Difference between revisions of "Sega Model 2"

From Sega Retro

(30 intermediate revisions by one other user not shown)
Line 6: Line 6:
 
| maker=[[Sega]]
 
| maker=[[Sega]]
 
| distributor=
 
| distributor=
| variants=
+
| variants=Model 2A-CRX, Model 2B-CRX, Model 2C-CRX
| add-ons=
+
| 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 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 '''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]]''.
Line 40: Line 44:
 
{{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]]: 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]]/[[wikipedia:Double-precision floating-point format|64]]/[[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: [[wikipedia:32-bit|32-bit]]
+
** Bus width: [[wikipedia:32-bit|32‑bit]]
*Additional CPU: 2× [[Zilog]] [[Z80]] (8/16-bit instructions @ 1.74 MIPS)
+
*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)
Line 52: Line 56:
 
====Sound====
 
====Sound====
 
{{multicol|
 
{{multicol|
* Sound CPU: [[Motorola 68000]] @ 10 MHz (16/32-bit instructions @ 1.75 MIPS)
+
* 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
 
** PCM sample [[ROM]]: Up to 16 [[Byte|MB]] (8 MB per PCM chip)
 
** PCM sample [[ROM]]: Up to 16 [[Byte|MB]] (8 MB per PCM chip)
** PCM quality: 16-bit [[wikipedia:Audio bit depth|depth]], [[wikipedia:44,100 Hz|44.1 kHz]] [[wikipedia:Sampling rate|sampling rate]] ([[Compact disc|CD]] [[wikipedia:Sound quality|quality]]) {{fileref|ST-077-R2-052594.pdf}}
+
** PCM quality: 16‑bit [[wikipedia:Audio bit depth|depth]], [[wikipedia:44,100 Hz|44.1 kHz]] [[wikipedia:Sampling rate|sampling rate]] ([[Compact disc|CD]] [[wikipedia:Sound quality|quality]]) {{fileref|ST-077-R2-052594.pdf}}
 
* Sound timer: [[Yamaha]] [[YM2612|YM3834]] @ 8 MHz (Model 2 only)
 
* Sound timer: [[Yamaha]] [[YM2612|YM3834]] @ 8 MHz (Model 2 only)
 
}}
 
}}
  
 
====Graphics====
 
====Graphics====
 +
Graphical specifications of the Sega Model 2: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}{{fileref|NextGeneration US 11.pdf|page=16}}
 
{{multicol|
 
{{multicol|
* GPU: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}{{fileref|NextGeneration US 11.pdf|page=16}}
+
* GPU:
** [[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}}
+
** 6× Fujitsu TGP MB86234
*** Revisions: 315-5673, 315-5677, 2× 315-5678, 2× 315-5679 (later updated with 2× 315-5679B in 1994)
+
** Sega Video Board 837-10072
*** 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}}
+
* GPU [[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:Floating point unit|Floating-point units]]: 32-bit operations @ 96 MFLOPS (16 MFLOPS each)
+
** Revisions: 315‑5673, 315‑5677, 2× 315‑5678, 2× 315‑5679 (later updated with 2× 315‑5679B in 1994)
*** Fixed-point arithmetic: 32-bit instructions @ 96 MIPS (16 MIPS each)
+
** 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}}
*** Bus width: 192-bit (32-bit each)
+
** [[wikipedia:Floating point unit|Floating-point units]]: 32‑bit operations @ 96 MFLOPS (16 MFLOPS each)
*** 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}}
+
** Fixed-point arithmetic: 32‑bit instructions @ 96 MIPS (16 MIPS each)
** 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}}
+
** Bus width: 192‑bit (32‑bit each)
*** Sega [[wikipedia:Z-buffering|Z-sort]] & [[wikipedia:Clipping (computer graphics)|clipping]] chipset: 315-5644 (32 MHz), 315-5645 (32 MHz), 315-5712 (40 MHz), 2× 315-5725 (50 MHz)
+
** 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}}
*** [[Lockheed Martin]] [[wikipedia:Rasterization|rasterization]] & [[wikipedia:Texture mapping|texture mapping]] [[wikipedia:Render output unit|renderer units]]: 315-5646 (50 MHz), 315-5647 (50 MHz)
+
* GPU 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}}
*** [[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}}
+
** 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)
* 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]
+
** [[Lockheed Martin]] [[wikipedia:Rasterization|rasterization]] & [[wikipedia:Texture mapping|texture mapping]] [[wikipedia:Render output unit|renderer units]]: 315‑5646 (50 MHz), 315‑5647 (50 MHz)
* Overscan resolution: 656×496
+
** [[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}}
 +
* 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), [https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp double-buffering]
 +
** Overscan resolution: 656×496
 
* [[wikipedia:Refresh rate|Refresh rate]]: 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 rate]]: 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)
* Pixel clock rate: 19.523 MHz (656×496, 60 Hz)
+
* [[Pixel]] clock rate: 19.523 MHz (656×496, 60 Hz)
* [[Palette|Color depth]]: 16,777,216 ([http://www.gamezero.com/team-0/whats_new/past/news9504.html 24-bit]), 65,536 (16-bit)
+
* [[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|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}}
+
* 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: 900,000 vectors/sec
* [[wikipedia:Fillrate|Fillrate]] performance:
+
* Polygon performance:
** Rendering fillrate: 82 million [[pixel]]s/sec (50 million pixels/sec polygons, 32 million pixels/sec tilemaps)
+
** 500,000 polygons/sec: Lighting, textures, 24‑bit color {{ref|http://www.gamezero.com/team-0/whats_new/past/news9504.html}}
** Texture fillrate: 50 million [[wikipedia:Texel (graphics)|texels]]/sec
+
** 300,000 polygons/sec: Lighting, textures, 24‑bit color, all effects {{fileref|DaytonaUSA Model2 Flyer.pdf|page=2}}
 +
* [[Fillrate]]:
 +
** Rendering: 82 [[Pixel|MPixels/s]] (50 MPixels/s polygons, 32 MPixels/s tilemaps)
 +
** Texturing: 82 [[Texel|MTexels/s]]
 
}}
 
}}
  
Line 100: Line 111:
 
** CPU cache: 768 bytes {{fileref|I960 datasheet.pdf}}
 
** CPU cache: 768 bytes {{fileref|I960 datasheet.pdf}}
 
** TGP internal RAM: 36 KB (6 KB per TGP) {{fileref|MB86232 datasheet.pdf}}
 
** TGP internal RAM: 36 KB (6 KB per TGP) {{fileref|MB86232 datasheet.pdf}}
* 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)
+
* 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)
 
}}
 
}}
  
Line 107: Line 121:
 
* System RAM bandwidth: 974 MB/sec
 
* System RAM bandwidth: 974 MB/sec
 
** Main RAM bandwidth: 112 MB/sec
 
** Main RAM bandwidth: 112 MB/sec
*** i960: 100 MB/sec (32-bit, 25 MHz)
+
*** i960: 100 MB/sec (32‑bit, 25 MHz)
*** Z80: 12 MB/sec (2× 8-bit, 8/4 MHz)
+
*** Z80: 12 MB/sec (2× 8‑bit, 8/4 MHz)
 
** 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}}
 
** 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}}
*** TGP: 384 MB/sec (6× 32-bit, 16 MHz) {{fileref|TC5588P datasheet.pdf}}
+
*** TGP: 384 MB/sec (6× 32‑bit, 16 MHz) {{fileref|TC5588P datasheet.pdf}}
 
*** Video Board: 499.34066 MB/sec
 
*** Video Board: 499.34066 MB/sec
**** 315-5292 & 315-5644: 30.769232 MB/sec (2× 16-bit, 7.692308 MHz) {{fileref|TC518128CPL datasheet.pdf}}
+
**** 315‑5292 & 315‑5644: 30.769232 MB/sec (2× 16‑bit, 7.692308 MHz) {{fileref|TC518128CPL datasheet.pdf}}
**** 315-5645: 28.571428 MB/sec (16-bit, 14.285714 MHz) {{ref|http://matthieu.benoit.free.fr/cross/data_sheets/MB84256A.pdf}}
+
**** 315‑5645: 28.571428 MB/sec (16‑bit, 14.285714 MHz) {{ref|http://matthieu.benoit.free.fr/cross/data_sheets/MB84256A.pdf}}
**** 315-5646 & 315-5647: 400 MB/sec (2× 32-bit, 50 MHz)
+
**** 315‑5646 & 315‑5647: 400 MB/sec (2× 32‑bit, 50 MHz)
**** 315-5712: 40 MB/sec (8-bit, 40 MHz) {{ref|http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-39/DSA-764435.pdf}}
+
**** 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)
+
** Audio RAM bandwidth: 20 MB/sec (16‑bit, 10 MHz)
 
* Internal processor bandwidth: 484 MB/sec
 
* Internal processor bandwidth: 484 MB/sec
** CPU cache: 100 MB/sec (32-bit, 25 MHz)
+
** CPU cache: 100 MB/sec (32‑bit, 25 MHz)
** TGP internal RAM: 384 MB/sec (6× 32-bit, 16 MHz)
+
** TGP internal RAM: 384 MB/sec (6× 32‑bit, 16 MHz)
* Game ROM bandwidth: 266–400 MB/sec (2× 32-bit, 33–50 MHz, 20–30 [[wikipedia:Nanosecond|ns]], [[wikipedia:Mask ROM|MROM]]/[[EPROM]]) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}{{fileref|AM27C1024 datasheet.pdf}}{{fileref|MX27C1024 datasheet.pdf}}
+
* 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)
 
}}
 
}}
  
Line 127: Line 143:
  
 
{{multicol|
 
{{multicol|
* Sound CPU: Motorola 68000 @ 12 MHz (16/32-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
 
** PCM sample ROM: Up to 16 MB
 
** PCM sample ROM: Up to 16 MB
** 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 (35,969 KB main, 90,244 KB video, 16,960 KB audio, 2064 KB other)
 
*Memory: Up to 142 MB (35,969 KB main, 90,244 KB video, 16,960 KB audio, 2064 KB other)
Line 146: Line 162:
  
 
===Model 2B-CRX Specifications===
 
===Model 2B-CRX Specifications===
Model 2A-CRX, released in 1995, featured upgraded geometry engine DSP coprocessors and increased [[VRAM]]:
+
Model 2A-CRX, released in 1995, featured upgraded geometry engine DSP coprocessors and increased [[VRAM]]: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
  
 
{{multicol|
 
{{multicol|
* GPU: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
+
* GPU Geometry Engine DSP coprocessors: 2× ADSP-21062 SHARC @ 40 MHz {{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/[[wikipedia:Extended precision|40‑bit]] operations, 240 MFLOPS peak (120 MFLOPS each), 160 MFLOPS sustained
*** 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)
+
* Polygon performance: {{fileref|3DGraphicsProcessorChipSet.pdf}}
** Sega Z-sort & clipping chipset
+
** 800,000 polygons/sec: Lighting <small>(200&nbsp;FLOPS per polygon)</small>
** Lockheed Martin rasterization & texture mapping renderer units
+
** 600,000 polygons/sec: Lighting, textures <small>(272&nbsp;FLOPS per polygon, 266&nbsp;[[wikipedia:Instructions per second|IPS]] per polygon)</small>
** Sega System 24 tilemap engine
+
* Fillrate:
* Rendering fillrate: 120&nbsp;million pixels/sec (2&nbsp;million pixels per frame)
+
** Rendering: 120&nbsp;MPixels/s (2&nbsp;[[Pixel|MPixels]] per frame)
 +
** Texturing: 120&nbsp;MTexels/s
 
* Memory: Up to 150.21&nbsp;[[Byte|MB]] (35.125&nbsp;MB main, 99,332&nbsp;[[Byte|KB]] video, 16,960&nbsp;KB audio, 18&nbsp;KB other)
 
* Memory: Up to 150.21&nbsp;[[Byte|MB]] (35.125&nbsp;MB main, 99,332&nbsp;[[Byte|KB]] video, 16,960&nbsp;KB audio, 18&nbsp;KB other)
 
** System [[RAM]]: 18,388&nbsp;KB (17.957031&nbsp;MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
 
** System [[RAM]]: 18,388&nbsp;KB (17.957031&nbsp;MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
Line 173: Line 190:
  
 
===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|
* GPU:
+
* GPU coprocessors: 2×&nbsp;Fujitsu TGPx4 MB86235 @ 40&nbsp;MHz {{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: 32/40‑bit operations @ 160&nbsp;MFLOPS (80&nbsp;MFLOPS each)
*** Floating-point units: 32/40-bit operations @ 160&nbsp;MFLOPS (80&nbsp;MFLOPS each)
+
** Fixed-point arithmetic: 32/[[wikipedia:64‑bit computing|64‑bit]] instructions @ 240&nbsp;MIPS (120&nbsp;MIPS each)
*** Fixed-point arithmetic: 32/[[wikipedia:64-bit computing|64-bit]] instructions @ 240&nbsp;MIPS (120&nbsp;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
 
 
* 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}}
* Geometric performance: {{fileref|3DGraphicsProcessorChipSet.pdf}}
+
* Polygon performance: {{fileref|3DGraphicsProcessorChipSet.pdf}}
** 800,000 textured polygons/sec, with lighting and flat shading (400,000 per GPU)
+
** 800,000 polygons/sec: Lighting, textures, flat&nbsp;shading <small>(200&nbsp;FLOPS per polygon, 266&nbsp;[[wikipedia:Instructions per second|IPS]] per polygon)</small>
** 490,000 textured polygons/sec, with lighting and Gouraud shading (245,000 per GPU)
+
** 600,000 polygons/sec: Lighting, textures, flat&nbsp;shading, Z-sorting <small>(272&nbsp;FLOPS per polygon)</small>
* Fillrate performance: {{fileref|3DGraphicsProcessorChipSet.pdf}}
+
** 490,000 polygons/sec: Lighting, textures, Gouraud&nbsp;shading <small>(326&nbsp;FLOPS per polygon)</small>
** Rendering fillrate: 190&nbsp;million pixels/sec (95&nbsp;million pixels/sec per GPU)
+
** 366,000 polygons/sec: Lighting, textures, Gouraud&nbsp;shading, Z-sorting <small>(438&nbsp;FLOPS per polygon)</small>
** Texture fillrate: 190&nbsp;million texels/sec (95&nbsp;million texels/sec per GPU)
+
* Fillrate: {{fileref|3DGraphicsProcessorChipSet.pdf}}
 +
** Rendering: 190&nbsp;MPixels/s (95&nbsp;MPixels/s per GPU)
 +
** Texturing: 190&nbsp;MTexels/s (95&nbsp;MTexels/s per GPU)
 +
* Optional MPEG sound board: DSB1
 +
** Sound CPU: Zilog Z80 (8/16‑bit instructions)
 +
** Sound chip: [[NEC]] µD65654GF102
 
* Optional MPEG sound board: DSB2
 
* Optional MPEG sound board: DSB2
** Additional sound CPU: Motorola 68000 (16/32-bit instructions)
+
** Sound CPU: Motorola 68000 (16/32‑bit instructions)
** Additional sound chip: [[NEC]] µD65654GF102
+
** Sound chip: NEC µD65654GF102
 
}}
 
}}
  
Line 269: Line 289:
 
File:Model2c pcb.jpg|Model 2C PCB
 
File:Model2c pcb.jpg|Model 2C PCB
 
</gallery>
 
</gallery>
 +
 +
==References==
 +
{{multicol|
 +
<references />
 +
}}
  
 
{{Sega Arcade Boards}}
 
{{Sega Arcade Boards}}
 
[[Category:Sega Model series]]
 
[[Category:Sega Model series]]

Revision as of 11:19, 31 December 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

Graphical specifications of the Sega Model 2: [17][11][1]

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: [17]

  • GPU Geometry Engine DSP coprocessors: 2× ADSP-21062 SHARC @ 40 MHz [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 peak (120 MFLOPS each), 160 MFLOPS sustained
    • 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)
  • Polygon performance: [35]
    • 800,000 polygons/sec: Lighting (200 FLOPS per polygon)
    • 600,000 polygons/sec: Lighting, textures (272 FLOPS per polygon, 266 IPS per polygon)
  • Fillrate:
    • Rendering: 120 MPixels/s (2 MPixels per frame)
    • Texturing: 120 MTexels/s
  • 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 coprocessors: 2× Fujitsu TGPx4 MB86235 @ 40 MHz [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)
  • Graphical features: Gouraud shading, hidden surface, Z-buffering, point sampling, bilinear filtering, trilinear filtering [36]
  • Polygon performance: [35]
    • 800,000 polygons/sec: Lighting, textures, flat shading (200 FLOPS per polygon, 266 IPS per polygon)
    • 600,000 polygons/sec: Lighting, textures, flat shading, Z-sorting (272 FLOPS per polygon)
    • 490,000 polygons/sec: Lighting, textures, Gouraud shading (326 FLOPS per polygon)
    • 366,000 polygons/sec: Lighting, textures, Gouraud shading, Z-sorting (438 FLOPS per polygon)
  • Fillrate: [35]
    • Rendering: 190 MPixels/s (95 MPixels/s per GPU)
    • Texturing: 190 MTexels/s (95 MTexels/s per GPU)
  • Optional MPEG sound board: DSB1
    • Sound CPU: Zilog Z80 (8/16‑bit instructions)
    • Sound chip: NEC µD65654GF102
  • Optional MPEG sound board: 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

References

  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 35.3 File:3DGraphicsProcessorChipSet.pdf
  36. File:3D-CG System with Video Texturing.pdf


Sega arcade boards
Originating in arcades









Console-based hardware








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









































PC-based hardware








05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23