Difference between revisions of "Sega NAOMI 2"

From Sega Retro

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===NAOMI 2 Specifications===
 
===NAOMI 2 Specifications===
 
{{multicol|
 
{{multicol|
* Main CPU: 2× [[SuperH|Hitachi SH‑4]] @ 200 MHz{{fileref|DCUK 16.pdf|page=41}}{{fileref|SH-4 Software Manual.pdf}}
+
* Main CPU: [[SuperH|Hitachi SH‑4]]{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/naomi.cpp Sega NAOMI / NAOMI 2 (MAME)]}} @ 200 MHz{{fileref|DCUK 16.pdf|page=41}}{{fileref|SH-4 Software Manual.pdf}}
** Units: 2× [[wikipedia:128-bit|128‑bit]] [[wikipedia:SIMD|SIMD]] vector units with graphic functions, 2× 64‑bit [[wikipedia:Floating-point unit|floating‑point units]], 2× 32‑bit fixed‑point units
+
** Units: [[wikipedia:128-bit|128‑bit]] [[wikipedia:SIMD|SIMD]] vector units with graphic functions, 2× 64‑bit [[wikipedia:Floating-point unit|floating‑point units]], 2× 32‑bit fixed‑point units
** Bus width: 256‑bit <small>(2×&nbsp;128‑bit)</small> internal, 128‑bit <small>(2×&nbsp;64‑bit)</small> external
+
** Bus width: 128‑bit 64‑bit external
** Bandwidth: 6.4&nbsp;GB/s internal, 3.2&nbsp;GB/s external
+
** Bandwidth: 3.2&nbsp;GB/s internal, 1.6&nbsp;GB/s external
** Fixed‑point performance: 720&nbsp;[[wikipedia:Instructions per second|MIPS]]
+
** Fixed‑point performance: 360&nbsp;[[wikipedia:Instructions per second|MIPS]]
** SH‑4 floating‑point performance: 2.8&nbsp;[[wikipedia:FLOPS|GFLOPS]]
+
** SH‑4 floating‑point performance: 1.4&nbsp;[[wikipedia:FLOPS|GFLOPS]]
 
** 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, or further enhancing graphics. CPU load is reduced by 90% with Elan.{{intref|Press release: 2000-09-21: Sega Announces NAOMI2 Next Generation Arcade Systems Using Imagination Technologies’ PowerVR Graphics Architecture}}
 
** 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, or further enhancing graphics. CPU load is reduced by 90% with Elan.{{intref|Press release: 2000-09-21: Sega Announces NAOMI2 Next Generation Arcade Systems Using Imagination Technologies’ PowerVR Graphics Architecture}}
 
* Sound engine: [[Yamaha]] [[Yamaha Super Intelligent Sound Processor|AICA Super Intelligent Sound Processor]] @ 67&nbsp;MHz
 
* Sound engine: [[Yamaha]] [[Yamaha Super Intelligent Sound Processor|AICA Super Intelligent Sound Processor]] @ 67&nbsp;MHz
Line 53: Line 53:
 
====Graphics====
 
====Graphics====
 
{{multicol|
 
{{multicol|
* GPU: 7&nbsp;core processors (Elan, 2×&nbsp;SH‑4&nbsp;SIMD, 2×&nbsp;PowerVR2, 2&nbsp;DAC)
+
* GPU: 6&nbsp;core processors (Elan, SH‑4 SIMD, 2×&nbsp;PowerVR2, 2&nbsp;DAC)
** Core units: 15&nbsp;units (Elan, 2×&nbsp;SH‑4&nbsp;SIMD, 10&nbsp;PowerVR2 cores, 2&nbsp;DAC)
+
** Core units: 14&nbsp;units (Elan, 2×&nbsp;SH‑4&nbsp;SIMD, 10&nbsp;PowerVR2 cores, 2&nbsp;DAC)
 
** Clock rate: 200&nbsp;MHz
 
** Clock rate: 200&nbsp;MHz
 
* GPU [[wikipedia:Transform and lighting|T&L]] geometry coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 200&nbsp;MHz
 
* GPU [[wikipedia:Transform and lighting|T&L]] geometry coprocessor: [[wikipedia:Imagination Technologies|VideoLogic]] Elan @ 200&nbsp;MHz
Line 83: Line 83:
 
** 2 GTexels/s: Opaque and translucent polygons
 
** 2 GTexels/s: Opaque and translucent polygons
 
* Textures per pass: 10 texture layers{{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}}
 
* Textures per pass: 10 texture layers{{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}}
* T&L geometry calculations: 10.3 GFLOPS{{ref|Elan: 7.5 GFLOPS <br> SH‑4 SIMD: 2.8 GFLOPS|group=n}}
+
* T&L geometry calculations: 8.9 GFLOPS{{ref|Elan: 7.5 GFLOPS <br> SH‑4 SIMD: 1.4 GFLOPS|group=n}}
** Vertex transformations: 330 million vertices/sec{{ref|31 FLOPS per vertex: 28 FLOPS matrix transformation,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (page 95)]}} 3 FLOPS perspective division{{ref|[http://gamedev.allusion.net/docs/kos-current/matrix_8h.html Dreamcast: Basic matrix operations (KallistiOS)]}}|group=n}}
+
** Vertex transformations: 280 million vertices/sec{{ref|31 FLOPS per vertex: 28 FLOPS matrix transformation,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (page 95)]}} 3 FLOPS perspective division{{ref|[http://gamedev.allusion.net/docs/kos-current/matrix_8h.html Dreamcast: Basic matrix operations (KallistiOS)]}}|group=n}}
** Polygon transformations: 110 million polygons/sec{{ref|3 vertices per triangle polygon|group=n}}{{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}}
 
** [[wikipedia:Flat shading|Flat shading]]: 82 million polygons/sec (1 light){{ref|125 FLOPS per polygon: 116 FLOPS T&L,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} 9 FLOPS perspective division|group=n}}
 
 
* [[wikipedia:Gouraud shading|Gouraud shading]] performance:
 
* [[wikipedia:Gouraud shading|Gouraud shading]] performance:
** 54 million polygons/sec: 1 light,{{ref|189 FLOPS per polygon: 180 FLOPS T&L,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} 9 FLOPS perspective division|group=n}} 220-pixel polygons
+
** 100 million polygons/sec: 1 light{{ref|[http://www.ign.com/boards/threads/noami-2-future.6157195/ NAOMI 2 Specifications (May 31, 2001)]}}
** 29 million polygons/sec: 2 lights,{{ref|348 FLOPS per polygon: 339 FLOPS T&L,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} 9 FLOPS perspective division|group=n}} 200-pixel polygons
+
** 12 million polygons/sec: 6 lights{{ref|
** 14 million polygons/sec: 6 lights,{{ref|732 FLOPS per polygon: 723 FLOPS T&L,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} 9 FLOPS perspective division
 
*SH-4: 4 million polygons/sec
 
 
*Elan: 10 million polygons/sec
 
*Elan: 10 million polygons/sec
|group=n}} 140-pixel polygons
+
*SH-4: 2 million polygons/sec
** 6 million polygons/sec: 16 lights,{{ref|1692 FLOPS per polygon: 1683 FLOPS T&L,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} 9 FLOPS perspective division|group=n}} 100-pixel polygons
+
|group=n}}
 
* Texture mapping performance: 100-pixel polygons
 
* Texture mapping performance: 100-pixel polygons
** 120 million polygons/sec: 1 texture layer, 100-texel polygons
+
** 100 million polygons/sec: 1 texture layer
** 60 million polygons/sec: 2 texture layers, 200-texel polygons
+
** 20 million polygons/sec: 6 texture layers
** 20 million polygons/sec: 6 texture layers, 600-texel polygons
+
** 12 million polygons/sec: 10 texture layers
** 12 million polygons/sec: 10 texture layers, 1000-texel polygons
 
 
}}
 
}}
  

Revision as of 10:46, 1 December 2016


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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 significantly more powerful than the NAOMI, including a dual CPU setup, new T&L GPU, dual rasterizer GPU, increased memory, and faster clock rates and bandwidth. 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 (and difficult to program) Sega Hikaru arcade system that preceded it.[1]

As with the NAOMI, the NAOMI 2 was also available in GD-ROM and Satellite Terminal variants. It was Sega's last proprietary arcade system board; subsequent Sega arcade boards have been based on console and PC hardware.

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.[2] Yu Suzuki was involved in its development, insisting that it must have enough power to sustain in-game performance of at least 10 million polygons per second will all effects enabled.[3]

Technical Specifications

NAOMI 2 Specifications

  • Main CPU: Hitachi SH‑4[4] @ 200 MHz[5][6]
    • Units: 128‑bit SIMD vector units with graphic functions, 2× 64‑bit floating‑point units, 2× 32‑bit fixed‑point units
    • Bus width: 128‑bit 64‑bit external
    • Bandwidth: 3.2 GB/s internal, 1.6 GB/s external
    • Fixed‑point performance: 360 MIPS
    • SH‑4 floating‑point performance: 1.4 GFLOPS
    • Note: With Elan used as geometry coprocessor, the SH‑4's 128‑bit SIMD matrix unit can be dedicated to game physics, artificial intelligence, collision detection, overall game code, or further enhancing graphics. CPU load is reduced by 90% with Elan.[7]
  • Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
    • Internal CPU: 32‑bit ARM7 RISC CPU @ 45 MHz
    • CPU performance: 17 MIPS
    • PCM/ADPCM: 16‑bit depth, 48 kHz sampling rate (DVD quality), 128 channels
    • Other features: DSP, sound synthesizer
  • PLD: 4 PLD[n 1]
    • Altera FLEX EPF8452AQC160‑3 FPGA @ 125 MHz[n 2]
    • Sega 315‑6188 (Altera EPC1064PC8) FPGA Configuration Device @ 6 MHz[n 3]
    • Sega 315‑6268 (Altera EPM7032AELC44‑10) CPLD @ 103.1 MHz[n 4]
    • Sega 315‑6269 (Altera MAX EPM7064AETC100‑10) CPLD @ 100 MHz[n 5]
  • Operating systems:
  • Storage media: ROM cartridge
  • Extensions: communication, 4‑channel surround sound, PCI, MIDI, RS‑232C
  • Connection: JAMMA Video compliant

Graphics

  • GPU: 6 core processors (Elan, SH‑4 SIMD, 2× PowerVR2, 2 DAC)
    • Core units: 14 units (Elan, 2× SH‑4 SIMD, 10 PowerVR2 cores, 2 DAC)
    • Clock rate: 200 MHz
  • GPU T&L geometry coprocessor: VideoLogic Elan @ 200 MHz
  • GPU rasterizers: 2× NEC‑VideoLogic PowerVR2 @ 200 MHz[12]
  • Video DAC: 2× Rohm BU1426KS @ 35.4695 MHz[16]
    • Bus width: 48‑bit (2× 24‑bit)
  • Color depth: 32‑bit ARGB, 16,777,216 colors (24‑bit color) with 8‑bit (256 levels) alpha blending, YUV and RGB color spaces, color key overlay[17]
  • Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, JAMMA/VGA,[18] progressive scan
    • Single monitor: 496×384 to 800×608 pixels[19]
    • Dual monitor: 992×768 to 1600×608 pixels
  • Rendering fillrate:
  • Texture fillrate:
    • 12 GTexels/s: Opaque polygons
    • 2 GTexels/s: Opaque and translucent polygons
  • Textures per pass: 10 texture layers[12]
  • T&L geometry calculations: 8.9 GFLOPS[n 7]
    • Vertex transformations: 280 million vertices/sec[n 8]
  • Gouraud shading performance:
    • 100 million polygons/sec: 1 light[12]
    • 12 million polygons/sec: 6 lights[n 9]
  • Texture mapping performance: 100-pixel polygons
    • 100 million polygons/sec: 1 texture layer
    • 20 million polygons/sec: 6 texture layers
    • 12 million polygons/sec: 10 texture layers

Memory

  • Overall memory: 304–584 MB (136 MB RAM, 168–448 MB ROM)
    • Video memory: 240–352 MB (96 MB RAM, 144–256 MB ROM)
  • Internal processor cache: 363.826 KB[mn 1][23]
  • System RAM: 136 MB[4]
    • Main RAM: 32 MB SDRAM
    • VRAM: 96 MB
      • Elan: 32 MB SDRAM (geometry/model data)
      • PowerVR2: 64 MB SDRAM[n 11]
    • Sound RAM: 8 MB
    • FPGA Configuration: 8 KB SRAM[4][9]
    • Backup SRAM: 32 KB[25]
  • System ROM: 2048.25 KB[n 12]
  • Cartridge ROM: 168–448 MB
    • 2000 format: 168–280 MB[n 13]
    • 2005 format: Up to 448 MB[n 14]

Bandwidth

  • Internal processor cache bandwidth:
  • RAM/ROM memory bandwidth: 16.1 GB/s (15.1 GB/s system, 1 GB/s cartridge)
    • Video memory: 14.01 GB/s (13.01 GB/s VRAM, 900 MB/s ROM)
  • System RAM bandwidth: 15 GB/s[4]
  • System ROM bandwidth: 88 MB/s[4]
  • Cartridge ROM bandwidth: 900 MB/s[n 29]
    • Note: High‑speed access allows ROM to effectively be used as RAM, and textures streamed directly from ROM.[34]
  • Cartridge RAM bandwidth: 100 MB/s[n 30]

NAOMI 2 GD-ROM Specifications

The NAOMI GD‑ROM, released in 2001, is identical to the standard NAOMI, but uses GD‑ROM discs for storage instead of ROM cartridges. It comes with a DIMM Board, which is very similar to a ROM cartridge, but with RAM instead of ROM. When a game is installed, the GD‑ROM content is loaded onto the DIMM Board RAM, so that the game data runs from the DIMM Board rather than the GD‑ROM disc. The NAOMI 2 GD‑ROM specification includes the following differences:

  • Board composition: Motherboard + Daughter Board + DIMM Board
  • Storage media: GD‑ROM drive
    • GD‑ROM transfer rate: 1.8 MB/s (1800 KB/sec)

Memory

  • RAM: 392–648 MB (SDRAM)
    • Main RAM: 32 MB
    • VRAM: 96 MB
    • Sound RAM: 8 MB
    • DIMM RAM: 256–512 MB[35]
  • L2 cache: 256 KB
  • ROM: 26 MB
    • System ROM: 2048.25 KB[n 31]
    • DIMM ROM: 24 MB (EPROM)

Bandwidth

  • RAM bandwidth: 16–17 GB/s
    • Main RAM: 1.6 GB/s
    • VRAM: 13.01 GB/s
    • Sound RAM: 132 MB/s
    • SRAM: 44 MB/s
    • DIMM RAM: 1.1–2.13 GB/s[n 32]

List of Games

NAOMI 2 Games

NAOMI 2 GD-ROM Games

NAOMI 2 Satellite Terminal Games

Notes

  1. [49 units, 656‑bit internal, 224‑bit external, 125 MHz, 9.25 GB/s[4] 49 units, 656‑bit internal, 224‑bit external, 125 MHz, 9.25 GB/s[4]]
  2. [42 units, 336‑bit (42× 8‑bit) internal, 120‑bit external,[8] 5.3 GB/s 42 units, 336‑bit (42× 8‑bit) internal, 120‑bit external,[8] 5.3 GB/s]
  3. [8‑bit,[9] 6 MB/s 8‑bit,[9] 6 MB/s]
  4. [2 units, 104‑bit (2× 52‑bit) internal, 32‑bit (2× 16‑bit) external,[10] 1.3403 GB/s 2 units, 104‑bit (2× 52‑bit) internal, 32‑bit (2× 16‑bit) external,[10] 1.3403 GB/s]
  5. [4 units, 208‑bit (4× 52‑bit) internal, 64‑bit (4× 16‑bit) external,[10] 2.6 GB/s 4 units, 208‑bit (4× 52‑bit) internal, 64‑bit (4× 16‑bit) external,[10] 2.6 GB/s]
  6. [32 pixels per cycle[20] 32 pixels per cycle[20]]
  7. [Elan: 7.5 GFLOPS
    SH‑4 SIMD: 1.4 GFLOPS Elan: 7.5 GFLOPS
    SH‑4 SIMD: 1.4 GFLOPS]
  8. [31 FLOPS per vertex: 28 FLOPS matrix transformation,[21] 3 FLOPS perspective division[22] 31 FLOPS per vertex: 28 FLOPS matrix transformation,[21] 3 FLOPS perspective division[22]]
  9. [
    • Elan: 10 million polygons/sec
    • SH-4: 2 million polygons/sec
    • Elan: 10 million polygons/sec
    • SH-4: 2 million polygons/sec]
  10. [512 bytes RAM, 16 KB ROM[24] 512 bytes RAM, 16 KB ROM[24]]
  11. [2× 32 MB 2× 32 MB]
  12. [2 MB BIOS EPROM, 256 bytes EEPROM[4] 2 MB BIOS EPROM, 256 bytes EEPROM[4]]
  13. [24 MB EPROM,[26] 144–256 MB FlashROM/MROM 24 MB EPROM,[26] 144–256 MB FlashROM/MROM]
  14. [128–448 MB FlashROM, 0–40 MB EPROM, 128 KB Flash PROM[27] 128–448 MB FlashROM, 0–40 MB EPROM, 128 KB Flash PROM[27]]
  15. [256‑bit, 200 MHz 256‑bit, 200 MHz]
  16. [512‑bit, 200 MHz 512‑bit, 200 MHz]
  17. [1248‑bit, 200 MHz 1248‑bit, 200 MHz]
  18. [48‑bit, 35.4695 MHz 48‑bit, 35.4695 MHz]
  19. [32‑bit, 67 MHz 32‑bit, 67 MHz]
  20. [656‑bit, 125 MHz 656‑bit, 125 MHz]
  21. [128‑bit, 100 MHz[28] 128‑bit, 100 MHz[28]]
  22. [512‑bit, 166 MHz[11] 512‑bit, 166 MHz[11]]
  23. [128‑bit, 125 MHz[29] 128‑bit, 125 MHz[29]]
  24. [16‑bit, 66 MHz 16‑bit, 66 MHz]
  25. [16‑bit, 22 MHz[25] 16‑bit, 22 MHz[25]]
  26. [8‑bit, 6 MHz[9] 8‑bit, 6 MHz[9]]
  27. [16‑bit, 40 MHz[30][31] 16‑bit, 40 MHz[30][31]]
  28. [2× 16‑bit, 2 MHz[32] 2× 16‑bit, 2 MHz[32]]
  29. [50 MHz[33] 50 MHz[33]]
  30. [16‑bit, 50 MHz 16‑bit, 50 MHz]
  31. [24 MB BIOS EPROM, 256 bytes EEPROM 24 MB BIOS EPROM, 256 bytes EEPROM]
  32. [1/2× 64‑bit, 133 MHz[36][37] 1/2× 64‑bit, 133 MHz[36][37]]

References

  1. File:NextGeneration US 76.pdf, page 37
  2. NEC Introduces PowerVR 3-D Engine (09/23/98) (Wayback Machine: 1998-12-06 11:10)
  3. File:NextGeneration US 77.pdf, page 61
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Sega NAOMI / NAOMI 2 (MAME)
  5. 5.0 5.1 File:DCUK 16.pdf, page 41
  6. File:SH-4 Software Manual.pdf
  7. 7.0 7.1 Press release: 2000-09-21: Sega Announces NAOMI2 Next Generation Arcade Systems Using Imagination Technologies’ PowerVR Graphics Architecture
  8. File:EPF8452A datasheet.pdf
  9. 9.0 9.1 9.2 File:EPC1064 datasheet.pdf
  10. 10.0 10.1 File:EPM7032AE datasheet.pdf
  11. 11.0 11.1 File:UPD4564323 datasheet.pdf
  12. 12.0 12.1 12.2 12.3 12.4 NAOMI 2 Specifications (May 31, 2001)
  13. File:PowerVR.pdf, page 3
  14. JAMMA 2000: NAOMI 2 Revealed (September 20, 2000)
  15. File:NAOMI 1998 Press Release JP.pdf
  16. File:BU142 datasheet.pdf
  17. Neon 250 Specs & Features (Wayback Machine: 2007-08-11 10:20)
  18. Sega Naomi Universal
  19. Dreamcast Video (KallistiOS)
  20. File:DreamcastDevBoxSystemArchitecture.pdf, page 96
  21. Design of Digital Systems and Devices (page 95)
  22. Dreamcast: Basic matrix operations (KallistiOS)
  23. File:DreamcastDevBoxSystemArchitecture.pdf
  24. File:TMP90PH44 datasheet.pdf
  25. 25.0 25.1 File:HM62256B datasheet.pdf
  26. Club Kart: European Session (MAME)
  27. File:XCF01S datasheet.pdf
  28. File:HM5264 datasheet.pdf
  29. File:HY57V161610D datasheet.pdf
  30. File:CY2292 datasheet.pdf
  31. File:M27C160 datasheet.pdf
  32. File:AT93C46 datasheet.pdf
  33. File:S29GL-N datasheet.pdf
  34. Hideki Sato Sega Inteview (Edge)
  35. Sega NAOMI DIMM board and GD-ROM
  36. Sega Naomi DIMM board and GD-ROM
  37. File:M366S3323CT0 datasheet.pdf


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