Difference between revisions of "Sega Y Board"

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The '''Sega Y Board''' is an arcade system board released by [[Sega]] in 1988 as a successor to the [[Sega X Board]]. Like the X Board before it, the Y Board was known for its 3D [[sprite]]/texture manipulation capabilities. It is the fourth in the Super Scaler series of arcade boards, after the [[Sega Hang-On hardware]], [[Sega OutRun hardware]] and X Board.
+
The '''Sega Y Board''' is an arcade system board released by [[Sega]] in 1988 as a successor to the [[Sega X Board]]. Like the X Board before it, the Y Board was known for its 3D [[sprite]]/texture manipulation capabilities. It is the fourth in the [[Super Scaler]] series of arcade boards, after the [[Sega Hang-On hardware]], [[Sega OutRun hardware]] and X Board.
  
The Y Board is quite different to the X Board in terms of design, offering a third CPU and more advanced video equipment. Most notably, the Y Board allows for real-time rotation of sprites as well as scaling, and has a higher fillrate for the sprites/textures. Unusually, the system uses no tile layers, so graphics are rendered using only sprites/textures (a design taken by [[SNK]] for their Neo-Geo hardware in 1990).
+
The Y Board is quite different to the X Board in terms of design, offering a third CPU and more advanced video hardware. The Y Board allows for real-time rotation of sprites as well as scaling. It also has more memory and a higher fillrate than its predecessor, and can display significantly more sprites/textures on screen. Unusually, the system uses no tile layers (but only a single bitmap plane is used for the background), so graphics are rendered using only sprites/textures (a design taken by [[SNK]] for their Neo-Geo hardware in 1990).
  
It was succeeded by the [[Sega System 32]] in 1990.
+
The Y Board debuted with ''[[Galaxy Force]]'' in early 1988. It was succeeded by the [[Sega System 32]] in 1990.
  
==Technical Specifications==
+
==Technical specifications==
 +
===Y Board specifications===
 +
{{multicol|
 
* Board composition: CPU Board + Video Board
 
* Board composition: CPU Board + Video Board
* Main [[wikipedia:Central processing unit|CPU]]: 3× [[Motorola 68000|MC68000]] @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
+
* [[wikipedia:Central processing unit|CPU]]:
** The first 68000 ("main" in MAME) has access to the sound hardware, I/O hardware, and 64KB RAM
+
:* Main CPU: 3× [[Motorola 68000|MC68000]] @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
** The second 68000 ("subx" in MAME) has access to the ysprites hardware, backup RAM and 16KB RAM
+
::* The first 68000 ("main" in MAME) has access to the sound hardware, I/O hardware, and 64KB RAM
** The third 68000 ("suby" in MAME) has access to the bsprites hardware, ysprites full plane rotation, bsprites palette RAM, and 64KB RAM
+
::* The second 68000 ("subx" in MAME) has access to the ysprites hardware, backup RAM and 16KB RAM
** The three CPUs share 64KB of separate RAM for communication as well as the multiplier/divider hardware
+
::* The third 68000 ("suby" in MAME) has access to the bsprites hardware, ysprites full plane rotation, bsprites palette RAM, and 64KB RAM
* Sound CPU: [[Z80]] @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS) with 2KB RAM
+
::* The three CPUs share 64KB of separate RAM for communication as well as the multiplier/divider hardware
 +
:* Sound CPU: [[Zilog]] [[Z80]] @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS) with 2KB RAM
 
* [[wikipedia:Sound chip|Sound chip]]s:
 
* [[wikipedia:Sound chip|Sound chip]]s:
** [[wikipedia:Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha YM2151]] @ 4 MHz (8 FM channels)
+
:* [[wikipedia:Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha YM2151]] @ 4 MHz (8 FM channels)
** [[Pulse-code modulation|PCM]] sampling chip: SegaPCM (315-5218) @ 4 MHz ([[wikipedia:Stereophonic sound|stereo]] output, 16 PCM channels, [[wikipedia:Audio bit depth|12-bit audio]], 31.25 kHz [[wikipedia:Sampling rate|sampling rate]])
+
:* [[Pulse-code modulation|PCM]] sampling chip: [[SegaPCM]] (315-5218) @ 4 MHz ([[wikipedia:Stereophonic sound|stereo]] output, 16 PCM channels, [[wikipedia:Audio bit depth|12-bit audio]], 31.25 kHz [[wikipedia:Sampling rate|sampling rate]])
* [[wikia:w:c:gaming:Graphics processing unit|GPU]]: Sega Super Scaler chipset
+
* [[wikia:w:c:gaming:Graphics processing unit|GPU]]: Sega [[Super Scaler]] chipset{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp Sega Y-board hardware (MAME)]}}
** Graphics board: Sega 837-6566 Video Board @ 50 MHz (315-5196 sprite generator, 315-5213 sprite chip, 315-5242 color encoder, 315-5305 sprite generator, 2× 315-5306 video sync & rotation, 315-5312 video mixer)
+
:* Graphics board: Sega 837-6566 Video Board @ 50 MHz (315-5196 sprite generator, 315-5213 sprite chip, 315-5242 color encoder, 315-5305 sprite generator, 2× 315-5306 video sync & rotation, 315-5312 video mixer)
** Math chips: 315-5248 hardware multiplier, 315-5249 hardware divider
+
:* Math processors: 315-5248 hardware multiplier, 315-5249 hardware divider
* [[RAM]]: 812 [[wikipedia:Kibibyte|KB]] [[SRAM]] (Static RAM){{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.c}}
+
* Fixed-point arithmetic capabilities: [[wikipedia:Z-buffering|Z-buffering]], [[wikipedia:Depth map|depth map]]{{ref|[http://www.extentofthejam.com/pseudo/ Lou's Pseudo 3D Page]}}
** Main RAM: 208 KB (64 KB CPU 1, 16 KB CPU 2, 64 KB CPU 3, 64 KB shared)
+
* Memory: Up to 21.3672 [[Byte|MB]] (1232 [[Byte|KB]] main, 18.584 MB video, 1618 KB sound)
** [[VRAM|Video RAM]]: 598 KB (64 KB Y-sprites, 4 KB B-sprites, 512 KB sprite [[wikipedia:Framebuffer|framebuffers]], 2 KB rotation, 16 KB palette)
+
:* [[RAM]]: 824 KB, including 778 KB high-speed [[SRAM]] (Static RAM){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp Sega Y-board hardware (MAME)]}}{{ref|[https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.cpp Sega X-board hardware (MAME)]}}
** Sound RAM: 6 KB (2 KB Z80, 4 KB SegaPCM)
+
::* Main RAM: 208 KB (64 KB CPU 1, 16 KB CPU 2, 64 KB CPU 3, 64 KB shared)
* [[wikipedia:Display resolution|Video resolution]]: 320×224 (display), 342×262 (overscan), progressive scan
+
::* [[VRAM|Video RAM]]: 598 KB SRAM (64 KB Y-sprites, 4 KB B-sprites, 512 KB dual sprite [[wikipedia:Framebuffer|framebuffers]], 2 KB rotation, 16 KB color)
*[[wikipedia:Scan line|Scanlines]]: 224 (display), 262 (overscan)
+
::* Sound RAM: 18 KB SRAM (2 KB Z80, 16 KB SegaPCM)
* Refresh rate: 59.6368 to 60 Hz ([[wikipedia:V-sync|V-sync]])
+
:* [[ROM]]: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound){{ref|[http://mamedb.blu-ferret.co.uk/game/gloc G-LOC Air Battle (US) (MAME)]}}
** Frame rate: 59.6368 to 60 frames per second
+
* [[wikipedia:Display resolution|Video resolution]]: 320×224 (display), 342×262 (overscan),{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp Sega Y-board hardware (MAME)]}} progressive scan
* Color palette: 2,097,152 (4096 palette banks with 512 colors each), to 16,777,216 with effects (shadow & highlight, luminosity, palette fade)
+
:* [[wikipedia:Scan line|Scanlines]]: 224 (display), 262 (overscan)
** Colors on screen: 24,576 (unique colors), to 71,680 (320×224) with luminosity and palette fade
+
* Refresh rate: 59.6368–60 Hz ([[wikipedia:V-sync|V-sync]]){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp Sega Y-board hardware (MAME)]}}
 +
:* Maximum frame rate: 59.6368–60 FPS
 +
* [[Palette|Color palette]]: 2,097,152 (4096 palette banks with 512 colors each), to 16,777,216 with effects (shadow & highlight, luminosity, palette fade)
 +
:* Colors on screen: 24,576 (unique colors), to 71,680 (320×224) with luminosity and palette fade{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp Sega Y-board hardware (MAME)]}}
 
* Video hardware:
 
* Video hardware:
** Two sprite planes with fixed [[wikipedia:Z-order|Z-order]]
+
:* Two sprite planes with fixed [[wikipedia:Z-order|Z-order]]
** Lower sprite plane ("ysprites" in MAME): full scaling and rotation; also the entire plane can be rotated as a whole
+
:* Lower sprite plane ("ysprites" in MAME): full scaling and rotation; also the entire plane can be rotated as a whole
*** Palettes are stored alongside the sprite table; sprite table entries hold a pointer to the palette, which itself is stored as an table of palette indirection values (?)
+
::* Palettes are stored alongside the sprite table; sprite table entries hold a pointer to the palette, which itself is stored as an table of palette indirection values (?)
** Higher sprite plane ("bsprites" in MAME): standard [[Sega System 16B]] sprite plane
+
:* Higher sprite plane ("bsprites" in MAME): standard [[Sega System 16B]] sprite plane
 
* Graphical planes: Three layers
 
* Graphical planes: Three layers
** B-sprite (front plane) layer: Priority on top, based on [[Sega System 16|System 16B]] (line buffer) sprite system
+
:* B-sprite (front plane) layer: Priority on top, based on [[Sega System 16|System 16B]] (line buffer) sprite system
** Y-sprite (back plane) layer: Plugs into a full-screen rotation, large [[wikipedia:Fillrate|fillrate]], dual [[wikipedia:Framebuffer|framebuffers]] (based on X Board) that can be fully rotated
+
:* Y-sprite (back plane) layer: Plugs into a full-screen rotation, large [[wikipedia:Fillrate|fillrate]], double-buffered [[wikipedia:Framebuffer|framebuffers]] (based on X Board) that can be fully rotated{{intref|Sega "X-Board" hardware notes (2004-12-03)}}
** Sky gradient (background) layer: [[wikipedia:Bitmap|Bitmap]] plane
+
:* Sky gradient (background) layer: [[wikipedia:Bitmap|Bitmap]] plane
* [[Sprite]]/texture capabilities: [[wikipedia:Linked list|Linked list]] of sprites, shadow & highlight, palette fade, color rotations, different levels of luminosity, full sprite zooming & scaling on both sprite planes, full sprite & framebuffer rotation on Y-sprite plane, [[wikipedia:Double buffering|double buffering]], dual line buffers on B-plane (512 sprite pixels/texels per line), dual [[wikipedia:Framebuffer|framebuffers]] on Y-plane
+
* [[Sprite|Sprite/texture]] capabilities: [[wikipedia:Linked list|Linked list]] of sprites, shadow & highlight, palette fade, color rotations, different levels of luminosity, full sprite zooming & scaling on both sprite planes, full sprite framebuffer rotation on Y-sprite plane, [[wikipedia:Double buffering|double buffering]], double-buffered line buffer on B-plane (512 pixels), double-buffered [[wikipedia:Framebuffer|framebuffer]] on Y-plane{{intref|Sega System 16B hardware notes (2003-01-12)}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp Sega Y-board hardware (MAME)]}}{{ref|[https://github.com/bji/libmame/blob/master/old/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware], [[MAME]]}}
** Sprite size/resolution: 8×8 to 512×512 [[wikipedia:Pixel|pixels]]
+
:* Sprite size/resolution: 8×8 to 512×512 [[wikipedia:Pixel|pixels]]{{ref|[https://github.com/bji/libmame/blob/master/src/mame/video/segaybd.c Sega Y-Board Hardware (Video)], [[MAME]]}}
** Colors per sprite/texture: 16 to 512
+
:* Colors per sprite/texture: 16 to 512
** Sprites/textures per frame: 68 KB RAM for B & Y sprites allows up to 2176 sprites/textures on screen (when they are 8x8 pixels size and [[wikia:w:c:gaming:List of color palettes|16 colors]] each)
+
* Sprites/textures per frame: 2176
** Sprites/textures per second: 129,769 (at 59.6368 Hz) to 130,560 (at 60 Hz)
+
:* Y sprites: 2048 sprites/textures, 64 KB attribute RAM (32 KB bank per framebuffer), 16 bytes per entry{{intref|Sega "X-Board" hardware notes (2004-12-03)}}
** Video clock cycles: 50 MHz
+
:* B sprites: 256 sprites/textures, 4 KB attribute RAM, 16 bytes per entry{{intref|Sega System 16B hardware notes (2003-01-12)}}
** Fillrate: 50 million pixels/texels per second
+
:* Sprites/textures per second: 2176 (1 FPS) to 130,560 (60 FPS)
** [[wikipedia:Texel (graphics)|Sprite pixels/texels]] per frame: 833,333 (at 60 Hz) to 838,408 (at 59.6368 Hz)
+
* Y-plane framebuffer [[fillrate]]: 50 [[Pixel|MPixels/s]]
** Sprite pixels/texels per scanline: 3180 to 3200
+
:* Y-plane clock rate: 50 MHz
** Sprites/textures per scanline: 397 to 400
+
:* Maximum texels per scanline: 3200
 +
:* Maximum sprites/textures per scanline: 400
 +
* B-plane line buffer fillrate: 12.5874 MPixels/s{{intref|Sega System 16B hardware notes (2003-01-12)}}{{intref|Sega Pre-System 16 hardware notes (2004-03-29)}}
 +
:* B-plane clock rate: 12.5874 MHz
 +
:* Maximum texels per scanline: 800
 +
:* Maximum sprites/textures per scanline: 100
 +
* Overall fillrate: 62.5874 MPixels/s
 +
:* Maximum texels per scanline: 4000
 +
:* Maximum sprites/textures per scanline: 500
 +
}}
 +
 
 +
===''Galaxy Force II'' specifications===
 +
''[[Galaxy Force II]]'' featured the following upgrades in mid-1988:{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp Sega Y-board hardware (MAME)]}}
 +
 
 +
{{multicol|
 +
* CPU:
 +
:* Main CPU: 3× [[Motorola 68000|MC68000]] @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
 +
:* Sound CPU: [[Zilog Z80|Z80]] @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS)
 +
:* Motor CPU: Z80 @ 8 MHz (8-bit & 16-bit instructions @ 1.16 MIPS)
 +
* Memory: Up to 21.4 [[Byte|MB]] (1232 [[Byte|KB]] main, 18.584 MB video, 1618 KB sound, 32 KB motor)
 +
:* [[RAM]]: 856 KB, including 778 KB high-speed [[SRAM]] (Static RAM){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp Sega Y-board hardware (MAME)]}}
 +
::* Main RAM: 208 KB
 +
::* [[VRAM|Video RAM]]: 598 KB SRAM
 +
::* Sound RAM: 18 KB SRAM
 +
::* Motor RAM: 32 KB
 +
:* [[ROM]]: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound)
 +
}}
 +
 
 +
===''Power Drift'' specifications===
 +
''[[Power Drift]]'' featured the following upgrades in late 1988:{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp Sega Y-board hardware (MAME)]}}
 +
 
 +
{{multicol|
 +
*Board composition: CPU Board + Video Board + Network/Link Board (16 MHz)
 +
* CPU:
 +
:* Main CPU: 3× [[Motorola 68000|MC68000]] @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
 +
:* Sound CPU: [[Zilog Z80|Z80]] @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS)
 +
:* Link CPU: Z80 @ @ 8 MHz (8-bit & 16-bit instructions @ 1.16 MIPS)
 +
*Link [[wikipedia:Microcontroller|MCU]]: Fujitsu Multi-Protocol Controller (including DMA controller and Interrupt controller)
 +
* Memory: Up to 21.4 [[Byte|MB]] (1232 [[Byte|KB]] main, 18.584 MB video, 1618 KB sound, 10.25 KB link)
 +
:* [[RAM]]: 834.25 KB, including 788.25 KB high-speed [[SRAM]] (Static RAM){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp Sega Y-board hardware (MAME)]}}
 +
::* Main RAM: 208 KB
 +
::* [[VRAM|Video RAM]]: 598 KB SRAM
 +
::* Sound RAM: 18 KB SRAM
 +
::* Link RAM: 10.25 KB SRAM (8 KB SRAM, 2 KB [[wikipedia:Dual-ported RAM|Dual-Port]] SRAM)
 +
:* [[ROM]]: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound)
 +
}}
 +
 
 +
==List of games==
 +
{{CargoReleaseList
 +
| table=releases
 +
| query=console="ybd"
 +
| orderby=date
 +
}}
 +
 
 +
==Production credits==
 +
{{creditstable|
 +
*[[Hiroshi Yagi]]
 +
*[[Kazuhiko Hamada]]
 +
| source=Developer mentions{{ref|https://web.archive.org/web/20210205150032/https://www.4gamer.net/games/999/G999905/20210126043/}}{{magref|ssmjp|1995-06|65}}
 +
| console=Arcade
 +
}}
  
==List of Games==
+
==Magazine articles==
* ''[[Galaxy Force]]'' (1988)
+
{{mainArticle|{{PAGENAME}}/Magazine articles}}
* ''[[Galaxy Force II]]'' (1988)
 
* ''[[Power Drift]]'' (1988)
 
* ''[[G-LOC Air Battle]]'' (1990)
 
* ''[[Rail Chase]]'' (1991)
 
* ''[[Strike Fighter]]'' (1991)
 
  
==Gallery==
+
==Photo gallery==
 
<gallery>
 
<gallery>
File:YBoard topPCB.jpg|PCB (top)
+
YBoard topPCB.jpg|PCB (top)
File:YBoard bottomPCB.jpg|PCB (bottom)
+
YBoard bottomPCB.jpg|PCB (bottom)
 
</gallery>
 
</gallery>
 +
 +
==References==
 +
<references/>
  
 
{{Sega Arcade Boards}}
 
{{Sega Arcade Boards}}
 
[[Category:Sega System series]]
 
[[Category:Sega System series]]

Latest revision as of 08:01, 16 November 2024

YBoard topPCB.jpg
Sega Y Board
Manufacturer: Sega Enterprises, Ltd.
Release Date RRP Code
Arcade
JP
¥? ?
Arcade
UK
£? ?
Arcade
World
? ?



































The Sega Y Board is an arcade system board released by Sega in 1988 as a successor to the Sega X Board. Like the X Board before it, the Y Board was known for its 3D sprite/texture manipulation capabilities. It is the fourth in the Super Scaler series of arcade boards, after the Sega Hang-On hardware, Sega OutRun hardware and X Board.

The Y Board is quite different to the X Board in terms of design, offering a third CPU and more advanced video hardware. The Y Board allows for real-time rotation of sprites as well as scaling. It also has more memory and a higher fillrate than its predecessor, and can display significantly more sprites/textures on screen. Unusually, the system uses no tile layers (but only a single bitmap plane is used for the background), so graphics are rendered using only sprites/textures (a design taken by SNK for their Neo-Geo hardware in 1990).

The Y Board debuted with Galaxy Force in early 1988. It was succeeded by the Sega System 32 in 1990.

Technical specifications

Y Board specifications

  • Board composition: CPU Board + Video Board
  • CPU:
  • Main CPU: 3× MC68000 @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
  • The first 68000 ("main" in MAME) has access to the sound hardware, I/O hardware, and 64KB RAM
  • The second 68000 ("subx" in MAME) has access to the ysprites hardware, backup RAM and 16KB RAM
  • The third 68000 ("suby" in MAME) has access to the bsprites hardware, ysprites full plane rotation, bsprites palette RAM, and 64KB RAM
  • The three CPUs share 64KB of separate RAM for communication as well as the multiplier/divider hardware
  • Sound CPU: Zilog Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS) with 2KB RAM
  • Graphics board: Sega 837-6566 Video Board @ 50 MHz (315-5196 sprite generator, 315-5213 sprite chip, 315-5242 color encoder, 315-5305 sprite generator, 2× 315-5306 video sync & rotation, 315-5312 video mixer)
  • Math processors: 315-5248 hardware multiplier, 315-5249 hardware divider
  • Main RAM: 208 KB (64 KB CPU 1, 16 KB CPU 2, 64 KB CPU 3, 64 KB shared)
  • Video RAM: 598 KB SRAM (64 KB Y-sprites, 4 KB B-sprites, 512 KB dual sprite framebuffers, 2 KB rotation, 16 KB color)
  • Sound RAM: 18 KB SRAM (2 KB Z80, 16 KB SegaPCM)
  • ROM: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound)[4]
  • Maximum frame rate: 59.6368–60 FPS
  • Color palette: 2,097,152 (4096 palette banks with 512 colors each), to 16,777,216 with effects (shadow & highlight, luminosity, palette fade)
  • Colors on screen: 24,576 (unique colors), to 71,680 (320×224) with luminosity and palette fade[1]
  • Video hardware:
  • Two sprite planes with fixed Z-order
  • Lower sprite plane ("ysprites" in MAME): full scaling and rotation; also the entire plane can be rotated as a whole
  • Palettes are stored alongside the sprite table; sprite table entries hold a pointer to the palette, which itself is stored as an table of palette indirection values (?)
  • Higher sprite plane ("bsprites" in MAME): standard Sega System 16B sprite plane
  • Graphical planes: Three layers
  • B-sprite (front plane) layer: Priority on top, based on System 16B (line buffer) sprite system
  • Y-sprite (back plane) layer: Plugs into a full-screen rotation, large fillrate, double-buffered framebuffers (based on X Board) that can be fully rotated[5]
  • Sky gradient (background) layer: Bitmap plane
  • Sprite/texture capabilities: Linked list of sprites, shadow & highlight, palette fade, color rotations, different levels of luminosity, full sprite zooming & scaling on both sprite planes, full sprite framebuffer rotation on Y-sprite plane, double buffering, double-buffered line buffer on B-plane (512 pixels), double-buffered framebuffer on Y-plane[6][1][7]
  • Sprite size/resolution: 8×8 to 512×512 pixels[8]
  • Colors per sprite/texture: 16 to 512
  • Sprites/textures per frame: 2176
  • Y sprites: 2048 sprites/textures, 64 KB attribute RAM (32 KB bank per framebuffer), 16 bytes per entry[5]
  • B sprites: 256 sprites/textures, 4 KB attribute RAM, 16 bytes per entry[6]
  • Sprites/textures per second: 2176 (1 FPS) to 130,560 (60 FPS)
  • Y-plane clock rate: 50 MHz
  • Maximum texels per scanline: 3200
  • Maximum sprites/textures per scanline: 400
  • B-plane line buffer fillrate: 12.5874 MPixels/s[6][9]
  • B-plane clock rate: 12.5874 MHz
  • Maximum texels per scanline: 800
  • Maximum sprites/textures per scanline: 100
  • Overall fillrate: 62.5874 MPixels/s
  • Maximum texels per scanline: 4000
  • Maximum sprites/textures per scanline: 500

Galaxy Force II specifications

Galaxy Force II featured the following upgrades in mid-1988:[1]

  • CPU:
  • Main CPU: 3× MC68000 @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
  • Sound CPU: Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS)
  • Motor CPU: Z80 @ 8 MHz (8-bit & 16-bit instructions @ 1.16 MIPS)
  • Memory: Up to 21.4 MB (1232 KB main, 18.584 MB video, 1618 KB sound, 32 KB motor)
  • RAM: 856 KB, including 778 KB high-speed SRAM (Static RAM)[1]
  • Main RAM: 208 KB
  • Video RAM: 598 KB SRAM
  • Sound RAM: 18 KB SRAM
  • Motor RAM: 32 KB
  • ROM: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound)

Power Drift specifications

Power Drift featured the following upgrades in late 1988:[1]

  • Board composition: CPU Board + Video Board + Network/Link Board (16 MHz)
  • CPU:
  • Main CPU: 3× MC68000 @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
  • Sound CPU: Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS)
  • Link CPU: Z80 @ @ 8 MHz (8-bit & 16-bit instructions @ 1.16 MIPS)
  • Link MCU: Fujitsu Multi-Protocol Controller (including DMA controller and Interrupt controller)
  • Memory: Up to 21.4 MB (1232 KB main, 18.584 MB video, 1618 KB sound, 10.25 KB link)
  • RAM: 834.25 KB, including 788.25 KB high-speed SRAM (Static RAM)[1]
  • Main RAM: 208 KB
  • Video RAM: 598 KB SRAM
  • Sound RAM: 18 KB SRAM
  • Link RAM: 10.25 KB SRAM (8 KB SRAM, 2 KB Dual-Port SRAM)
  • ROM: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound)

List of games

Production credits

Source:
Developer mentions[10][11]


Magazine articles

Main article: Sega Y Board/Magazine articles.

Photo gallery

References


Sega arcade boards
Originating in arcades









Console-based hardware








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