Difference between revisions of "Sega X Board"

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The '''Sega X Board''' is an arcade system board released by [[Sega]] in 1987 as a successor to [[Sega OutRun hardware]]. It debuted with ''[[After Burner]]'' and ''[[Thunder Blade]]''.
 
The '''Sega X Board''' is an arcade system board released by [[Sega]] in 1987 as a successor to [[Sega OutRun hardware]]. It debuted with ''[[After Burner]]'' and ''[[Thunder Blade]]''.
  
The X Board specification is largely similar to that of the OutRun Hardware board, but allows for twice as many sprites on screen at once, twice as many tile layers, and sprite rotation effects. The contents have also been condensed onto a single board, making it slightly easier to manufacture.
+
The X Board specification is an expansion of the OutRun hardware, with more memory, and a more powerful GPU chipset, allowing for twice as many [[sprite]]s/textures on screen at once, twice as many tile layers, a faster fillrate, more colors, and sprite/background rotation effects. The contents have also been condensed onto a single board, making it slightly easier to manufacture.
  
The X Board would be succeeded by the [[Y Board]], before the [[Model 1]] made true 3D arcade games more financially affordable.
+
The X Board was the third in the [[Super Scaler]] series of arcade hardware, and would be succeeded by the [[Y Board]] and [[Sega System 32|System 32]], before the [[Model 1]] made polygonal 3D arcade games more viable and financially affordable.
  
 
==Hardware==
 
==Hardware==
As the third in Sega's Super Scaler series of arcade hardware (after the [[Sega Hang-On hardware]] and [[Sega OutRun hardware]]), it was noteworthy for its sprite manipulation capabilities, which allowed it to create high quality [[2.5D|pseudo-3D]] visuals, such as the scaling and rotating environments in 1987's ''[[After Burner]]'',{{ref|http://www.hardcoregaming101.net/afterburner/afterburner.htm}} and the [[ray casting]] like environments in 1988's ''[[Last Survivor]]''.{{ref|http://arcadeheroes.com/2013/06/28/the-short-lived-life-of-first-person-arcade-shooting-games/}} This trend would continue with the [[Sega Y Board|Y Board]] and the [[Sega System 32|System 32]], before the [[Sega Model 1|Model 1]] made true polygonal 3D arcade games more financially affordable.
+
As the third in Sega's Super Scaler series of arcade hardware (after the [[Sega Hang-On hardware]] and [[Sega OutRun hardware]]), it was noteworthy for its [[sprite]]/texture manipulation capabilities, which allowed it to create high quality three-dimensional visuals, such as the [http://www.hardcoregaming101.net/afterburner/afterburner.htm scaling and rotating] environments in 1987's ''[[After Burner]]'', and the [http://arcadeheroes.com/2013/06/28/the-short-lived-life-of-first-person-arcade-shooting-games/ ray casting like] environments in 1988's ''[[Last Survivor]]'' and 1989's ''[[Line of Fire]]''. This trend would continue with the [[Y Board]] and the [[System 32]], before the [[Model 1]] made true polygonal 3D arcade games more financially affordable.
  
==Technical Specifications==
+
The X Board hardware was originally developed for ''[[After Burner]]'', which began development in December 1986 and released in 1987. The first challenge when creating the hardware was sprite/texture rotation, researching how to rotate the surfaces of the sprites, which was a major milestone. Another major milestone was making the smoke trails from missiles look more realistic.{{ref|[http://shmuplations.com/afterburner/ After Burner II: Developer Interviews (Yu Suzuki, Satoshi Mifune, Hiroshi “Hiro” Kawaguchi, Ryu)]}}
 +
 
 +
==Technical specifications==
 +
===X Board specifications===
 +
{{multicol|
 +
* Board composition: Single board
 +
* CPU:
 +
:* Main CPU: [[Hitachi]] [[FD1094]] @ 12.5 MHz,{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaxbd.cpp Sega X-Board Hardware (MAME)]}} [[Motorola 68000|Motorola MC68000]] @ 12.5 MHz (16-bit & 32-bit instructions @ 4.375 MIPS)
 +
:* Sound CPU: [[Zilog]] [[Z80]] @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS)
 +
* Sound chips:
 +
:* FM synthesis chip: [[Yamaha]] [[YM2151]] @ 4 MHz (8 FM channels)
 +
:* PCM sampling chip: [[SegaPCM]] (315-5218) @ 4 MHz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaxbd.cpp Sega X-Board Hardware (MAME)]}} (stereo output, 16 PCM channels, 12-bit audio, 31.25 kHz sampling rate)
 +
* Graphics processing unit: Sega Super Scaler chipset @ 50 MHz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaxbd.cpp Sega X-Board Hardware (MAME)]}}
 +
:* Main graphics processors: 315-5197 tilemap generator, 315-5211A sprite generator, 315-5242 color encoder, 315-5275 road generator, 315-5278 sprite ROM bank control
 +
:* Math processors: 315-5248 hardware multiplier, 315-5249 hardware divider
 +
* 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]}}
 +
* Memory: Up to 4586 KB (1180 KB main, 2940 KB video, 466 KB sound)
 +
:* [[RAM]]: 802 KB, including 710 KB high-speed [[SRAM]] (Static RAM){{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaxbd.cpp Sega X-Board Hardware (MAME)]}}{{intref|Sega "X-Board" hardware notes (2004-12-03)}}
 +
::* Main RAM: 148 KB (52 KB work/program SRAM, 32 KB work/mirror RAM, 32 KB IC31, 32 KB IC32)
 +
::* [[VRAM|Video RAM]]: 636 KB SRAM
 +
:::* CPU: 92 KB (64 KB background tiles, 12 KB roads, 4 KB sprites, 4 KB text, 16 KB color)
 +
:::* 315-5211A: 520 KB (8 KB dual sprite banks, 512 KB dual sprite framebuffers)
 +
:::* Other: 20 KB (4 KB sprites, 4 KB roads, 12 KB text)
 +
::* Sound RAM: 18 KB SRAM (2 KB Z80 program, 16 KB SegaPCM chip)
 +
::* SRAM speed: 45 [[wikipedia:Nanosecond|nanoseconds]]{{fileref|HM62256B datasheet.pdf}}
 +
:* [[ROM]]: Up to 3784 KB (1032 KB main, 2304 KB video, 448 KB sound)
 +
* Video resolution: 320×224 (display), 400×262 (overscan){{intref|Sega "X-Board" hardware notes (2004-12-03)}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaxbd.cpp Sega X-Board Hardware (MAME)]}}
 +
:* Scanlines: 224 (display), 262 (overscan), progressive scan
 +
:* Framebuffer resolution: 512×256 pixels
 +
* Refresh rate: 59.6368 to 60 Hz (V-sync)
 +
:* Frame rate: 59.6368 to 60 frames per second
 +
* [[Palette|Color palette]]: 98,304
 +
:* 16-bit color palette: 15-bit RGB high color depth (32,768 colors) and 1-bit shadow & highlight that triples up to 98,304 colors.
 +
* Colors on screen: 24,576{{intref|Sega "X-Board" hardware notes (2004-12-03)}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaxbd.cpp Sega X-Board Hardware (MAME)]}}
 +
* Graphical layers:
 +
:* 4 tile planes
 +
:* 1 text plane
 +
:* 1 sprite plane
 +
:* 1 road plane: Can draw 2 roads at once
 +
:* Translucent shadows
 +
* [[Sprite|Sprite]] plane: Dual sprite framebuffers, hardware sprite zooming, sprite/texture rotation, [http://www.giantbomb.com/ray-casting/3015-1517/ ray casting]{{intref|Sega "X-Board" hardware notes (2004-12-03)}}{{ref|[http://arcadeheroes.com/2013/06/28/the-short-lived-life-of-first-person-arcade-shooting-games/ The Brief Life of Arcade First Person Shooting Games]}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaxbd.cpp Sega X-Board Hardware (MAME)]}}
 +
:* Sprite/texture sizes: 8×8 to 512×256 pixels
 +
:* Colors per sprite/texture: 16
 +
:* Sprites/textures on screen: 256 on screen at one time per frame, 15,267 to 15,360 scaled per second
 +
:* Video clock cycles: 50 MHz
 +
:* Sprite fillrate: 50 million pixels/texels per second
 +
:* Sprite pixels/texels per frame: 833,333 (at 60 Hz) to 838,408 (at 59.6368 Hz)
 +
:* Sprite pixels/texels per scanline: 3180 to 3200 sprite pixels/texels per scanline
 +
:* Sprites/textures per scanline: 256
 +
}}
 +
 
 +
===''Super Monaco GP'' specifications===
 +
''[[Super Monaco GP]]'' featured the following upgrades in 1989:{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaxbd.cpp Sega X-Board Hardware (MAME)]}}
 +
 
 +
{{multicol|
 +
* Board composition: Main board + Link/Network board + Sound board + Motor board
 
* CPU:
 
* CPU:
** Main CPU: [[Motorola 68000|Hitachi FD1094]] (Motorola 68000) @ 12.5 MHz,{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}} [[Motorola 68000|Motorola MC68000]] @ 12.5 MHz{{ref|http://www.system16.com}} (16-bit & 32-bit instructions @ 4.375 MIPS){{ref|http://www.drolez.com/retro/}}
+
:* Main CPU: [[Hitachi]] [[FD1094]] @ 12.5 MHz, [[Motorola 68000|Motorola MC68000]] @ 12.5 MHz (16-bit & 32-bit instructions @ 4.375 MIPS)
** Sound CPU: [[Zilog Z80]] @ 4 MHz{{ref|http://www.system16.com}} (8-bit & 16-bit instructions @ 0.58 MIPS){{ref|http://www.drolez.com/retro/}}
+
:* Sound CPU: [[Zilog Z80]] @ 4 MHz (8-bit & 16-bit instructions @ 1.16 MIPS)
* Sound chips:{{ref|http://www.system16.com}}
+
:* Comm CPU: Zilog Z80 @ 8 MHz (1.16 MIPS)
** [[Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha YM2151]] @ 4 MHz (8 FM channels)
+
:* Motor CPU: Zilog Z80 @ 8 MHz (1.16 MIPS)
** [[Pulse-code modulation|PCM]] chip: SegaPCM (315-5218) @ 4 MHz{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}} ([[Stereophonic|stereo]] output, 16 PCM channels, [[Audio bit depth|12-bit audio]],{{ref|http://cgfm2.emuviews.com/txt/loftech.txt}} 31.25 kHz [[sampling rate]]{{ref|http://www.system16.com}})
+
* Sound chips:
* [[Graphics processing unit|GPU]]: Sega Super Scaler chipset @ 50 MHz{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}}
+
:* FM synthesis chip: [[Yamaha]] [[YM2151]] @ 4 MHz (8 FM channels)
** Main graphics chips: 315-5197 tilemap generator, 315-5211A sprite generator, 315-5242 color encoder, 315-5275 road generator, 315-5278 sprite ROM bank control{{ref|http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c}}
+
:* PCM sampling chips: 2× [[SegaPCM]] (315-5218) @ 4 MHz (stereo output, 32 PCM channels, 12-bit audio, 31.25 kHz sampling rate)
** Math chips:{{ref|http://cgfm2.emuviews.com/txt/s16tech.txt</ref>}} 315-5248 hardware multiplier, 315-5249 hardware divider{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}}
+
* Memory: Up to 5064 KB (1180 KB main, 2940 KB video, 858 KB sound, 42 KB comm/link/network, 44 KB motor)
* [[Display resolution|Video resolution]]: 320×224{{ref|http://www.system16.com}} (display), 400×262{{ref|http://cgfm2.emuviews.com/txt/loftech.txt}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}} (overscan), progressive scan
+
:* [[RAM]]: 832 KB, including 720 KB high-speed [[SRAM]] (Static RAM)
* Refresh rate: 59.6368{{ref|http://www.system16.com}} to 60{{ref|http://www.hardcoregaming101.net/afterburner/afterburner.htm}} Hz ([[V-sync]])
+
::* Main RAM: 148 KB (52 KB work/program SRAM, 32 KB work/mirror RAM, 32 KB IC31, 32 KB IC32)
* Frame rate: 59.6368{{ref|http://www.system16.com}} to 60{{ref|http://www.hardcoregaming101.net/afterburner/afterburner.htm}} frames per second
+
::* [[VRAM|Video RAM]]: 636 KB SRAM
* Board composition: Single board
+
::* Sound RAM: 26 KB, including 18 KB SRAM
* Color palette: 98,304
+
::* Link/Network board: 10 KB SRAM (8 KB SRAM, 2 KB [[wikipedia:Dual-ported RAM|Dual-Port]] SRAM)
** Sega's 16-bit arcade color palette: [[List of monochrome and RGB palettes#15-bit RGB|15-bit RGB]] [[high color]] [[Color depth|depth]] (32,768 colors) and 1-bit shadow & highlight that triples up to 98,304 colors.{{ref|http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c}}{{ref|https://web.archive.org/web/20140318183457/http://cgfm2.emuviews.com/txt/s16tech.txt}}{{ref|https://web.archive.org/web/20140318183606/http://cgfm2.emuviews.com/txt/loftech.txt}}
+
::* Motor board: 12 KB
* Colors on screen: 24,576{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}}
+
:* [[ROM]]: Up to 4232 KB (1032 KB main, 2304 KB video, 832 KB sound, 32 KB comm, 32 KB motor)
* Graphical planes:{{ref|http://www.system16.com}}
+
* Sound output: 4-channel surround sound
** 4 tile layers
+
}}
** 1 text layer
+
 
** 1 sprite layer with hardware sprite zooming
+
==List of games==
** 1 road layer, can draw 2 roads at once
+
{{multicol|
** Translucent shadows
+
{{CargoReleaseList
* Sprite capabilities: Dual sprite framebuffers, 512×256 framebuffer resolution,{{ref|http://cgfm2.emuviews.com/txt/loftech.txt}} hardware [[2.5D|sprite zooming]],{{ref|http://www.system16.com}} sprite rotation,{{ref|http://www.hardcoregaming101.net/afterburner/afterburner.htm}} thousands of sprites scaled per second{{ref|http://dallasdoan.com/misc/eBooks/GameDesignEbooksColletion/VideoGameTheory.pdf}}
+
| table=releases
** Sprite size: 8×8{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}} to 512×256{{ref|http://cgfm2.emuviews.com/txt/loftech.txt}} pixels
+
| query=console="xbd"
** Colors per sprite: 16{{ref|http://cgfm2.emuviews.com/txt/loftech.txt}}
+
| orderby=date
** Sprites per frame: 256 on screen at one time{{ref|http://www.system16.com}}
+
}}
** [[Texel (graphics)|Sprite pixels/texels]]: 50&nbsp;MHz video clock cycles,{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}} 833,333 (60&nbsp;Hz) to 838,408 (59.6368&nbsp;Hz) pixels/texels per frame (262 [[Scan line|scanlines]]), 3180 to 3200 sprite pixels/texels per scanline, 256 sprites per scanline
+
}}
  
''[[Super Monaco GP]]'' (1989) added the following upgrades:{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}}
+
==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
 +
}}
  
* Additional boards: [[Computer network|Network]] Board, [[Sound card|Sound Board]], Motor Board
+
==Magazine articles==
* Additional CPU: 2× Zilog Z80 @ 8&nbsp;MHz (2.32&nbsp;MIPS)
+
{{mainArticle|{{PAGENAME}}/Magazine articles}}
* Additional sound CPU: Zilog Z80 @ 4&nbsp;MHz (0.58&nbsp;MIPS)
 
* Additional sound chip: SegaPCM @ 4&nbsp;MHz{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}} (additional 16 PCM channels,{{ref|http://cgfm2.emuviews.com/txt/loftech.txt}} totalling 32 PCM channels)
 
* Sound output: 4-channel [[surround sound]]{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}}
 
  
==List of Games==
+
==References==
* ''[[AB Cop]]'' (1990)
+
<references/>
* ''[[After Burner]]'' (1987)
 
* ''[[After Burner II]]'' (1987)
 
* ''[[Caribbean Boule]]'' (1992)
 
* ''[[GP Rider]]'' (1990)
 
* ''[[Last Survivor]]'' (1989)
 
* ''[[Line of Fire]]'' (1989)
 
* ''[[Racing Hero]]'' (1990)
 
* ''[[Super Monaco GP]]'' (1989)
 
* ''[[Thunder Blade]]'' (1987)
 
  
 
{{Sega Arcade Boards}}
 
{{Sega Arcade Boards}}
 
[[Category:Sega System series]]
 
[[Category:Sega System series]]

Latest revision as of 08:02, 16 November 2024

Sega model X board.jpg
Sega X Board
Manufacturer: Sega Enterprises, Ltd.
Release Date RRP Code
Arcade
JP
¥? ?
Arcade
UK
£? ?
Arcade
World
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The Sega X Board is an arcade system board released by Sega in 1987 as a successor to Sega OutRun hardware. It debuted with After Burner and Thunder Blade.

The X Board specification is an expansion of the OutRun hardware, with more memory, and a more powerful GPU chipset, allowing for twice as many sprites/textures on screen at once, twice as many tile layers, a faster fillrate, more colors, and sprite/background rotation effects. The contents have also been condensed onto a single board, making it slightly easier to manufacture.

The X Board was the third in the Super Scaler series of arcade hardware, and would be succeeded by the Y Board and System 32, before the Model 1 made polygonal 3D arcade games more viable and financially affordable.

Hardware

As the third in Sega's Super Scaler series of arcade hardware (after the Sega Hang-On hardware and Sega OutRun hardware), it was noteworthy for its sprite/texture manipulation capabilities, which allowed it to create high quality three-dimensional visuals, such as the scaling and rotating environments in 1987's After Burner, and the ray casting like environments in 1988's Last Survivor and 1989's Line of Fire. This trend would continue with the Y Board and the System 32, before the Model 1 made true polygonal 3D arcade games more financially affordable.

The X Board hardware was originally developed for After Burner, which began development in December 1986 and released in 1987. The first challenge when creating the hardware was sprite/texture rotation, researching how to rotate the surfaces of the sprites, which was a major milestone. Another major milestone was making the smoke trails from missiles look more realistic.[1]

Technical specifications

X Board specifications

  • Board composition: Single board
  • CPU:
  • Sound chips:
  • FM synthesis chip: Yamaha YM2151 @ 4 MHz (8 FM channels)
  • PCM sampling chip: SegaPCM (315-5218) @ 4 MHz[2] (stereo output, 16 PCM channels, 12-bit audio, 31.25 kHz sampling rate)
  • Graphics processing unit: Sega Super Scaler chipset @ 50 MHz[2]
  • Main graphics processors: 315-5197 tilemap generator, 315-5211A sprite generator, 315-5242 color encoder, 315-5275 road generator, 315-5278 sprite ROM bank control
  • Math processors: 315-5248 hardware multiplier, 315-5249 hardware divider
  • Fixed-point arithmetic capabilities: Z-buffering, depth map[3]
  • Memory: Up to 4586 KB (1180 KB main, 2940 KB video, 466 KB sound)
  • Main RAM: 148 KB (52 KB work/program SRAM, 32 KB work/mirror RAM, 32 KB IC31, 32 KB IC32)
  • Video RAM: 636 KB SRAM
  • CPU: 92 KB (64 KB background tiles, 12 KB roads, 4 KB sprites, 4 KB text, 16 KB color)
  • 315-5211A: 520 KB (8 KB dual sprite banks, 512 KB dual sprite framebuffers)
  • Other: 20 KB (4 KB sprites, 4 KB roads, 12 KB text)
  • Sound RAM: 18 KB SRAM (2 KB Z80 program, 16 KB SegaPCM chip)
  • SRAM speed: 45 nanoseconds[5]
  • ROM: Up to 3784 KB (1032 KB main, 2304 KB video, 448 KB sound)
  • Video resolution: 320×224 (display), 400×262 (overscan)[4][2]
  • Scanlines: 224 (display), 262 (overscan), progressive scan
  • Framebuffer resolution: 512×256 pixels
  • Refresh rate: 59.6368 to 60 Hz (V-sync)
  • Frame rate: 59.6368 to 60 frames per second
  • 16-bit color palette: 15-bit RGB high color depth (32,768 colors) and 1-bit shadow & highlight that triples up to 98,304 colors.
  • Colors on screen: 24,576[4][2]
  • Graphical layers:
  • 4 tile planes
  • 1 text plane
  • 1 sprite plane
  • 1 road plane: Can draw 2 roads at once
  • Translucent shadows
  • Sprite/texture sizes: 8×8 to 512×256 pixels
  • Colors per sprite/texture: 16
  • Sprites/textures on screen: 256 on screen at one time per frame, 15,267 to 15,360 scaled per second
  • Video clock cycles: 50 MHz
  • Sprite fillrate: 50 million pixels/texels per second
  • Sprite pixels/texels per frame: 833,333 (at 60 Hz) to 838,408 (at 59.6368 Hz)
  • Sprite pixels/texels per scanline: 3180 to 3200 sprite pixels/texels per scanline
  • Sprites/textures per scanline: 256

Super Monaco GP specifications

Super Monaco GP featured the following upgrades in 1989:[2]

  • Board composition: Main board + Link/Network board + Sound board + Motor board
  • CPU:
  • Main CPU: Hitachi FD1094 @ 12.5 MHz, Motorola MC68000 @ 12.5 MHz (16-bit & 32-bit instructions @ 4.375 MIPS)
  • Sound CPU: 2× Zilog Z80 @ 4 MHz (8-bit & 16-bit instructions @ 1.16 MIPS)
  • Comm CPU: Zilog Z80 @ 8 MHz (1.16 MIPS)
  • Motor CPU: Zilog Z80 @ 8 MHz (1.16 MIPS)
  • Sound chips:
  • FM synthesis chip: Yamaha YM2151 @ 4 MHz (8 FM channels)
  • PCM sampling chips: 2× SegaPCM (315-5218) @ 4 MHz (stereo output, 32 PCM channels, 12-bit audio, 31.25 kHz sampling rate)
  • Memory: Up to 5064 KB (1180 KB main, 2940 KB video, 858 KB sound, 42 KB comm/link/network, 44 KB motor)
  • RAM: 832 KB, including 720 KB high-speed SRAM (Static RAM)
  • Main RAM: 148 KB (52 KB work/program SRAM, 32 KB work/mirror RAM, 32 KB IC31, 32 KB IC32)
  • Video RAM: 636 KB SRAM
  • Sound RAM: 26 KB, including 18 KB SRAM
  • Link/Network board: 10 KB SRAM (8 KB SRAM, 2 KB Dual-Port SRAM)
  • Motor board: 12 KB
  • ROM: Up to 4232 KB (1032 KB main, 2304 KB video, 832 KB sound, 32 KB comm, 32 KB motor)
  • Sound output: 4-channel surround sound

List of games

Production credits

Source:
Developer mentions[7][8]


Magazine articles

Main article: Sega X Board/Magazine articles.

References


Sega arcade boards
Originating in arcades









Console-based hardware








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