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Sega OutRun hardware

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OutrunHardware topboard.jpg
Fast facts on Sega OutRun hardware
Manufacturer: Sega
Release Date RRP Code
Arcade
World
1986-09-20 171-5376[1]


Sega's OutRun hardware was released in 1986 with the driving game OutRun. It is a successor to their Hang-On hardware, making it the second in Sega's Super Scaler series of three-dimensional arcade hardware. It was succeeded by the Sega X Board in 1987.

The OutRun hardware, like the Hang-On hardware, has specifications similar to those of the System 16, with the addition of a second 68000 processor and a separate video board which allowed for an extra graphics layer for the road as well as sprite/texture scaling capabilities. The OutRun hardware can do everything the Hang-On hardware can do, but its processors are clocked higher (allowing for quicker calculations), it has more memory and faster bandwidth, and the video board's capabilities have been expanded, capable of drawing two roads (the Hang-On hardware can only draw one) and rendering sprites/textures using a framebuffer system with a higher fillrate (the Hang-On hardware used a line-buffer system). At the time, the OutRun hardware was a very powerful but expensive arcade board, with arcade operators advised to charge twice as many credits than for regular arcade machines.

Three games made use of the hardware, all of which are driving games. However, only OutRun and Turbo OutRun are truly for this hardware, as Super Hang-On was also released for the Hang-On hardware in a mostly identical form.

Technical specifications

Sega OutRun specifications

Sound

Graphics

  • Video Board GPU: Sega 171‑5377 VIDEO Board graphics chipset @ 25.1748 MHz: 6 processors, 80‑bit RAM (167.521366 MB/s), 64‑bit ROM (37 MB/s)[1][3]Media:OutRun Schematics.pdf[4]
    • 315‑5197 Sega Custom Tilemap Generator FPGA: 16‑bit RAM (15.384615 MHz, 65 ns, 30.76923 MB/s), 24‑bit ROM (4 MHz, 250 ns, 12 MB/s)
    • 315‑5211 Sega Custom Sprite Generator FPGA: 16‑bit sprite attribute RAM (22.222222 MHz, 45 ns, 44.444444 MB/s),[10] 48‑bit sprite framebuffer RAM (15.384615 MHz, 65 ns, 92.307692 MB/s),[11] 32‑bit ROM (5 MHz, 200 ns, 20 MB/s)[12]
    • 315‑5227A Signetics CK2678 PAL: 8‑bit ROM (5 MHz, 200 ns, 5 MB/s)[12]
    • 315‑5228 Signetics CK2605 FPGA: 8‑bit[8][9]
    • 315‑5242 Sega Custom Color Encoder: 16‑bit
    • 8255‑2 NEC µPD8255AC‑2: 24‑bit (3× 8‑bit) PPI (Programmable Peripheral Interface)[13]
  • Main Board GPU: Sega 171‑5376 CPU Board graphics chipset @ 39.99967 MHz: 6 processors, 5‑bit RAM (6.25 MB/s), 16‑bit ROM (10 MB/s)[3][1]Media:OutRun Schematics.pdf[14]
    • 2× 315‑5155 Sega Road Bit Extraction PAL: 16‑bit (2× 8‑bit), 2× 5 MHz ROM (200 ns, 10 MB/s)[12]
    • 315‑5222 Signetics PLS153N Road Mixing FPGA: 8‑bit internal (33.333333 MHz),[15] 5‑bit RAM (10 MHz, 100 ns, 6.25 MB/s)
    • 315‑5223A Signetics CK2605 FPGA: 8‑bit internal,[8][9] 4‑bit external
    • 2× MMI PAL16R4 (315‑5225, 315‑5226) PAL: 16‑bit (2× 8‑bit)[16]
  • Fixed-point arithmetic capabilities: Z-buffering, depth map[17]
  • Video resolution: 320×224 (display), 400×262 (overscan),[1] progressive scan
  • Refresh rate: 60.0543 Hz (V‑sync)[1]
  • Color palette: 98,304
    • 16-bit color palette: 15‑bit RGB color depth (32,768 colors), 1‑bit shadow & highlight triples up to 98,304 colors
  • Colors on screen: 12,288[1]
  • Graphical planes:
    • 2 tilemap layers
    • 1 text layer
    • 1 sprite layer
    • 1 road layer
    • Translucent shadows
  • Video clock rate: 25.1748 MHz (60.0543 Hz refresh rate)
  • Sprite plane: Sprite/Texture framebuffer, hardware sprite-scaling/zooming, 128 on‑screen sprites per frame, 7680 sprites/textures scaled per second, 16 colors (4‑bit) per sprite/texture
    • Framebuffer: 512×256 resolution, double buffering,[6] 16-bit color depth
    • Sprite/Texture sizes: 8×8 to 512×256 texels
    • Framebuffer fillrate: 23.076923 MPixels/s (double buffering, 92.307692 MB/s)
    • Texels per frame: 769,230 texels (30 FPS) to 384,267 texels (60.0543 FPS), 1466 texels per scanline, 128 sprites per scanline
  • Tilemap planes: 2 tilemap layers, System 16B tilemap system, row/column scrolling, parallax scrolling[1][18]
    • Tilemap resolution: 512×256 (1024×512 virtual resolution)
    • Colors per tile: 8 colors (3‑bit)
    • Tile size: 8×8 pixels (24 bytes)
    • Tile fillrate: 15.384615 MPixels/s, 240,384 tiles/sec (5.769231 MB/s)
    • Tiles per frame: 4002 tiles and 256,178 texels (60.0543 FPS) to 8012 tiles and 512,820 texels (30 FPS)
    • Tiles per scanline: 978 texels, 122 tiles
  • Road plane: Can draw 2 roads at once, bitmap/texture, 512×256 resolution per road[17]
    • Colors per pixel: 8 colors (3‑bit)
    • Road fillrate: 1024 texels per scanline, 268,288 texels per frame, 16.111848 MPixels/s (6.041943 MB/s)

Memory

Bandwidth

Turbo OutRun specifications

The Turbo OutRun hardware is largely identical, but with the following changes:[22]

Graphics

  • Video Board GPU: Sega 171‑5377 VIDEO Board graphics chipset @ 25.1748 MHz: 6 processors, 80‑bit RAM (189.898989 MB/s)
    • 315‑5197 Sega Custom Tilemap Generator FPGA: 16‑bit RAM (18.181818 MHz, 55 ns, 36.363636 MB/s)[11]
    • 315‑5211 Sega Custom Sprite Generator FPGA: 48‑bit sprite framebuffer RAM (18.181818 MHz, 55 ns, 109.090909 MB/s)[11]
  • Main Board GPU: Sega 171‑5376 CPU Board graphics chipset @ 39.99967 MHz: 6 processors, 5‑bit RAM (6.25 MB/s)
  • Sprite plane:
    • Framebuffer fillrate: 25.1748 MPixels/s (double buffering, 100.6992 MB/s)
    • Texels per frame: 839,160 texels (30 FPS) to 384,267 texels (60.0543 FPS), 1600 texels per scanline

Bandwidth

  • RAM bandwidth:
    • VRAM: 196.148989 MB/s (85‑bit)

List of games

Magazine articles

Main article: Sega OutRun hardware/Magazine articles.

Photo gallery

References

Sega Arcade Boards
Originating in Arcades
76 77 78 79 80 81 82 83 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
Fonz Galaxian Zaxxon Appoooh X Board Model 2 Hikaru Atomiswave
Blockade G80 Hang-On / Space Harrier Model 1 H1 Model 3 NAOMI 2
VIC Dual System 1 System 24 NAOMI
VCO Object LaserDisc System SP
System 2 System 18
System 16
OutRun System 32
Gigas
Y Board
Based on Consumer Hardware
83 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 15
SG-1000 System E System C Triforce Europa-R RingEdge 2
Mega-Tech System Sega Titan Video Chihiro Nu
Mega Play Lindbergh
RingEdge
RingWide
Hardware Series / Generations
1960s 1970s 1980s 1990s 2000s 2010s
Electro-mechanical systems Sega System series Sega NAOMI series
Discrete logic systems Super Scaler series Post-NAOMI systems
Pre-System boards Sega Model series