Difference between revisions of "Sega System 1"

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| name=
 
| name=
 
| maker=[[Sega]]
 
| maker=[[Sega]]
| releases={{releases
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| processor=[[Zilog Z80]]
| arcade_date_world=1983-07
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| releases={{releasesArcade
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| system_date_jp_1=1982-12
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| system_type_jp_1=prototype
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| system_date_world=1983-07
 
}}
 
}}
 
}}
 
}}
The '''Sega System 1''' is an arcade platform introduced by [[Sega]] in July 1983.{{ref|http://sega.jp/fb/segahard/sc3000/gallery.html}} It is a [[Z80]]-based platform and the first in the decade-long "System" series of arcade boards.
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The '''Sega System 1''' (セガ システム 1) is an [[arcade]] platform officially debuted by [[Sega]] in 1983,{{ref|[http://sega.jp/fb/segahard/sc3000/gallery.html 1983 Timeline (Sega Corporation)]}} based on earlier 1982 prototype hardware. It is a [[Z80]]-based platform and the first in the decade-long "[[:Category:Sega System series|System]]" series of arcade boards.
  
 
The System 1 was a relatively popular arcade board for its day, supported not only by Sega, but by Japanese developers [[Coreland]] and [[VIC Tokai]] between 1983 and 1987. In 1985 it was succeeded by the slightly more powerful [[Sega System 2]] board, though new games were released for both systems concurrently. Many of the System 1's games were ported to the [[SG-1000]] and [[Sega Master System]] consoles.
 
The System 1 was a relatively popular arcade board for its day, supported not only by Sega, but by Japanese developers [[Coreland]] and [[VIC Tokai]] between 1983 and 1987. In 1985 it was succeeded by the slightly more powerful [[Sega System 2]] board, though new games were released for both systems concurrently. Many of the System 1's games were ported to the [[SG-1000]] and [[Sega Master System]] consoles.
  
==Specifications==
+
==Technical specifications==
 +
===System 1===
 +
{{multicol|
 
* Board composition: One board
 
* Board composition: One board
* Main CPU: [[Zilog Z80]] @ 4 MHz (8-bit & 16-bit instructions @ 0.58 [[wikipedia:Instructions per second|MIPS]])
+
:* Master clock rate: 19.99982 MHz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/system1.cpp Sega System 1 / System 2 (MAME)]}}
* Sound CPU: Zilog Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS)
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* Main CPU: [[Zilog Z80]] @ 4 MHz (8/16-bit instructions, 0.58 [[wikipedia:Instructions per second|MIPS]])
* [[wikipedia:Sound chip|Sound chips]]: Sega [[SN76489|SN76496]] @ 4 MHz, Sega SN76496 @ 2 MHz
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* Sound CPU: Zilog Z80 @ 4 MHz (8/16-bit instructions, 0.58 MIPS)
* GPU chipset: Sega 315-5011 (sprite line comparator), Sega 315-5012 (sprite generator), 315-5049 (tilemap chip)
+
* [[wikipedia:Sound chip|Sound chips]]: Sega [[SN76489|SN76496]] @ 4 MHz, Sega SN76496 @ 2 MHz
* Video resolution: 256×224 (display), 640×260 (overscan){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/system1.c}}
+
* [[wikipedia:Microcontroller|MCU]]: Intel 8751{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/system1.cpp Sega System 1 / System 2 (MAME)]}}
* Refresh rate: 60.0952 Hz (V-sync)
+
}}
* Colors on screen: 2048
+
 
* [[Palette|Color palette]]: 4096
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====Graphics====
* [[Tile Layer|Tilemap]] planes: 2 background layers (1 static, 1 scrolling), 8×8 tiles
+
{{multicol|
** Tilemap sizes: 256×256 for both planes{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/system1.c}}
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* Graphics chipset:{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/system1.cpp Sega System 1 / System 2 (MAME)]}}
* [[Sprite]]s: Dual line buffers, double buffering, 32 sprites per scanline, 16 colors per sprite, sprite flipping, hardware collision detection, 8 to 256 width, 8 to 256 height
+
:* Sega 315-5011 sprite line comparator: 16‑bit line buffer RAM (14.999865 MHz, 29.99973 MB/s),{{fileref|Regulus System1 US Manual.pdf|page=8}}{{fileref|HangOn Schematics.pdf|page=4}} 9.99991 MHz sprite line buffer render/pixel clock, 4.999955 MHz sprite line buffer scan/erase clock{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/system1.cpp Sega System 1 / System 2 (MAME)]}}{{intref|Sega Pre-System 16 hardware notes (2004-03-29)}}
** Pixel clock cycles: 10 MHz (60.0952 Hz refresh rate)
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:* Sega 315-5012 sprite generator
** Sprite pixel/texel fillrate: 10 million pixels/texels per second, 166,402 pixels/texels per frame (260 scanlines), 640 sprite pixels/texels per scanline
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:* Sega 315-5049 tilemap generator
 +
* Video resolution: 256×224 (active), 640×260 ([[wikipedia:Overscan|overscan]]){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/system1.cpp Sega System 1 / System 2 (MAME)]}}
 +
:* Scanlines: 260 (224 active, 36 [[wikipedia:Vertical blanking interval|VBlank]])
 +
:* [[Pixel]] clock rate: 9.99991 MHz (3.446099 MHz active, 6.55381 MHz [[wikipedia:Horizontal blanking interval|HBlank]]/VBlank)
 +
:* Refresh rate: 60.0952 Hz ([[wikipedia:Vertical sync|VSync]])
 +
* [[Palette|Color palette]]: 4096{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/system1.cpp System1 / System 2 video hardware (MAME)]}}
 +
:* Colors on screen: 2048{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/system1.cpp Sega System 1 / System 2 (MAME)]}}
 +
* [[Sprite]] plane: Line buffer, double buffering, 16 colors per sprite, sprite flipping, hardware collision detection{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/system1.cpp System1 / System 2 video hardware (MAME)]}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/system1.cpp Sega System 1 / System 2 (MAME)]}}
 +
:* Sprites on screen: 128 sprites (2 KB sprite attributes, 16 bytes per sprite){{intref|Sega Pre-System 16 hardware notes (2004-03-29)}}
 +
:* Sprite sizes: 8×8 to 256×224 [[texel]]s
 +
:* Line buffer [[fillrate]]: 9.99991 [[Pixel|MPixels/s]]
 +
:* Sprites per scanline: 32 sprites, 640 texels
 +
* Background planes: 2 [[Tile Layer|tilemap]] layers (1 static, 1 scrolling), 8×8 tiles{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/system1.cpp System1 / System 2 video hardware (MAME)]}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/system1.cpp Sega System 1 / System 2 (MAME)]}}
 +
:* Tilemap sizes: 256×256 for both planes
 +
}}
 +
 
 +
====Memory====
 +
{{multicol|
 +
* Memory: 155.75 [[Byte|KB]] (52 KB main, 93.75 KB video, 10 KB sound)
 +
* [[RAM]]: 19.5 KB{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/system1.cpp Sega System 1 / System 2 (MAME)]}}
 +
:* Main: 4 KB (8-bit, 4 MHz, 4 MB/s){{fileref|Regulus System1 US Manual.pdf|page=14}}
 +
:* [[VRAM|Video]]: 13.5 KB [[SRAM]] (4 KB video, 2 KB sprite attributes, 1.5 KB sprite line buffers,{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/system1.cpp System1 / System 2 video hardware (MAME)]}}{{intref|Sega Pre-System 16 hardware notes (2004-03-29)}} 2 KB palette, 4 KB collision)
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:* Sound: 2 KB
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* [[ROM]]: 136.25 KB
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:* Main: 48 KB
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:* Video: 80.25 KB (48 KB tiles, 32 KB sprites, 256 [[byte]]s palette)
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:* Sound: 8 KB
 +
}}
 +
 
 +
===Prototype===
 +
''[[Super Locomotive]]'' in 1982 ran on prototype arcade hardware that was very similar to the Sega System 1 later released in 1983. ''Super Locomotive'' had largely identical specifications, but with the following differences:{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/suprloco.cpp Super Locomotive (MAME)]}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/suprloco.cpp Super Locomotive video hardware (MAME)]}}{{ref|1=[http://www.system16.com/hardware.php?id=688 Sega Z80 Based Hardware (System 16)]}}
 +
 
 +
====Graphics====
 +
{{multicol|
 +
* Graphics chipset:
 +
:* Sega 315-5011 sprite line comparator: 16‑bit line buffer RAM (11.79648 MHz, 23.59296 MB/s), 7.86432 MHz sprite line buffer render clock, 3.93216 MHz sprite line buffer scan/erase/pixel clock{{intref|Sega Pre-System 16 hardware notes (2004-03-29)}}
 +
* Video resolution: 248×224 (active), 256×256 (overscan)
 +
:* [[Pixel]] clock rate: 3.93216 MHz
 +
:* Refresh rate: 60 Hz
 +
* Color palette: 1568
 +
:* Colors on screen: 768
 +
* [[Sprite]] plane:
 +
:* Sprites on screen: 32 sprites (512 bytes sprite attributes, 16 bytes per sprite), 64 sprites with raster interrupt
 +
:* Sprite sizes: 8×8 to 248×224 [[texel]]s
 +
:* Line buffer [[fillrate]]: 7.86432 [[Pixel|MPixels/s]]
 +
:* Sprites per scanline: 32 sprites, 512 texels
 +
}}
 +
 
 +
====Memory====
 +
{{multicol|
 +
* Memory: 113.3125 [[Byte|KB]] (50 KB main, 53.3125 KB video, 10 KB sound)
 +
* [[RAM]]: 7.78125 KB
 +
:* Main: 2 KB
 +
:* Video: 3.78125 KB [[SRAM]] (1.75 KB video, 512 [[byte]]s sprite atttributes, 1.5 KB sprite line buffers, 32 bytes scrolling)
 +
:* Sound: 2 KB
 +
* [[ROM]]: 105.53125 KB
 +
:* Main: 48 KB
 +
:* Video: 49.53125 KB (48 KB graphics, 1.53125 KB palette)
 +
:* Sound: 8 KB
 +
}}
 +
 
 +
==List of games==
 +
Note that ''[[Super Locomotive]]'' is listed as a System 1 game for using similar technology, but was not distributed on a System 1 board.
 +
{{BulletPointGameList|SYS1}}
  
==Gallery==
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==Production credits==
 +
{{creditstable|
 +
*[[Hideki Sato]]
 +
| source=Developer mentions{{fileref|SS16CSTV2 Album JP Booklet.pdf|page=5}}{{ref|https://web.archive.org/web/20210205150032/https://www.4gamer.net/games/999/G999905/20210126043/}}
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| console=Arcade
 +
}}
 +
 
 +
==Photo gallery==
 
<gallery>
 
<gallery>
File:System1 PCB1.jpg|PCB 1
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System1 PCB1.jpg|PCB 1
File:System1 PCB2.jpg|PCB 2
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System1 PCB2.jpg|PCB 2
 
</gallery>
 
</gallery>
  
==List of Games==
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==References==
{{multicol|
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<references/>
* ''[[Regulus]]'' (1983)
 
* ''[[Star Jacker]]'' (1983)
 
* ''[[Up'n Down]]'' (1983)
 
* ''[[Bull Fight]]'' (1984)
 
* ''[[Flicky]]'' (1984)
 
* ''[[Mister Viking]]'' (1984)
 
* ''[[Spatter]]'' (1984)
 
* ''[[SWAT]]'' (1984)
 
* ''[[Water Match]]'' (1984)
 
* ''[[4D Warriors]]'' (1985)
 
* ''[[Choplifter]]'' (1985)
 
* ''[[I'm Sorry]]'' (1985)
 
* ''[[My Hero]]'' (1985)
 
* ''[[Pitfall II]]'' (1985)
 
* ''[[Sega Ninja]]'' (1985)
 
* ''[[Teddy Boy Blues]]'' (1985)
 
*''[[Brain]]'' (1986)
 
* ''[[Gardia]]'' (1986)
 
* ''[[Rafflesia]]'' (1986)
 
* ''[[Wonder Boy]]'' (also released on [[Sega System 2]]) (1986)
 
* ''[[Wonder Boy Deluxe]]'' (1986)
 
* ''[[Block Gal]]'' (1987)
 
}}
 
  
 
{{Sega Arcade Boards}}
 
{{Sega Arcade Boards}}
 
[[Category:Sega System series]]
 
[[Category:Sega System series]]

Latest revision as of 06:19, 10 November 2023

System1 PCB1.jpg
Sega System 1
Manufacturer: Sega
Release Date RRP Code
Arcade
JP
¥? ?
Arcade
World
? ?




































The Sega System 1 (セガ システム 1) is an arcade platform officially debuted by Sega in 1983,[1] based on earlier 1982 prototype hardware. It is a Z80-based platform and the first in the decade-long "System" series of arcade boards.

The System 1 was a relatively popular arcade board for its day, supported not only by Sega, but by Japanese developers Coreland and VIC Tokai between 1983 and 1987. In 1985 it was succeeded by the slightly more powerful Sega System 2 board, though new games were released for both systems concurrently. Many of the System 1's games were ported to the SG-1000 and Sega Master System consoles.

Technical specifications

System 1

  • Board composition: One board
  • Master clock rate: 19.99982 MHz[2]
  • Main CPU: Zilog Z80 @ 4 MHz (8/16-bit instructions, 0.58 MIPS)
  • Sound CPU: Zilog Z80 @ 4 MHz (8/16-bit instructions, 0.58 MIPS)
  • Sound chips: Sega SN76496 @ 4 MHz, Sega SN76496 @ 2 MHz
  • MCU: Intel 8751[2]

Graphics

  • Graphics chipset:[2]
  • Sega 315-5011 sprite line comparator: 16‑bit line buffer RAM (14.999865 MHz, 29.99973 MB/s),[3][4] 9.99991 MHz sprite line buffer render/pixel clock, 4.999955 MHz sprite line buffer scan/erase clock[2][5]
  • Sega 315-5012 sprite generator
  • Sega 315-5049 tilemap generator
  • Video resolution: 256×224 (active), 640×260 (overscan)[2]
  • Scanlines: 260 (224 active, 36 VBlank)
  • Pixel clock rate: 9.99991 MHz (3.446099 MHz active, 6.55381 MHz HBlank/VBlank)
  • Refresh rate: 60.0952 Hz (VSync)
  • Colors on screen: 2048[2]
  • Sprite plane: Line buffer, double buffering, 16 colors per sprite, sprite flipping, hardware collision detection[6][2]
  • Sprites on screen: 128 sprites (2 KB sprite attributes, 16 bytes per sprite)[5]
  • Sprite sizes: 8×8 to 256×224 texels
  • Line buffer fillrate: 9.99991 MPixels/s
  • Sprites per scanline: 32 sprites, 640 texels
  • Background planes: 2 tilemap layers (1 static, 1 scrolling), 8×8 tiles[6][2]
  • Tilemap sizes: 256×256 for both planes

Memory

  • Memory: 155.75 KB (52 KB main, 93.75 KB video, 10 KB sound)
  • RAM: 19.5 KB[2]
  • Main: 4 KB (8-bit, 4 MHz, 4 MB/s)[7]
  • Video: 13.5 KB SRAM (4 KB video, 2 KB sprite attributes, 1.5 KB sprite line buffers,[6][5] 2 KB palette, 4 KB collision)
  • Sound: 2 KB
  • Main: 48 KB
  • Video: 80.25 KB (48 KB tiles, 32 KB sprites, 256 bytes palette)
  • Sound: 8 KB

Prototype

Super Locomotive in 1982 ran on prototype arcade hardware that was very similar to the Sega System 1 later released in 1983. Super Locomotive had largely identical specifications, but with the following differences:[8][9][10]

Graphics

  • Graphics chipset:
  • Sega 315-5011 sprite line comparator: 16‑bit line buffer RAM (11.79648 MHz, 23.59296 MB/s), 7.86432 MHz sprite line buffer render clock, 3.93216 MHz sprite line buffer scan/erase/pixel clock[5]
  • Video resolution: 248×224 (active), 256×256 (overscan)
  • Pixel clock rate: 3.93216 MHz
  • Refresh rate: 60 Hz
  • Color palette: 1568
  • Colors on screen: 768
  • Sprites on screen: 32 sprites (512 bytes sprite attributes, 16 bytes per sprite), 64 sprites with raster interrupt
  • Sprite sizes: 8×8 to 248×224 texels
  • Line buffer fillrate: 7.86432 MPixels/s
  • Sprites per scanline: 32 sprites, 512 texels

Memory

  • Memory: 113.3125 KB (50 KB main, 53.3125 KB video, 10 KB sound)
  • RAM: 7.78125 KB
  • Main: 2 KB
  • Video: 3.78125 KB SRAM (1.75 KB video, 512 bytes sprite atttributes, 1.5 KB sprite line buffers, 32 bytes scrolling)
  • Sound: 2 KB
  • ROM: 105.53125 KB
  • Main: 48 KB
  • Video: 49.53125 KB (48 KB graphics, 1.53125 KB palette)
  • Sound: 8 KB

List of games

Note that Super Locomotive is listed as a System 1 game for using similar technology, but was not distributed on a System 1 board.

Production credits

Source:
Developer mentions[11][12]


Photo gallery

References


Sega arcade boards
Originating in arcades









Console-based hardware








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