Difference between revisions of "Sega H1 Board"

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{{ConsoleBob
The '''Sega H1 Board''' is an [[arcade]] board made by [[Sega]]. Hardware-wise, it crosses the bridge between the [[Sega System 32]] and the [[Sega Model 1]] and [[Model 2]], and uses hardware similar to the [[Sega Saturn]] and [[ST-V]]. Only two games are known to use it. {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}
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| logos=
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| consoleimage=
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| name=
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| maker=[[Sega Enterprises, Ltd.]]
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| distributor=
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| variants=
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| add-ons=
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| processor=[[SH-2|Hitachi SH-2]]
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| internal_games=
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| releases={{releasesArcade
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| system_date_world=1995-04{{fileref|CoolRiders Arcade JP Flyer.jpg}}
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| system_code_world=837-10389{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp System H1 (MAME)]}}
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}}
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}}
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{{sub-stub}}The '''{{PAGENAME}}''' is an [[arcade]] board made by [[Sega]]. Released in 1995, it was a successor to the [[Sega System 32]] and was the last [[Super Scaler]] arcade system board (using [[Sprite|sprite/texture]] scaling for three-dimensional graphics). Hardware-wise, it crosses the bridge between the System 32 and the [[Sega Model 1]] and [[Model 2]]. The H1 Board also uses hardware similar to the [[Sega Saturn]] and [[ST-V]]. Only two games are known to use the H1 Board.
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==Technical specifications==
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Technical specifications for the Sega H1 Board:{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp System H1 (MAME)]}}{{ref|[http://www.google.com/patents/US6141122 US6141122A Patent: Data compressing method, image data memory, and method and device for expanding compressed data]}}
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{{multicol|
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* Board composition: CPU Board, Video Board, Communication Board, ROM Board
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* Main CPU: [[Hitachi]] [[SH-2]] @ 28.63636 MHz (32-bit, 28.63636 [[wikipedia:Instructions per second|MIPS]]){{fileref|Hitachi SuperH Programming Manual.pdf}}
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* Sub-CPU: [[Hitachi]] [[SH-1]] @ 16 MHz (32-bit, 16 MIPS){{fileref|Hitachi SuperH Programming Manual.pdf}}
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* Communication Board controllers:
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:* [[wikipedia:Data Link Control|Data Link controller]]: [[Fujitsu]] MB89374 Data Link Controller (8-Bit){{fileref|MB89374 datasheet.pdf}}
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:* [[wikipedia:DMA controller|DMA controller]]: Fujitsu MB89237A DMAC (8-Bit){{fileref|MB89396 datasheet.pdf}}
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}}
  
==Specifications==
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===Sound===
 
{{multicol|
 
{{multicol|
* Board composition: CPU Board + Video Board + ROM Board {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}
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* Sound CPU: [[Toshiba]] [[68000|TMP68HC000N]] @ 16 MHz (16/32-bit, 2.8 MIPS)
* CPU: 3× processors, 32-bit, 28.63636 MHz, 47.43636 [[wikipedia:Instructions per second|MIPS]] {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}{{fileref|Hitachi SuperH Programming Manual.pdf}}
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* Sound processors: 2× [[Yamaha]] [[YMF292]] ([[Saturn Custom Sound Processor|SCSP]]){{fileref|ST-077-R2-052594.pdf}}
** Main CPU: [[Hitachi]] [[SH-2]] @ 28.63636 MHz (32-bit, 28.63636 MIPS)
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:* Sound DSP: 2× [[Yamaha]] [[FH1]] DSP (Digital Signal Processor) @ 22.579 MHz (24-bit, 128-step, 8 parallel instructions)
** Sub-CPU: [[SuperH|Hitachi SH-1]] @ 11.2896 MHz (32-bit, 16 MIPS)
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:* Bus width: 48-bit (2× 24-bit) internal, 32-bit (2× 16-bit) external{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
** Sound CPU: [[wikipedia:Toshiba|Toshiba]] [[68000|TMP68HC000N]] @ 16 MHz (16/32-bit, 2.8 MIPS)
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:* Audio channels: 64 (2× 32)
* Sound processors: 2× [[Yamaha]] SCSP ([[Saturn Custom Sound Processor]]) YMF292 {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}{{fileref|ST-077-R2-052594.pdf}}
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:* Sound formats: [[Pulse-code modulation|PCM]], [[wikipedia:Frequency modulation synthesis|FM]], [[MIDI]], [[wikipedia:Low-frequency oscillation|LFO]]
** Sound DSP: 2× Yamaha FH1 DSP (Digital Signal Processor) @ 22.579 MHz (24-bit, 128-step, 8 parallel instructions)
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:* PCM sampling: 8/16‑bit [[wikipedia:Audio bit depth|audio depth]], 44.1 kHz [[wikipedia:Sampling rate|sampling sate]] (CD quality)
** Bus width: 48-bit (2× 24-bit) internal, 32-bit (2× 16-bit) external {{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
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* Sound output: 4 speakers (surround sound)
 
}}
 
}}
  
 
===Graphics===
 
===Graphics===
 
{{multicol|
 
{{multicol|
* GPU: Sega 837-9621 Video Board @ 50 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}
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* GPU: Sega 837-9621 Video Board @ 50 MHz
** Bus width: 160-bit
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:* [[Hitachi]] [[wikipedia:FPGA|FPGA]]: HG62S0791R17F, HG51B152FD, 2× HG62G019R16F
** Graphical capabilities: Scrolling, [[wikipedia:Direct memory access|DMA]]
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:* [[Sega]] Custom [[wikipedia:QFP|QFP]]: 315‑5694, 315‑5697, 315‑5698, 4× 315‑5648, 2× 315‑5695, 2× 315‑5696
** [[Sprite]]/Texture capabilities: Sprite/Texture compression, [[wikipedia:Run-length encoding|RLE]] compression,{{ref|http://www.google.com/patents/US6141122}} zooming, rotation, sprite/texture cache
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:* Bus width: 160‑bit (2× 80‑bit buses)
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:* Memory access: [[VRAM]] (Video [[RAM]]), VROM (Video [[ROM]]), [[wikipedia:Direct memory access|DMA]], loads sprites/textures directly from VROM at high bandwidth
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:* [[Sprite|Sprites/Textures]]: [[wikipedia:Run-length encoding|RLE]] compression, 8 color blending levels, [[wikipedia:Z-buffering|Z-buffering]],{{ref|[http://mamedev.emulab.it/haze/2013/02/28/does-it-blend/ Does It Blend? (MAME)]}} [[wikipedia:Blitter|blitter]], sprite/texture cache, variable sprite/texture sizes, scaling/zooming, rotation, distortion, horizontal & vertical flipping, digitized sprites, 8×1 to 1024×1024 sizes
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:* Backgrounds: [[wikipedia:Tile-based video game|Tilemap]] and [[wikipedia:Bitmap|bitmap]] backgrounds, scrolling,{{ref|[http://mamedev.emulab.it/haze/2013/02/19/still-too-cool-for-mamedev/ Still Too Cool for Mamedev]}} zooming, rotation, distortion, tile flipping
 
* Display: 2-4 monitors, progressive scan
 
* Display: 2-4 monitors, progressive scan
 
* Display resolution:
 
* Display resolution:
** 2 monitors: 992×384 (496×384 per monitor) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}
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:* 2 monitors: 640×224 to 992×384 (320×224 to 496×384 per monitor)
** 4 monitors: 1280×224 to 1280×240 (320×224 to 320×240 per monitor)
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:* 4 monitors: 1280×224 to 1280×240 (320×224 to 320×240 per monitor)
 
* Overscan resolution:
 
* Overscan resolution:
** 2 monitors: 1280×512 (640×512 per monitor) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}
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:* 2 monitors: 640×262 to 1280×512 (320×224 to 640×512 per monitor)
** 4 monitors: 1280×224 to 1664×262 (320×224 to 416×262 per monitor)
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:* 4 monitors: 1280×262 to 1824×262 (320×224 to 456×262 per monitor)
* Refresh rate: 57.0426 to 60 Hz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}
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* Refresh rate: 57.0426–60 Hz
** Frame rate: 57.0426 to 60 frames/sec
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:* Frame rate: 1–60 FPS
* [[Palette|Color depth]]: 16,777,216 colors (24/32-bit), 65,536 colors (16-bit), 32,768 colors (15-bit) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}
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* [[Palette|Color depth]]: 32,768 (15‑bit) to 16,777,216 (24‑bit)
* [[Pixel]] fillrate: 50 million pixels/sec
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:* Sprite colors: 256 (8‑bit color) to 262,144 (15-bit color, 8 blending levels){{ref|[http://mamedev.emulab.it/haze/2013/02/28/does-it-blend/ Does It Blend? (MAME)]}}
* [[Sprite]]/Texture fillrate: 50 million texels/sec
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* Sprites/Textures per frame: 16,384 (768 KB object data memory, 48 bytes per object)
** Maximum texels per frame: 876,537
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:* Maximum sprites/textures per second: 983,040 (60 Hz)
** Maximum texels per scanline: 3913
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* Sprite/Texture [[wikipedia:Framebuffer|framebuffer]] [[fillrate]]: 100 [[Pixel|MPixels/s]] (50 MPixels/s per monitor)
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:* Maximum pixels/texels per scanline: 3180 (224p, 15-bit color), 6361 (224p, 8-bit color)
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:* Maximum sprites/textures per scanline: 397 (15-bit color), 795 (8-bit color)
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}}
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===Memory===
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{{multicol|
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* Memory: Up to 94.3 [[Byte|MB]] (6276 [[Byte|KB]] main, 85.125 MB video, 3 MB sound)
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* System [[RAM]]: 8452 KB (8.254 MB)
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:* Main RAM: 2180 KB (2 MB [[wikipedia:SDRAM|SDRAM]], 128 KB [[SRAM]], 4 KB [[wikipedia:Ferroelectric RAM|FRAM]])
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:* [[VRAM]]: 5.125 MB (2.25 MB [[wikipedia:FPRAM|FPRAM]], 2 MB [[wikipedia:DRAM|DRAM]], 896 KB SRAM)
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:* Sound RAM: 1 MB (DRAM)
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* System [[ROM]]: 1 MB ([[EPROM]])
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* Game ROM: Up to 85 MB
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:* Main ROM: 3 MB (EPROM)
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:* VROM: 80 MB ([[wikipedia:Mask ROM|MROM]])
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:* Sound ROM: 2 MB
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}}
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===Bandwidth===
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{{multicol|
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* System RAM bandwidth: 574.4 MB/sec
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:* Main RAM: 114.54544 MB/sec (32-bit, 28.63636 MHz){{fileref|HM5241605 datasheet.pdf}}
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:* VRAM: 444.444444 MB/sec (160-bit, 22.222222 MHz){{fileref|M5M411860TP datasheet.pdf}}
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:* Sound RAM: 15.384615 MB/sec (16-bit, 7.692308 MHz){{fileref|HM514270 datasheet.pdf}}
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* System ROM bandwidth: 57.3 MB/sec (16-bit, 28.63636 MHz){{fileref|TC57H1025 datasheet.pdf}}
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* Game ROM bandwidth: 799.7 MB/sec{{ref|[https://github.com/mamedev/historic-mame/blob/master/src/mame/drivers/coolridr.c Sega System H1 (MAME)]}}
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:* Main ROM: 114.54544 MB/sec (32-bit, 28.63636 MHz){{fileref|M27C4002 datasheet.pdf}}
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:* VROM: 640 MB/sec (160-bit, 32 MHz)
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:* Sound ROM: 45.158 MB/sec (16-bit, 22.579 MHz)
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}}
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==List of games==
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{{CargoReleaseList
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| table=releases
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| query=console="h1"
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| orderby=date
 
}}
 
}}
  
===RAM===
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==Production credits==
* CPU Board: 3140 [[Byte|KB]] (2 MB [[wikipedia:SDRAM|SDRAM]], 1 MB [[wikipedia:DRAM|DRAM]], 64 KB [[SRAM]], 4 KB [[wikipedia:Ferroelectric RAM|FRAM]]) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}
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{{creditstable|
* Video Board: 5.125 [[Byte|MB]] (2.25 MB [[wikipedia:FPM DRAM|FPM DRAM]], 2 MB DRAM, 896 KB SRAM) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}
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*'''Sound Driver:''' [[Hiro]]
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| source=Developer mentions{{fileref|SHO20A CD JP Booklet.pdf|page=5}}, ROM text{{ref|https://tcrf.net/Cool_Riders}}{{intref|Aqua Stage}}
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| console=Arcade
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}}
  
==Softography==
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==References==
*''[[Cool Riders]]'' (1995)
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<references/>
*''[[Aqua Stage]]'' (1995) {{ref|http://mamedev.emulab.it/haze/2015/07/29/mame-0-164-some-highlights/}}
 
  
 
{{Sega Arcade Boards}}
 
{{Sega Arcade Boards}}
 
 
[[Category:Sega System series]]
 
[[Category:Sega System series]]

Latest revision as of 08:03, 16 November 2024

Notavailable.svg
Sega H1 Board
Manufacturer: Sega Enterprises, Ltd.
Release Date RRP Code
Arcade
World
? 837-10389[2]






































This teeny-tiny article needs some work. You can help us by expanding it.


The Sega H1 Board is an arcade board made by Sega. Released in 1995, it was a successor to the Sega System 32 and was the last Super Scaler arcade system board (using sprite/texture scaling for three-dimensional graphics). Hardware-wise, it crosses the bridge between the System 32 and the Sega Model 1 and Model 2. The H1 Board also uses hardware similar to the Sega Saturn and ST-V. Only two games are known to use the H1 Board.

Technical specifications

Technical specifications for the Sega H1 Board:[2][3]

  • Board composition: CPU Board, Video Board, Communication Board, ROM Board
  • Main CPU: Hitachi SH-2 @ 28.63636 MHz (32-bit, 28.63636 MIPS)[4]
  • Sub-CPU: Hitachi SH-1 @ 16 MHz (32-bit, 16 MIPS)[4]
  • Communication Board controllers:

Sound

  • Sound DSP: 2× Yamaha FH1 DSP (Digital Signal Processor) @ 22.579 MHz (24-bit, 128-step, 8 parallel instructions)
  • Bus width: 48-bit (2× 24-bit) internal, 32-bit (2× 16-bit) external[8]
  • Audio channels: 64 (2× 32)
  • Sound formats: PCM, FM, MIDI, LFO
  • PCM sampling: 8/16‑bit audio depth, 44.1 kHz sampling sate (CD quality)
  • Sound output: 4 speakers (surround sound)

Graphics

  • GPU: Sega 837-9621 Video Board @ 50 MHz
  • Hitachi FPGA: HG62S0791R17F, HG51B152FD, 2× HG62G019R16F
  • Sega Custom QFP: 315‑5694, 315‑5697, 315‑5698, 4× 315‑5648, 2× 315‑5695, 2× 315‑5696
  • Bus width: 160‑bit (2× 80‑bit buses)
  • Memory access: VRAM (Video RAM), VROM (Video ROM), DMA, loads sprites/textures directly from VROM at high bandwidth
  • Sprites/Textures: RLE compression, 8 color blending levels, Z-buffering,[9] blitter, sprite/texture cache, variable sprite/texture sizes, scaling/zooming, rotation, distortion, horizontal & vertical flipping, digitized sprites, 8×1 to 1024×1024 sizes
  • Backgrounds: Tilemap and bitmap backgrounds, scrolling,[10] zooming, rotation, distortion, tile flipping
  • Display: 2-4 monitors, progressive scan
  • Display resolution:
  • 2 monitors: 640×224 to 992×384 (320×224 to 496×384 per monitor)
  • 4 monitors: 1280×224 to 1280×240 (320×224 to 320×240 per monitor)
  • Overscan resolution:
  • 2 monitors: 640×262 to 1280×512 (320×224 to 640×512 per monitor)
  • 4 monitors: 1280×262 to 1824×262 (320×224 to 456×262 per monitor)
  • Refresh rate: 57.0426–60 Hz
  • Frame rate: 1–60 FPS
  • Color depth: 32,768 (15‑bit) to 16,777,216 (24‑bit)
  • Sprite colors: 256 (8‑bit color) to 262,144 (15-bit color, 8 blending levels)[9]
  • Sprites/Textures per frame: 16,384 (768 KB object data memory, 48 bytes per object)
  • Maximum sprites/textures per second: 983,040 (60 Hz)
  • Maximum pixels/texels per scanline: 3180 (224p, 15-bit color), 6361 (224p, 8-bit color)
  • Maximum sprites/textures per scanline: 397 (15-bit color), 795 (8-bit color)

Memory

  • Memory: Up to 94.3 MB (6276 KB main, 85.125 MB video, 3 MB sound)
  • System RAM: 8452 KB (8.254 MB)
  • Main RAM: 2180 KB (2 MB SDRAM, 128 KB SRAM, 4 KB FRAM)
  • VRAM: 5.125 MB (2.25 MB FPRAM, 2 MB DRAM, 896 KB SRAM)
  • Sound RAM: 1 MB (DRAM)
  • System ROM: 1 MB (EPROM)
  • Game ROM: Up to 85 MB
  • Main ROM: 3 MB (EPROM)
  • VROM: 80 MB (MROM)
  • Sound ROM: 2 MB

Bandwidth

  • System RAM bandwidth: 574.4 MB/sec
  • Main RAM: 114.54544 MB/sec (32-bit, 28.63636 MHz)[11]
  • VRAM: 444.444444 MB/sec (160-bit, 22.222222 MHz)[12]
  • Sound RAM: 15.384615 MB/sec (16-bit, 7.692308 MHz)[13]
  • System ROM bandwidth: 57.3 MB/sec (16-bit, 28.63636 MHz)[14]
  • Game ROM bandwidth: 799.7 MB/sec[15]
  • Main ROM: 114.54544 MB/sec (32-bit, 28.63636 MHz)[16]
  • VROM: 640 MB/sec (160-bit, 32 MHz)
  • Sound ROM: 45.158 MB/sec (16-bit, 22.579 MHz)

List of games

Production credits

Source:
Developer mentions[17], ROM text[18][19]


References


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