Difference between revisions of "VCO Object"

From Sega Retro

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** [[wikipedia:Bitmap|Bitmap]] layer
 
** [[wikipedia:Bitmap|Bitmap]] layer
 
* [[Sprite]] capabilities: Pseudo-3D [http://www.giantbomb.com/sprite-scaling/3015-7122/ sprite-scaling] (analog scaling), [[wikipedia:Framebuffer|line buffer]], 64 sprites on screen, 16 sprites per [[wikipedia:Scan line|scanline]], 4 to 8 colors per sprite
 
* [[Sprite]] capabilities: Pseudo-3D [http://www.giantbomb.com/sprite-scaling/3015-7122/ sprite-scaling] (analog scaling), [[wikipedia:Framebuffer|line buffer]], 64 sprites on screen, 16 sprites per [[wikipedia:Scan line|scanline]], 4 to 8 colors per sprite
** Pixel clock: 4.992 MHz (standard) to 9.984 MHz (scaling)
+
** Pixel clock cycles: 4.992 MHz (standard) to 9.984 MHz (scaling)
** [[wikipedia:Fillrate|Fillrate]]: 4.992 to 9.984 million pixels/texels per second, 83,200 (standard) to 166,400 (scaling) pixels/texels per frame
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** [[wikipedia:Fillrate|Fillrate]]: 4.992 million (standard) to 9.984 million (scaling) pixels/texels per second, 83,200 (standard) to 166,400 (scaling) pixels/texels per frame
 
** [[wikipedia:Texel (graphics)|Sprite pixels/texels]] per scanline: 315 (standard) to 630 (scaling)
 
** [[wikipedia:Texel (graphics)|Sprite pixels/texels]] per scanline: 315 (standard) to 630 (scaling)
 
* ''SubRoc-3D'' capabilities: [[wikipedia:Stereoscopic video game|Stereoscopic 3D]], [[wikipedia:Active shutter 3D system|active shutter 3D system]]
 
* ''SubRoc-3D'' capabilities: [[wikipedia:Stereoscopic video game|Stereoscopic 3D]], [[wikipedia:Active shutter 3D system|active shutter 3D system]]

Revision as of 15:42, 6 October 2015

VCO Object arcade hardware was used by Sega for a brief period between 1981 and 1983. It was Sega's earliest attempt at creating hardware specifically designed for sprite scaling, something that would be widely used in the Super Scaler series of arcade hardware (Sega Hang-On, Sega OutRun, Sega X Board, Sega Y Board, Sega System 32), and a handful of Sega System boards in between.

The hardware debuted with the release of Turbo, and is often known as "Turbo Hardware" because of this. It is also known as "Sega Z80-3D" system.[1]

All VCO Object games rely on external LED displays for parts of the HUD. This means extra precautions must be taken when attempting to emulate VCO Object games.

Hardware

It was the first system specifically designed for pseudo-3D sprite-scaling graphics, using an analog scaling technique, with Voltage Controlled Oscillators (VCOs) generating clock signals controlling the data fetched from the sprite/object ROM; the slower the clock signal, the larger the sprite on screen.[2] In 1982, SubRoc-3D also introduced an active shutter 3D system, jointly developed by Sega with Matsushita (now Panasonic).[3]

Technical Specifications

  • CPU:
    • Turbo & SubRoc-3D: Z80 @ 5 MHz (8-bit & 16-bit instructions @ 0.725 MIPS)
    • Buck Rogers: 2× Z80 @ 5 MHz (8-bit & 16-bit instructions @ 1.45 MIPS)
  • Sound board: Sega Sound Board
  • Video resolution:[4][5]
    • Standard resolution:
      • Horizontal: 256×224 (display), 320×264 (overscan)
      • Vertical: 224×256 (display), 264×320 (overscan)
    • Analog scaling resolution:
      • Horizontal: 512×224 (display), 640×264 (overscan)
      • Vertical: 224×512 (display), 264×640 (overscan)
  • Refresh rate: 60 Hz (V-sync)
  • Frame rate: 30 frames per second (SubRoc-3D), or 60 frames per second (Turbo, Buck Rogers)
  • Color palette: 832 (Turbo), or 768 (SubRoc-3D), or 1536 (Buck Rogers)
  • Colors on screen: 256 (Turbo, SubRoc-3D), or 1024 (Buck Rogers)
  • Background planes:
  • Sprite capabilities: Pseudo-3D sprite-scaling (analog scaling), line buffer, 64 sprites on screen, 16 sprites per scanline, 4 to 8 colors per sprite
    • Pixel clock cycles: 4.992 MHz (standard) to 9.984 MHz (scaling)
    • Fillrate: 4.992 million (standard) to 9.984 million (scaling) pixels/texels per second, 83,200 (standard) to 166,400 (scaling) pixels/texels per frame
    • Sprite pixels/texels per scanline: 315 (standard) to 630 (scaling)
  • SubRoc-3D capabilities: Stereoscopic 3D, active shutter 3D system

List of VCO Object Games

Only three games make use of VCO Object hardware:


Sega arcade boards
Originating in arcades









Console-based hardware








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PC-based hardware








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