bit)
+
** VRAM: 95.034926&nbsp;MB/s (72‑bit)
*** 2016: 16.666667&nbsp;MB/s (16‑bit, 8.333333&nbsp;MHz, 120&nbsp;[[wikipedia:Nanosecond|ns]]) {{fileref|DS2016 datasheet.pdf}}
+
*** Sprite line buffers: 37.7622&nbsp;MB/s (16‑bit, 18.8811&nbsp;MHz, 52&nbsp;ns){{fileref|HangOn Schematics.pdf|page=4}}{{fileref|SpaceHarrier Schematics.pdf|page=10}}
*** 2064: 13.333333&nbsp;MB/s (16‑bit, 6.666667&nbsp;MHz, 150&nbsp;ns) {{fileref|DS2064 datasheet.pdf}}
+
*** Sprite attributes: 16.666666&nbsp;MB/s (16‑bit, 8.333333&nbsp;MHz, 120&nbsp;[[wikipedia:Nanosecond|ns]]){{fileref|DS2016 datasheet.pdf}}
*** 2148‑55: 37.7622&nbsp;MB/s (24‑bit, 12.5874&nbsp;MHz, 55&nbsp;ns) {{ref|http://pdf.datasheetarchive.com/indexerfiles/Scans-005/Scans-00105431.pdf}}
+
*** Tilemaps: 13.333333&nbsp;MB/s (16‑bit, 6.666666&nbsp;MHz, 150&nbsp;ns){{fileref|DS2064 datasheet.pdf}}
*** CXK5808P: 13.333333&nbsp;MB/s (16‑bit, 6.666667&nbsp;MHz, 150&nbsp;ns)
+
*** Roads: 27.272727&nbsp;MB/s (12‑bit, 18.181818&nbsp;MHz, 55&nbsp;ns){{fileref|HangOn Schematics.pdf|page=5}}
 
** Sound RAM: 4&nbsp;MB/s (8‑bit, 4&nbsp;MHz)
 
** Sound RAM: 4&nbsp;MB/s (8‑bit, 4&nbsp;MHz)
* ROM bandwidth:
+
* ROM bandwidth: 41.176469 MB/s (56-bit, 5.882352&nbsp;MHz, 170&nbsp;ns){{fileref|M27256 datasheet.pdf}}
** Video Board: 17.647059&nbsp;MB/s (24‑bit, 5.882353&nbsp;MHz) {{fileref|M27256 datasheet.pdf}}
+
** Video Board: 17.647058&nbsp;MB/s (24‑bit){{fileref|HangOn Schematics.pdf}}
** ROM Board: 21&nbsp;MB/s (29‑bit, 5.882353&nbsp;MHz) {{ref|[http://cgfm2.emuviews.com/txt/p16tech.txt Sega Pre-System 16 Hardware Notes (03/29/2004)]}}{{fileref|M27256 datasheet.pdf}}
+
** ROM Board: 23.529411&nbsp;MB/s (32‑bit){{fileref|HangOn Schematics.pdf|page=16}}
 +
*** Sprite ROM: 11.764705&nbsp;MB/s (16-bit)
 +
*** Other ROM: 11.764705&nbsp;MB/s (16-bit)
 
}}
 
}}
  
===Sega Space Harrier===
+
===Sega Space Harrier specifications===
The Sega Space Harrier hardware added the following upgrades in late 1985: {{fileref|SpaceHarrier Schematics.pdf}}
+
The Sega Space Harrier hardware added the following upgrades in late 1985:{{fileref|SpaceHarrier Schematics.pdf}}
  
 
{{multicol|
 
{{multicol|
 
* Board composition: CPU&nbsp;Board, Video/Control&nbsp;Board, Sound&nbsp;Board, ROM&nbsp;Board
 
* Board composition: CPU&nbsp;Board, Video/Control&nbsp;Board, Sound&nbsp;Board, ROM&nbsp;Board
* [[wikipedia:Microcontroller|MCU]]: [[wikipedia:Intel MCS-51|Intel i8751]] @ 8&nbsp;MHz (8‑bit instructions, 8&nbsp;MIPS)
+
* Main CPU: 2×&nbsp;[[68000]] @ 10&nbsp;MHz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}
* CPU Board [[wikipedia:Programmable Array Logic|PAL]]: Sega 315‑5164, 315‑5165, 315‑5166, 315‑5167 {{ref|[http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c Sega 16-Bit Common Hardware (MAME)]}}
+
** [[Motorola 68000|Motorola MC68000]] @ 10&nbsp;MHz
 +
** [[Hitachi]] [[FD1094]] (68000) @ 10&nbsp;MHz
 +
** Performance: 16/32‑bit instructions, 32‑bit (2× 16‑bit) bus width, 3.5&nbsp;MIPS (2× 1.75&nbsp;MIPS)
 +
* [[wikipedia:Microcontroller|MCU]]: [[Intel]] [[i8751]] @ 8&nbsp;MHz (8‑bit instructions, 8&nbsp;MIPS)
 +
* CPU Board [[wikipedia:Programmable Array Logic|PAL]]: Sega 315‑5164, 315‑5165, 315‑5166, 315‑5167{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/segaic16.cpp Sega 16‑Bit common hardware (MAME)]}}
 +
}}
 +
 
 +
====Sound====
 
* Sound chips: 2&nbsp;chips (24&nbsp;channels)
 
* Sound chips: 2&nbsp;chips (24&nbsp;channels)
** FM sound chip: [[Yamaha YM2151]] @ 4&nbsp;MHz (8 FM synthesis channels) {{fileref|YM2151 datasheet.pdf}}
+
** FM sound chip: [[Yamaha YM2151]] @ 4&nbsp;MHz (8 FM synthesis channels){{fileref|YM2151 datasheet.pdf}}
 
** [[Pulse-code modulation|PCM]] sound chip: SegaPCM (315‑5218) @ 4&nbsp;MHz (16 PCM channels)
 
** [[Pulse-code modulation|PCM]] sound chip: SegaPCM (315‑5218) @ 4&nbsp;MHz (16 PCM channels)
}}
 
  
 
====Graphics====
 
====Graphics====
 
{{multicol|
 
{{multicol|
* GPU: Sega [[Super Scaler]] 171‑5320 Video Board @ 12.5874&nbsp;MHz (16&nbsp;processors) {{ref|[http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c Sega 16-Bit Common Hardware (MAME)]}}{{ref|[http://cgfm2.emuviews.com/txt/p16tech.txt Sega Pre-System 16 Hardware Notes (03/29/2004)]}}
+
* GPU: Sega [[Super Scaler]] 171‑5320 Video Board @ 18.8811&nbsp;MHz (16&nbsp;processors){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/segaic16.cpp Sega 16‑Bit common hardware (MAME)]}}{{intref|Sega Pre-System 16 hardware notes (2004-03-29)}}{{fileref|SpaceHarrier Schematics.pdf}}
** 315‑5011 sprite line comparator: 16‑bit
+
** 315‑5011 sprite line comparator
** 315‑5012 sprite generator control: 8‑bit
+
** 315‑5012 sprite generator control
** 6×&nbsp;315‑5025 custom road graphics bit extraction devices: 24‑bit
+
** 6×&nbsp;315‑5025 custom road graphics bit extraction devices
** 2×&nbsp;315‑5049 tilemap generators: 16‑bit
+
** 2×&nbsp;315‑5049 tilemap generators
 
** 3×&nbsp;PAL16R6 (315‑5106, 315‑5107, 315‑5108) [[wikipedia:Programmable Array Logic|PAL]]: 24‑bit (3×&nbsp;8‑bit)
 
** 3×&nbsp;PAL16R6 (315‑5106, 315‑5107, 315‑5108) [[wikipedia:Programmable Array Logic|PAL]]: 24‑bit (3×&nbsp;8‑bit)
 
** 3×&nbsp;CK2605 (315‑5168, 315‑5169, 315‑5171) [[wikipedia:Field-programmable gate array|FPGA]]: 24‑bit (3×&nbsp;8‑bit)
 
** 3×&nbsp;CK2605 (315‑5168, 315‑5169, 315‑5171) [[wikipedia:Field-programmable gate array|FPGA]]: 24‑bit (3×&nbsp;8‑bit)
 
* [[Palette|Color palette]]: 98,304
 
* [[Palette|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 {{ref|[http://cgfm2.emuviews.com/txt/s16tech.txt System 16B Hardware Notes (01/12/2003)]}}{{ref|[http://cgfm2.emuviews.com/txt/loftech.txt Sega X Board Hardware Notes (12/03/2004)]}}
+
** 16‑bit color palette: 15‑bit RGB high color depth (32,768 colors), 1‑bit shadow/highlight triples up to 98,304 colors{{intref|Sega System 16B hardware notes (2003-01-12)}}{{intref|Sega "X-Board" hardware notes (2004-12-03)}}
 
* Sprite plane: Translucent shadows
 
* Sprite plane: Translucent shadows
* Tilemap planes:
 
** Unique tiles on screen: 4096&nbsp;tiles per frame (8&nbsp;bytes per tile, 32&nbsp;KB tile memory)
 
 
}}
 
}}
  
Line 143: Line 150:
 
{{multicol|
 
{{multicol|
 
* Memory: Up to 2.6&nbsp;[[Byte|MB]] (992&nbsp;[[Byte|KB]] main, 1461.75&nbsp;KB video, 194.25&nbsp;KB sound)
 
* Memory: Up to 2.6&nbsp;[[Byte|MB]] (992&nbsp;[[Byte|KB]] main, 1461.75&nbsp;KB video, 194.25&nbsp;KB sound)
* [[RAM]]: 196&nbsp;KB [[SRAM]] {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}{{fileref|SpaceHarrier Arcade EU Flyer.pdf|page=4}}
+
* [[RAM]]: 196&nbsp;KB [[SRAM]]{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp Sega Hang-On (MAME)]}}{{fileref|SpaceHarrier Arcade EU Flyer.pdf|page=4}}
 
** Main RAM: 64&nbsp;KB (16&nbsp;KB work RAM, 48&nbsp;KB sub‑RAM)
 
** Main RAM: 64&nbsp;KB (16&nbsp;KB work RAM, 48&nbsp;KB sub‑RAM)
** [[VRAM]]: 125.75&nbsp;KB (1.5&nbsp;KB sprite line buffers, 2&nbsp;KB sprite attributes, 32&nbsp;KB tiles, 4&nbsp;KB tilemaps, 4&nbsp;KB text, 4&nbsp;KB colors, 8&nbsp;KB roads)
+
** [[VRAM]]: 125.75&nbsp;KB (1.5&nbsp;KB sprite line buffers, 4&nbsp;KB sprite attributes, 32&nbsp;KB tilemaps, 4&nbsp;KB text, 4&nbsp;KB colors, 8&nbsp;KB roads)
 
** Sound RAM: 2.25&nbsp;KB
 
** Sound RAM: 2.25&nbsp;KB
 
* [[ROM]]: Up to 2456&nbsp;KB [[EPROM]] (928&nbsp;KB main, 1336&nbsp;KB video, 80&nbsp;KB sound)
 
* [[ROM]]: Up to 2456&nbsp;KB [[EPROM]] (928&nbsp;KB main, 1336&nbsp;KB video, 80&nbsp;KB sound)
 
** CPU Board: 416&nbsp;KB main
 
** CPU Board: 416&nbsp;KB main
 
** Video Board: 152&nbsp;KB video
 
** Video Board: 152&nbsp;KB video
** [[Cartridge|ROM Board]]: Up to 1888&nbsp;KB (512&nbsp;KB main,{{ref|[http://www.mamedb.com/game/shangon Super Hang-On (MAME)]}} 1184&nbsp;KB video,{{fileref|SuperHangOn Arcade EU Flyer.pdf|page=4}} 192&nbsp;KB sound){{fileref|HangOn Arcade EU Flyer.pdf|page=4}}
+
** [[Cartridge|ROM Board]]: Up to 1888&nbsp;KB (512&nbsp;KB main, 1184&nbsp;KB video,{{fileref|SuperHangOn Arcade EU Flyer.pdf|page=4}} 192&nbsp;KB sound){{fileref|HangOn Arcade EU Flyer.pdf|page=4}}
 
}}
 
}}
  
Line 159: Line 166:
 
*** 68000 IC31: 20&nbsp;MB/s (16‑bit, 10&nbsp;MHz, 70&nbsp;ns)
 
*** 68000 IC31: 20&nbsp;MB/s (16‑bit, 10&nbsp;MHz, 70&nbsp;ns)
 
*** 68000 IC57: 13.333333&nbsp;MB/s (16‑bit, 6.666667&nbsp;MHz, 150&nbsp;ns)
 
*** 68000 IC57: 13.333333&nbsp;MB/s (16‑bit, 6.666667&nbsp;MHz, 150&nbsp;ns)
** VRAM: 92.937&nbsp;MB/s (72‑bit)
+
** VRAM: 124.405499&nbsp;MB/s (72‑bit)
*** 2016: 16.666667&nbsp;MB/s (16‑bit, 8.333333&nbsp;MHz, 120&nbsp;ns) {{fileref|DS2016 datasheet.pdf}}
+
*** 2016: 16.666666&nbsp;MB/s (16‑bit, 8.333333&nbsp;MHz, 120&nbsp;ns){{fileref|DS2016 datasheet.pdf}}
*** IC113/IC118: 13.333333&nbsp;MB/s (16‑bit, 6.666667&nbsp;MHz, 150&nbsp;ns) {{fileref|DS2064 datasheet.pdf}}
+
*** IC113/IC118: 13.333333&nbsp;MB/s (16‑bit, 6.666667&nbsp;MHz, 150&nbsp;ns){{fileref|DS2064 datasheet.pdf}}
*** CXK5808P‑50: 62.937&nbsp;MB/s (40‑bit, 12.5874&nbsp;MHz, 50&nbsp;ns) {{fileref|SpaceHarrier Schematics.pdf|page=10}}
+
*** CXK5808P‑50: 94.4055&nbsp;MB/s (40‑bit, 18.8811&nbsp;MHz, 52&nbsp;ns){{fileref|SpaceHarrier Schematics.pdf|page=10}}
 
** Sound RAM: 4&nbsp;MB/s (8‑bit, 4&nbsp;MHz)
 
** Sound RAM: 4&nbsp;MB/s (8‑bit, 4&nbsp;MHz)
* ROM bandwidth:
 
** Video Board: 17.647059&nbsp;MB/s (24‑bit, 5.882353&nbsp;MHz)
 
** ROM Board: 24&nbsp;MB/s (32‑bit, 5.882353&nbsp;MHz)
 
 
}}
 
}}
  
==Gallery==
+
==List of games==
<gallery>
 
SpaceHarrierHardware motherboard.jpg|Motherboard
 
SpaceHarrierHardware soundboard.jpg|Sound Board
 
</gallery>
 
 
 
==List of Games==
 
 
* ''[[Hang-On]]'' (1985)
 
* ''[[Hang-On]]'' (1985)
 
* ''[[Space Harrier]]'' (1985)
 
* ''[[Space Harrier]]'' (1985)
Line 181: Line 179:
 
* ''[[Super Hang-On]]'' (1987)
 
* ''[[Super Hang-On]]'' (1987)
 
* ''[[Limited Edition Hang-On]]'' (1991)
 
* ''[[Limited Edition Hang-On]]'' (1991)
 +
 +
==Magazine articles==
 +
{{mainArticle|{{PAGENAME}}/Magazine articles}}
 +
 +
==Photo gallery==
 +
<gallery>
 +
SpaceHarrierHardware motherboard.jpg|Motherboard
 +
SpaceHarrierHardware soundboard.jpg|Sound board
 +
</gallery>
  
 
==References==
 
==References==
 
{{multicol|
 
{{multicol|
<references />
+
<references/>
 
}}
 
}}
  
 
{{Sega Arcade Boards}}
 
{{Sega Arcade Boards}}
 
[[Category:Sega System series]]
 
[[Category:Sega System series]]

Revision as of 15:43, 20 October 2017

SpaceHarrierHardware motherboard.jpg
Sega Hang-On hardware
Manufacturer: Sega
Variants: Sega Space Harrier
Release Date RRP Code

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][10]
    • 315‑5011 sprite line comparator: 16‑bit line buffer RAM (18.8811 MHz, 37.7622 MB/s),[11][12] 16‑bit attribute RAM (6.666666 MHz, 13.333333 MB/s),[13][14] 16‑bit ROM (5.882352 MHz, 11.764705 MB/s),[15] 12.5874 MHz sprite line buffer render clock, 6.2937 MHz sprite line buffer scan/erase/pixel clock
    • 315‑5012 sprite generator control: 8‑bit
    • 6× 315‑5025 custom road graphics bit extraction devices: 12‑bit RAM (18.181818 MHz, 27.272727 MB/s)[16][17]
    • 2× 315‑5049 tilemap generators: 16‑bit RAM (8.333333 MHz, 16.666666 MB/s),[13][18] 8-bit ROM (5.882352 MHz, 5.882352 MB/s)[13]
    • 2× 315‑5107 (PAL16R6) horizontal timing control: 16‑bit internal (2× 8‑bit),[19] 10‑bit external
    • 315‑5108 (PAL16R6) vertical timing control: 8‑bit[19]
    • 315‑5122 (PAL16R4) timing processor: 8‑bit[19]
    • 2× CK2605 FPGA: 16‑bit (2× 8‑bit)[20][21]
  • 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

  • Memory: 1.5 MB (656 KB main, 771.5 KB video, 82.25 KB sound)
  • RAM: 85.75 KB SRAM[5][10]
    • Main RAM: 48 KB (16 KB work RAM, 32 KB sub‑RAM)
    • VRAM: 37.5 KB (1.5 KB sprite line buffers,[8] 4 KB sprite attributes,[18] 16 KB tilemaps,[14] 4 KB text, 4 KB colors, 8 KB roads)
    • Sound RAM: 2.25 KB
  • ROM: 1424 KB EPROM (608 KB main, 736 KB video, 80 KB sound)[10]
    • CPU Board: 416 KB main (224 KB,[17] 192 KB)[24]
    • Video Board: 152 KB video (96 KB roads,[17] 8 KB,[25] 48 KB)[24]
    • ROM Board: 856 KB (192 KB main, 584 KB video, 80 KB sound)

Bandwidth

  • RAM bandwidth:[10][5]
    • Main RAM: 25.1748 MB/s (32‑bit, 6.2937 MHz)
    • VRAM: 95.034926 MB/s (72‑bit)
      • Sprite line buffers: 37.7622 MB/s (16‑bit, 18.8811 MHz, 52 ns)[11][12]
      • Sprite attributes: 16.666666 MB/s (16‑bit, 8.333333 MHz, 120 ns)[18]
      • Tilemaps: 13.333333 MB/s (16‑bit, 6.666666 MHz, 150 ns)[14]
      • Roads: 27.272727 MB/s (12‑bit, 18.181818 MHz, 55 ns)[15]
    • Sound RAM: 4 MB/s (8‑bit, 4 MHz)
  • ROM bandwidth: 41.176469 MB/s (56-bit, 5.882352 MHz, 170 ns)[17]
    • Video Board: 17.647058 MB/s (24‑bit)[10]
    • ROM Board: 23.529411 MB/s (32‑bit)[26]
      • Sprite ROM: 11.764705 MB/s (16-bit)
      • Other ROM: 11.764705 MB/s (16-bit)

Sega Space Harrier specifications

The Sega Space Harrier hardware added the following upgrades in late 1985:[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][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

  • Memory: Up to 2.6 MB (992 KB main, 1461.75 KB video, 194.25 KB sound)
  • RAM: 196 KB SRAM[5][30]
    • Main RAM: 64 KB (16 KB work RAM, 48 KB sub‑RAM)
    • VRAM: 125.75 KB (1.5 KB sprite line buffers, 4 KB sprite attributes, 32 KB tilemaps, 4 KB text, 4 KB colors, 8 KB roads)
    • Sound RAM: 2.25 KB
  • ROM: Up to 2456 KB EPROM (928 KB main, 1336 KB video, 80 KB sound)
    • CPU Board: 416 KB main
    • Video Board: 152 KB video
    • ROM Board: Up to 1888 KB (512 KB main, 1184 KB video,[31] 192 KB sound)[32]

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)[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









Console-based hardware








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PC-based hardware








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