Difference between revisions of "Sega Model 2"
From Sega Retro
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| maker=[[Sega]] | | maker=[[Sega]] | ||
| distributor= | | distributor= | ||
− | | variants=Model 2A-CRX, Model 2B-CRX, Model 2C-CRX | + | | variants=[[#Model 2A-CRX|Model 2A-CRX]], [[#Model 2B-CRX|Model 2B-CRX]], [[#Model 2C-CRX|Model 2C-CRX]] |
| add-ons=DSB1/DSB2 (Model 2C-CRX) | | add-ons=DSB1/DSB2 (Model 2C-CRX) | ||
| processor= | | processor= | ||
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| releases={{releases | | releases={{releases | ||
| arcade_date_jp=[[Amusement Machine Show 1993|1993-08]] | | arcade_date_jp=[[Amusement Machine Show 1993|1993-08]] | ||
− | | arcade_rrp_jp=2,200,000 {{fileref|MeanMachinesSega22UK.pdf|page=93}} | + | | arcade_rrp_jp=2,200,000{{fileref|MeanMachinesSega22UK.pdf|page=93}} |
| arcade_date_us=1994-03 | | 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=1994-03 | | arcade_date_eu=1994-03 | ||
− | | arcade_rrp_uk=16,000 {{fileref|MeanMachinesSega22UK.pdf|page=93}} | + | | arcade_rrp_uk=16,000{{fileref|MeanMachinesSega22UK.pdf|page=93}} |
| arcade_date_world=1994 | | arcade_date_world=1994 | ||
}} | }} | ||
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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 '''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]]) | + | The Model 2's development was led by famed [[Sega AM2]] game designer [[Yu Suzuki]]. Sega engineered the Model 2 with help from [[Fujitsu]] and GE Aerospace (acquired by Martin Marietta in 1993, now part of [[Lockheed Martin]]). Sega developed the polygon geometry engine in-house, using Fujitsu coprocessors, combined with GE Aerospace's expensive texture-mapping technology,{{fileref|NextGeneration US 11.pdf|page=16}} which Suzuki's team condensed into a more affordable chipset. 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 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]]. | 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== | ||
− | It was a further advancement of the earlier Model 1 system. The most noticeable improvement was [[wikipedia:Texture mapping|texture mapping]], which enabled [http://www.giantbomb.com/polygonal-3d/3015-1430/ polygons] to be painted with bitmap images, as opposed to the limited monotone [http://www.giantbomb.com/flat-shading/3015-2277/ flat shading] that Model 1 supported. The Model 2 also introduced the use of [[wikipedia:Texture filtering|texture filtering]] and [[wikipedia:Spatial anti-aliasing|texture anti-aliasing]],<sup>[http://ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=8]</sup> as well as [[wikipedia:Trilinear filtering|trilinear filtering]].{{ref|http://www.thg.ru/smoke/19991022/print.html}} It was the most powerful game system in its time, equivalent to the power of a [[wikipedia:PC|PC]] [[wikipedia:Graphics card|graphics card]] in 1998, five years after the Model 2's release. {{ref|http://www.thg.ru/smoke/19991022/print.html}} | + | It was a further advancement of the earlier Model 1 system. The most noticeable improvement was [[wikipedia:Texture mapping|texture mapping]], which enabled [http://www.giantbomb.com/polygonal-3d/3015-1430/ polygons] to be painted with bitmap images, as opposed to the limited monotone [http://www.giantbomb.com/flat-shading/3015-2277/ flat shading] that Model 1 supported. The Model 2 also introduced the use of [[wikipedia:Texture filtering|texture filtering]] and [[wikipedia:Spatial anti-aliasing|texture anti-aliasing]],<sup>[http://ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=8]</sup> as well as [[wikipedia:Trilinear filtering|trilinear filtering]].{{ref|http://www.thg.ru/smoke/19991022/print.html}} It was the most powerful game system in its time, equivalent to the power of a [[wikipedia:PC|PC]] [[wikipedia:Graphics card|graphics card]] in 1998, five years after the Model 2's release.{{ref|http://www.thg.ru/smoke/19991022/print.html}} |
− | + | The hardware was designed by [[Sega AM2]]'s [[Yu Suzuki]] and engineered by his [[Sega AM2]] team.{{ref|http://web.archive.org/web/20131113174154/www.1up.com/features/disappearance-suzuki-part-1}} The polygon geometry engine was developed in-house at Sega,{{fileref|NextGeneration US 11.pdf|page=16}} using [[Fujitsu]] DSP coprocessors that were modified with Sega's custom microcode for hardware [[wikipedia:T&L|T&L]] capabilities;{{ref|[http://wiki.mamedev.org/index.php/TGP:Index TGP (MAME)]}} it would be years before hardware T&L would appear on consumer home systems. | |
− | + | Suzuki 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 [[wikipedia:United States dollar|$]]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 [[wikipedia:Japanese yen|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."{{ref|http://web.archive.org/web/20131113174154/www.1up.com/features/disappearance-suzuki-part-1}} 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 [http://www.giantbomb.com/motion-capture-animation/3015-5882/ motion capture] technology, introducing it to the game industry.{{ref|http://www.gamasutra.com/view/news/228512/Yu_Suzuki_recalls_using_military_tech_to_make_Virtua_Fighter_2.php}} | |
− | + | There were also issues working on the new CPU,{{ref|http://web.archive.org/web/20131113174154/www.1up.com/features/disappearance-suzuki-part-1}} the [[wikipedia:Intel i960|Intel i960-KB]], which had just released in 1993{{fileref|80960KB datasheet.pdf}}. 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."{{ref|http://web.archive.org/web/20131113174154/www.1up.com/features/disappearance-suzuki-part-1}} | |
− | Despite its high price tag of around $15,000 {{ref|http://www.thg.ru/smoke/19991022/print.html}} (equivalent to $ | + | 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.{{ref|http://www.thg.ru/smoke/19991022/print.html}} |
+ | |||
+ | Despite its high price tag of around $15,000{{ref|http://www.thg.ru/smoke/19991022/print.html}} (equivalent to $24,489 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,{{ref|http://www.thg.ru/smoke/19991022/print.html}} and eventually sold over 130,000 units by 1996, amounting to over $1.95 billion revenue from hardware cabinet sales (130,000 units{{ref|http://archive.today/XN3rz}}{{ref|http://tinyurl.com/nyb7y3s}} at $15,000 each),{{ref|http://www.thg.ru/smoke/19991022/print.html}}{{ref|http://www.assemblergames.com/forums/showthread.php?47028-Early-concept-of-Daytona-USA-at-Summer-CES-1993-Not-on-Model-2-but-Compu-Scene}} equivalent to over $3.18 billion in 2014, making it one of the [[wikia:w:c:gaming:Arcade game#Best-selling arcade video game franchises|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".{{fileref|SSM_UK_02.pdf|page=21}} | 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".{{fileref|SSM_UK_02.pdf|page=21}} | ||
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===Model 2 Specifications=== | ===Model 2 Specifications=== | ||
{{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 (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}} | + | ** 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) |
}} | }} | ||
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** [[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}} | + | 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: | * GPU: | ||
− | ** 6× Fujitsu TGP MB86234 | + | ** 6× [[Fujitsu]] TGP MB86234 |
** Sega Video Board 837-10072 | ** Sega Video Board 837-10072 | ||
− | * 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/~ | + | * 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_nbn/gurudumps/m2status/index.html Sega Model 2 ROM Dump]}}{{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, [[wikia:w:c:gaming:Transform, clipping, and lighting|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 TGP (MAME)]}} |
** [[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) | ||
− | ** 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}} | + | ** 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 TGP (MAME)]}} |
− | * 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}} | + | * 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 [[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) | ** 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) | ||
** [[Lockheed Martin]] [[wikipedia:Rasterization|rasterization]] & [[wikipedia:Texture mapping|texture mapping]] [[wikipedia:Render output unit|renderer units]]: 315‑5646 (50 MHz), 315‑5647 (50 MHz) | ** [[Lockheed Martin]] [[wikipedia:Rasterization|rasterization]] & [[wikipedia:Texture mapping|texture mapping]] [[wikipedia:Render output unit|renderer units]]: 315‑5646 (50 MHz), 315‑5647 (50 MHz) | ||
− | ** [[Sega System 24]] [[wikipedia:Tile engine|tilemap engine]]: 315‑5292 tilemap generator (32 MHz) {{ref| | + | ** [[Sega System 24]] [[wikipedia:Tile engine|tilemap engine]]: 315‑5292 tilemap generator (32 MHz){{ref|[https://github.com/bji/libmame/blob/master/old/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware], [[MAME]]}} |
− | * Display: Up to 50-inch display {{fileref|EGM US 059.pdf|page=68}} | + | * 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] | * 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 | ** 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}} | + | ** [[Pixel]] clock rate: 19.523 MHz |
− | ** [[wikipedia:Frame rate|Frame rate]]: 60 | + | * [[wikipedia:Refresh rate|Refresh rate]]: 60 Hz, 57.52416 Hz, 30 Hz{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}} |
− | + | ** [[wikipedia:Frame rate|Frame rate]]: 60 FPS,{{fileref|VirtuaFighter2 Model2 Flyer.pdf|page=2}} 57.52416 FPS, 30 FPS | |
* [[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|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}} | + | * 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: 900,000 vectors/sec | * [[wikipedia:Digital geometry|Geometric]] performance: 900,000 vectors/sec | ||
* Polygon performance: | * Polygon performance: | ||
− | ** 500,000 polygons/sec: Lighting, textures, 24‑bit color {{ref|http://www.gamezero.com/team-0/whats_new/past/news9504.html}} | + | ** 500,000 polygons/sec: Lighting, textures, 24‑bit color{{ref|http://www.gamezero.com/team-0/whats_new/past/news9504.html}} |
− | ** 300,000 polygons/sec: Lighting, textures, 24‑bit color, all effects {{fileref|DaytonaUSA Model2 Flyer.pdf|page=2}} | + | ** 300,000 polygons/sec: Lighting, textures, 24‑bit color, all effects{{fileref|DaytonaUSA Model2 Flyer.pdf|page=2}} |
* [[Fillrate]]: | * [[Fillrate]]: | ||
** Rendering: 82 [[Pixel|MPixels/s]] (50 MPixels/s polygons, 32 MPixels/s tilemaps) | ** Rendering: 82 [[Pixel|MPixels/s]] (50 MPixels/s polygons, 32 MPixels/s tilemaps) | ||
** Texturing: 82 [[Texel|MTexels/s]] | ** Texturing: 82 [[Texel|MTexels/s]] | ||
+ | * Hardware support: Motion capture | ||
}} | }} | ||
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{{multicol| | {{multicol| | ||
* Memory: Up to 62 [[Byte|MB]] (10,881 KB main, 35,460 [[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 (1.125 MB) | ** 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) | ||
Line 109: | Line 112: | ||
** Other RAM: 2064 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) | ||
* Internal processor memory: 36.75 KB | * Internal processor memory: 36.75 KB | ||
− | ** 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 | * Game [[ROM]]: Up to 54.25 MB | ||
** Main ROM: [http://mamedb.com/game/vcop 9.5 MB] ([[EPROM]], [[wikipedia:Mask ROM|MROM]]) | ** Main ROM: [http://mamedb.com/game/vcop 9.5 MB] ([[EPROM]], [[wikipedia:Mask ROM|MROM]]) | ||
Line 123: | Line 126: | ||
*** 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) {{ | + | **** 315‑5645: 28.571428 MB/sec (16‑bit, 14.285714 MHz){{fileref|MB84256A datasheet.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: 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}} | + | * 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}} | + | ** 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) | ** MROM: 800 MB/sec (4× 32‑bit, 50 MHz) | ||
}} | }} | ||
− | ===Model 2A-CRX | + | ===Model 2A-CRX=== |
Model 2A-CRX, released in 1994, featured upgraded sound capabilities and increased ROM capacity: | Model 2A-CRX, released in 1994, featured upgraded sound capabilities and increased ROM capacity: | ||
Line 161: | Line 164: | ||
}} | }} | ||
− | ===Model 2B-CRX | + | ===Model 2B-CRX=== |
− | 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}} | + | 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 Geometry Engine DSP coprocessors: 2× ADSP-21062 SHARC @ 40 MHz {{fileref|ADSP-2106 datasheet.pdf}} | + | * GPU Geometry Engine DSP coprocessors: 2× ADSP-21062 SHARC @ 40 MHz{{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 peak (120 MFLOPS each), 160 MFLOPS sustained | ||
Line 171: | Line 174: | ||
** 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}} | + | * Polygon performance:{{fileref|3DGraphicsProcessorChipSet.pdf}} |
** 800,000 polygons/sec: Lighting <small>(200 FLOPS per polygon)</small> | ** 800,000 polygons/sec: Lighting <small>(200 FLOPS per polygon)</small> | ||
** 600,000 polygons/sec: Lighting, textures <small>(272 FLOPS per polygon, 266 [[wikipedia:Instructions per second|IPS]] per polygon)</small> | ** 600,000 polygons/sec: Lighting, textures <small>(272 FLOPS per polygon, 266 [[wikipedia:Instructions per second|IPS]] per polygon)</small> | ||
Line 178: | Line 181: | ||
** Texturing: 120 MTexels/s | ** Texturing: 120 MTexels/s | ||
* 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 (1.125 MB) | *** 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) | ||
Line 185: | Line 188: | ||
** Internal processor memory: 512.75 KB | ** Internal processor memory: 512.75 KB | ||
*** CPU cache: 768 bytes | *** CPU cache: 768 bytes | ||
− | *** DSP internal 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 | + | ===Model 2C-CRX=== |
Model 2A-CRX, released in 1996, featured an upgraded GPU chipset and optional MPEG sound boards: | Model 2A-CRX, released in 1996, featured an upgraded GPU chipset and optional MPEG sound boards: | ||
{{multicol| | {{multicol| | ||
− | * GPU coprocessors: 2× Fujitsu TGPx4 MB86235 @ 40 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{fileref|3DGraphicsProcessorChipSet.pdf}} | + | * GPU coprocessors: 2× Fujitsu TGPx4 MB86235 @ 40 MHz{{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 MFLOPS (80 MFLOPS each) | ** Floating-point units: 32/40‑bit operations @ 160 MFLOPS (80 MFLOPS each) | ||
** Fixed-point arithmetic: 32/[[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) | ||
− | * 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}} |
− | * Polygon performance: {{fileref|3DGraphicsProcessorChipSet.pdf}} | + | * Polygon performance:{{fileref|3DGraphicsProcessorChipSet.pdf}} |
** 800,000 polygons/sec: Lighting, textures, flat shading <small>(200 FLOPS per polygon, 266 [[wikipedia:Instructions per second|IPS]] per polygon)</small> | ** 800,000 polygons/sec: Lighting, textures, flat shading <small>(200 FLOPS per polygon, 266 [[wikipedia:Instructions per second|IPS]] per polygon)</small> | ||
** 600,000 polygons/sec: Lighting, textures, flat shading, Z-sorting <small>(272 FLOPS per polygon)</small> | ** 600,000 polygons/sec: Lighting, textures, flat shading, Z-sorting <small>(272 FLOPS per polygon)</small> | ||
** 490,000 polygons/sec: Lighting, textures, Gouraud shading <small>(326 FLOPS per polygon)</small> | ** 490,000 polygons/sec: Lighting, textures, Gouraud shading <small>(326 FLOPS per polygon)</small> | ||
** 366,000 polygons/sec: Lighting, textures, Gouraud shading, Z-sorting <small>(438 FLOPS per polygon)</small> | ** 366,000 polygons/sec: Lighting, textures, Gouraud shading, Z-sorting <small>(438 FLOPS per polygon)</small> | ||
− | * Fillrate: {{fileref|3DGraphicsProcessorChipSet.pdf}} | + | * Fillrate:{{fileref|3DGraphicsProcessorChipSet.pdf}} |
** Rendering: 190 MPixels/s (95 MPixels/s per GPU) | ** Rendering: 190 MPixels/s (95 MPixels/s per GPU) | ||
** Texturing: 190 MTexels/s (95 MTexels/s per GPU) | ** Texturing: 190 MTexels/s (95 MTexels/s per GPU) | ||
Line 274: | Line 277: | ||
===Other=== | ===Other=== | ||
*''[[Ultimate Domain]]'' (unreleased) - Developed by [[Atlus]]. Previewed in ''[[Mean Machines Sega]]'' #51. | *''[[Ultimate Domain]]'' (unreleased) - Developed by [[Atlus]]. Previewed in ''[[Mean Machines Sega]]'' #51. | ||
− | |||
− | |||
− | |||
==Gallery== | ==Gallery== |
Revision as of 12:23, 21 October 2016
Sega Model 2 | |||||
---|---|---|---|---|---|
Manufacturer: Sega | |||||
Variants: Model 2A-CRX, Model 2B-CRX, Model 2C-CRX | |||||
Add-ons: DSB1/DSB2 (Model 2C-CRX) | |||||
|
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's development was led by famed Sega AM2 game designer Yu Suzuki. Sega engineered the Model 2 with help from Fujitsu and GE Aerospace (acquired by Martin Marietta in 1993, now part of Lockheed Martin). Sega developed the polygon geometry engine in-house, using Fujitsu coprocessors, combined with GE Aerospace's expensive texture-mapping technology,[1] which Suzuki's team condensed into a more affordable chipset. 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.
Contents
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]
The hardware was designed by Sega AM2's Yu Suzuki and engineered by his Sega AM2 team.[4] The polygon geometry engine was developed in-house at Sega,[1] using Fujitsu DSP coprocessors that were modified with Sega's custom microcode for hardware T&L capabilities;[5] it would be years before hardware T&L would appear on consumer home systems.
Suzuki 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.[6]
There were also issues working on the new CPU,[4] the Intel i960-KB, which had just released in 1993[7]. 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 $24,489 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[8][9] at $15,000 each),[3][10] 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".[11]
Technical Specifications
Model 2 Specifications
- Board composition: CPU Board, Video Board, Communication Board, ROM Board, Sound Board, Feedback Driver Board[12]
- 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[13]
- Main CPU: Intel i960-KB @ 25 MHz
- Fixed-point arithmetic: 32‑bit RISC instructions @ 25 MIPS[14]
- Floating-point unit: 32/64/80‑bit operations @ 13.6 MFLOPS[7]
- Bus width: 32‑bit
- Additional CPU: 2× Zilog Z80 (8/16‑bit instructions @ 1.74 MIPS)
Sound
- Sound CPU: Motorola 68000 @ 10 MHz (16/32‑bit instructions @ 1.75 MIPS)
- Sound chip: 2× Sega 315‑5560 Custom MultiPCM
- Sound timer: Yamaha YM3834 @ 8 MHz (Model 2 only)
Graphics
Graphical specifications of the Sega Model 2:[17][12][1]
- GPU:
- 6× Fujitsu TGP MB86234
- Sega Video Board 837-10072
- GPU Geometry Engine DSP coprocessors: 6× Fujitsu TGP MB86234 @ 16 MHz[18][19][13]
- Revisions: 315‑5673, 315‑5677, 2× 315‑5678, 2× 315‑5679 (later updated with 2× 315‑5679B in 1994)
- Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, DMA controllers, T&L (transform, clipping, lighting)[5]
- Floating-point units: 32‑bit operations @ 96 MFLOPS (16 MFLOPS each)
- Fixed-point arithmetic: 32‑bit instructions @ 96 MIPS (16 MIPS each)
- Bus width: 192‑bit (32‑bit each)
- Notes: Located on CPU Board. DSP are modified by Sega with custom microcode for coprocessor and T&L capabilities.[5]
- GPU graphics card: Sega Video Board 837-10072 @ 50 MHz[13][20]
- Sega Z-sorting & clipping chipset: 315‑5644 (32 MHz), 315‑5645 (32 MHz), 315‑5712 (40 MHz), 2× 315‑5725 (50 MHz)
- Lockheed Martin rasterization & texture mapping renderer units: 315‑5646 (50 MHz), 315‑5647 (50 MHz)
- Sega System 24 tilemap engine: 315‑5292 tilemap generator (32 MHz)[21]
- Display: Up to 50-inch display[22]
- Display resolution: 496×384 pixels, 24 Hz HSync, progressive scan (non-interlaced), double-buffering
- Overscan resolution: 656×496
- Pixel clock rate: 19.523 MHz
- Refresh rate: 60 Hz, 57.52416 Hz, 30 Hz[17]
- Frame rate: 60 FPS,[23] 57.52416 FPS, 30 FPS
- Color depth: 16,777,216 (24‑bit), 65,536 (16‑bit)
- Graphical features: Flat shading, texture mapping, perspective correction, texture filtering, texture anti-aliasing, microtexture, diffuse reflection, specular reflection, alpha blending, transparency, rasterization, mipmapping, LOD,[17] trilinear filtering[3]
- Texture map resolution: Up to 1024×2048 pixels
- Microtexture size: Up to 128×128 pixels
- Geometric performance: 900,000 vectors/sec
- Polygon performance:
- Fillrate:
- Hardware support: Motion capture
Memory
Bandwidth
- System RAM bandwidth: 974 MB/sec
- 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)[13][12]
Model 2A-CRX
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
- 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,[32] 16 MB audio)
- System RAM: 9776 KB (9.546875 MB)
Model 2B-CRX
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[33]
- 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:[34]
- 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)
Model 2C-CRX
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][34]
- 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[35]
- Polygon performance:[34]
- 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:[34]
- 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
- Daytona USA (1993)
- Daytona USA Deluxe '93 (1993)
- Desert Tank (1994)
- Virtua Cop (1994)
Model 2A-CRX
- Virtua Fighter 2 (1994)
- Manx TT Superbike (1995)
- Sega Rally Championship (1995)
- Sega Rally Pro Drivin' (1995?)
- Sky Target (1995)
- Virtua Cop 2 (1995)
- Dead or Alive (1996)
- Dynamite Baseball (1996)
- Dynamite Cop (1996)
- Pilot Kids (1999)
- Virtua Fighter 2.1 (1996)
- Motor Raid (1997)
- Zero Gunner (1997)
Model 2B-CRX
- Fighting Vipers (1995)
- Gunblade NY (1995)
- Indy 500 (1995)
- Rail Chase 2 (1995)
- Virtua Striker (1995)
- Dead or Alive (1996)
- Dynamite Baseball (1996)
- Dynamite Cop (1996)
- Last Bronx (1996)
- Pilot Kids (1999)
- Sonic the Fighters (1996)
- Super GT 24H (1996)
- Cyber Troopers Virtual-On (1996)
- Dynamite Baseball 97 (1997)
- Zero Gunner (1997)
Model 2C-CRX
- Dynamite Cop (1996)
- Over Rev (1997)
- Power Sled (1996)
- Sega Ski Super G (1996)
- Sega Touring Car Championship (1996)
- Sega Water Ski (1996)
- Wave Runner (1996)
- The House of the Dead (1997)
- Top Skater (1997)
- Behind Enemy Lines (1998)
Other
- Ultimate Domain (unreleased) - Developed by Atlus. Previewed in Mean Machines Sega #51.
Gallery
A typical ROM (Virtua Cop)
Model 2A ROM (Dead or Alive)
References
- ↑ 1.0 1.1 1.2 File:NextGeneration US 11.pdf, page 16
- ↑ File:EGM US 051.pdf, page 222
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 http://www.thg.ru/smoke/19991022/print.html
- ↑ 4.0 4.1 4.2 4.3 htt (Wayback Machine: 2013-11-13 17:41)
- ↑ 5.0 5.1 5.2 TGP (MAME)
- ↑ http://www.gamasutra.com/view/news/228512/Yu_Suzuki_recalls_using_military_tech_to_make_Virtua_Fighter_2.php
- ↑ 7.0 7.1 File:80960KB datasheet.pdf
- ↑ http://archive.today/XN3rz
- ↑ http://tinyurl.com/nyb7y3s
- ↑ http://www.assemblergames.com/forums/showthread.php?47028-Early-concept-of-Daytona-USA-at-Summer-CES-1993-Not-on-Model-2-but-Compu-Scene
- ↑ File:SSM_UK_02.pdf, page 21
- ↑ 12.0 12.1 12.2 12.3 12.4 https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 http://www.tvspels-nostalgi.com/pcb_sega.htm
- ↑ 14.0 14.1 File:I960 datasheet.pdf
- ↑ http://pdf.datasheetarchive.com/indexerfiles/Scans-068/DSA2IH00225160.pdf
- ↑ File:ST-077-R2-052594.pdf
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp
- ↑ Sega Model 2 ROM Dump
- ↑ 19.0 19.1 File:MB86232 datasheet.pdf
- ↑ 20.0 20.1 http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG
- ↑ Sega 16‑Bit Common Hardware, MAME
- ↑ File:EGM US 059.pdf, page 68
- ↑ File:VirtuaFighter2 Model2 Flyer.pdf, page 2
- ↑ http://www.gamezero.com/team-0/whats_new/past/news9504.html
- ↑ File:DaytonaUSA Model2 Flyer.pdf, page 2
- ↑ File:TC5588P datasheet.pdf
- ↑ File:TC518128CPL datasheet.pdf
- ↑ File:MB84256A datasheet.pdf
- ↑ http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-39/DSA-764435.pdf
- ↑ File:AM27C1024 datasheet.pdf
- ↑ File:MX27C1024 datasheet.pdf
- ↑ http://mamedb.com/game/dynamcop
- ↑ 33.0 33.1 File:ADSP-2106 datasheet.pdf
- ↑ 34.0 34.1 34.2 34.3 File:3DGraphicsProcessorChipSet.pdf
- ↑ File:3D-CG System with Video Texturing.pdf
Sega arcade boards |
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Originating in arcades |
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84
85
86
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Console-based hardware |
84
85
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97
98
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00
01
02
03
04
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14
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PC-based hardware |
05
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