Difference between revisions of "Sega 32X"

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{{ConsoleBob
 
{{ConsoleBob
| logos=[[File:32X PAL logo.png|280px]]
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| | logo=32X PAL logo.png|280px]]
 
| consoleimage=32X US.jpg
 
| consoleimage=32X US.jpg
| imgwidth=320px
 
 
| maker=[[Sega]]
 
| maker=[[Sega]]
 
| variants=
 
| variants=
 
| processor=
 
| processor=
 
| releases={{releases32X
 
| releases={{releases32X
| 32x_date_jp=1994-12-03
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| 32x_date_jp=1994-12-03{{ref|https://web.archive.org/web/20180305142837/https://sega.jp/history/hard/super32x/index.html}}
 
| 32x_code_jp=HMA-0001
 
| 32x_code_jp=HMA-0001
 
| 32x_rrp_jp=16,800
 
| 32x_rrp_jp=16,800
| 32x_date_us=1994-11-21
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| 32x_date_us=1994-11-21{{intref|Press release: 1994-12-12: Demand for Sega's 32X arcade upgrade unit exceed supply}}
 
| 32x_code_us=84001
 
| 32x_code_us=84001
 
| 32x_rrp_us=159.99
 
| 32x_rrp_us=159.99
| 32x_date_eu=1994-12-04
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| 32x_date_eu=1994-11-30{{magref|ctw|513|5}}{{magref|ctw|516|3}}
 
| 32x_code_eu=MK-84201-50<!-- Extracted from the UK box, though the '50' suffix indicates EU -->
 
| 32x_code_eu=MK-84201-50<!-- Extracted from the UK box, though the '50' suffix indicates EU -->
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| 32x_date_uk=1994-11-30{{magref|ctw|513|5}}{{magref|ctw|516|3}}
 +
| 32x_code_uk=MK-84201-50
 
| 32x_rrp_uk=169.99
 
| 32x_rrp_uk=169.99
| 32x_date_br=1995-03{{fileref|SuperGamePower BR 021.pdf|page=11}}
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| 32x_date_br=1995-03{{magref|sgp|21|11}}
| 32x_rrp_br=399{{fileref|SuperGamePower BR 013.pdf|page=5}}
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| 32x_code_br=150,000
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| 32x_rrp_br=399{{magref|sgp|13|5}}
 
| 32x_date_kr=1995-01-18
 
| 32x_date_kr=1995-01-18
 
| 32x_rrp_kr=199,000
 
| 32x_rrp_kr=199,000
 +
| 32x_date_ru=1995<ref>''Бука'' - Магазин Игрушек 1/95 page 57</ref>
 
| 32x_date_as=199x
 
| 32x_date_as=199x
 
| 32x_code_as=MK-84202-07<!-- South East Asia according to "Region codes"; seen both in "Gulf States" and "Unknown" boxes -->  
 
| 32x_code_as=MK-84202-07<!-- South East Asia according to "Region codes"; seen both in "Gulf States" and "Unknown" boxes -->  
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| 32x_code_tw=MK-84202-16
 
| 32x_code_tw=MK-84202-16
 
| 32x_date_au=1994
 
| 32x_date_au=1994
| 32x_rrp_au=349{{fileref|Hyper AU 014.pdf|page=16}}
+
| 32x_rrp_au=349{{magref|hyper|14|16}}
| 32x_date_se=1995-01{{fileref|SegaForce SE 1994 0708.pdf|page=37}}
+
| 32x_date_se=1995-01{{magref|sfsw|1994-0708|37}}
| 32x_rrp_fr=1,390{{fileref|PlayerOne FR 046.pdf|page=37}}
+
| 32x_date_fr=1994
| 32x_rrp_es=29.900{{fileref|HobbyConsolas ES 037.pdf|page=31}}
+
| 32x_code_fr=MK-84201-50
 +
| 32x_rrp_fr=1,390{{magref|playerone|46|37}}
 +
| 32x_date_es=1994
 +
| 32x_code_es=MK-84201-50
 +
| 32x_rrp_es=29,900{{magref|hobbyconsolas|37|31}}
 +
| 32x_date_sa=199x{{magref|alaabalc|1|12}}
 +
| 32x_rrp_sa=700{{magref|alaabalc|1|12}}
 
}}
 
}}
 
}}
 
}}
<section begin=intro />The '''Sega 32X''' (スーパー32X) codenamed '''Project Mars''', is a hardware add-on to the [[Sega Mega Drive]] created by [[Sega]]. It is the second of two major add-ons for the system, the other being the [[Sega Mega-CD]], and was released worldwide in late 1994. The 32X was designed to extend the Mega Drive's lifespan by giving it significantly more powerful 32-bit processing and texture-mapped 3D polygon capabilities. It was thus seen as a logical upgrade to the 16-bit processing and 2D capabilities of the Mega Drive and its main rival, the [[wikipedia:Super Nintendo Entertainment System|Super Nintendo Entertainment System]]. The 32X was succeeded by the [[Sega Saturn]].
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<section begin=intro />The '''Sega 32X''', codenamed '''Mars''' during development, is a hardware add-on to the [[Sega Mega Drive]] created by [[Sega]]. It is the second of two major add-ons for the system, the other being the [[Sega Mega-CD]], and was released worldwide in late 1994.
  
In the interests of simplicity, Sega Retro uses a simplified "Sega 32X" name for the unit, though the official name differs depending on regions of the world. In Japan, it was distributed under the name '''Sega Super 32X''', in North America, the '''Sega Genesis 32X''', in Europe, Australia and Asia, the '''Sega Mega Drive 32X''', in Brazil, the '''Mega 32X''' and in South Korea, the '''Super 32X'''.<section end=intro />
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The 32X was designed to extend the Mega Drive's lifespan by giving it significantly more powerful 32-bit processing and texture-mapped 3D polygon capabilities. It was thus seen as a logical upgrade to the 16-bit processing and 2D capabilities of the Mega Drive and its main rival, the [[Super NES]]. The 32X was succeeded by the [[Sega Saturn]] (except in Japan, where the Saturn arrived first).
 +
 
 +
In the interests of simplicity, Sega Retro uses a simplified "Sega 32X" name for the unit, though the official name differs depending on regions of the world. In Japan and Korea, it was distributed under the name '''Super 32X''' (スーパー32X), in North America, the '''Genesis 32X''', in Europe, Australia and Asia, the '''Sega Mega Drive 32X''' and in Brazil, the '''Mega 32X'''.<section end=intro />
  
 
==Hardware==
 
==Hardware==
The Sega 32X is a large and heavy "mushroom-shaped" unit which plugs into the Mega Drive's [[cartridge]] slot. The 32X also plays its own cartridges which are designed to take advantage of the enhancements of the system - cartridges which will not physically fit in a standard Mega Drive. The 32X cannot function as an independent machine, but unlike the [[Power Base Converter]] it was designed to be a permanent addition to the Mega Drive setup, doubling up as a passthrough device allowing normal Mega Drive games to still be played. The 32X came with ten coupons and a plastic spacer, ensuring it can work with most versions of the Mega Drive console.
+
The Sega 32X is a large and heavy "mushroom-shaped" unit which plugs into the Mega Drive's [[cartridge]] slot. It was designed to be a permanent addition to a Mega Drive setup (unlike the [[Power Base Converter]]), acting as both a means to play specialised 32X cartridges, and as a passthrough device allowing normal Mega Drive games to be played. A provided plastic spacer ensuring it can fit inside most official versions of the Mega Drive console.
  
As an aside, the 32X's video encoder is of a slightly higher build quality than those usually found in later iterations of the Mega Drive, potentially resulting in a slightly clearer image when playing Mega Drive titles.
+
The Sega 32X plays its own cartridges which are designed to take advantage of the enhancements of the system. These cartridges which will not physically fit in a standard Mega Drive (nor any console produced since), and the setup is designed so as not to interfere with an attached [[Sega Mega-CD]]. Like the Mega CD, the 32X cannot function as an independent machine, and therefore always requires a powered Mega Drive to be present when in use.
  
 
Numerous factors led to the criticism over the 32X, but one of the major issues is encountered before the system is even switched on. The device requires its own [[AC adaptor]], and a second physical connection to the Mega Drive console from the back of the unit. If the user also has a Mega-CD, this means no less than three power adapters are required (plus a fourth for a television). Both the AC adaptor and [[32X Connector Cable]] are bespoke units - the AC adaptor is more common as it is identical to that seen with the Mega Drive 2 (though is not often covered by universal AC adaptors), but the 32X connector cable is unique to the 32X and was not sold separately (though third parties variants exist).
 
Numerous factors led to the criticism over the 32X, but one of the major issues is encountered before the system is even switched on. The device requires its own [[AC adaptor]], and a second physical connection to the Mega Drive console from the back of the unit. If the user also has a Mega-CD, this means no less than three power adapters are required (plus a fourth for a television). Both the AC adaptor and [[32X Connector Cable]] are bespoke units - the AC adaptor is more common as it is identical to that seen with the Mega Drive 2 (though is not often covered by universal AC adaptors), but the 32X connector cable is unique to the 32X and was not sold separately (though third parties variants exist).
 +
 +
As an aside, the 32X's video encoder is of a slightly higher build quality than those usually found in later iterations of the Mega Drive, potentially resulting in a slightly clearer image when playing Mega Drive titles.
  
 
Furthermore, Sega's AC adaptors of the day were designed so that the transformer was located around the plug area, resulting in several bulky units obstructing surrounding sockets. Due to the extra space required just to plug the console into the wall, Sega eventually released their own [[Sega Power Strip]] in North America.
 
Furthermore, Sega's AC adaptors of the day were designed so that the transformer was located around the plug area, resulting in several bulky units obstructing surrounding sockets. Due to the extra space required just to plug the console into the wall, Sega eventually released their own [[Sega Power Strip]] in North America.
  
The 32X brings significant visual upgrades to the Mega Drive, including being able to display more colors on-screen (32,768 at once, which was an important requirement for games featuring 3D graphics and full-motion video and had hence been a common complaint with the Mega-CD), scaling and rotation, and significantly enhanced 3D graphics capabilities provided by its two [[Hitachi]] [[SH-2]] 32-bit RISC processors (also used for the [[Saturn]]) and 32X VDP.
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The 32X brings significant visual upgrades to the Mega Drive with inclusion of a [[32X VDP]], allowing the machine to display up to 32,768 on-screen colours (versus the usual 64 seen in Mega Drive titles) and render more 2D sprites at any given time. Combined with an added two [[Hitachi]] [[SH-2]] 32-bit RISC processors (also used for the [[Saturn]]), it is better suited to 2D scaling and rotation, and is capable of rendering texture-mapped 3D graphics.
  
Audio capabilities were also upgraded, including the addition of [[QSound]] technology, which enables multidimensional sound that allows a regular stereo audio signal to approximate the 3D sounds heard in everyday life (similar to [[wikipedia:binaural recording|binaural recording]]).
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Audio capabilities were also upgraded, including the addition of a PWM audio chip offering extra sound channels and [[QSound]] technology, enabling multidimensional sound that allows a regular stereo audio signal to approximate the 3D sounds heard in everyday life (similar to [[wikipedia:binaural recording|binaural recording]]).
  
The 32X is compatible with the Sega Mega-CD, allowing the user to play one of six enhanced [[Sega Mega-CD 32X]] games.
+
The 32X is compatible with the Sega Mega-CD, allowing the user to play one of six enhanced [[Sega Mega-CD 32X]] games. Its ability to access a wider palette of colours allows for higher quality [[full motion video]] than a standard Mega-CD, whose FMV games are in turn often derided for their lack of colour and detail.
  
North American marketing pitched the 32X as being 40 times more powerful than the Super NES and 6 times more powerful than the [[wikipedia:3DO Interactive Multiplayer|3DO]]. This is true in terms of CPU performance, as the 32X's dual SH-2 are capable of processing nearly 60 [[wikipedia:Instructions per second|MIPS]], compared to the Super NES's [[Blast processing|Ricoh 5A22]] which processes 1.5 MIPS and the 3DO's [[wikipedia:List of ARM microarchitectures|ARM60]] which processes 10 MIPS. In terms of 3D polygon performance, the 32X is capable of rendering 160,000 flat-shaded polygons/sec and 50,000 textured polygons/sec. In comparison, the 3DO renders 20,000 textured polygons/sec,{{ref|[http://www.gamepilgrimage.com/NFSComp.htm Need for Speed Comparison]}} while the Super Nintendo's [[Blast processing#Technical comparison|Super FX 2]] cartridge enhancement chip renders 4000 flat-shaded polygons/sec and 2000 textured polygons/sec, thus the 32X renders 40 times as many polygons as the Super FX 2 chip and more than twice as many textured polygons as the 3DO. Compared to other systems at the time, the [[wikipedia:Atari Jaguar|Atari Jaguar]] renders 10,000 textured polygons/sec,{{ref|1=[http://www.ataritimes.com/index.php?page=Atari%20Jaguar Atari Jaguar 64-bit (The Atari Times)]}} while a [[wikipedia:P5 (microarchitecture)|Pentium 60]] PC renders 30,000&ndash;50,000 flat-shaded polygons/sec{{ref|[http://www.richterscale.org/wp/1994/08/ 3D Misconceived (''PC Graphics Report'')]}} and 6000 textured polygons/sec,{{ref|1=[https://books.google.co.uk/books?id=kHyyMrxeyu0C&pg=PA145 ''Spatial Multimedia and Virtual Reality'', page 145]}} and the Pentium 66 renders 3.6 [[Pixel|MPixels/s]]{{ref|1=''[[wikipedia:PC Magazine|PC Mag]]'', [https://books.google.co.uk/books?id=7k7q-wS0t00C&pg=PA39 December 1993, page 39]}} (compared to the 32X's 18&ndash;36 MPixels/s). The 32X was generally the most powerful home system released to the Western world in 1994, since the more powerful Saturn and PlayStation were only released in Japan at the time.
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Contrary to popular belief, the Sega 32X doesn't employ any regional lockout technology per se, instead relying on the region of the Mega Drive to determine the region of the unit. It does however have a set Genlock frequency which stops 50Hz (PAL) games from working on 60Hz (NTSC) units and vice versa. Due to the 32X only differentiating between frequencies and not region, the Japanese Super 32X and Genesis 32X are identical, and will work on either NTSC console. Much like region modifications on the Mega Drive and Saturn, this is easily changed with slight modifications to the unit, allowing for universal support of all games.
  
 
===Models===
 
===Models===
 
{{MainArticle|32X consoles}}
 
{{MainArticle|32X consoles}}
 
Contrary to popular belief, the Sega 32X doesn't employ any regional lockout technology per se, instead relying on the region of the Mega Drive to determine the region of the unit. It does however have a set Genlock frequency which stops 50Hz (PAL) games from working on 60Hz (NTSC) units and vice versa. Due to the 32X only differentiating between frequencies and not region, the Japanese Super 32X and Genesis 32X are identical, and will work on either NTSC console. Much like region modifications on the Mega Drive and Saturn, this is easily changed with slight modifications to the unit, allowing for universal support of all games.
 
  
 
<gallery widths="250px" heights="200px">
 
<gallery widths="250px" heights="200px">
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===Technical specifications===
 
===Technical specifications===
:''See [[Sega Mega Drive#Technical specifications|Sega Mega Drive specifications]] for base Mega Drive hardware specifications''
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{{mainArticle|Sega 32X/Technical specifications}}
 +
:''See [[Sega Mega Drive/Technical specifications]] for base Mega Drive hardware specifications''
  
*System master clock rate: 53.693175 MHz ([[NTSC]]), 53.203424 MHz ([[PAL]]){{fileref|32XUSHardwareManual.pdf|page=54}}
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===Comparison===
 +
:''See also: [[Sega 32X/Technical specifications|Sega 32X technical specifications]]''
  
====CPU====
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North American marketing pitched the 32X as being 40 times more powerful than the Super NES and 6 times more powerful than the [[wikipedia:3DO Interactive Multiplayer|3DO]]. This was referring to CPU performance, as the 32X's dual [[Hitachi SH-2]] are capable of processing over 59 [[wikipedia:Instructions per second|MIPS]], compared to the Super NES's [[Blast processing|Ricoh 5A22]] which processes up to 1.5 MIPS and the 3DO's [[wikipedia:List of ARM microarchitectures|ARM60]] which processes about 9 MIPS.{{ref|[http://pdf.datasheetcatalog.com/datasheets2/13/1305889_1.pdf ARM60 datasheet]}}
{{multicol|
 
* Main CPU: Twin [[Hitachi]] [[SH-2]] (SH7095) 32-bit RISC processors
 
** Clock speed: 23.01136&nbsp;MHz (NTSC), 22.801467&nbsp;MHz (PAL){{fileref|32XUSHardwareManual.pdf|page=54}}
 
** Clock cycles: 46.022721 MHz (NTSC, 23.01136&nbsp;MHz per SH-2), 45.602934 MHz (PAL, 22.801467&nbsp;MHz per SH-2)
 
** 2x CPU cores: 32‑bit [[wikipedia:Reduced instruction set computing|RISC]] instructions/[[wikipedia:Processor register|registers]], up to 4 instructions/cycle (2 instructions/cycle per SH-2),{{fileref|Hitachi SuperH Programming Manual.pdf|page=390}} 1.3&nbsp;MIPS per MHz,{{fileref|SH-2A.pdf|page=2}} 59.829537&nbsp;[[wikipedia:Instructions per second|MIPS]] (NTSC, 29.914768&nbsp;MIPS per SH-2), 59.283814 MIPS (PAL, 29.641907 MIPS per SH-2)
 
** 4x internal [[wikipedia:Fixed-point arithmetic|fixed‑point]] math processors:{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}} 2x MULT multiplier DSP,{{fileref|SH7604 Hardware Manual.pdf|page=3}}{{fileref|SH7604 Hardware Manual.pdf|page=22}}{{fileref|ST-103-R1-040194.pdf|page=23}} 2x DIVU division units,{{fileref|SH7604 Hardware Manual.pdf|page=3}}{{fileref|SH7604 Hardware Manual.pdf|page=22}} parallel processing{{fileref|SH7604 Hardware Manual.pdf|page=303}}
 
*** 2x MULT multiplier DSP: 46.022721 MOPS (NTSC, 23.01136 MOPS per SH-2), 45.602934 MOPS (PAL, 22.801467 MOPS per SH-2){{ref|1 operation per cycle{{fileref|Hitachi SuperH Programming Manual.pdf|page=31}}|group=fn}}
 
*** 2x DIVU division units: 16/32/64-bit division,{{fileref|SH7604 Hardware Manual.pdf|page=303}} 1,180,069 divides/sec{{ref|39 cycles per divide{{fileref|Hitachi SuperH Programming Manual.pdf|page=155}}|group=fn}}
 
** 2x DMA units: 2x DMAC (Direct Memory Access Controller),{{fileref|SH7604 Hardware Manual.pdf|page=3}} parallel processing{{fileref|SH7604 Hardware Manual.pdf|page=219}}
 
** [[wikipedia:Bus (computing)|Bus]] width: 64‑bit (2× 32‑bit) internal, 32‑bit external{{fileref|ST-103-R1-040194.pdf}}
 
* CPU co-processors: Overlay/Underlay processors
 
** [[Mega Drive]] CPU:
 
*** [[Motorola]] [[M68000]] — 7.670453&nbsp;MHz (NTSC), 7.600489&nbsp;MHz (PAL),{{fileref|32XUSHardwareManual.pdf|page=54}} 16/32-bit instructions, 32-bit internal data bus, 16-bit external data bus, 1.342329&nbsp;MIPS (NTSC), 1.330085&nbsp;MIPS (PAL)
 
*** [[Zilog Z80]] — 3.579545 MHz (NTSC), 3.546894 MHz (PAL), 8/16-bit instructions, 8-bit data bus, 0.519034&nbsp;MIPS (NTSC), 0.514299 MIPS (PAL)
 
** [[Sega CD]] CPU: Motorola M68000 — 12.5 MHz, 2.1875 MIPS
 
}}
 
  
====Graphics====
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In terms of 3D polygon performance, the 32X is theoretically capable of rendering up to 160,000 flat-shaded polygons/sec and 50,000 textured polygons/sec, if its CPUs are dedicated exclusively to processing and rendering 3D graphics. In comparison, the 3DO renders up to 20,000 textured polygons/sec,{{ref|[http://www.gamepilgrimage.com/NFSComp.htm Need for Speed Comparison]}} while the Super Nintendo's [[Blast processing#Technical comparison|Super FX 2]] cartridge enhancement chip renders up to 4,000 flat-shaded polygons/sec and 2,000 textured polygons/sec. This means the 32X can theoretically render up to 40 times as many polygons as the Super FX 2 chip and more than twice as many textured polygons as the 3DO.
{{multicol|
 
* 32X graphics chip: Sega 32X [[VDP]] ([[Sega]] Custom [[wikipedia:Large scale integration|LSI]]) @ 23.01136&nbsp;MHz (NTSC), 22.801467&nbsp;MHz (PAL){{fileref|Genesis32XUSManual.pdf|page=7}}{{fileref|32XUSHardwareManual.pdf|page=54}}
 
** Data bus width: 32-bit (16-bit per framebuffer)
 
** Word length: 16-bit
 
* Features: 3D polygon graphics, Gouraud shading, texture mapping, more [[sprite]]s, quicker animation{{fileref|Genesis32XUSOverview.pdf}}
 
* Color [[palette]]: 32,768&nbsp;colors{{fileref|32XUSHardwareManual.pdf}}
 
* Double-buffered framebuffer with three modes:{{fileref|Genesis32XUSOverview.pdf|page=7}}
 
** 8bpp "packed pixel" mode: 256 simultaneous colors on screen; each pixel is an index into CRAM (can use full screen)
 
** 16bpp "run length" mode: 256 simultaneous colors on screen; each pixel is both a number of pixels to display and the index of CRAM (limits screen size)
 
** 16bpp "direct color" mode: 32,768 simultaneous colors on screen; each pixel is the color value (limits screen size)
 
* [[VRAM]]: 256&nbsp;[[Byte|KB]], split into two 128 KB segments for each framebuffer. A priority system allows partial overlaying/underlaying of Mega Drive/Mega-CD graphics.
 
** Sprites, polygons and textures accessed from 256 KB main SDRAM and 4–8 MB ROM cartridge.
 
* Resolutions: 320×224, 320×240,{{fileref|Genesis32XUSOverview.pdf|page=7}} 320×204 (direct color),{{fileref|32XUSHardwareManual.pdf|page=49}} 320×408 (8bpp){{fileref|32XUSHardwareManual.pdf|page=50}}
 
** Overscan: 450×262 (NTSC), 450×313 (PAL){{fileref|32XUSHardwareManual.pdf|page=55}}
 
* Refresh rate: 60 Hz (NTSC), 50 Hz (PAL)
 
** Maximum frame rate: 60 FPS (NTSC), 50 FPS (PAL)
 
* Framebuffer [[Byte|bandwidth]]: 72.727272 [[Byte|MB/s]] (36.363636 MB/s per framebuffer){{fileref|TC511664B datasheet.pdf}}{{fileref|32XUSHardwareManual.pdf|page=76}}
 
** SH-2: 36.363636 MB/s (read/write, 1 byte/cycle per SH-2){{fileref|Genesis32XUSOverview.pdf|page=9}}
 
** 32X VDP: 29.488906 MB/s (14.148 MB/s read,{{fileref|32XUSHardwareManual.pdf|page=55}} 15.340906 MB/s write){{fileref|32XUSHardwareManual.pdf|page=53}}{{fileref|Genesis32XUSOverview.pdf|page=51}}
 
** 68000: 1.917613 MB/s (read/write, 4 cycles/byte){{fileref|Genesis32XUSOverview.pdf|page=53}}
 
* Framebuffer [[fillrate]]: 18.181818 [[Pixel|MPixels/s]] (16bpp), 36.363636 MPixels/s (8bpp){{fileref|32XUSHardwareManual.pdf|page=50}}{{fileref|32XUSHardwareManual.pdf|page=42}}
 
** SH-2: 18.181818 MPixels/s <small>(16bpp)</small>,{{fileref|Genesis32XUSOverview.pdf|page=9}}{{fileref|32XUSHardwareManual.pdf|page=76}} 36.363636 MPixels/s <small>(8bpp)</small>
 
** 32X VDP: 7.670453 MPixels/s <small>(16bpp)</small>, 15.340906 MPixels/s <small>(8bpp)</small>
 
** 68000: 958,806 [[Pixel|pixels/s]] (16bpp), 1.917613 MPixels/s (8bpp)
 
* 3D polygon geometry calculations:{{ref|46,022,720 DSP operations/sec, 1,180,069 DIVU divides/sec|group=fn}}
 
** Polygon transformations: 260,000 polygons/sec{{ref|96 adds/multiplies and 9 divides per polygon:{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}}
 
*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){{fileref|Hitachi SuperH Programming Manual.pdf|page=155}}
 
|group=fn}}
 
** [[wikipedia:Transform and lighting|Lighting calculations]]: 230,000 polygons/sec (flat),{{ref|128 adds/multiplies and 9 divides per polygon:{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}}
 
*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)
 
|group=fn}} 180,000 polygons/sec ([[wikipedia:Gouraud shading|Gouraud]]){{ref|192 adds/multiplies and 9 divides per polygon:{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}}
 
*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)
 
|group=fn}}
 
* 3D polygon rendering:
 
** [[wikipedia:Flat shading|Flat shading]]: 160,000 polygons/sec{{ref|46,022,720 SH-2 cycles/ops per sec <small>(23.01136 MHz per SH-2)</small>, 1,180,069 DIVU divides/sec, 23.01136 MHz 32X VDP
 
* SH-2: 215 cycles <small>(128 geometry adds/multiplies, 30 SDRAM cycles for 40 bytes,{{fileref|32XUSHardwareManual.pdf|page=77}} 30 raster ops,{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA33 ''Algorithms for Parallel Polygon Rendering'' (pages 33-36)]}}{{ref|1=[http://sirkan.iit.bme.hu/~szirmay/abbas.pdf#page=53 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)]}} 27 cycles 32X VDP command)</small>{{fileref|32XUSHardwareManual.pdf|page=53}} and 9 divides per polygon, 1 add per pixel,{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA35 ''Algorithms for Parallel Polygon Rendering'' (page 35)]}} 247 cycles and 9 divides per 32-pixel polygon:
 
** 131,118 polygons/sec: 32,386,146 SH-2 cycles, 1,180,069 DIVU divides
 
** 31,858 polygons/sec: 12,456,478 SH-2 cycles (247 cycles, 144 divide cycles)
 
* 32X VDP: 7 cycles/poly, 3 cycles/pixel <small>(16bpp)</small>,{{fileref|32XUSHardwareManual.pdf|page=53}}{{fileref|Genesis32XUSOverview.pdf|page=51}} 1.5 cycles/pixel <small>(8bpp)</small>,{{fileref|32XUSHardwareManual.pdf|page=50}} 103 cycles per 32-pixel 16bpp polygon, 55 cycles per 32-pixel 8bpp polygon
 
|group=fn}}
 
** [[wikipedia:Gouraud shading|Gouraud shading]]: 100,000 polygons/sec{{ref|252 cycles <small>(192 geometry adds/multiplies,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} 30 SDRAM cycles, 30 raster ops)</small> and 9 divides per polygon, 3 operations/scanline per polygon,{{ref|1=[http://sirkan.iit.bme.hu/~szirmay/abbas.pdf#page=53 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)]}}{{fileref|32XUSHardwareManual.pdf|page=76}} 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
 
|group=fn}}
 
** Texture mapping: 50,000 polygons/sec{{ref|1=[https://books.google.co.uk/books?id=DbFxAgAAQBAJ&pg=PA154 ''Service Games: The Rise and Fall of SEGA'', page 154]}}{{ref|1=Texture mapping:
 
*Flat shading: 188 SH-2 cycles <small>(128 geometry adds/multiplies, 30 SDRAM cycles for 40 bytes,{{fileref|32XUSHardwareManual.pdf|page=77}} 30 raster ops)</small>{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA33 ''Algorithms for Parallel Polygon Rendering'' (pages 33-36)]}}{{ref|1=[http://sirkan.iit.bme.hu/~szirmay/abbas.pdf#page=53 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)]}} and 9 divides per polygon, 1 add per pixel,{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA35 ''Algorithms for Parallel Polygon Rendering'' (page 35)]}} 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){{ref|1=[https://books.google.co.uk/books?id=teMHqC2BnuYC&pg=PA110 ''State of the Art in Computer Graphics: Visualization and Modeling'' (page 110)]}}
 
*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)
 
|group=fn}}
 
** Texture Gouraud shading: 40,000 polygons/sec{{ref|1=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)
 
|group=fn}}
 
* 2D [[sprite]]/[[wikipedia:Tile-based video game|tile]] capabilities: Scrolling,{{fileref|32XUSHardwareManual.pdf|page=51}} scaling, rotation, [[wikipedia:Alpha blending|alpha blending]]{{ref|[https://github.com/ehaliewicz/sprite-engine Sprite engine for the Sega 32X]}}{{fileref|32XUSHardwareManual.pdf|page=76}}
 
** Colors per sprite/tile: 128 (8bpp), 256 (8bpp), 8192 (16bpp), 32,768 (16bpp)
 
** Tile size: 8×8 [[texel]]s, 64 bytes (8bpp), 128 bytes (16bpp)
 
** Sprite sizes: 8×8 to 320×240 texels, 64 [[byte]]s to 150 KB
 
** Maximum sprites/tiles per frame: 3800 sprites/tiles <small>(8bpp, 8×8, 237.5 KB)</small>, 1900 sprites/tiles <small>(16bpp, 8×8, 237.5 KB)</small>
 
** Maximum sprites/tiles per scanline: 1463 texels, 182 sprites/tiles (8×8)
 
}}
 
  
=====Overlay/Underlay=====
+
However, the 3DO has [[wikipedia:Panasonic|Panasonic]] video coprocessors which handle 3D polygons and take the load off the CPU, whereas the 32X's lack of a 3D coprocessor means it has to rely solely on the CPU to render the 3D graphics. If one of its CPUs is used for gameplay and the other for graphics, the 32X's practical performance would be up to 80,000 flat-shaded polygons/sec and 25,000 textured polygons/sec. Contrary to Sega of America's marketing claim, the 32X is not much more powerful than the 3DO. It is not clear whether or not the 32X is as powerful as the 3DO, since not much is known about the hardware details of the 3DO's Panasonic video coprocessors.
{{multicol|
 
* Overlay/Underlay graphics processors:
 
** Mega Drive [[VDP]] — 13.423294 MHz (NTSC), 13.300856 MHz (PAL), 8/16-bit data bus
 
** Sega CD [[Sega Mega-CD#Technical specifications|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&nbsp;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)
 
}}
 
  
====Sound====
+
Compared to other non-Sega systems at the time, the [[wikipedia:Atari Jaguar|Atari Jaguar]] renders 10,000 textured polygons/sec,{{ref|1=[http://www.ataritimes.com/index.php?page=Atari%20Jaguar Atari Jaguar 64-bit (The Atari Times)]}} while a [[wikipedia:P5 (microarchitecture)|Pentium 60]] PC renders 30,000&ndash;50,000 flat-shaded polygons/sec{{ref|[http://www.richterscale.org/wp/1994/08/ 3D Misconceived (''PC Graphics Report'')]}} and 6,000 textured polygons/sec,{{ref|1=[https://books.google.co.uk/books?id=kHyyMrxeyu0C&pg=PA145 ''Spatial Multimedia and Virtual Reality'', page 145]}}. Meanwhile the Pentium 66 renders 3.6 [[Pixel|MPixels/s]]{{ref|1=''[[wikipedia:PC Magazine|PC Mag]]'', [https://books.google.co.uk/books?id=7k7q-wS0t00C&pg=PA39 December 1993, page 39]}} (the 32X has a theoretical peak of 18&ndash;36 MPixels/s).
* Sound chip: [[QSound]] PWM @ 23.01136&nbsp;MHz (NTSC), 22.801467&nbsp;MHz (PAL){{fileref|Genesis32XUSManual.pdf}}
 
** Stereo [[wikipedia:Pulse-width modulation|PWM]] (Pulse Wave Modulation) mixing with Mega Drive sound; additional 2 channels (12 channels in total)
 
** 11-bit PWM, stereo [[PCM]] output,{{fileref|32XUSHardwareManual.pdf}} [[wikipedia:Surround sound|surround sound]]
 
  
====Memory====
+
Compared to the Sega Saturn, the 32X is very limited, with part of its graphical prowess depending on the Mega Drive hardware it sits on top of. In the majority of games, the 32X works with the Mega Drive to produce an image, to the point where without the connector cable attached, games will still run and may even be considered playable.
{{multicol|
 
* System [[RAM]]: 648.5–1368.5 [[Byte|KB]] total, 512&nbsp;KB (4&nbsp;[[Bit|MBit]]) additional RAM to Mega Drive or Sega CD memory{{fileref|Genesis32XUSOverview.pdf}}
 
** Main RAM: 256 KB [[wikipedia:SDRAM|SDRAM]]
 
** [[VRAM]]: 256 KB [[wikipedia:FPM DRAM|FPM DRAM]] (dual 128 KB framebuffers){{fileref|Genesis32XUSManual.pdf}}
 
** Mega Drive RAM: 136&nbsp;KB (64&nbsp;KB main, 64&nbsp;KB video, 8&nbsp;KB sound)
 
** Sega CD RAM: 856&nbsp;KB (512&nbsp;KB main, 256&nbsp;KB video, 64&nbsp;KB audio)
 
* RAM Clear Hardware: 512 [[byte]]s (used for flat-shaded polygons){{fileref|Genesis32XUSOverview.pdf|page=9}}
 
* Internal processor cache: 5 KB
 
** SH-2: 4 KB (2 KB per CPU){{fileref|Genesis32XUSOverview.pdf}}
 
** 32X VDP: 1 KB,{{fileref|32XUSHardwareManual.pdf|page=41}} including 512 [[byte]]s (256 words) color palette RAM (CRAM){{fileref|32XUSHardwareManual|page=13}}
 
* [[Cartridge]] [[ROM]]: 4–8 MB{{ref|[http://devster.monkeeh.com/sega/32xguide1.txt Dr. DevSter's Guide to The Sega 32X]}}
 
}}
 
  
====Bandwidth====
+
The 32X side is able to output up to 32,768 colours on-screen at once, but it is comparitively slower at rendering a full 320x224 image in this mode than the Mega Drive can with its 64 on-screen colours. As such, it is common to see 32X games rely on the Mega Drive hardware to draw large, detailed backgrounds or foregrounds (''[[Chaotix]]'', ''[[Tempo]]'', ''[[Mortal Kombat II]]''). With the 32X side able to pick up some slack in terms of graphics processing, more colours can be reserved by the Mega Drive for this purpose than in the average Mega Drive-specific game.
{{multicol|
 
* System RAM bandwidth: 118.749992 [[Byte|MB/s]] (NTSC), 118.330206 MB/s (PAL), 3 data buses, 48-bit data bus width{{fileref|Genesis32XUSManual.pdf|page=7}}{{fileref|32XUSHardwareManual.pdf|page=76}}
 
** SDRAM: 46.02272 MB/s (NTSC, 16-bit, 23.01136&nbsp;MHz, 43ns), 45.602934 MB/s (PAL, 16-bit, 22.801467 MHz, 43ns){{fileref|Genesis32XUSManual.pdf|page=17}}{{fileref|UPD4504161 datasheet.pdf}}
 
** VRAM: 72.727272&nbsp;MB/s (32-bit, 18.181818&nbsp;MHz, 55&nbsp;[[wikipedia:Nanosecond|ns]], 16-bit per framebuffer, 36.363636 MB/s per framebuffer, 55ns cycles, 80ns access){{fileref|Genesis32XUSManual.pdf|page=22}}{{fileref|TC511664B datasheet.pdf}}
 
* [[Cartridge]] bandwidth:{{ref|[http://devster.monkeeh.com/sega/32xguide1.txt Dr. DevSter's Guide to The Sega 32X]}}{{fileref|32XUSHardwareManual.pdf|page=76}}
 
** Game ROM: 13.333333&nbsp;MB/s (16-bit, 6.666666&nbsp;MHz, 150&nbsp;ns) to 28.571428&nbsp;MB/s (16-bit, 14.285714&nbsp;MHz, 70&nbsp;ns)
 
** Non-volatile [[SRAM]]: 6.666666&nbsp;MB/s (6.666666&nbsp;MHz, 150&nbsp;ns) to 14.285714&nbsp;MB/s (14.285714&nbsp;MHz, 70&nbsp;ns)
 
* Internal processor cache bandwidth:
 
** SH-2: 184.09088&nbsp;MB/s (92.04544&nbsp;MB/s per SH-2, 32-bit per SH-2)
 
** 32X VDP: 92.04544&nbsp;MB/s (32-bit, 23.01136&nbsp;MHz), including 46.02272&nbsp;MB/s (16-bit, 23.01136&nbsp;MHz) color palette RAM{{fileref|Genesis32XUSManual|page=7}}
 
}}
 
  
====Storage====
+
This hybrid approach was used by many developers to ensure a full 60 FPS refresh rate in 2D games. Games which opt to swap the pipeline around - giving the 32X the bulk of the 2D rendering and have the Mega Drive fill the gaps, are often left with slower frame rates (''[[Pitfall: The Mayan Adventure]]'', ''[[Brutal Unleashed: Above the Claw]]''), though there are rare exceptions (''[[Kolibri]]'') that manage to display high colour graphics at 60 FPS. The ability to fall back on the 16-bit hardware, however, can put the 32X at an advantage over systems such as the Atari Jaguar which is known to befall similar frame rate issues when tackling 2D games.
* 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====
+
Similarly the 32X adds a two channel PWM sound chip, intended to complement the existing Mega Drive audio capabilities rather than replace them outright. This means in many cases, the quality of 32X and Mega Drive audio is virtually identical, with some developers failing to make use of this new chip at all.
* I/O: Same as Mega Drive; 32X upgradable; can upgrade the 32X
 
  
 
==History==
 
==History==
 
{{MainArticle|History of the Sega 32X}}
 
{{MainArticle|History of the Sega 32X}}
 +
 +
===Localised names===
 +
{{aka
 +
|us_name=Sega Genesis 32X
 +
|jp_name=スーパー32X
 +
|jp_trans=Super 32X
 +
|uk_name=Mega Drive 32X
 +
|kr_name=슈퍼 32X
 +
|kr_trans=Super 32X
 +
|br_name=Mega 32X
 +
|br_trans=Mega 32X
 +
}}
  
 
==Games==
 
==Games==
===List of games===
+
{{MainArticle|32X games}}
{{MainArticle|List of 32X games}}
+
{{BulletPointGameList|32X}}
  
Games marked with asterisks(*) are enhanced versions of previous [[Sega Mega-CD]]-only games, taking advantage of the 32X's improved graphics, which require both the 32X and Mega-CD in order to be played (see [[Sega Mega-CD 32X]]).
+
==Production credits==
{{multicol|
+
{{creditstable|
* ''[[After Burner Complete]]'' (1995)
+
*[[Masami Ishikawa]]
* ''[[BC Racers]]'' (1995)
+
*[[Taku Matsubara]]
* ''[[Blackthorne]]'' (1995)
+
*[[Hiroyuki Ohtaka]]
* ''[[Brutal Unleashed: Above the Claw]]'' (1995)
+
| source=Developer mentions{{ref|https://web.archive.org/web/20231110103013/https://game.watch.impress.co.jp/docs/news/758667.html}}{{magref|harmony|130|18}}{{ref|https://www.facebook.com/hiroyuki.ohtaka/about_work_and_education}}
* ''[[Corpse Killer]]'' (1994)*
+
| console=32X
* ''[[Cosmic Carnage]]'' (1995)
+
}}
* ''[[Darxide]]'' (1995)
 
* ''[[Doom (32X)|Doom]]'' (1994)
 
* ''[[Fahrenheit]]'' (1995)*
 
* ''[[FIFA Soccer '96]]'' (1995)
 
* ''[[Golf Magazine: 36 Great Holes Starring Fred Couples]]'' (1995)
 
* ''[[Knuckles' Chaotix]]'' (1995)
 
* ''[[Kolibri]]'' (1995)
 
* ''[[Metal Head]]'' (1995)
 
* ''[[Mortal Kombat II]]'' (1995)
 
* ''[[Motocross Championship]]'' (1995)
 
* ''[[NBA Jam Tournament Edition]]'' (1995)
 
* ''[[NFL Quarterback Club]]'' (1995)
 
* ''[[Night Trap]]'' (1994)*
 
* ''[[Pitfall: The Mayan Adventure]]'' (1995)
 
* ''[[Primal Rage]]'' (1995)
 
* ''[[RBI Baseball '95]]'' (1995)
 
* ''[[Sangokushi IV]]'' (1995)
 
* ''[[Slam City with Scottie Pippen]]'' (1995)*
 
* ''[[Space Harrier]]'' (1994)
 
* ''[[Spider-Man: Web of Fire]]'' (1996)
 
* ''[[Star Trek: Starfleet Academy Starship Bridge Simulator]]'' (1995)
 
* ''[[Star Wars Arcade]]'' (1994)
 
* ''[[Stellar Assault]]'' (1995)
 
* ''[[Supreme Warrior]]'' (1995)*
 
* ''[[Surgical Strike]]'' (199x)*
 
* ''[[T-Mek]]'' (1995)
 
* ''[[Tempo]]'' (1995)
 
* ''[[Toughman Contest]]'' (1995)
 
* ''[[Virtua Fighter]]'' (1995)
 
* ''[[Virtua Racing Deluxe]]'' (1994)
 
* ''[[World Series Baseball Starring Deion Sanders]]'' (1995)
 
* ''[[WWF RAW]]'' (1995)
 
* ''[[WWF WrestleMania: The Arcade Game]]'' (1995)
 
* ''[[Zaxxon's Motherbase 2000]]'' (1995)
 
|cols=3}}
 
 
 
===Launch titles===
 
====Japan====
 
*''[[Doom (32X)|Doom]]''
 
*''[[Star Wars Arcade]]''
 
*''[[Space Harrier]]''
 
 
 
====North America====
 
*''[[Doom (32X)|Doom]]''
 
*''[[Star Wars Arcade]]''
 
*''[[Virtua Racing Deluxe]]''
 
 
 
====Europe====
 
*''[[Doom (32X)|Doom]]''
 
*''[[Star Wars Arcade]]''
 
*''[[Virtua Racing Deluxe]]''
 
  
 
==Magazine articles==
 
==Magazine articles==
Line 294: Line 141:
  
 
==Promotional material==
 
==Promotional material==
===Print advertisements===
+
{{mainArticle|{{PAGENAME}}/Promotional material}}
<gallery>
 
32X ES PrintAd 1994-11 1.jpg|ES print advert 1
 
32X ES PrintAd 1994-11 2.jpg|ES print advert 2
 
32X BR PrintAdvert.jpg|BR print advert<!-- this a 4-page ad available in SGP #9, p20-23 -->
 
</gallery>
 
{{gallery
 
|{{galleryPrintAd
 
|EGM US 062.pdf|egm|62|158-159
 
}}
 
|{{GalleryPrintAd
 
|SegaVisions US 21.pdf|sv|21|51
 
|GamePro US 064.pdf|gamepro|64|185
 
|EGM2 US 05.pdf|egm2|5|48
 
}}
 
|{{galleryPrintAd
 
|NextGeneration US 01.pdf|nextgeneration|1|8-9
 
|SegaVisions US 22.pdf|sv|22|52
 
}}
 
|{{GalleryPrintAd
 
|NextGeneration US 02.pdf|nextgeneration|2|36-37
 
|GamePlayers US 0802.pdf|gameplayers|0802|4
 
|SegaVisions US 23.pdf|sv|23|8
 
}}
 
|{{GalleryPrintAd
 
|SegaVisions US 24.pdf|sv|24|6-7
 
|VideoGames US 77.pdf|videogamesus|77|4
 
|GamePlayers US 0807.pdf|gameplayers|0807|4
 
}}
 
|{{galleryPrintAd
 
|MeanMachinesSega30UK.pdf|mms|30|32
 
}}
 
|{{galleryPrintAd
 
|CVG UK 169.pdf|cvg|169|13
 
|MeanMachinesSega40UK.pdf|mms|40|2
 
|SegaPro UK 57.pdf|segapro|57|2
 
}}
 
|{{galleryPrintAd
 
|Joypad FR 036.pdf|joypad|36|91,93
 
}}
 
|{{GalleryPrintAd
 
|MegaForce FR 34.pdf|megaforce|34|71
 
|CDConsoles FR 03.pdf|cdconsoles|3|15
 
}}
 
|{{galleryPrintAd
 
|ConsolesPlus FR 042.pdf|consolesplus|42|27
 
}}
 
}}
 
  
===Television advertisements===
+
==Logos by regions==
<gallery>
+
{|class="prettytable sortable" style="background: #f2f2f2;"
32X US TVAdvert.mp4|US TV advert
+
|-
32X US TVAdvert ChillEB.mp4|US TV advert (with Chill E.B.)
+
! style="width:100px;" style="text-align: center;" |'''Logo'''
32X US TVAdvert ChillEB 2.mp4|US TV advert (with Chill E.B.) (2)
+
! style="width:100px;" style="text-align: center;" |'''Region'''
</gallery>
+
|- style="background: silver;"
 +
|-
 +
|<gallery>32X Japanese logo.png</gallery>
 +
|Used in Japan
 +
|-
 +
|<gallery>Genesis 32X logo USA.jpg</gallery>
 +
|Used in North America and<br> parts of South America
 +
|-
 +
|<gallery>32X PAL logo.png</gallery>
 +
|Used in Western and Eastern Europe,<br> Asia, Africa, Australasia
 +
|-
 +
|<gallery>32x BR Logo.png</gallery>
 +
|Used in Brazil, Argentina, Paraguay<br>and Uruguay
 +
|-
 +
|<gallery>Notavailable.svg</gallery>
 +
|Used in South Korea
 +
|-
 +
|}
  
==Artwork==
+
==Patents==
 
<gallery>
 
<gallery>
32X Japanese logo.png|Japanese logo
+
Patent USD369352.pdf|USD369352
Genesis 32X logo USA.jpg|North American logo
 
32X PAL logo.png|European/Australian logo
 
32x BR Logo.png|Brazilian logo
 
 
</gallery>
 
</gallery>
  
 
==External links==
 
==External links==
 
==Footnotes==
 
{{multicol|
 
<references group="fn" />
 
|cols=2}}
 
  
 
==References==
 
==References==
Line 370: Line 179:
 
|cols=3}}
 
|cols=3}}
  
 +
{{MegaDrive32X}}
 
{{MegaDrive}}
 
{{MegaDrive}}
 
{{Sega Consoles}}
 
{{Sega Consoles}}
  
 
[[Category:Sega 32X| ]]
 
[[Category:Sega 32X| ]]

Latest revision as of 08:17, 25 October 2024

32X PAL logo.png
32X US.jpg
Sega 32X
Manufacturer: Sega
Release Date RRP Code
Sega 32X
JP
¥16,80016,800 HMA-0001
Sega 32X
US
$159.99159.99 84001
Sega 32X
EU
MK-84201-50
Sega 32X
ES
29,900Ptas29,900[13] MK-84201-50
Sega 32X
FR
1,390F1,390[12] MK-84201-50
Sega 32X
UK
£169.99169.99 MK-84201-50
Sega 32X
SE
Sega 32X
AU
$349349[10]
Sega 32X
BR
R$399399[8] 150,000
Sega 32X
KR
₩199,000199,000
Sega 32X
RU
Sega 32X
SA
700‎﷼‎700[14]
Sega 32X
TW
MK-84202-16
Sega 32X
AS
MK-84202-07

The Sega 32X, codenamed Mars during development, is a hardware add-on to the Sega Mega Drive created by Sega. It is the second of two major add-ons for the system, the other being the Sega Mega-CD, and was released worldwide in late 1994.

The 32X was designed to extend the Mega Drive's lifespan by giving it significantly more powerful 32-bit processing and texture-mapped 3D polygon capabilities. It was thus seen as a logical upgrade to the 16-bit processing and 2D capabilities of the Mega Drive and its main rival, the Super NES. The 32X was succeeded by the Sega Saturn (except in Japan, where the Saturn arrived first).

In the interests of simplicity, Sega Retro uses a simplified "Sega 32X" name for the unit, though the official name differs depending on regions of the world. In Japan and Korea, it was distributed under the name Super 32X (スーパー32X), in North America, the Genesis 32X, in Europe, Australia and Asia, the Sega Mega Drive 32X and in Brazil, the Mega 32X.

Hardware

The Sega 32X is a large and heavy "mushroom-shaped" unit which plugs into the Mega Drive's cartridge slot. It was designed to be a permanent addition to a Mega Drive setup (unlike the Power Base Converter), acting as both a means to play specialised 32X cartridges, and as a passthrough device allowing normal Mega Drive games to be played. A provided plastic spacer ensuring it can fit inside most official versions of the Mega Drive console.

The Sega 32X plays its own cartridges which are designed to take advantage of the enhancements of the system. These cartridges which will not physically fit in a standard Mega Drive (nor any console produced since), and the setup is designed so as not to interfere with an attached Sega Mega-CD. Like the Mega CD, the 32X cannot function as an independent machine, and therefore always requires a powered Mega Drive to be present when in use.

Numerous factors led to the criticism over the 32X, but one of the major issues is encountered before the system is even switched on. The device requires its own AC adaptor, and a second physical connection to the Mega Drive console from the back of the unit. If the user also has a Mega-CD, this means no less than three power adapters are required (plus a fourth for a television). Both the AC adaptor and 32X Connector Cable are bespoke units - the AC adaptor is more common as it is identical to that seen with the Mega Drive 2 (though is not often covered by universal AC adaptors), but the 32X connector cable is unique to the 32X and was not sold separately (though third parties variants exist).

As an aside, the 32X's video encoder is of a slightly higher build quality than those usually found in later iterations of the Mega Drive, potentially resulting in a slightly clearer image when playing Mega Drive titles.

Furthermore, Sega's AC adaptors of the day were designed so that the transformer was located around the plug area, resulting in several bulky units obstructing surrounding sockets. Due to the extra space required just to plug the console into the wall, Sega eventually released their own Sega Power Strip in North America.

The 32X brings significant visual upgrades to the Mega Drive with inclusion of a 32X VDP, allowing the machine to display up to 32,768 on-screen colours (versus the usual 64 seen in Mega Drive titles) and render more 2D sprites at any given time. Combined with an added two Hitachi SH-2 32-bit RISC processors (also used for the Saturn), it is better suited to 2D scaling and rotation, and is capable of rendering texture-mapped 3D graphics.

Audio capabilities were also upgraded, including the addition of a PWM audio chip offering extra sound channels and QSound technology, enabling multidimensional sound that allows a regular stereo audio signal to approximate the 3D sounds heard in everyday life (similar to binaural recording).

The 32X is compatible with the Sega Mega-CD, allowing the user to play one of six enhanced Sega Mega-CD 32X games. Its ability to access a wider palette of colours allows for higher quality full motion video than a standard Mega-CD, whose FMV games are in turn often derided for their lack of colour and detail.

Contrary to popular belief, the Sega 32X doesn't employ any regional lockout technology per se, instead relying on the region of the Mega Drive to determine the region of the unit. It does however have a set Genlock frequency which stops 50Hz (PAL) games from working on 60Hz (NTSC) units and vice versa. Due to the 32X only differentiating between frequencies and not region, the Japanese Super 32X and Genesis 32X are identical, and will work on either NTSC console. Much like region modifications on the Mega Drive and Saturn, this is easily changed with slight modifications to the unit, allowing for universal support of all games.

Models

Main article: 32X consoles.

Cartridges

Main article: Sega 32X cartridges.

Technical specifications

Main article: Sega 32X/Technical specifications.
See Sega Mega Drive/Technical specifications for base Mega Drive hardware specifications

Comparison

See also: Sega 32X technical specifications

North American marketing pitched the 32X as being 40 times more powerful than the Super NES and 6 times more powerful than the 3DO. This was referring to CPU performance, as the 32X's dual Hitachi SH-2 are capable of processing over 59 MIPS, compared to the Super NES's Ricoh 5A22 which processes up to 1.5 MIPS and the 3DO's ARM60 which processes about 9 MIPS.[15]

In terms of 3D polygon performance, the 32X is theoretically capable of rendering up to 160,000 flat-shaded polygons/sec and 50,000 textured polygons/sec, if its CPUs are dedicated exclusively to processing and rendering 3D graphics. In comparison, the 3DO renders up to 20,000 textured polygons/sec,[16] while the Super Nintendo's Super FX 2 cartridge enhancement chip renders up to 4,000 flat-shaded polygons/sec and 2,000 textured polygons/sec. This means the 32X can theoretically render up to 40 times as many polygons as the Super FX 2 chip and more than twice as many textured polygons as the 3DO.

However, the 3DO has Panasonic video coprocessors which handle 3D polygons and take the load off the CPU, whereas the 32X's lack of a 3D coprocessor means it has to rely solely on the CPU to render the 3D graphics. If one of its CPUs is used for gameplay and the other for graphics, the 32X's practical performance would be up to 80,000 flat-shaded polygons/sec and 25,000 textured polygons/sec. Contrary to Sega of America's marketing claim, the 32X is not much more powerful than the 3DO. It is not clear whether or not the 32X is as powerful as the 3DO, since not much is known about the hardware details of the 3DO's Panasonic video coprocessors.

Compared to other non-Sega systems at the time, the Atari Jaguar renders 10,000 textured polygons/sec,[17] while a Pentium 60 PC renders 30,000–50,000 flat-shaded polygons/sec[18] and 6,000 textured polygons/sec,[19]. Meanwhile the Pentium 66 renders 3.6 MPixels/s[20] (the 32X has a theoretical peak of 18–36 MPixels/s).

Compared to the Sega Saturn, the 32X is very limited, with part of its graphical prowess depending on the Mega Drive hardware it sits on top of. In the majority of games, the 32X works with the Mega Drive to produce an image, to the point where without the connector cable attached, games will still run and may even be considered playable.

The 32X side is able to output up to 32,768 colours on-screen at once, but it is comparitively slower at rendering a full 320x224 image in this mode than the Mega Drive can with its 64 on-screen colours. As such, it is common to see 32X games rely on the Mega Drive hardware to draw large, detailed backgrounds or foregrounds (Chaotix, Tempo, Mortal Kombat II). With the 32X side able to pick up some slack in terms of graphics processing, more colours can be reserved by the Mega Drive for this purpose than in the average Mega Drive-specific game.

This hybrid approach was used by many developers to ensure a full 60 FPS refresh rate in 2D games. Games which opt to swap the pipeline around - giving the 32X the bulk of the 2D rendering and have the Mega Drive fill the gaps, are often left with slower frame rates (Pitfall: The Mayan Adventure, Brutal Unleashed: Above the Claw), though there are rare exceptions (Kolibri) that manage to display high colour graphics at 60 FPS. The ability to fall back on the 16-bit hardware, however, can put the 32X at an advantage over systems such as the Atari Jaguar which is known to befall similar frame rate issues when tackling 2D games.

Similarly the 32X adds a two channel PWM sound chip, intended to complement the existing Mega Drive audio capabilities rather than replace them outright. This means in many cases, the quality of 32X and Mega Drive audio is virtually identical, with some developers failing to make use of this new chip at all.

History

Main article: History of the Sega 32X.

Localised names

Also known as
Language Localised Name English Translation
English (UK) Mega Drive 32X Mega Drive 32X
English (US) Sega Genesis 32X Sega Genesis 32X
Japanese スーパー32X Super 32X
Portuguese (Brazil) Mega 32X Mega 32X
Korean 슈퍼 32X Super 32X

Games

Main article: 32X games.

Production credits

Source:
Developer mentions[21][22][23]


Magazine articles

Main article: Sega 32X/Magazine articles.

Promotional material

Main article: Sega 32X/Promotional material.

Logos by regions

Logo Region
Used in Japan
Used in North America and
parts of South America
Used in Western and Eastern Europe,
Asia, Africa, Australasia
Used in Brazil, Argentina, Paraguay
and Uruguay
Used in South Korea

Patents

External links

References


Mega Drive 32X
Topics Technical specifications | History | Magazine articles | Promotional material
Hardware Asia | North America | Western Europe | Eastern Europe | South America | Australasia | Africa


Sega Mega Drive
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