Sega Hang-On hardware

From Sega Retro

SpaceHarrierHardware motherboard.jpg
Sega Hang-On hardware
Manufacturer: Sega
Variants: Sega Space Harrier
Release Date RRP Code
Arcade
World
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Sega Hang-On hardware is an arcade system produced by Sega in 1985. It has no official name, but debuted with Hang-On (from which the name comes from) and went on to power several bike racing games of the mid-to-late 1980s. An upgraded version is the Sega Space Harrier hardware, based on Space Harrier which released later in 1985.

The system's specifications are similar to those of the later Sega System 16, but it has a stronger focus on graphics, with a second 68000 processor and a separate video board with a powerful graphics chipset. Sega Hang-On hardware acts primarily as an advancement over the VCO Object board - it was designed to scale a large number of sprites/textures in real-time, allowing for the creation of three-dimensional graphics, with a player moving towards the screen. It was also capable of Z-buffering and depth mapping, manipulating sprites/textures in a manner similar to later texture-mapped polygons. At the time of release, this technology was considered groundbreaking, the first in the Super Scaler series of arcade systems, and it would go on to fuel the Sega OutRun hardware specification as well as the X Board and Y Board systems.

As this board was designed to serve one purpose, only five games were produced to make use of this system, all of which opt for the third-person perspective.

Hardware

Designed by Sega AM2's Yu Suzuki, this was the first in Sega's Super Scaler series of three-dimensional arcade hardware. At the time of its release, this was the most powerful game system. The three-dimensional sprite/texture scaling was handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s, including the use of Z-buffering and depth mapping.[1] In an interview with 1UP, Yu Suzuki stated:[2]


My designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to 2D. So I was always thinking in 3D.

— Yu Suzuki


Hang-On was controlled using a video game arcade cabinet resembling a motorbike, which the player moved with their body. This began the "Taikan" trend, the use of motion-controlled arcade cabinets in many arcade games of the late 1980s, two decades before motion controls became popular on game consoles.[3]

Technical specifications

Sega Hang-On specifications

  • Board composition: CPU Board, Video/Control Board, Sound Board, ROM Board[4]
  • Main CPU: 2× 68000 @ 6.2937 MHz[5]

Sound

  • Performance: 8/16‑bit instructions, 8‑bit bus width, 0.58 MIPS

Graphics

  • 315‑5011 sprite line comparator: 16‑bit line buffer RAM (18.8811 MHz, 37.7622 MB/s),[11][12] 16‑bit attribute RAM (6.666666 MHz, 13.333333 MB/s),[13][14] 16‑bit ROM (5.882352 MHz, 11.764705 MB/s),[15] 12.5874 MHz sprite line buffer render clock, 6.2937 MHz sprite line buffer scan/erase/pixel clock
  • 315‑5012 sprite generator control: 8‑bit
  • 6× 315‑5025 custom road graphics bit extraction devices: 12‑bit RAM (18.181818 MHz, 27.272727 MB/s)[16][17]
  • 2× 315‑5049 tilemap generators: 16‑bit RAM (8.333333 MHz, 16.666666 MB/s),[13][18] 8-bit ROM (5.882352 MHz, 5.882352 MB/s)[13]
  • 2× 315‑5107 (PAL16R6) horizontal timing control: 16‑bit internal (2× 8‑bit),[19] 10‑bit external
  • 315‑5108 (PAL16R6) vertical timing control: 8‑bit[19]
  • 315‑5122 (PAL16R4) timing processor: 8‑bit[19]
  • 2× CK2605 FPGA: 16‑bit (2× 8‑bit)[20][21]
  • Refresh rate: 59.998141 Hz[8] to 60.054389 Hz[5]
  • Frame rate: 59.998141 to 60.054389 frames per second
  • Colors on screen: 6144[5]
  • Graphical planes: 5 layers
  • 2 tilemap planes
  • 1 text plane
  • 1 sprite plane
  • 1 road plane
  • Sprite sizes: 8×8 to 256×256 texels[22]
  • Colors per sprite: 16 colors (4‑bit)[23]
  • Line buffer width: 512 pixels (per scanline)
  • Line buffer fillrate: 12.5874 MPixels/s, 209,796 pixels per frame
  • Fillrate per scanline: 800 pixels (800.75 ticks) per scanline, 100 sprites/textures per scanline
  • Tilemap resolution: 512×256 (1024×512 virtual resolution)
  • Colors per tile: 8 colors (3‑bit)
  • Tile size: 8×8 pixels (24 bytes)
  • Tile fillrate: 8.333333 MPixels/s, 130,208 tiles/sec (3.125 MB/s)
  • Tiles per frame: 4085 tiles, 261,440 pixels
  • Tiles per scanline: 124 tiles, 997 pixels
  • Road plane: Bitmap/Texture, 512×256 resolution[1]
  • Colors per pixel: 8 colors (3‑bit)
  • Road fillrate: 512 texels per scanline, 134,144 pixels per frame, 8.055931 MPixels/s (3.020975 MB/s)

Memory

  • Memory: 1.5 MB (656 KB main, 771.5 KB video, 82.25 KB sound)
  • RAM: 85.75 KB SRAM[5][10]
  • Main RAM: 48 KB (16 KB work RAM, 32 KB sub‑RAM)
  • VRAM: 37.5 KB (1.5 KB sprite line buffers,[8] 4 KB sprite attributes,[18] 16 KB tilemaps,[14] 4 KB text, 4 KB colors, 8 KB roads)
  • Sound RAM: 2.25 KB
  • ROM: 1424 KB EPROM (608 KB main, 736 KB video, 80 KB sound)[10]
  • CPU Board: 416 KB main (224 KB,[17] 192 KB)[24]
  • Video Board: 152 KB video (96 KB roads,[17] 8 KB,[25] 48 KB)[24]
  • ROM Board: 856 KB (192 KB main, 584 KB video, 80 KB sound)

Bandwidth

  • Main RAM: 25.1748 MB/s (32‑bit, 6.2937 MHz)
  • VRAM: 95.034926 MB/s (72‑bit)
  • Sprite line buffers: 37.7622 MB/s (16‑bit, 18.8811 MHz, 52 ns)[11][12]
  • Sprite attributes: 16.666666 MB/s (16‑bit, 8.333333 MHz, 120 ns)[18]
  • Tilemaps: 13.333333 MB/s (16‑bit, 6.666666 MHz, 150 ns)[14]
  • Roads: 27.272727 MB/s (12‑bit, 18.181818 MHz, 55 ns)[15]
  • Sound RAM: 4 MB/s (8‑bit, 4 MHz)
  • ROM bandwidth: 41.176469 MB/s (56-bit, 5.882352 MHz, 170 ns)[17]
  • Video Board: 17.647058 MB/s (24‑bit)[10]
  • ROM Board: 23.529411 MB/s (32‑bit)[26]
  • Sprite ROM: 11.764705 MB/s (16-bit)
  • Other ROM: 11.764705 MB/s (16-bit)

Sega Space Harrier specifications

The Sega Space Harrier hardware added the following upgrades in late 1985:[27]

  • Board composition: CPU Board, Video/Control Board, Sound Board, ROM Board
  • Main CPU: 2× 68000 @ 10 MHz[5]
  • Motorola MC68000 @ 10 MHz
  • Hitachi FD1094 (68000) @ 10 MHz
  • Performance: 16/32‑bit instructions, 32‑bit (2× 16‑bit) bus width, 3.5 MIPS (2× 1.75 MIPS)
  • MCU: Intel i8751 @ 8 MHz (8‑bit instructions, 8 MIPS)
  • CPU Board PAL: Sega 315‑5164, 315‑5165, 315‑5166, 315‑5167[9]

Graphics

  • 315‑5011 sprite line comparator
  • 315‑5012 sprite generator control
  • 6× 315‑5025 custom road graphics bit extraction devices
  • 2× 315‑5049 tilemap generators
  • 3× PAL16R6 (315‑5106, 315‑5107, 315‑5108) PAL: 24‑bit (3× 8‑bit)
  • 3× CK2605 (315‑5168, 315‑5169, 315‑5171) FPGA: 24‑bit (3× 8‑bit)
  • 16‑bit color palette: 15‑bit RGB high color depth (32,768 colors), 1‑bit shadow/highlight triples up to 98,304 colors[23][28]
  • Sprite plane: Translucent shadows

Memory

  • Memory: Up to 2.6 MB (992 KB main, 1461.75 KB video, 194.25 KB sound)
  • RAM: 196 KB SRAM[5][29]
  • Main RAM: 64 KB (16 KB work RAM, 48 KB sub‑RAM)
  • VRAM: 125.75 KB (1.5 KB sprite line buffers, 4 KB sprite attributes, 32 KB tilemaps, 4 KB text, 4 KB colors, 8 KB roads)
  • Sound RAM: 2.25 KB
  • ROM: Up to 2456 KB EPROM (928 KB main, 1336 KB video, 80 KB sound)
  • CPU Board: 416 KB main
  • Video Board: 152 KB video
  • ROM Board: Up to 1888 KB (512 KB main, 1184 KB video,[30] 192 KB sound)[31]

Bandwidth

  • RAM bandwidth:
  • Main RAM: 33.333333 MB/s (32‑bit)
  • 68000 IC31: 20 MB/s (16‑bit, 10 MHz, 70 ns)
  • 68000 IC57: 13.333333 MB/s (16‑bit, 6.666667 MHz, 150 ns)
  • VRAM: 124.405499 MB/s (72‑bit)
  • 2016: 16.666666 MB/s (16‑bit, 8.333333 MHz, 120 ns)[18]
  • IC113/IC118: 13.333333 MB/s (16‑bit, 6.666667 MHz, 150 ns)[14]
  • CXK5808P‑50: 94.4055 MB/s (40‑bit, 18.8811 MHz, 52 ns)[12]
  • Sound RAM: 4 MB/s (8‑bit, 4 MHz)

Enduro Racer specifications

The Enduro Racer hardware made the following upgrade in 1986:

List of games

Production credits

Source:
Retrospective articles[33]


Magazine articles

Main article: Sega Hang-On hardware/Magazine articles.

Photo gallery

References

  1. 1.0 1.1 1.2 Lou's Pseudo 3D Page
  2. htt (Wayback Machine: 2012-11-07 06:42)
  3. htt (Wayback Machine: 2012-11-07 06:42)
  4. File:HangOn Arcade JP Manual.pdf, page 38
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 Sega Hang-On (MAME)
  6. File:HangOn Schematics.pdf, page 13
  7. Sega OutRun (MAME)
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Sega Pre-System 16 hardware notes (2004-03-29)
  9. 9.0 9.1 9.2 Sega 16‑Bit common hardware (MAME)
  10. 10.0 10.1 10.2 10.3 10.4 File:HangOn Schematics.pdf
  11. 11.0 11.1 File:HangOn Schematics.pdf, page 4
  12. 12.0 12.1 12.2 File:SpaceHarrier Schematics.pdf, page 10
  13. 13.0 13.1 13.2 File:HangOn Schematics.pdf, page 2
  14. 14.0 14.1 14.2 14.3 File:DS2064 datasheet.pdf
  15. 15.0 15.1 File:HangOn Schematics.pdf, page 5
  16. File:HangOn Schematics.pdf, page 3
  17. 17.0 17.1 17.2 17.3 File:M27256 datasheet.pdf
  18. 18.0 18.1 18.2 18.3 File:DS2016 datasheet.pdf
  19. 19.0 19.1 19.2 File:PAL16R datasheet.pdf
  20. File:303A-011A Device List.pdf, page 11
  21. File:CK2605 Fusemap.pdf
  22. Sega System 16A (MAME)
  23. 23.0 23.1 23.2 Sega System 16B hardware notes (2003-01-12)
  24. 24.0 24.1 File:M27128 datasheet.pdf
  25. File:MBM2764 datasheet.pdf
  26. File:HangOn Schematics.pdf, page 16
  27. 27.0 27.1 File:SpaceHarrier Schematics.pdf
  28. Sega "X-Board" hardware notes (2004-12-03)
  29. File:SpaceHarrier Arcade EU Flyer.pdf, page 4
  30. File:SuperHangOn Arcade EU Flyer.pdf, page 4
  31. File:HangOn Arcade EU Flyer.pdf, page 4
  32. File:YM2151 datasheet.pdf
  33. https://game.watch.impress.co.jp/docs/news/758667.html (Wayback Machine: 2023-11-10 10:30)


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