Difference between revisions of "VCO Object"

From Sega Retro

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** [[wikipedia:Sound chip|Sound chip]]: Custom
 
** [[wikipedia:Sound chip|Sound chip]]: Custom
 
** Audio output: [[wikipedia:Stereophonic sound|Stereo]]
 
** Audio output: [[wikipedia:Stereophonic sound|Stereo]]
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}}
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====Graphics====
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{{multicol|
 
* Graphics chipset:{{ref|1=[http://www.basementarcade.com/arcade/library/manuals/t/turbo.pdf#page=106 Turbo: Operating Instructions and Service Manual (page 103)]}}
 
* Graphics chipset:{{ref|1=[http://www.basementarcade.com/arcade/library/manuals/t/turbo.pdf#page=106 Turbo: Operating Instructions and Service Manual (page 103)]}}
 
** 315-0138: Custom Chip PA-06R ([[wikipedia:Programmable array logic|PAL16R4MJ]])
 
** 315-0138: Custom Chip PA-06R ([[wikipedia:Programmable array logic|PAL16R4MJ]])
 
** 315-0139: Custom Chip PA-06L (PAL16L8MJ)
 
** 315-0139: Custom Chip PA-06L (PAL16L8MJ)
 
** Video scaling hardware: 8× Voltage Controlled Oscillators (VCOs){{ref|1=[http://www.system16.com/hardware.php?id=690 Sega VCO Object Hardware (System 16)]}}
 
** Video scaling hardware: 8× Voltage Controlled Oscillators (VCOs){{ref|1=[http://www.system16.com/hardware.php?id=690 Sega VCO Object Hardware (System 16)]}}
* [[RAM]]: 12 [[Byte|KB]]{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/turbo.cpp}}
 
** Main: 4.25 KB (2 KB main, 2 KB analog reset, 256 [[byte]]s input)
 
** [[VRAM|Video]]: 7.75 KB (2 KB video, 256 bytes sprite line buffer, 1 KB sprite position, 2 KB characters, 512 bytes collision, 2 KB collision clear)
 
 
* Video resolution:{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/turbo.cpp}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/includes/turbo.h}}
 
* Video resolution:{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/turbo.cpp}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/includes/turbo.h}}
 
** Standard resolution:
 
** Standard resolution:
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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: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)
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}}
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====Memory====
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{{multicol|
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* [[RAM]]: 12 [[Byte|KB]]{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/turbo.cpp}}
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** Main RAM: 4.25 KB (2 KB main, 2 KB analog reset, 256 [[byte]]s input)
 +
** [[VRAM]]: 7.75 KB (2 KB video, 256 bytes sprite line buffer, 1 KB sprite position, 2 KB characters, 512 bytes collision, 2 KB collision clear)
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* RAM [[Byte|bandwidth]]:
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** Main RAM: 3.333333 MB/s ([[SRAM]], 8-bit, 3.333333 MHz, 300 ns){{fileref|Turbo Schematics.pdf|page=19}}
 
}}
 
}}
  

Revision as of 21:30, 15 October 2016

Notavailable.svg
VCO Object
Manufacturer: Sega
Release Date RRP Code

VCO Object arcade hardware was used by Sega for a brief period between 1981 and 1983. It was Sega's second attempt at creating hardware specifically designed for sprite scaling (after the Sega Fonz hardware in 1976), something that would be widely used in the Super Scaler series of arcade hardware (Sega Hang-On, Sega OutRun, X Board, Y Board, System 32), and a handful of Sega System boards in between.

The hardware debuted with the release of Turbo, and is also known as the Turbo Hardware because of this. It is also known as the 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

VCO Object

Graphics

  • Graphics chipset:[6]
    • 315-0138: Custom Chip PA-06R (PAL16R4MJ)
    • 315-0139: Custom Chip PA-06L (PAL16L8MJ)
    • Video scaling hardware: 8× Voltage Controlled Oscillators (VCOs)[2]
  • Video resolution:[5][7]
    • 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)[5]
  • Color palette: 832[5]
  • 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[1][5]
    • Pixel clock cycles: 4.992 MHz (standard) to 9.984 MHz (scaling)[7]
    • 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)

Memory

  • RAM: 12 KB[5]
    • Main RAM: 4.25 KB (2 KB main, 2 KB analog reset, 256 bytes input)
    • VRAM: 7.75 KB (2 KB video, 256 bytes sprite line buffer, 1 KB sprite position, 2 KB characters, 512 bytes collision, 2 KB collision clear)
  • RAM bandwidth:
    • Main RAM: 3.333333 MB/s (SRAM, 8-bit, 3.333333 MHz, 300 ns)[8]

SubRoc-3D

SubRoc-3D featured the following hardware changes and upgrades in mid-1982:[5]

  • RAM: 14.75 KB
    • Main: 6.25 KB (2 KB main, 2 KB analog reset, 256 bytes input, 2 KB handle)
    • Video: 8.5 KB (2 KB video, 1 KB sprite line buffer, 1 KB sprite position, 2 KB characters, 512 bytes collision, 2 KB collision clear)
  • Frame rate: 30 frames per second
  • Color palette: 768
  • Stereoscopic 3D: Sega-Matsushita active shutter 3D system

Zoom

Zoom 909 and Buck Rogers: Planet of Zoom featured the following hardware upgrades in late 1982:[5]

  • Board composition: CPU board, Sound board, ROM board
  • CPU: 2x Z80 @ 5 MHz (1.45 MIPS)
    • Zilog Z80 @ 5 MHz
    • Sega 315-5014 (Z80) @ 5 MHz
  • RAM: 104 KB (96 KB DRAM, 8 KB high-speed SRAM)
    • Main: 39.5 KB (2 KB main, 2 KB analog reset, 256 bytes input, 2 KB handle, 2 KB CPU 2 mirror, 31.25 KB other)
    • Video: 64.5 KB (2 KB video, 1 KB sprite line buffer, 1 KB sprite position, 2 KB characters, 512 bytes collision, 2 KB collision clear, 56 KB bitmap)
  • Frame rate: 60 frames per second
  • Color palette: 1536
    • Colors on screen: 1024

List of VCO Object Games

Only three games make use of VCO Object hardware:

References


Sega arcade boards
Originating in arcades









Console-based hardware








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