Difference between revisions of "Sega System 1"
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==Specifications== | ==Specifications== | ||
* Board composition: One board | * Board composition: One board | ||
− | * Main CPU: [[Zilog Z80]] @ 4 MHz | + | * Main CPU: [[Zilog Z80]] @ 4 MHz (8-bit & 16-bit instructions @ 0.58 [[wikipedia:Instructions per second|MIPS]]) |
− | * Sound CPU: Zilog Z80 @ 4 MHz | + | * Sound CPU: Zilog Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS) |
* [[wikipedia:Sound chip|Sound chips]]: Sega [[SN76489|SN76496]] @ 4 MHz, Sega SN76496 @ 2 MHz | * [[wikipedia:Sound chip|Sound chips]]: Sega [[SN76489|SN76496]] @ 4 MHz, Sega SN76496 @ 2 MHz | ||
* GPU chipset: Sega 315-5011 (sprite line comparator), Sega 315-5012 (sprite generator), 315-5049 (tilemap chip) | * GPU chipset: Sega 315-5011 (sprite line comparator), Sega 315-5012 (sprite generator), 315-5049 (tilemap chip) | ||
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* [[Palette|Color palette]]: 4096 | * [[Palette|Color palette]]: 4096 | ||
* [[Tile Layer|Tilemap]] planes: 2 background layers (1 static, 1 scrolling), 8×8 tiles | * [[Tile Layer|Tilemap]] planes: 2 background layers (1 static, 1 scrolling), 8×8 tiles | ||
− | ** Tilemap sizes: 256×256 for both planes | + | ** Tilemap sizes: 256×256 for both planes{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/system1.c}} |
* [[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 | * [[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 | ||
** Sprite pixels/texels: 10 MHz pixel clock cycles (60.0952 Hz refresh rate), 166,402 pixels/texels per frame (260 scanlines), 640 sprite pixels/texels per scanline | ** Sprite pixels/texels: 10 MHz pixel clock cycles (60.0952 Hz refresh rate), 166,402 pixels/texels per frame (260 scanlines), 640 sprite pixels/texels per scanline |
Revision as of 09:00, 9 September 2015
Sega System 1 | |||||
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Manufacturer: Sega | |||||
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The Sega System 1 is an arcade platform introduced by Sega in July 1983.[1] 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.
Specifications
- Board composition: One board
- Main CPU: Zilog Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS)
- Sound CPU: Zilog Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS)
- Sound chips: Sega SN76496 @ 4 MHz, Sega SN76496 @ 2 MHz
- GPU chipset: Sega 315-5011 (sprite line comparator), Sega 315-5012 (sprite generator), 315-5049 (tilemap chip)
- Video resolution: 256×224 (display), 640×260 (overscan)[2]
- Refresh rate: 60.0952 Hz (V-sync)
- Colors on screen: 2048
- Color palette: 4096
- Tilemap planes: 2 background layers (1 static, 1 scrolling), 8×8 tiles
- Tilemap sizes: 256×256 for both planes[3]
- Sprites: 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
- Sprite pixels/texels: 10 MHz pixel clock cycles (60.0952 Hz refresh rate), 166,402 pixels/texels per frame (260 scanlines), 640 sprite pixels/texels per scanline
Gallery
List of Games
- 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)
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Originating in arcades |
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