Difference between revisions of "Sega Model 2"

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| maker=[[Sega]]
 
| maker=[[Sega]]
 
| distributor=
 
| distributor=
| variants=
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| variants=Model 2A-CRX, Model 2B-CRX, Model 2C-CRX
| add-ons=
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| add-ons=DSB1/DSB2 (Model 2C-CRX)
 
| processor=
 
| processor=
 
| internal_games=
 
| internal_games=
 
| releases={{releases
 
| releases={{releases
 
| arcade_date_jp=[[Amusement Machine Show 1993|1993-08]]
 
| arcade_date_jp=[[Amusement Machine Show 1993|1993-08]]
| arcade_date_us=1994
+
| arcade_rrp_jp=2,200,000 {{fileref|MeanMachinesSega22UK.pdf|page=93}}
 +
| arcade_date_us=1994-03
 
| arcade_rrp_us=15,000 {{ref|http://www.thg.ru/smoke/19991022/print.html}}
 
| arcade_rrp_us=15,000 {{ref|http://www.thg.ru/smoke/19991022/print.html}}
| arcade_date_eu=1994 }}
+
| arcade_date_eu=1994-03
 +
| arcade_rrp_uk=16,000 {{fileref|MeanMachinesSega22UK.pdf|page=93}}
 +
| arcade_date_world=1994
 
}}
 
}}
The '''Sega Model 2''' is an arcade system board originally debuted by Sega in 1993 as a successor to the [[Sega Model 1]] board. It is an extension of the Model 1 hardware, most notably introducing the concept of texture-mapped polygons, allowing for more realistic 3D graphics (for its time). The Model 2 board was an important milestone for the arcade industry, and helped launch several key arcade franchises of the 90s, including ''[[Daytona USA]]'', ''[[Virtua Cop]]'', ''[[Sega Rally Championship]]'', ''[[Dead or Alive]]'', ''[[Virtua Striker]]'', ''[[Cyber Troopers Virtual-On]]'' and ''[[The House of the Dead]]''.
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}}
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The '''Sega Model 2''' is an [[arcade]] system board originally debuted by [[Sega]] in 1993 as a successor to the [[Sega Model 1]] board. It is an extension of the Model 1 hardware, most notably introducing the concept of texture-mapped polygons, allowing for more realistic 3D graphics for its time. The Model 2 board was an important milestone for the arcade industry, and helped launch several key arcade franchises of the 1990s, including ''[[Daytona USA]]'', ''[[Virtua Cop]]'', ''[[Sega Rally Championship]]'', ''[[Dead or Alive]]'', ''[[Virtua Striker]]'', ''[[Cyber Troopers Virtual-On]]'' and ''[[The House of the Dead]]''.
  
The Model 2 was engineered with help from GE Aerospace (acquired by Martin Marietta in 1993, now part of [[Lockheed Martin]]), who designed the texture-mapping chip incorporated by the Model 2, which combined it with Sega's in-house polygon geometry engine.{{fileref|NextGeneration US 11.pdf|page=16}} The Model 2's development was led by famed game designer [[Yu Suzuki]]. The arcade board debuted along with ''[[Daytona USA]]'', a game which was finished and copyrighted in 1993, and debuted at the [[Amusement Machine Show 1993|JAMMA arcade show]] in August 1993. {{fileref|EGM US 051.pdf|page=222}}
+
The Model 2 was engineered with help from GE Aerospace (acquired by Martin Marietta in 1993, now part of [[Lockheed Martin]]), who designed the texture-mapping chip incorporated by the Model 2, which combined it with Sega's in-house polygon geometry engine.{{fileref|NextGeneration US 11.pdf|page=16}} The Model 2's development was led by famed [[Sega AM2]] game designer [[Yu Suzuki]]. The arcade board debuted along with ''[[Daytona USA]]'', a game which was finished and copyrighted in 1993, and debuted at the [[Amusement Machine Show 1993|JAMMA arcade show]] in August 1993. {{fileref|EGM US 051.pdf|page=222}}
  
There four versions of the system: the original Model 2 and the Model 2A-CRX, Model 2B-CRX and Model 2C-CRX variants. Model 2 and 2A-CRX used a custom DSP with internal code for the geometrizer while 2B-CRX and 2C-CRX used well documented DSPs and uploaded the geometrizer code at startup to the DSP.  The Model 2 was succeeded by the [[Sega Model 3]] in 1996.
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There are four versions of the system: the original Model 2, and the Model 2A-CRX, Model 2B-CRX and Model 2C-CRX variants. Model 2 and 2A-CRX used a custom DSP with internal code for the geometrizer, while 2B-CRX and 2C-CRX used well documented DSPs and uploaded the geometrizer code at startup to the DSP.  The Model 2 was succeeded in 1996 by the [[Sega Model 3]], which in turn was succeeded by the [[Sega NAOMI]], [[Sega Hikaru]] and [[Sega NAOMI 2]].
  
 
==History==
 
==History==
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{{multicol|
 
{{multicol|
 
*Board composition: CPU Board, Video Board, Communication Board, ROM Board, Sound Board, Feedback Driver Board {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
 
*Board composition: CPU Board, Video Board, Communication Board, ROM Board, Sound Board, Feedback Driver Board {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
** Revisions: CPU Board 837-10071, Video Board 837-10072, Communication Board 837-10537, ROM Board 834-10798, Sound Board 837-8679, Drive Board 838-10646 {{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}
+
** Revisions: CPU Board 837-10071 (50 MHz), Video Board 837-10072 (50 MHz), Communication Board 837-10537, ROM Board 834-10798, Sound Board 837-8679 (20 MHz), Drive Board 838-10646 {{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}
 
*Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:Intel i960|Intel i960-KB]] @ 25 MHz
 
*Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:Intel i960|Intel i960-KB]] @ 25 MHz
** [[wikipedia:Fixed-point arithmetic|Fixed-point arithmetic]]: [[wikipedia:32-bit|32-bit]] [[wikipedia:Reduced instruction set computing|RISC]] [[wikipedia:Instruction set|instructions]] @ 25 [[wikipedia:Instructions per second|MIPS]] {{fileref|I960 datasheet.pdf}}
+
** [[wikipedia:Fixed-point arithmetic|Fixed-point arithmetic]]: 32-bit [[wikipedia:Reduced instruction set computing|RISC]] [[wikipedia:Instruction set|instructions]] @ 25 [[wikipedia:Instructions per second|MIPS]] {{fileref|I960 datasheet.pdf}}
** [[wikipedia:Floating-point unit|Floating-point unit]]: [[wikipedia:Single-precision floating-point format|32-bit]], [[wikipedia:Double-precision floating-point format|64-bit]] and [[wikipedia:Extended precision|80-bit]] operations @ 13.6 MFLOPS {{fileref|80960KB datasheet.pdf}}
+
** [[wikipedia:Floating-point unit|Floating-point unit]]: [[wikipedia:Single-precision floating-point format|32]]/[[wikipedia:Double-precision floating-point format|64]]/[[wikipedia:Extended precision|80-bit]] operations @ 13.6 MFLOPS {{fileref|80960KB datasheet.pdf}}
** Bus width: 32-bit
+
** Bus width: [[wikipedia:32-bit|32-bit]]
*Additional CPU: 2× [[Zilog]] [[Z80]] (8-bit & 16-bit instructions @ 1.74 MIPS)
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*Additional CPU: 2× [[Zilog]] [[Z80]] (8/16-bit instructions @ 1.74 MIPS)
 
**Communication Board: 8 MHz {{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}{{ref|http://pdf.datasheetarchive.com/indexerfiles/Scans-068/DSA2IH00225160.pdf}} (1.16 MIPS)
 
**Communication Board: 8 MHz {{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}{{ref|http://pdf.datasheetarchive.com/indexerfiles/Scans-068/DSA2IH00225160.pdf}} (1.16 MIPS)
 
**Feedback Driver: 4 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}} (0.58 MIPS)
 
**Feedback Driver: 4 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}} (0.58 MIPS)
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====Sound====
 
====Sound====
 
{{multicol|
 
{{multicol|
* Sound CPU: [[Motorola 68000]] @ 10 MHz (16-bit & 32-bit instructions @ 1.75 MIPS)
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* Sound CPU: [[Motorola 68000]] @ 10 MHz (16/32-bit instructions @ 1.75 MIPS)
 
* [[wikipedia:Sound chip|Sound chip]]: 2× Sega 315-5560 Custom MultiPCM
 
* [[wikipedia:Sound chip|Sound chip]]: 2× Sega 315-5560 Custom MultiPCM
 
** [[Pulse-code modulation|PCM]] channels: 56
 
** [[Pulse-code modulation|PCM]] channels: 56
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** [[wikipedia:Geometry pipelines|Geometry Engine]] [[wikipedia:Digital signal processor|DSP]] [[wikipedia:Coprocessor|coprocessors]]: 6× [[Fujitsu]] TGP MB86234 @ 16 MHz {{ref|http://members.iinet.net.au/~lantra9jp1/gurudumps/m2status/index.html}}{{fileref|MB86232 datasheet.pdf}}{{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}
 
** [[wikipedia:Geometry pipelines|Geometry Engine]] [[wikipedia:Digital signal processor|DSP]] [[wikipedia:Coprocessor|coprocessors]]: 6× [[Fujitsu]] TGP MB86234 @ 16 MHz {{ref|http://members.iinet.net.au/~lantra9jp1/gurudumps/m2status/index.html}}{{fileref|MB86232 datasheet.pdf}}{{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}
 
*** Revisions: 315-5673, 315-5677, 2× 315-5678, 2× 315-5679 (later updated with 2× 315-5679B in 1994)
 
*** Revisions: 315-5673, 315-5677, 2× 315-5678, 2× 315-5679 (later updated with 2× 315-5679B in 1994)
*** Coprocessor abilities: [[wikipedia:Decimal floating point|Floating decimal point]] operation function, axis rotation operation function, 3D [[wikipedia:Matrix (mathematics)|matrix operation]] function, [[wikipedia:Arithmetic logic unit|ALU]], [[wikipedia:Direct memory access|DMA]] controllers, T&L (transform, clipping, lighting) {{ref|http://wiki.mamedev.org/index.php/TGP:Index}}
+
*** Coprocessor abilities: [[wikipedia:Decimal floating point|Floating decimal point]] operation function, axis rotation operation function, 3D [[wikipedia:Matrix (mathematics)|matrix operation]] function, [[wikipedia:Arithmetic logic unit|ALU]], [[wikipedia:Direct memory access|DMA]] controllers, [[wikia:w:c:gaming:Transform, clipping, and lighting|T&L (transform, clipping, lighting)]] {{ref|http://wiki.mamedev.org/index.php/TGP:Index}}
 
*** [[wikipedia:Floating point unit|Floating-point units]]: 32-bit operations @ 96 MFLOPS (16 MFLOPS each)
 
*** [[wikipedia:Floating point unit|Floating-point units]]: 32-bit operations @ 96 MFLOPS (16 MFLOPS each)
 
*** Fixed-point arithmetic: 32-bit instructions @ 96 MIPS (16 MIPS each)
 
*** Fixed-point arithmetic: 32-bit instructions @ 96 MIPS (16 MIPS each)
 
*** Bus width: 192-bit (32-bit each)
 
*** Bus width: 192-bit (32-bit each)
*** Located on CPU Board
+
*** Notes: Located on CPU Board. DSP are modified by Sega with custom microcode for coprocessor and T&L capabilities. {{ref|http://wiki.mamedev.org/index.php/TGP:Index}}
 
** Graphics card: [[Sega]] Video Board 837-10072 @ 50 MHz {{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}{{ref|http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG}}
 
** Graphics card: [[Sega]] Video Board 837-10072 @ 50 MHz {{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}{{ref|http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG}}
*** Graphics chipset: Sega 315-5292 (32 MHz), 315-5644 (32 MHz), 315-5645 (32 MHz), 315-5646 (50 MHz), 315-5647 (50 MHz), 315-5712 (40 MHz), 2× 315-5725 (50 MHz)
+
*** Sega [[wikipedia:Z-buffering|Z-sorting]] & [[wikipedia:Clipping (computer graphics)|clipping]] chipset: 315-5644 (32 MHz), 315-5645 (32 MHz), 315-5712 (40 MHz), 2× 315-5725 (50 MHz)
*** [[wikipedia:Z-buffering|Z-Sort]] & [[wikipedia:Clipping (computer graphics)|Clip]] Hardware: Sega Z-Sort & Clip Hardware
+
*** [[Lockheed Martin]] [[wikipedia:Rasterization|rasterization]] & [[wikipedia:Texture mapping|texture mapping]] [[wikipedia:Render output unit|renderer units]]: 315-5646 (50 MHz), 315-5647 (50 MHz)
*** [[wikipedia:Render output unit|Hardware Renderer]]: [[Lockheed Martin]] Custom [[wikipedia:Rasterization|rasterization]] & [[wikipedia:Texture mapping|texture mapping]] hardware
+
*** [[Sega System 24]] [[wikipedia:Tile engine|tilemap engine]]: 315-5292 tilemap generator (32 MHz) {{ref|http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c}}
*** [[wikipedia:Tile engine|Tilemap engine]]: Sega 315-5292 tilemap generator ([[Sega System 24]] tilemap engine) {{ref|http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c}}
+
* Display: Up to 50-inch display {{fileref|EGM US 059.pdf|page=68}}
* Display resolution: 496×384 pixels, 24 Hz [[wikipedia:Horizontal scan rate|HSync]], [[wikipedia:Progressive scan|progressive scan]] (non-interlaced), double-buffering {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
+
* Display resolution: 496×384 pixels, 24 Hz [[wikipedia:Horizontal scan rate|HSync]], [[wikipedia:Progressive scan|progressive scan]] (non-interlaced), [https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp double-buffering]
* Overscan resolution: 656×496 pixels
+
** Overscan resolution: 656×496
* [[wikipedia:Refresh rate|Refresh rates]]: 60 Hz, 30 Hz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
+
* [[wikipedia:Refresh rate|Refresh rate]]: 60 Hz, 30 Hz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
** [[wikipedia:Frame rate|Frame rates]]: 30–60 frames/sec
+
** [[wikipedia:Frame rate|Frame rate]]: 60 frames/sec (60 Hz),{{fileref|VirtuaFighter2 Model2 Flyer.pdf|page=2}} 30 frames/sec (30 Hz)
* [[Palette|Color depth]]: 16,777,216 (24-bit [[wikipedia:True Color|true color]])
+
* Pixel clock rate: 19.523 MHz (656×496, 60 Hz)
* Graphical features: [[wikipedia:Flat shading|Flat shading]], [[wikipedia:Texture mapping|texture mapping]], [[wikipedia:Texture mapping#Perspective correctness|perspective correction]], [[wikipedia:Texture filtering|Texture filtering]], [[wikipedia:Spatial anti-aliasing|texture anti-aliasing]], [[wikipedia:Microtexture|microtexture]], [[wikipedia:Diffuse reflection|diffuse reflection]], [[wikipedia:Specular reflection|specular reflection]], [[wikipedia:Alpha blending|alpha blending]], [[wikipedia:Transparency (graphic)|transparency]], [[wikipedia:Rasterization|rasterization]], [[wikipedia:Mipmap|mipmapping]], [[wikipedia:Level of detail|level of detail]], [[wikipedia:Z-buffering|Z-sorting]], [[wikia:w:c:gaming:Transform, clipping, and lighting|T&L (transform, clipping, and lighting)]],{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{fileref|3DGraphicsProcessorChipSet.pdf}} [[wikipedia:Trilinear filtering|trilinear filtering]] {{ref|http://www.thg.ru/smoke/19991022/print.html}}
+
* [[Palette|Color depth]]: 16,777,216 ([http://www.gamezero.com/team-0/whats_new/past/news9504.html 24-bit]), 65,536 (16-bit)
 +
* Graphical features: [[wikipedia:Flat shading|Flat shading]], [[wikipedia:Texture mapping|texture mapping]], [[wikipedia:Texture mapping#Perspective correctness|perspective correction]], [[wikipedia:Texture filtering|texture filtering]], [[wikipedia:Spatial anti-aliasing|texture anti-aliasing]], [[wikipedia:Microtexture|microtexture]], [[wikipedia:Diffuse reflection|diffuse reflection]], [[wikipedia:Specular reflection|specular reflection]], [[wikipedia:Alpha blending|alpha blending]], [[wikipedia:Transparency (graphic)|transparency]], [[wikipedia:Rasterization|rasterization]], [[wikipedia:Mipmap|mipmapping]], [[wikipedia:Level of detail|LOD]],{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}} [[wikipedia:Trilinear filtering|trilinear filtering]] {{ref|http://www.thg.ru/smoke/19991022/print.html}}
 
** [[wikipedia:Texture mapping|Texture map]] resolution: Up to 1024×2048 pixels
 
** [[wikipedia:Texture mapping|Texture map]] resolution: Up to 1024×2048 pixels
 
** [[wikipedia:Microtexture|Microtexture]] size: Up to 128×128 pixels
 
** [[wikipedia:Microtexture|Microtexture]] size: Up to 128×128 pixels
* [[wikipedia:Digital geometry|Geometric]] performance: [http://www.gamezero.com/team-0/whats_new/past/news9504.html 500,000] textured polygons/sec, 900,000 vectors/sec
+
* [[wikipedia:Digital geometry|Geometric]] performance:
* Rendering [[wikipedia:Fillrate|fillrate]]: 82 million [[pixel]]s/sec (50 million pixels/sec polygons, 32 million pixels/sec tilemaps)
+
** 900,000 vectors/sec
 +
** 500,000 textured polygons/sec, with 24-bit color {{ref|http://www.gamezero.com/team-0/whats_new/past/news9504.html}}
 +
** 300,000 textured polygons/sec, with all effects {{fileref|DaytonaUSA Model2 Flyer.pdf|page=2}}
 +
* [[wikipedia:Fillrate|Fillrate]] performance:
 +
** Rendering fillrate: 82 million [[pixel]]s/sec (50 million pixels/sec polygons, 32 million pixels/sec tilemaps)
 +
** Texture fillrate: 50 million [[wikipedia:Texel (graphics)|texels]]/sec
 
}}
 
}}
  
 
====Memory====
 
====Memory====
 
{{multicol|
 
{{multicol|
* Memory: Up to 61.8 [[Byte|MB]] (10.625 MB main, 35,424 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
+
* Memory: Up to 62 [[Byte|MB]] (10,881 KB main, 35,460 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
 
* System [[RAM]]: 9776 KB (9.546875 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
 
* System [[RAM]]: 9776 KB (9.546875 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
** Main RAM: 1152 KB
+
** Main RAM: 1152 KB (1.125 MB)
 
** [[VRAM]]: 5984 KB (1 MB [[wikipedia:Framebuffer|framebuffer]] [[VRAM]], 64 KB coprocessor [[wikipedia:Data buffer|buffer]] [[SRAM]]/[[wikipedia:SDRAM|SDRAM]], 4 MB texture SRAM/SDRAM, 128 KB [[wikipedia:Luma (video)|luma]], 32 KB [[wikipedia:Digital geometry|geometry]], 576 KB [[wikipedia:Tiled rendering|tiles]], 64 KB colors)
 
** [[VRAM]]: 5984 KB (1 MB [[wikipedia:Framebuffer|framebuffer]] [[VRAM]], 64 KB coprocessor [[wikipedia:Data buffer|buffer]] [[SRAM]]/[[wikipedia:SDRAM|SDRAM]], 4 MB texture SRAM/SDRAM, 128 KB [[wikipedia:Luma (video)|luma]], 32 KB [[wikipedia:Digital geometry|geometry]], 576 KB [[wikipedia:Tiled rendering|tiles]], 64 KB colors)
 
** Audio RAM: 576 KB
 
** Audio RAM: 576 KB
** Other RAM: 18 KB (16 KB backup [[SRAM]]/[[wikipedia:Non-volatile random-access memory|NVRAM]], 2 MB extra RAM)
+
** Other RAM: 2064 KB (16 KB backup [[SRAM]]/[[wikipedia:Non-volatile random-access memory|NVRAM]], 2 MB extra RAM)
* CPU cache: 768 bytes {{fileref|I960 datasheet.pdf}}
+
* Internal processor memory: 36.75 KB
* Game [[ROM]]: Up to 54.25 MB ([http://mamedb.com/game/vcop 9.5 MB] main, [http://mamedb.com/game/daytona 28.75 MB] video, 16 MB audio)
+
** CPU cache: 768 bytes {{fileref|I960 datasheet.pdf}}
 +
** TGP internal RAM: 36 KB (6 KB per TGP) {{fileref|MB86232 datasheet.pdf}}
 +
* Game [[ROM]]: Up to 54.25 MB
 +
** Main ROM: [http://mamedb.com/game/vcop 9.5 MB] ([[EPROM]], [[wikipedia:Mask ROM|MROM]])
 +
** Video ROM: [http://mamedb.com/game/daytona 28.75 MB] (MROM)
 +
** Audio ROM: 16 MB (MROM)
 
}}
 
}}
  
 
====Bandwidth====
 
====Bandwidth====
 
{{multicol|
 
{{multicol|
* Main RAM bandwidth: 78.144091 MB/sec
+
* System RAM bandwidth: 974 MB/sec
** i960: 66.7 MB/sec (32-bit) {{fileref|80960KB datasheet.pdf}}
+
** Main RAM bandwidth: 112 MB/sec
** Z80: 11.444091 MB/sec (8-bit)
+
*** i960: 100 MB/sec (32-bit, 25 MHz)
* VRAM bandwidth: 880.566272 MB/sec {{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}{{ref|http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG}}
+
*** Z80: 12 MB/sec (8-bit, 8/4 MHz)
** TGP: 366.210938 MB/sec (6× 32-bit, 16 MHz) {{ref|http://www.datasheets360.com/pdf/-1398907357463554714}}
+
** VRAM bandwidth: 883.34066 MB/sec {{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}{{ref|http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG}}
** Video Board: 514.355334 MB/sec
+
*** TGP: 384 MB/sec (6× 32-bit, 16 MHz) {{fileref|TC5588P datasheet.pdf}}
*** 315-5292 & 315-5644: 29.343826 MB/sec (2× 16-bit, 7.692308 MHz) {{ref|http://pdf.datasheetarchive.com/indexerfiles/Scans-056/DSAIH000125375.pdf}}
+
*** Video Board: 499.34066 MB/sec
*** 315-5645: 27.247837 MB/sec (16-bit, 14.285714 MHz) {{ref|http://matthieu.benoit.free.fr/cross/data_sheets/MB84256A.pdf}}
+
**** 315-5292 & 315-5644: 30.769232 MB/sec (2× 16-bit, 7.692308 MHz) {{fileref|TC518128CPL datasheet.pdf}}
*** 315-5646 & 315-5647: 381.469726 MB/sec (2× 32-bit, 50 MHz)
+
**** 315-5645: 28.571428 MB/sec (16-bit, 14.285714 MHz) {{ref|http://matthieu.benoit.free.fr/cross/data_sheets/MB84256A.pdf}}
*** 315-5712: 76.293945 MB/sec (16-bit, 40 MHz) {{ref|http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-39/DSA-764435.pdf}}
+
**** 315-5646 & 315-5647: 400 MB/sec (2× 32-bit, 50 MHz)
* Audio RAM bandwidth: 19.073486 MB/sec (16-bit, 10 MHz)
+
**** 315-5712: 40 MB/sec (8-bit, 40 MHz) {{ref|http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-39/DSA-764435.pdf}}
 +
** Audio RAM bandwidth: 20 MB/sec (16-bit, 10 MHz)
 +
* Internal processor bandwidth: 484 MB/sec
 +
** CPU cache: 100 MB/sec (32-bit, 25 MHz)
 +
** TGP internal RAM: 384 MB/sec (6× 32-bit, 16 MHz)
 +
* Game ROM bandwidth: 933–1000 MB/sec (5× 32-bit) {{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
 +
** EPROM: 133–200 MB/sec (32-bit, 33–50 MHz, 20–30 [[wikipedia:Nanosecond|ns]]) {{fileref|AM27C1024 datasheet.pdf}}{{fileref|MX27C1024 datasheet.pdf}}
 +
** MROM: 800 MB/sec (4× 32-bit, 50 MHz)
 
}}
 
}}
  
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{{multicol|
 
{{multicol|
* Sound CPU: Motorola 68000 @ 12 MHz (16-bit & 32-bit instructions @ 2.1 MIPS)
+
* Sound CPU: Motorola 68000 @ 12 MHz (16/32-bit instructions @ 2.1 MIPS)
 
* [[wikipedia:Sound chip|Sound chip]]: [[Saturn Custom Sound Processor|Yamaha SCSP]]
 
* [[wikipedia:Sound chip|Sound chip]]: [[Saturn Custom Sound Processor|Yamaha SCSP]]
 
** PCM channels: 56
 
** PCM channels: 56
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** PCM quality: 16-bit depth, 44.1 kHz sampling rate (CD quality)
 
** PCM quality: 16-bit depth, 44.1 kHz sampling rate (CD quality)
 
** SCSP features: 128-step DSP, 32 PCM/[[wikipedia:Frequency modulation synthesis|FM]]/[[MIDI]]/[[wikipedia:Low-frequency oscillation|LFO]] channels
 
** SCSP features: 128-step DSP, 32 PCM/[[wikipedia:Frequency modulation synthesis|FM]]/[[MIDI]]/[[wikipedia:Low-frequency oscillation|LFO]] channels
*Memory: Up to 142 MB (35.125 MB main, 90,208 KB video, 16,960 KB audio, 18 KB other)
+
*Memory: Up to 142 MB (35,969 KB main, 90,244 KB video, 16,960 KB audio, 2064 KB other)
 
** System RAM: 9776 KB (9.546875 MB)
 
** System RAM: 9776 KB (9.546875 MB)
*** Main RAM: 1152 KB
+
*** Main RAM: 1152 KB (1.125 MB)
*** VRAM: 5984 KB
+
*** VRAM: 5984 KB (5.84375 MB)
 
*** Audio RAM: 576 KB
 
*** Audio RAM: 576 KB
*** Other RAM: 18 KB
+
*** Other RAM: 2064 KB (2.015625 MB)
** CPU cache: 768 bytes
+
** Internal processor memory: 36.75 KB
 +
*** CPU cache: 768 bytes
 +
*** TGP internal RAM: 36 KB
 
** Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video,{{ref|http://mamedb.com/game/dynamcop}} 16 MB audio)
 
** Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video,{{ref|http://mamedb.com/game/dynamcop}} 16 MB audio)
 
}}
 
}}
Line 139: Line 163:
 
{{multicol|
 
{{multicol|
 
* GPU: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
 
* GPU: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
** Geometry Engine DSP coprocessors: 2× [[wikipedia:Analog Devices|Analog Devices]] ADSP-21062 [[wikipedia:Super Harvard Architecture Single-Chip Computer|SHARC]] {{fileref|ADSP-2106 datasheet.pdf}}
+
** Geometry Engine DSP coprocessors: 2× ADSP-21062 SHARC {{fileref|ADSP-2106 datasheet.pdf}}
 
*** Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, [[wikipedia:System on a chip|SOC]], ALU, T&L
 
*** Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, [[wikipedia:System on a chip|SOC]], ALU, T&L
*** Floating-point units: 32-bit & [[wikipedia:Extended precision|40-bit]] operations @ 240 MFLOPS (120 MFLOPS each)
+
*** Floating-point units: 32/[[wikipedia:Extended precision|40-bit]] operations @ 240 MFLOPS (120 MFLOPS each)
 
*** Fixed-point arithmetic: 32-bit instructions @ 80 MIPS (40 MIPS each)
 
*** Fixed-point arithmetic: 32-bit instructions @ 80 MIPS (40 MIPS each)
 
*** Data bus width: 96-bit ([[wikipedia:48-bit|48-bit]] each)
 
*** Data bus width: 96-bit ([[wikipedia:48-bit|48-bit]] each)
 
*** DMA controllers: 20 DMA channels (10 channels each), 480 MB/sec transfer rate (240 MB/sec each)
 
*** DMA controllers: 20 DMA channels (10 channels each), 480 MB/sec transfer rate (240 MB/sec each)
** Z-Sort & Clip Hardware: Sega Z-Sort & Clip Hardware
+
** Sega Z-sort & clipping chipset
** Hardware Renderer: Lockheed Martin Custom rasterization & texture mapping hardware
+
** Lockheed Martin rasterization & texture mapping renderer units
** Tilemap engine: Sega System 24 tilemap engine
+
** Sega System 24 tilemap engine
 
* Rendering fillrate: 120 million pixels/sec (2 million pixels per frame)
 
* Rendering fillrate: 120 million pixels/sec (2 million pixels per frame)
 
* Memory: Up to 150.21 [[Byte|MB]] (35.125 MB main, 99,332 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
 
* Memory: Up to 150.21 [[Byte|MB]] (35.125 MB main, 99,332 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
 
** System [[RAM]]: 18,388 KB (17.957031 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
 
** System [[RAM]]: 18,388 KB (17.957031 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
*** Main RAM: 1152 KB
+
*** Main RAM: 1152 KB (1.125 MB)
 
*** [[VRAM]]: 14,596 KB (1.5 MB framebuffer [[VRAM]], 8228 KB coprocessor buffer [[SRAM]]/SDRAM, 4 MB texture SRAM/SDRAM, 64 KB luma, 32 KB geometry, 576 KB tiles, 64 KB colors)
 
*** [[VRAM]]: 14,596 KB (1.5 MB framebuffer [[VRAM]], 8228 KB coprocessor buffer [[SRAM]]/SDRAM, 4 MB texture SRAM/SDRAM, 64 KB luma, 32 KB geometry, 576 KB tiles, 64 KB colors)
 
*** Audio RAM: 576 KB
 
*** Audio RAM: 576 KB
*** Other RAM: 18 KB
+
*** Other RAM: 2064 KB (2.015625 MB)
 
** Internal processor memory: 512.75 KB
 
** Internal processor memory: 512.75 KB
 
*** CPU cache: 768 bytes
 
*** CPU cache: 768 bytes
*** DSP RAM: 512 KB SRAM (256 KB per DSP) {{fileref|ADSP-2106 datasheet.pdf}}
+
*** DSP internal RAM: 512 KB SRAM (256 KB per DSP) {{fileref|ADSP-2106 datasheet.pdf}}
 
** Game [[ROM]]: Up to 132.25 MB (34 MB main, 82.25 MB video, 16 MB audio)
 
** Game [[ROM]]: Up to 132.25 MB (34 MB main, 82.25 MB video, 16 MB audio)
 
}}
 
}}
  
 
===Model 2C-CRX Specifications===
 
===Model 2C-CRX Specifications===
Model 2A-CRX, released in 1996, featured an upgraded GPU chipset and optional sound board:
+
Model 2A-CRX, released in 1996, featured an upgraded GPU chipset and optional MPEG sound boards:
  
 
{{multicol|
 
{{multicol|
Line 168: Line 192:
 
** GPU coprocessors: 2× Fujitsu TGPx4 MB86235 {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{fileref|3DGraphicsProcessorChipSet.pdf}}
 
** GPU coprocessors: 2× Fujitsu TGPx4 MB86235 {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{fileref|3DGraphicsProcessorChipSet.pdf}}
 
*** Coprocessor abilities: Geometry Engine DSP, Z-sorters, clipping, hardware renderers, floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, DMA controllers, T&L
 
*** Coprocessor abilities: Geometry Engine DSP, Z-sorters, clipping, hardware renderers, floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, DMA controllers, T&L
*** Floating-point units: 32-bit & 40-bit operations @ 160 MFLOPS (80 MFLOPS each)
+
*** Floating-point units: 32/40-bit operations @ 160 MFLOPS (80 MFLOPS each)
*** Fixed-point arithmetic: 32-bit & [[wikipedia:64-bit computing|64-bit]] instructions @ 240 MIPS (120 MIPS each)
+
*** Fixed-point arithmetic: 32/[[wikipedia:64-bit computing|64-bit]] instructions @ 240 MIPS (120 MIPS each)
*** Bus width: 192-bit (96-bit each: 64-bit SDRAM, 32-bit SRAM)
+
*** Bus width: 192-bit (96-bit each; 64-bit SDRAM, 32-bit SRAM)
 
** Tilemap engine: Sega System 24 tilemap engine
 
** Tilemap engine: Sega System 24 tilemap engine
 
* Graphical features: [[Gouraud shading]], [[wikipedia:Hidden surface determination|hidden surface]], [[wikipedia:Z-buffering|Z-buffering]], [[wikipedia:Nearest-neighbor interpolation|point sampling]], [[wikipedia:Bilinear filtering|bilinear filtering]], trilinear filtering {{fileref|3D-CG System with Video Texturing.pdf}}
 
* Graphical features: [[Gouraud shading]], [[wikipedia:Hidden surface determination|hidden surface]], [[wikipedia:Z-buffering|Z-buffering]], [[wikipedia:Nearest-neighbor interpolation|point sampling]], [[wikipedia:Bilinear filtering|bilinear filtering]], trilinear filtering {{fileref|3D-CG System with Video Texturing.pdf}}
Line 177: Line 201:
 
** 490,000 textured polygons/sec, with lighting and Gouraud shading (245,000 per GPU)
 
** 490,000 textured polygons/sec, with lighting and Gouraud shading (245,000 per GPU)
 
* Fillrate performance: {{fileref|3DGraphicsProcessorChipSet.pdf}}
 
* Fillrate performance: {{fileref|3DGraphicsProcessorChipSet.pdf}}
** Rendering fillrate: 190 million [[pixel]]s/sec (95 million pixels/sec per GPU)
+
** Rendering fillrate: 190 million pixels/sec (95 million pixels/sec per GPU)
** [[wikipedia:Texture mapping|Texture]] fillrate: 190 million [[wikipedia:Texel (graphics)|texels]]/sec (95 million texels/sec per GPU)
+
** Texture fillrate: 190 million texels/sec (95 million texels/sec per GPU)
* Optional MPEG sound board: DSB2
+
* Optional MPEG sound boards:
** Additional sound CPU: Motorola 68000 (16-bit & 32-bit instructions)
+
** DSB1:
** Additional sound chip: [[NEC]] µD65654GF102
+
*** Sound CPU: Zilog Z80 (8/16-bit instructions)
 +
*** Sound chip: [[NEC]] µD65654GF102
 +
** DSB2:
 +
*** Sound CPU: Motorola 68000 (16/32-bit instructions)
 +
*** Sound chip: NEC µD65654GF102
 
}}
 
}}
  

Revision as of 03:52, 29 November 2015

Model2 cpu.jpg
Sega Model 2
Manufacturer: Sega
Variants: Model 2A-CRX, Model 2B-CRX, Model 2C-CRX
Add-ons: DSB1/DSB2 (Model 2C-CRX)
Release Date RRP Code

The Sega Model 2 is an arcade system board originally debuted by Sega in 1993 as a successor to the Sega Model 1 board. It is an extension of the Model 1 hardware, most notably introducing the concept of texture-mapped polygons, allowing for more realistic 3D graphics for its time. The Model 2 board was an important milestone for the arcade industry, and helped launch several key arcade franchises of the 1990s, including Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On and The House of the Dead.

The Model 2 was engineered with help from GE Aerospace (acquired by Martin Marietta in 1993, now part of Lockheed Martin), who designed the texture-mapping chip incorporated by the Model 2, which combined it with Sega's in-house polygon geometry engine.[1] The Model 2's development was led by famed Sega AM2 game designer Yu Suzuki. The arcade board debuted along with Daytona USA, a game which was finished and copyrighted in 1993, and debuted at the JAMMA arcade show in August 1993. [2]

There are four versions of the system: the original Model 2, and the Model 2A-CRX, Model 2B-CRX and Model 2C-CRX variants. Model 2 and 2A-CRX used a custom DSP with internal code for the geometrizer, while 2B-CRX and 2C-CRX used well documented DSPs and uploaded the geometrizer code at startup to the DSP. The Model 2 was succeeded in 1996 by the Sega Model 3, which in turn was succeeded by the Sega NAOMI, Sega Hikaru and Sega NAOMI 2.

History

It 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,[1] as well as trilinear filtering.[3] It was the most powerful game system in its time, equivalent to the power of a PC graphics card in 1998, five years after the Model 2's release. [3]

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)" ($84 in 2014) 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."[4] Suzuki stated that, in "the end," it "was a hit and the industry gained mass-produced texture-mapping as a result." For Virtua Fighter 2, he also utilized motion capture technology, introducing it to the game industry. [5]

There were also issues working on the new CPU,[4] the Intel i960-KB, which had just released in 1993.[6] 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." [4]

In a late 1998 interview, Read3D's Jon Lenyo, a former employee of GE Aerospace (later Lockheed Martin), stated that Sega's development for the Model 2 can be traced back as early as November 1990, when he and other GE Aerospace employees visited Sega and demonstrated the trilinear texture filtering and shading capabilities of their technology. As Sega was already working on the Sega Model 1 internally, they eventually incorporated GE Aerospace's technology into the Model 2. [3]

Despite its high price tag of around $15,000 [3] (equivalent to $24489 in 2014), the Model 2 platform was very successful. It featured some of the highest grossing arcade games of all time: Daytona USA, Virtua Fighter 2, Cyber Troopers Virtual-On, The House of the Dead, and Dead or Alive, to name a few. Sega sold 65,000 units of the Model 2 annually,[3] and eventually sold over 130,000 units by 1996, amounting to over $1.95 billion revenue from hardware cabinet sales (130,000 units[7][8] at $15,000 each),[3][9] equivalent to over $3.18 billion in 2014, making it one of the best-selling arcade systems of all time.

According to Yu Suzuki, the Sega Model 2B-CRX arcade system board developed for Fighting Vipers "has a slightly faster processing speed" and "a higher response to displaying more polygons".[10]

Technical Specifications

Model 2 Specifications

Sound

Graphics

Memory

  • Memory: Up to 62 MB (10,881 KB main, 35,460 KB video, 16,960 KB audio, 18 KB other)
  • System RAM: 9776 KB (9.546875 MB) [17]
  • Internal processor memory: 36.75 KB
    • CPU cache: 768 bytes [13]
    • TGP internal RAM: 36 KB (6 KB per TGP) [19]
  • Game ROM: Up to 54.25 MB

Bandwidth

  • System RAM bandwidth: 974 MB/sec
    • Main RAM bandwidth: 112 MB/sec
      • i960: 100 MB/sec (32-bit, 25 MHz)
      • Z80: 12 MB/sec (2× 8-bit, 8/4 MHz)
    • VRAM bandwidth: 883.34066 MB/sec [12][21]
      • TGP: 384 MB/sec (6× 32-bit, 16 MHz) [27]
      • Video Board: 499.34066 MB/sec
        • 315-5292 & 315-5644: 30.769232 MB/sec (2× 16-bit, 7.692308 MHz) [28]
        • 315-5645: 28.571428 MB/sec (16-bit, 14.285714 MHz) [29]
        • 315-5646 & 315-5647: 400 MB/sec (2× 32-bit, 50 MHz)
        • 315-5712: 40 MB/sec (8-bit, 40 MHz) [30]
    • Audio RAM bandwidth: 20 MB/sec (16-bit, 10 MHz)
  • Internal processor bandwidth: 484 MB/sec
    • CPU cache: 100 MB/sec (32-bit, 25 MHz)
    • TGP internal RAM: 384 MB/sec (6× 32-bit, 16 MHz)
  • Game ROM bandwidth: 933–1000 MB/sec (5× 32-bit) [12][11]
    • EPROM: 133–200 MB/sec (32-bit, 33–50 MHz, 20–30 ns) [31][32]
    • MROM: 800 MB/sec (4× 32-bit, 50 MHz)

Model 2A-CRX Specifications

Model 2A-CRX, released in 1994, featured upgraded sound capabilities and increased ROM capacity:

  • Sound CPU: Motorola 68000 @ 12 MHz (16/32-bit instructions @ 2.1 MIPS)
  • Sound chip: Yamaha SCSP
    • PCM channels: 56
    • PCM sample ROM: Up to 16 MB
    • PCM quality: 16-bit depth, 44.1 kHz sampling rate (CD quality)
    • SCSP features: 128-step DSP, 32 PCM/FM/MIDI/LFO channels
  • Memory: Up to 142 MB (35,969 KB main, 90,244 KB video, 16,960 KB audio, 2064 KB other)
    • System RAM: 9776 KB (9.546875 MB)
      • Main RAM: 1152 KB (1.125 MB)
      • VRAM: 5984 KB (5.84375 MB)
      • Audio RAM: 576 KB
      • Other RAM: 2064 KB (2.015625 MB)
    • Internal processor memory: 36.75 KB
      • CPU cache: 768 bytes
      • TGP internal RAM: 36 KB
    • Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video,[33] 16 MB audio)

Model 2B-CRX Specifications

Model 2A-CRX, released in 1995, featured upgraded geometry engine DSP coprocessors and increased VRAM:

  • GPU: [17]
    • Geometry Engine DSP coprocessors: 2× ADSP-21062 SHARC [34]
      • Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, SOC, ALU, T&L
      • Floating-point units: 32/40-bit operations @ 240 MFLOPS (120 MFLOPS each)
      • Fixed-point arithmetic: 32-bit instructions @ 80 MIPS (40 MIPS each)
      • Data bus width: 96-bit (48-bit each)
      • DMA controllers: 20 DMA channels (10 channels each), 480 MB/sec transfer rate (240 MB/sec each)
    • Sega Z-sort & clipping chipset
    • Lockheed Martin rasterization & texture mapping renderer units
    • Sega System 24 tilemap engine
  • Rendering fillrate: 120 million pixels/sec (2 million pixels per frame)
  • Memory: Up to 150.21 MB (35.125 MB main, 99,332 KB video, 16,960 KB audio, 18 KB other)
    • System RAM: 18,388 KB (17.957031 MB) [11]
      • Main RAM: 1152 KB (1.125 MB)
      • VRAM: 14,596 KB (1.5 MB framebuffer VRAM, 8228 KB coprocessor buffer SRAM/SDRAM, 4 MB texture SRAM/SDRAM, 64 KB luma, 32 KB geometry, 576 KB tiles, 64 KB colors)
      • Audio RAM: 576 KB
      • Other RAM: 2064 KB (2.015625 MB)
    • Internal processor memory: 512.75 KB
      • CPU cache: 768 bytes
      • DSP internal RAM: 512 KB SRAM (256 KB per DSP) [34]
    • Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video, 16 MB audio)

Model 2C-CRX Specifications

Model 2A-CRX, released in 1996, featured an upgraded GPU chipset and optional MPEG sound boards:

  • GPU:
    • GPU coprocessors: 2× Fujitsu TGPx4 MB86235 [17][35]
      • Coprocessor abilities: Geometry Engine DSP, Z-sorters, clipping, hardware renderers, floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, DMA controllers, T&L
      • Floating-point units: 32/40-bit operations @ 160 MFLOPS (80 MFLOPS each)
      • Fixed-point arithmetic: 32/64-bit instructions @ 240 MIPS (120 MIPS each)
      • Bus width: 192-bit (96-bit each; 64-bit SDRAM, 32-bit SRAM)
    • Tilemap engine: Sega System 24 tilemap engine
  • Graphical features: Gouraud shading, hidden surface, Z-buffering, point sampling, bilinear filtering, trilinear filtering [36]
  • Geometric performance: [35]
    • 800,000 textured polygons/sec, with lighting and flat shading (400,000 per GPU)
    • 490,000 textured polygons/sec, with lighting and Gouraud shading (245,000 per GPU)
  • Fillrate performance: [35]
    • Rendering fillrate: 190 million pixels/sec (95 million pixels/sec per GPU)
    • Texture fillrate: 190 million texels/sec (95 million texels/sec per GPU)
  • Optional MPEG sound boards:
    • DSB1:
      • Sound CPU: Zilog Z80 (8/16-bit instructions)
      • Sound chip: NEC µD65654GF102
    • DSB2:
      • Sound CPU: Motorola 68000 (16/32-bit instructions)
      • Sound chip: NEC µD65654GF102

List of Games

Model 2

Model 2A-CRX

Model 2B-CRX

Model 2C-CRX

Other

Gallery


Sega arcade boards
Originating in arcades








  1. 1.0 1.1 File:NextGeneration US 11.pdf, page 16
  2. File:EGM US 051.pdf, page 222
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 http://www.thg.ru/smoke/19991022/print.html
  4. 4.0 4.1 4.2 htt (Wayback Machine: 2013-11-13 17:41)
  5. http://www.gamasutra.com/view/news/228512/Yu_Suzuki_recalls_using_military_tech_to_make_Virtua_Fighter_2.php
  6. http://pdf.datasheetcatalog.com/datasheet/Intel/mXqwttu.pdf
  7. http://archive.today/XN3rz
  8. http://tinyurl.com/nyb7y3s
  9. http://www.assemblergames.com/forums/showthread.php?47028-Early-concept-of-Daytona-USA-at-Summer-CES-1993-Not-on-Model-2-but-Compu-Scene
  10. File:SSM_UK_02.pdf, page 21
  11. 11.0 11.1 11.2 11.3 11.4 https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp
  12. 12.0 12.1 12.2 12.3 12.4 12.5 http://www.tvspels-nostalgi.com/pcb_sega.htm
  13. 13.0 13.1 File:I960 datasheet.pdf
  14. File:80960KB datasheet.pdf
  15. http://pdf.datasheetarchive.com/indexerfiles/Scans-068/DSA2IH00225160.pdf
  16. File:ST-077-R2-052594.pdf
  17. 17.0 17.1 17.2 17.3 17.4 17.5 https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp
  18. http://members.iinet.net.au/~lantra9jp1/gurudumps/m2status/index.html
  19. 19.0 19.1 File:MB86232 datasheet.pdf
  20. 20.0 20.1 http://wiki.mamedev.org/index.php/TGP:Index
  21. 21.0 21.1 http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG
  22. http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c
  23. File:EGM US 059.pdf, page 68
  24. File:VirtuaFighter2 Model2 Flyer.pdf, page 2
  25. http://www.gamezero.com/team-0/whats_new/past/news9504.html
  26. File:DaytonaUSA Model2 Flyer.pdf, page 2
  27. File:TC5588P datasheet.pdf
  28. File:TC518128CPL datasheet.pdf
  29. http://matthieu.benoit.free.fr/cross/data_sheets/MB84256A.pdf
  30. http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-39/DSA-764435.pdf
  31. File:AM27C1024 datasheet.pdf
  32. File:MX27C1024 datasheet.pdf
  33. http://mamedb.com/game/dynamcop
  34. 34.0 34.1 File:ADSP-2106 datasheet.pdf
  35. 35.0 35.1 35.2 File:3DGraphicsProcessorChipSet.pdf
  36. File:3D-CG System with Video Texturing.pdf


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