Difference between revisions of "Sega H1 Board"

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==Production credits==
 
==Production credits==
 
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*'''Sound Driver:''' [[Hiroshi Kawaguchi]]
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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]




































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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


Sega arcade boards
Originating in arcades









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