Actions

Sega 32X/Technical specifications

From Sega Retro

Back to: Sega 32X.

Technical specifications for the Sega 32X.

CPU

Graphics

Overlay/Underlay

  • Overlay/Underlay graphics processors:
    • Mega Drive VDP — 13.423294 MHz (NTSC), 13.300856 MHz (PAL), 8/16-bit data bus
    • Sega CD ASIC — 12.5 MHz, 32-bit (2x 16-bit) data bus
  • Overlay/Underlay Mega Drive VDP planes: 512–1536 color palette, 61–512 colors on screen
    • Sprite plane: 80 sprites/frame, 8×8 to 32×32 pixels/sprite, 16 colors/sprite, maximum 1280 sprite tiles/frame
    • Background planes: 2 tiled scrolling background layers, 8×8 pixels/tile, 16 colors/tile, 320×224 tilemaps, maximum 1808 tiles/frame
    • Fillrate: 6.934358 MPixels/s (read), 6.41376 MPixels/s (write), 6.934358–36.325644 MPixels/s (effective tile fillrate)
  • Overlay/Underlay Sega CD ASIC planes: Enhanced Mega Drive VDP planes, enhanced FMV plane
    • Sprite/Tile planes: 128–1536 colors on screen, sprite/tile scaling and rotation
    • FMV plane: Full motion video, 32,768 colors on screen
    • Fillrate: 6.934358 MPixels/s (read/write), 6.934358–36.325644 MPixels/s (effective tile fillrate)

Audio

Memory

Bandwidth

Storage

  • Cartridge: Compatible with all Mega Drive models, JVC Wondermega can store save game/score information.
  • CD-ROM: If you have a Sega Mega-CD; speed same as Sega Mega-CD compatible with audio CD, CD&G, SegaCD and JVC WonderMega

Input/Output

  • I/O: Same as Mega Drive; 32X upgradable; can upgrade the 32X

Notes

  1. 1 operation per cycle[9]
  2. 39 cycles per divide[10]
  3. 46,022,720 DSP operations/sec, 1,180,069 DIVU divides/sec
  4. 96 adds/multiplies and 9 divides per polygon:[27]
    • 131,118 polygons/sec: 12,587,328 DSP operations, 1,180,069 DIVU divides
    • 134,397 polygons/sec: 32,255,280 SH-2 cycles (96 adds/multiplies, 144 divide cycles)[10]
  5. 128 adds/multiplies and 9 divides per polygon:[27]
    • 131,118 polygons/sec: 16,783,104 DSP operations, 1,180,069 DIVU divides
    • 103,160 polygons/sec: 28,059,520 SH-2 cycles (128 adds/multiplies, 144 divide cycles)
  6. 192 adds/multiplies and 9 divides per polygon:[27]
    • 131,118 polygons/sec: 25,174,656 SH-2 DSP operations, 1,180,069 DIVU divides
    • 58,535 polygons/sec: 19,667,760 SH-2 cycles (192 adds/multiplies, 144 divide cycles)
  7. 46,022,720 SH-2 cycles/ops per sec (23.01136 MHz per SH-2), 1,180,069 DIVU divides/sec, 23.01136 MHz 32X VDP
  8. 252 cycles (192 geometry adds/multiplies,[27] 30 SDRAM cycles, 30 raster ops) and 9 divides per polygon, 3 operations/scanline per polygon,[30]Media:32XUSHardwareManual.pdf[21] 264 cycles and 9 divides per 4-scanline polygon
    • 16bpp: 3 cycles per pixel, 369 SH-2 cycles and 9 DIVU divides per 32-pixel polygon
  9. Texture mapping:
    • Flat shading: 188 SH-2 cycles (128 geometry adds/multiplies, 30 SDRAM cycles for 40 bytes,Media:32XUSHardwareManual.pdf[28] 30 raster ops)[29][30] and 9 divides per polygon, 1 add per pixel,[31] 220 SH-2 cycles and 9 divides per 32-pixel polygon
    • Texture mapping: 132 SH-2 cycles and 41 divides per 32-texel polygon
      • 132 SH-2 cycles per 32-texel texture: 2 block moves, 2 cycles per texel (2 bytes per texel), 2 cycles access
      • 41 divides per 32-texel polygon, 9 divides per polygon, 32 divides per 32-texel polygon (1 divide per texel)[33]
    • Texture mapping: 352 SH-2 cycles and 50 divides per 32-texel polygon
      • 23,601 polygons/sec: 9,487,602 SH-2 cycles, 1,180,069 DIVU divides
      • 31,714 polygons/sec: 36,535,118 SH-2 cycles (1152 cycles per polygon)
  10. Texture Gouraud shading:
    • Gouraud shading: 369 SH-2 cycles and 9 divides per 32-pixel polygon
    • Texture mapping: 132 SH-2 cycles and 41 divides per 32-texel polygon
    • Texture Gouraud shading: 501 SH-2 cycles and 50 divides per 32-texel polygon
      • 23,601 polygons/sec: 11,824,101 SH-2 cycles, 1,180,069 DIVU divides
      • 25,379 polygons/sec: 33,018,079 SH-2 cycles (1301 cycles per polygon)

References

  1. 1.0 1.1 1.2 1.3 File:32XUSHardwareManual.pdf, page 54
  2. File:Hitachi SuperH Programming Manual.pdf, page 390
  3. File:SH-2A.pdf, page 2
  4. File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf
  5. 5.0 5.1 5.2 File:SH7604 Hardware Manual.pdf, page 3
  6. 6.0 6.1 File:SH7604 Hardware Manual.pdf, page 22
  7. File:ST-103-R1-040194.pdf, page 23
  8. 8.0 8.1 File:SH7604 Hardware Manual.pdf, page 303
  9. File:Hitachi SuperH Programming Manual.pdf, page 31
  10. 10.0 10.1 File:Hitachi SuperH Programming Manual.pdf, page 155
  11. File:SH7604 Hardware Manual.pdf, page 219
  12. File:ST-103-R1-040194.pdf
  13. 13.0 13.1 File:Genesis32XUSManual.pdf, page 7
  14. 14.0 14.1 14.2 File:Genesis32XUSOverview.pdf
  15. 15.0 15.1 File:32XUSHardwareManual.pdf
  16. 16.0 16.1 File:Genesis32XUSOverview.pdf, page 7
  17. File:32XUSHardwareManual.pdf, page 49
  18. 18.0 18.1 18.2 File:32XUSHardwareManual.pdf, page 50
  19. 19.0 19.1 File:32XUSHardwareManual.pdf, page 55
  20. 20.0 20.1 File:TC511664B datasheet.pdf
  21. 21.0 21.1 21.2 21.3 21.4 21.5 File:32XUSHardwareManual.pdf, page 76
  22. 22.0 22.1 22.2 File:Genesis32XUSOverview.pdf, page 9
  23. 23.0 23.1 23.2 File:32XUSHardwareManual.pdf, page 53
  24. 24.0 24.1 File:Genesis32XUSOverview.pdf, page 51
  25. File:Genesis32XUSOverview.pdf, page 53
  26. File:32XUSHardwareManual.pdf, page 42
  27. 27.0 27.1 27.2 27.3 Design of Digital Systems and Devices (pages 95-97)
  28. 28.0 28.1 File:32XUSHardwareManual.pdf, page 77
  29. 29.0 29.1 Algorithms for Parallel Polygon Rendering (pages 33-36)
  30. 30.0 30.1 30.2 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)
  31. 31.0 31.1 Algorithms for Parallel Polygon Rendering (page 35)
  32. Service Games: The Rise and Fall of SEGA, page 154
  33. State of the Art in Computer Graphics: Visualization and Modeling (page 110)
  34. File:32XUSHardwareManual.pdf, page 51
  35. Sprite engine for the Sega 32X
  36. 36.0 36.1 File:Genesis32XUSManual.pdf
  37. File:32XUSHardwareManual.pdf, page 41
  38. File:32XUSHardwareManual, page 13
  39. 39.0 39.1 Dr. DevSter's Guide to The Sega 32X
  40. File:Genesis32XUSManual.pdf, page 17
  41. File:UPD4504161 datasheet.pdf
  42. File:Genesis32XUSManual.pdf, page 22
  43. File:Genesis32XUSManual, page 7