Difference between revisions of "Sega H1 Board"

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{{ConsoleBob
 
{{ConsoleBob
 
| logos=
 
| logos=
 
| consoleimage=
 
| consoleimage=
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| name=
 
| name=
| maker=[[Sega]]
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| maker=[[Sega Enterprises, Ltd.]]
 
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| processor=[[SH-2|Hitachi SH-2]]
 
| processor=[[SH-2|Hitachi SH-2]]
 
| internal_games=
 
| internal_games=
| releases={{releases
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| releases={{releasesArcade
| arcade_date_world=1995-04 {{fileref|CoolRiders Arcade JP Flyer.jpg}}
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| system_date_world=1995-04{{fileref|CoolRiders Arcade JP Flyer.jpg}}
| arcade_code_world=[https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp 837-10389]
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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)]}}
 
}}
 
}}
 
}}
 
}}
The '''Sega H1 Board''' is an [[arcade]] system board made by [[Sega]]. Hardware-wise, it crosses the bridge between the three-dimensional [[sprite]]/texture manipulation of the [[Sega System 32]] and the 3D polygons of the [[Sega Model 1]] and [[Model 2]]. The H1 Board uses hardware similar to the [[Sega Saturn]], [[ST-V]] and Model 2. Only two games are known to use the H1 Board. {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}
+
{{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.
  
==Specifications==
+
==Technical specifications==
The technical specifications for the Sega H1 Board: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp}}
+
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]}}
  
 +
{{multicol|
 
* Board composition: CPU Board, Video Board, Communication Board, ROM Board
 
* Board composition: CPU Board, Video Board, Communication Board, ROM Board
* Main CPU: [[Hitachi]] [[SH-2]] @ 28.63636 MHz (32-bit, 28.63636 [[wikipedia:Instructions per second|MIPS]]) {{fileref|Hitachi SuperH Programming Manual.pdf}}
+
* Main CPU: [[Hitachi]] [[SH-2]] @ 28.63636 MHz (32-bit, 28.63636 [[wikipedia:Instructions per second|MIPS]]){{fileref|Hitachi SuperH Programming Manual.pdf}}
* Sub-CPU: [[SuperH|Hitachi SH-1]] @ 16 MHz (32-bit, 16 MIPS) {{fileref|Hitachi SuperH Programming Manual.pdf}}
+
* Sub-CPU: [[Hitachi]] [[SH-1]] @ 16 MHz (32-bit, 16 MIPS){{fileref|Hitachi SuperH Programming Manual.pdf}}
 
* Communication Board controllers:
 
* Communication Board controllers:
** [[wikipedia:Data Link Control|Data Link controller]]: [[Fujitsu]] MB89374 Data Link Controller (8-Bit)
+
:* [[wikipedia:Data Link Control|Data Link controller]]: [[Fujitsu]] MB89374 Data Link Controller (8-Bit){{fileref|MB89374 datasheet.pdf}}
** [[wikipedia:DMA controller|DMA controller]]: Fujitsu MB89237A DMAC (8-Bit)
+
:* [[wikipedia:DMA controller|DMA controller]]: Fujitsu MB89237A DMAC (8-Bit){{fileref|MB89396 datasheet.pdf}}
 +
}}
  
 
===Sound===
 
===Sound===
 
{{multicol|
 
{{multicol|
* Sound CPU: [[Toshiba EMI|Toshiba]] [[68000|TMP68HC000N]] @ 16 MHz (16/32-bit, 2.8 MIPS)
+
* Sound CPU: [[Toshiba]] [[68000|TMP68HC000N]] @ 16 MHz (16/32-bit, 2.8 MIPS)
* Sound processors: 2× [[Yamaha]] YMF292 ([[Saturn Custom Sound Processor|SCSP]]) {{fileref|ST-077-R2-052594.pdf}}
+
* Sound processors: 2× [[Yamaha]] [[YMF292]] ([[Saturn Custom Sound Processor|SCSP]]){{fileref|ST-077-R2-052594.pdf}}
** Sound DSP: 2× Yamaha FH1 DSP (Digital Signal Processor) @ 22.579 MHz (24-bit, 128-step, 8 parallel instructions)
+
:* 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 {{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}}
+
:* 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}}
** Audio channels: 64 (2× 32)
+
:* Audio channels: 64 (2× 32)
** Sound formats: [[Pulse-code modulation|PCM]], [[wikipedia:Frequency modulation synthesis|FM]], [[MIDI]], [[wikipedia:Low-frequency oscillation|LFO]]
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:* Sound formats: [[Pulse-code modulation|PCM]], [[wikipedia:Frequency modulation synthesis|FM]], [[MIDI]], [[wikipedia:Low-frequency oscillation|LFO]]
** PCM sampling: 8/16‑bit [[wikipedia:Audio bit depth|audio depth]], 44.1 kHz [[wikipedia:Sampling rate|sampling sate]] (CD quality)
+
:* PCM sampling: 8/16‑bit [[wikipedia:Audio bit depth|audio depth]], 44.1 kHz [[wikipedia:Sampling rate|sampling sate]] (CD quality)
 
* Sound output: 4 speakers (surround sound)
 
* Sound output: 4 speakers (surround sound)
 
}}
 
}}
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{{multicol|
 
{{multicol|
 
* GPU: Sega 837-9621 Video Board @ 50 MHz
 
* GPU: Sega 837-9621 Video Board @ 50 MHz
** [[wikipedia:FPGA|FPGA]]: [[Hitachi]] HG62S0791R17F, Hitachi HG51B152FD, 2× Hitachi HG62G019R16F
+
:* [[Hitachi]] [[wikipedia:FPGA|FPGA]]: HG62S0791R17F, HG51B152FD, 2× HG62G019R16F
** Bus width: 160-bit (2× 80-bit)
+
:* [[Sega]] Custom [[wikipedia:QFP|QFP]]: 315‑5694, 315‑5697, 315‑5698, 4× 315‑5648, 2× 315‑5695, 2× 315‑5696
** Graphical capabilities: Scrolling, [[wikipedia:Direct memory access|DMA]], VROM (Video ROM) access
+
:* Bus width: 160‑bit (2× 80‑bit buses)
** [[Sprite]]/Texture capabilities: Sprite/Texture compression, [[wikipedia:Run-length encoding|RLE]] compression,{{ref|http://www.google.com/patents/US6141122}} zooming, rotation, [[wikipedia:Blitter|blitter]], sprite/texture cache, digitized sprites
+
:* Memory access: [[VRAM]] (Video [[RAM]]), VROM (Video [[ROM]]), [[wikipedia:Direct memory access|DMA]], loads sprites/textures directly from VROM at high bandwidth
 +
:* [[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
 +
:* 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)
+
:* 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)
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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
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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]]: 32,768 colors (15-bit) to 16,777,216 colors (24/32-bit)
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* [[Palette|Color depth]]: 32,768 (15‑bit) to 16,777,216 (24‑bit)
* [[Pixel]] fillrate: 100 million pixels/sec (2× 50 million pixels/sec)
+
:* 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: 100 million [[wikipedia:Texel (graphics)|texels]]/sec (50 million texels/sec)
+
* Sprites/Textures per frame: 16,384 (768 KB object data memory, 48 bytes per object)
** Maximum texels per frame: 1,753,074 (2× 876,537)
+
:* Maximum sprites/textures per second: 983,040 (60 Hz)
** Maximum texels per scanline: 7826 (2× 3913)
+
* Sprite/Texture [[wikipedia:Framebuffer|framebuffer]] [[fillrate]]: 100 [[Pixel|MPixels/s]] (50 MPixels/s per monitor)
 +
:* 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)
 
}}
 
}}
  
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* Memory: Up to 94.3 [[Byte|MB]] (6276 [[Byte|KB]] main, 85.125 MB video, 3 MB sound)
 
* Memory: Up to 94.3 [[Byte|MB]] (6276 [[Byte|KB]] main, 85.125 MB video, 3 MB sound)
 
* System [[RAM]]: 8452 KB (8.254 MB)
 
* System [[RAM]]: 8452 KB (8.254 MB)
** Main RAM: 2180 KB (2 MB [[wikipedia:SDRAM|SDRAM]], 128 KB [[SRAM]], 4 KB [[wikipedia:Ferroelectric RAM|FRAM]])
+
:* Main RAM: 2180 KB (2 MB [[wikipedia:SDRAM|SDRAM]], 128 KB [[SRAM]], 4 KB [[wikipedia:Ferroelectric RAM|FRAM]])
** [[VRAM]]: 5.125 MB (2.25 MB [[wikipedia:FPRAM|FPRAM]], 2 MB [[wikipedia:DRAM|DRAM]], 896 KB SRAM)
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:* [[VRAM]]: 5.125 MB (2.25 MB [[wikipedia:FPRAM|FPRAM]], 2 MB [[wikipedia:DRAM|DRAM]], 896 KB SRAM)
** Sound RAM: 1 MB (DRAM)
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:* Sound RAM: 1 MB (DRAM)
 
* System [[ROM]]: 1 MB ([[EPROM]])
 
* System [[ROM]]: 1 MB ([[EPROM]])
 
* Game ROM: Up to 85 MB
 
* Game ROM: Up to 85 MB
** Main ROM: 3 MB (EPROM)
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:* Main ROM: 3 MB (EPROM)
** VROM: 80 MB ([[wikipedia:Mask ROM|MROM]])
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:* VROM: 80 MB ([[wikipedia:Mask ROM|MROM]])
** Sound ROM: 2 MB
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:* Sound ROM: 2 MB
 
}}
 
}}
  
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{{multicol|
 
{{multicol|
 
* System RAM bandwidth: 574.4 MB/sec
 
* System RAM bandwidth: 574.4 MB/sec
** Main RAM: 114.54544 MB/sec (32-bit, 28.63636 MHz) {{fileref|HM5241605 datasheet.pdf}}
+
:* Main RAM: 114.54544 MB/sec (32-bit, 28.63636 MHz){{fileref|HM5241605 datasheet.pdf}}
** VRAM: 444.444444 MB/sec (160-bit, 22.222222 MHz) {{ref|http://www.datasheets360.com/pdf/-1436793173116809349}}
+
:* VRAM: 444.444444 MB/sec (160-bit, 22.222222 MHz){{fileref|M5M411860TP datasheet.pdf}}
** Sound RAM: 15.384615 MB/sec (16-bit, 7.692308 MHz) {{fileref|HM514270C datasheet.pdf}}
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:* Sound RAM: 15.384615 MB/sec (16-bit, 7.692308 MHz){{fileref|HM514270 datasheet.pdf}}
* System ROM bandwidth: 57.3 MB/sec (16-bit, 28.63636 MHz) {{ref|http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-38/DSA-754817.pdf}}
+
* System ROM bandwidth: 57.3 MB/sec (16-bit, 28.63636 MHz){{fileref|TC57H1025 datasheet.pdf}}
* Game ROM bandwidth: 809.7 MB/sec {{ref|https://github.com/mamedev/historic-mame/blob/master/src/mame/drivers/coolridr.c}}
+
* 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)]}}
** Main ROM: 114.54544 MB/sec (32-bit, 28.63636 MHz) {{ref|http://pdf.datasheetcatalog.com/datasheets/120/201102_DS.pdf}}
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:* Main ROM: 114.54544 MB/sec (32-bit, 28.63636 MHz){{fileref|M27C4002 datasheet.pdf}}
** VROM: 650 MB/sec (160-bit, 32.5 MHz)
+
:* VROM: 640 MB/sec (160-bit, 32 MHz)
** Sound ROM: 45.158 MB/sec (16-bit, 22.579 MHz)
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:* Sound ROM: 45.158 MB/sec (16-bit, 22.579 MHz)
 
}}
 
}}
  
==Softography==
+
==List of games==
*''[[Cool Riders]]'' (1995)
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{{CargoReleaseList
*''[[Aqua Stage]]'' (1995) {{ref|http://mamedev.emulab.it/haze/2015/07/29/mame-0-164-some-highlights/}}
+
| table=releases
 +
| query=console="h1"
 +
| orderby=date
 +
}}
 +
 
 +
==Production credits==
 +
{{creditstable|
 +
*'''Sound Driver:''' [[Hiro]]
 +
| source=Developer mentions{{fileref|SHO20A CD JP Booklet.pdf|page=5}}, ROM text{{ref|https://tcrf.net/Cool_Riders}}{{intref|Aqua Stage}}
 +
| console=Arcade
 +
}}
 +
 
 +
==References==
 +
<references/>
  
 
{{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

  • (1995)
  • (1995)

Production credits

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


References


Sega arcade boards
Originating in arcades









Console-based hardware








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