Difference between revisions of "Sega NAOMI 2"

From Sega Retro

Line 26: Line 26:
 
{{multicol|
 
{{multicol|
 
* Main CPU: 2× [[SuperH|Hitachi SH-4]] @ 400 MHz {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
* Main CPU: 2× [[SuperH|Hitachi SH-4]] @ 400 MHz {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
** Features: 2× 128-bit [[wikipedia:SIMD|SIMD]] @ 400 MHz, 2× [[wikipedia:Floating-point unit|floating-point unit]], graphic functions
+
** Features: 2× 128‑bit [[wikipedia:SIMD|SIMD]] @ 400 MHz, 2× [[wikipedia:Floating-point unit|floating-point unit]], graphic functions
 
** Performance: 1440 [[wikipedia:Instructions per second|MIPS]], 5.6 GFLOPS, more than 40 million polygons/sec geometry & lighting calculations
 
** Performance: 1440 [[wikipedia:Instructions per second|MIPS]], 5.6 GFLOPS, more than 40 million polygons/sec geometry & lighting calculations
** Note: With Elan used as geometry coprocessor, the SH-4's 128-bit SIMD [[wikipedia:Matrix (mathematics)|matrix]] unit can be dedicated to [[wikipedia:Game physics|game physics]], artificial intelligence, [[wikipedia:Collision detection|collision detection]], overall game code, and/or further enhancing graphics. {{ref|http://www.segatech.com/arcade/naomi2/index.html}}
+
** Note: With Elan used as geometry coprocessor, the SH-4's 128‑bit SIMD [[wikipedia:Matrix (mathematics)|matrix]] unit can be dedicated to [[wikipedia:Game physics|game physics]], artificial intelligence, [[wikipedia:Collision detection|collision detection]], overall game code, and/or further enhancing graphics. {{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
* Sound engine: [[Yamaha]] [[Yamaha Super Intelligent Sound Processor|AICA Super Intelligent Sound Processor]] @ 67 MHz
 
* Sound engine: [[Yamaha]] [[Yamaha Super Intelligent Sound Processor|AICA Super Intelligent Sound Processor]] @ 67 MHz
** Internal CPU: 32-bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz
+
** Internal CPU: 32‑bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz
 
** CPU performance: 17 MIPS{{ref|http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm}}
 
** CPU performance: 17 MIPS{{ref|http://web.archive.org/web/20000823204755/http://computer.org/micro/articles/dreamcast_2.htm}}
** PCM/ADPCM: 16-bit depth, 48 kHz sampling rate (DVD quality),{{ref|http://segatech.com/technical/overview/index.html}} 128 channels
+
** PCM/ADPCM: 16‑bit depth, 48 kHz sampling rate (DVD quality),{{ref|http://segatech.com/technical/overview/index.html}} 128 channels
 
** Other features: DSP, sound synthesizer
 
** Other features: DSP, sound synthesizer
 
* [[wikipedia:Operating system|Operating systems]]:
 
* [[wikipedia:Operating system|Operating systems]]:
Line 44: Line 44:
 
====Graphics====
 
====Graphics====
 
{{multicol|
 
{{multicol|
* Main T&L geometry GPU coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 100 MHz
+
* Main T&L geometry GPU coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan
 +
** Clock rate: 133.3 MHz (4× 33.333 MHz) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}}{{fileref|CY2308 datasheet.pdf}}
 +
** Bus width: 128‑bit {{ref|http://pdf.datasheetcatalog.com/datasheet/nec/UPD4564323G5-A80-9JH.pdf}}
 
** [[wikipedia:Computer graphics lighting|Lighting]]: Up to 16 light sources per polygon, [[wikipedia:Shading#Ambient lighting|ambient lighting]], [[wikipedia:Shading#Distance falloff|parallel lighting]], [[wikipedia:Shading#Point lighting|point lighting]], [[wikipedia:Shading#Spotlight lighting|spotlight lighting]] {{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
** [[wikipedia:Computer graphics lighting|Lighting]]: Up to 16 light sources per polygon, [[wikipedia:Shading#Ambient lighting|ambient lighting]], [[wikipedia:Shading#Distance falloff|parallel lighting]], [[wikipedia:Shading#Point lighting|point lighting]], [[wikipedia:Shading#Spotlight lighting|spotlight lighting]] {{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
** [[wikipedia:Vertex shader|Vertex support]]: Combined dynamic and static model processing {{ref|http://www.segatech.com/arcade/naomi2/index.html}}
 
** [[wikipedia:Vertex shader|Vertex support]]: Combined dynamic and static model processing {{ref|http://www.segatech.com/arcade/naomi2/index.html}}
Line 56: Line 58:
 
*** Texture fillrate: 1 billion [[wikipedia:Texel (graphics)|texels]]/sec (no overdraw) to 3 billion texels/sec (2× overdraw)
 
*** Texture fillrate: 1 billion [[wikipedia:Texel (graphics)|texels]]/sec (no overdraw) to 3 billion texels/sec (2× overdraw)
 
* Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) @ 200 MHz {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
* Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) @ 200 MHz {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
** Bus width: 128-bit (64-bit per GPU) {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
+
** Bus width: 128‑bit (64‑bit per GPU) {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
** RAMDAC: 230 MHz
 
** RAMDAC: 230 MHz
 
** Features: Bump mapping, fog, alpha blending, mipmapping, anti-aliasing, environment mapping, specular effects.{{fileref|NAOMI 1998 Press Release JP.pdf}} See ''[[Sega NAOMI#Technical Specifications|Sega NAOMI Specifications]]'' and ''[[Sega Dreamcast#Technical Specifications|Sega Dreamcast Specifications]]'' for more details on PowerVR2 graphics system.
 
** Features: Bump mapping, fog, alpha blending, mipmapping, anti-aliasing, environment mapping, specular effects.{{fileref|NAOMI 1998 Press Release JP.pdf}} See ''[[Sega NAOMI#Technical Specifications|Sega NAOMI Specifications]]'' and ''[[Sega Dreamcast#Technical Specifications|Sega Dreamcast Specifications]]'' for more details on PowerVR2 graphics system.
Line 71: Line 73:
 
*** 400 million [[wikipedia:Texel (graphics)|texels]]/sec, for front-facing textures drawn on screen
 
*** 400 million [[wikipedia:Texel (graphics)|texels]]/sec, for front-facing textures drawn on screen
 
*** 800–2000 million texels/sec, effective fillrate (including overdrawn and back-facing textures)
 
*** 800–2000 million texels/sec, effective fillrate (including overdrawn and back-facing textures)
* Color depth: 32-bit ARGB,{{ref|http://segatech.com/technical/overview/index.html}} 16,777,216 colors (24-bit color) with 8-bit (256 levels) alpha blending,{{ref|http://www.segatech.com/arcade/naomi2/index.html}} YUV and RGB color spaces, color key overlay {{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}}
+
* Color depth: 32‑bit ARGB,{{ref|http://segatech.com/technical/overview/index.html}} 16,777,216 colors (24‑bit color) with 8‑bit (256 levels) alpha blending,{{ref|http://www.segatech.com/arcade/naomi2/index.html}} YUV and RGB color spaces, color key overlay {{ref|http://web.archive.org/web/20070811102018/http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml}}
 
* Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, [[Dreamcast VGA Adapter|VGA]],{{ref|http://wiki.arcadeotaku.com/w/Sega_Naomi_Universal}} progressive scan
 
* Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, [[Dreamcast VGA Adapter|VGA]],{{ref|http://wiki.arcadeotaku.com/w/Sega_Naomi_Universal}} progressive scan
 
** Single monitor: 496×384 to 800×608 pixels {{ref|http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html}}
 
** Single monitor: 496×384 to 800×608 pixels {{ref|http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html}}
Line 88: Line 90:
 
** Sound RAM: 8 MB
 
** Sound RAM: 8 MB
 
* L2 cache: 256 KB {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
 
* L2 cache: 256 KB {{ref|http://www.ign.com/boards/threads/noami-2-future.6157195/}}
* Game [[ROM]]:  
+
* System [[ROM]]: 2048.25 KB (2 MB [[BIOS]] [[EPROM]], 256 bytes [[EPROM|EEPROM]]) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}}
 
* [[Cartridge]] ROM: 168–448 MB
 
* [[Cartridge]] ROM: 168–448 MB
 
** 2000 format: 168–280 MB (24 MB [[EPROM]],{{ref|http://mamedb.com/game/clubkrte}} 144–256 MB [[wikipedia:FlashROM|FlashROM]]/[[wikipedia:Mask ROM|MROM]])
 
** 2000 format: 168–280 MB (24 MB [[EPROM]],{{ref|http://mamedb.com/game/clubkrte}} 144–256 MB [[wikipedia:FlashROM|FlashROM]]/[[wikipedia:Mask ROM|MROM]])
 
** 2005 format: Up to 448 MB (128–448 MB FlashROM, 0–40 MB EPROM, 128 KB Flash [[wikipedia:Programmable read-only memory|PROM]]){{fileref|XCF01S datasheet.pdf}}
 
** 2005 format: Up to 448 MB (128–448 MB FlashROM, 0–40 MB EPROM, 128 KB Flash [[wikipedia:Programmable read-only memory|PROM]]){{fileref|XCF01S datasheet.pdf}}
 
** Note: ROM access time under 100 [[wikipedia:Nanosecond|nanoseconds]]. High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM. {{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}}
 
** Note: ROM access time under 100 [[wikipedia:Nanosecond|nanoseconds]]. High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM. {{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}}
 +
}}
 +
 +
====Bandwidth====
 +
{{multicol|
 +
* System RAM bandwidth: 6 GB/sec {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}}
 +
** Main RAM: 1.6 GB/sec (2× 64‑bit, 100 MHz) {{fileref|HM5264 datasheet.pdf}}
 +
** VRAM: 4.133 GB/sec
 +
*** Elan: 2.133 GB/sec (128‑bit, 133.3 MHz) {{ref|http://pdf.datasheetcatalog.com/datasheet/nec/UPD4564323G5-A80-9JH.pdf}}
 +
*** PowerVR2: 2 GB/sec (2× 64‑bit, 125 MHz) {{fileref|HY57V161610D datasheet.pdf}}
 +
** Sound RAM: 132 MB/sec (16‑bit, 66 MHz)
 +
** SRAM: 44 MB/sec (16‑bit, 22 MHz, HM62256)
 +
* Internal processor bandwidth: 13 GB/sec
 +
** SH4: 6.4 GB/sec (2× 64‑bit, 400 MHz)
 +
** Elan: 2.133 GB/sec (128‑bit, 133.3 MHz)
 +
** PowerVR2: 3.2 GB/sec (2× 64‑bit, 200 MHz)
 +
** AICA: 256 MB/sec (32‑bit, 67 MHz)
 +
* System ROM bandwidth: 88 MB/sec {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp}}
 +
** BIOS EPROM: 80 MB/sec (16‑bit, 40 MHz) {{ref|http://pdf.datasheetcatalog.com/datasheets2/19/194530_1.pdf}}{{fileref|http://static1.squarespace.com/static/51f517f0e4b01da70d01ca2a/t/5454670fe4b07d8d6df49459/1414817551272/27C160.pdf}}
 +
** EEPROM: 8 MB/sec (2× 16‑bit, 2 MHz) {{fileref|AT93C46 datasheet.pdf}}
 +
* Cartridge ROM bandwidth: 900 MB/sec (50 MHz) {{fileref|S29GL-N datasheet.pdf}}
 +
** Note: High-speed access allows ROM cartridge to effectively be used as RAM. {{ref|http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg}}
 +
* Cartridge RAM bandwidth: 100 MB/sec (16-bit, 50 MHz)
 
}}
 
}}
  
 
===NAOMI 2 GD-ROM Specifications===
 
===NAOMI 2 GD-ROM Specifications===
The NAOMI 2 GD-ROM specification has the following memory differences: {{ref|http://www.segatech.com/arcade/naomi2/index.html}}
+
The NAOMI 2 GD-ROM specification has the following differences: {{ref|http://www.segatech.com/arcade/naomi2/index.html}}
  
 
{{multicol|
 
{{multicol|
Line 105: Line 129:
 
** [[VRAM]]: 96 MB
 
** [[VRAM]]: 96 MB
 
** Sound RAM: 8 MB
 
** Sound RAM: 8 MB
** DIMM RAM: 256–512 MB SDRAM (133 MHz,{{ref|http://wiki.arcadeotaku.com/w/Sega_Naomi_DIMM_board_and_GD-ROM}} 1/2× 64-bit,{{fileref|M366S3323CT0 datasheet.pdf}} 1064–2128 MB/sec)
+
** DIMM RAM: 256–512 MB SDRAM (133 MHz,{{ref|http://wiki.arcadeotaku.com/w/Sega_Naomi_DIMM_board_and_GD-ROM}} 1/2× 64-bit,{{fileref|M366S3323CT0 datasheet.pdf}} 1064–2128 MB/sec bandwidth)
 
* L2 cache: 256 KB
 
* L2 cache: 256 KB
 
* [[ROM]]: 24 MB [[EPROM]]
 
* [[ROM]]: 24 MB [[EPROM]]

Revision as of 10:59, 6 December 2015


This teeny-tiny article needs some work. You can help us by expanding it.



NAOMI2.jpg
Sega NAOMI 2
Manufacturer: Sega
Variants: Sega NAOMI 2 GD-ROM, Sega NAOMI 2 Satellite Terminal
Add-ons: GD-ROM
Release Date RRP Code

The Sega NAOMI 2 is an arcade board developed by Sega and is a successor to Sega NAOMI hardware. It was originally released in 2000. Since it uses similar NAOMI architecture (but significantly beefed up), it is also fully backwards compatible with its predecessor.

The NAOMI 2 is by and large a more powerful successor of the NAOMI, adding a secondary CPU and rasterizer GPU at higher clock rates, adding a new powerful T&L GPU, and increasing the graphics memory. This leads to games with much more polygons than a NAOMI game, rendered at much faster speeds, while the new T&L GPU adds advanced lighting and particle effects. It was also more affordable than the very expensive Sega Hikaru arcade system that preceded it.

As with the NAOMI, the NAOMI 2 was also available in GD-ROM and Satellite Terminal variants.

Development

VideoLogic's Elan, the T&L geometry GPU coprocessor used in the NAOMI 2, had been in development since 1998, when the original NAOMI arcade system and Dreamcast console launched. [1]

Technical Specifications

NAOMI 2 Specifications

Graphics

  • Main T&L geometry GPU coprocessor: VideoLogic Elan
    • Clock rate: 133.3 MHz (4× 33.333 MHz) [6][7]
    • Bus width: 128‑bit [8]
    • Lighting: Up to 16 light sources per polygon, ambient lighting, parallel lighting, point lighting, spotlight lighting [3]
    • Vertex support: Combined dynamic and static model processing [3]
    • Features: Reduces CPU load to 1/10th, multiple light type support (ambient, parallel, point, spot), hardware Z clipping, offscreen & backface culling [9]
    • Effects: Bump mapping, fog, alpha blending, MIP mapping, trilinear filtering, anti-aliasing, environment mapping, specular effects [10]
    • Textures per pass: 10 [2]
    • Floating-point performance: 7.5 GFLOPS [2]
    • Geometric performance: 10 million textured polygons/sec with 6 light sources per polygon,[3] shadows, trilinear filtering and other effects
    • Fillrates:
      • Rendering fillrate: 2 billion pixels/sec [10]
      • Texture fillrate: 1 billion texels/sec (no overdraw) to 3 billion texels/sec (2× overdraw)
  • Rasterizer GPU: 2× NEC-VideoLogic PowerVR 2 (PVR2DC/CLX2) @ 200 MHz [2]
    • Bus width: 128‑bit (64‑bit per GPU) [2]
    • RAMDAC: 230 MHz
    • Features: Bump mapping, fog, alpha blending, mipmapping, anti-aliasing, environment mapping, specular effects.[11] See Sega NAOMI Specifications and Sega Dreamcast Specifications for more details on PowerVR2 graphics system.
    • Rendering output units: 2 ROP units
    • Geometric performance:
      • More than 40 million polygons/sec, with lighting (effective performance, including overdrawn and back-facing polygons)
      • 28 million textured polygons/sec, with lighting, shadows and trilinear filtering (on-screen front-facing polygons)
      • 20 million textured polygons/sec, with lighting, shadows, trilinear filtering and anti-aliasing (on-screen front-facing polygons)
    • Rendering fillrate:
      • 6.4 billion pixels/sec, for purely opaque "punch through" polygons (64 pixels per clock cycle)
      • 2 billion pixels/sec, for transparent polygons
      • 2-6 billion pixels/sec, depending on opacity/translucency of polygons
    • Texture fillrate:
      • 400 million texels/sec, for front-facing textures drawn on screen
      • 800–2000 million texels/sec, effective fillrate (including overdrawn and back-facing textures)
  • Color depth: 32‑bit ARGB,[5] 16,777,216 colors (24‑bit color) with 8‑bit (256 levels) alpha blending,[3] YUV and RGB color spaces, color key overlay [12]
  • Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, VGA,[13] progressive scan
    • Single monitor: 496×384 to 800×608 pixels [14]
    • Dual monitor: 992×768 to 1600×608 pixels
  • Geometric performance: 100 million polygons/sec (raw) [2]

Memory

  • Overall memory: 304–584 MB
  • System RAM: 136 MB SDRAM [6]
    • Main RAM: 32 MB
    • VRAM: 96 MB
      • Elan: 32 MB (geometry/model data)
      • PowerVR2: 64 MB (2× 32 MB)
    • Sound RAM: 8 MB
  • L2 cache: 256 KB [2]
  • System ROM: 2048.25 KB (2 MB BIOS EPROM, 256 bytes EEPROM) [6]
  • Cartridge ROM: 168–448 MB
    • 2000 format: 168–280 MB (24 MB EPROM,[15] 144–256 MB FlashROM/MROM)
    • 2005 format: Up to 448 MB (128–448 MB FlashROM, 0–40 MB EPROM, 128 KB Flash PROM)[16]
    • Note: ROM access time under 100 nanoseconds. High-speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM. [17]

Bandwidth

  • System RAM bandwidth: 6 GB/sec [6]
    • Main RAM: 1.6 GB/sec (2× 64‑bit, 100 MHz) [18]
    • VRAM: 4.133 GB/sec
      • Elan: 2.133 GB/sec (128‑bit, 133.3 MHz) [8]
      • PowerVR2: 2 GB/sec (2× 64‑bit, 125 MHz) [19]
    • Sound RAM: 132 MB/sec (16‑bit, 66 MHz)
    • SRAM: 44 MB/sec (16‑bit, 22 MHz, HM62256)
  • Internal processor bandwidth: 13 GB/sec
    • SH4: 6.4 GB/sec (2× 64‑bit, 400 MHz)
    • Elan: 2.133 GB/sec (128‑bit, 133.3 MHz)
    • PowerVR2: 3.2 GB/sec (2× 64‑bit, 200 MHz)
    • AICA: 256 MB/sec (32‑bit, 67 MHz)
  • System ROM bandwidth: 88 MB/sec [6]
    • BIOS EPROM: 80 MB/sec (16‑bit, 40 MHz) [20][21]
    • EEPROM: 8 MB/sec (2× 16‑bit, 2 MHz) [22]
  • Cartridge ROM bandwidth: 900 MB/sec (50 MHz) [23]
    • Note: High-speed access allows ROM cartridge to effectively be used as RAM. [17]
  • Cartridge RAM bandwidth: 100 MB/sec (16-bit, 50 MHz)

NAOMI 2 GD-ROM Specifications

The NAOMI 2 GD-ROM specification has the following differences: [3]

  • Board composition: Motherboard + Daughter Board + DIMM Board
  • Storage media: GD-ROM drive
  • RAM: 392–648 MB
    • Main RAM: 32 MB
    • VRAM: 96 MB
    • Sound RAM: 8 MB
    • DIMM RAM: 256–512 MB SDRAM (133 MHz,[24] 1/2× 64-bit,[25] 1064–2128 MB/sec bandwidth)
  • L2 cache: 256 KB
  • ROM: 24 MB EPROM

List of Games

NAOMI 2 Games

NAOMI 2 GD-ROM Games

NAOMI 2 Satellite Terminal Games


Sega arcade boards
Originating in arcades








  1. htt (Wayback Machine: 1998-12-06 11:10)
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 http://www.ign.com/boards/threads/noami-2-future.6157195/
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 http://www.segatech.com/arcade/naomi2/index.html
  4. http://computer.org/micro/articles/dreamcast_2.htm (Wayback Machine: 2000-08-23 20:47)
  5. 5.0 5.1 5.2 http://segatech.com/technical/overview/index.html
  6. 6.0 6.1 6.2 6.3 6.4 https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp
  7. File:CY2308 datasheet.pdf
  8. 8.0 8.1 http://pdf.datasheetcatalog.com/datasheet/nec/UPD4564323G5-A80-9JH.pdf
  9. htt (Wayback Machine: 2014-07-03 01:18)
  10. 10.0 10.1 http://ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed
  11. File:NAOMI 1998 Press Release JP.pdf
  12. http://www3.sharkyextreme.com/hardware/reviews/video/neon250/2.shtml (Wayback Machine: 2007-08-11 10:20)
  13. http://wiki.arcadeotaku.com/w/Sega_Naomi_Universal
  14. http://cadcdev.sourceforge.net/docs/kos-current/video_8h_source.html
  15. http://mamedb.com/game/clubkrte
  16. File:XCF01S datasheet.pdf
  17. 17.0 17.1 http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg
  18. File:HM5264 datasheet.pdf
  19. File:HY57V161610D datasheet.pdf
  20. http://pdf.datasheetcatalog.com/datasheets2/19/194530_1.pdf
  21. File:http://static1.squarespace.com/static/51f517f0e4b01da70d01ca2a/t/5454670fe4b07d8d6df49459/1414817551272/27C160.pdf
  22. File:AT93C46 datasheet.pdf
  23. File:S29GL-N datasheet.pdf
  24. http://wiki.arcadeotaku.com/w/Sega_Naomi_DIMM_board_and_GD-ROM
  25. File:M366S3323CT0 datasheet.pdf


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