Difference between revisions of "Sega X Board"

From Sega Retro

m (Text replace - "Sega OutRun Hardware" to "Sega OutRun hardware")
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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 would be succeeded by the [[Y Board]], before the [[Model 1]] made true 3D arcade games more financially affordable.
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==Hardware==
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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.
  
 
==Technical Specifications==
 
==Technical Specifications==
* Main CPU: 2 x MC[[68000]] @ 12.5 MHz
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* CPU:
* Sound CPU: [[Z80]] @ 4 MHz
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** 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/}}
* Sound chip: [[YM2151]] 4 MHz & SegaPCM @ 15.625 MHz
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** 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/}}
* Video [[resolution]]: 320 x 224
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* Sound chips:{{ref|http://www.system16.com}}
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** [[Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha YM2151]] @ 4 MHz (8 FM channels)
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** [[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}})
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* [[Graphics processing unit|GPU]]: Sega Super Scaler chipset @ 50 MHz{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}}
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** 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}}
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** 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}}
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* [[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
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* Refresh rate: 59.6368{{ref|http://www.system16.com}} to 60{{ref|http://www.hardcoregaming101.net/afterburner/afterburner.htm}} Hz ([[V-sync]])
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* Frame rate: 59.6368{{ref|http://www.system16.com}} to 60{{ref|http://www.hardcoregaming101.net/afterburner/afterburner.htm}} frames per second
 
* Board composition: Single board
 
* Board composition: Single board
* Hardware Features: 256 [[sprite]]s on screen at one time, 4 tiles layers, 1 text layer, 1 sprite layer with hardware sprite zooming, 1 road layer, can draw 2 roads at once, translucent shadows
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* Color palette: 98,304<ref name=sega16color/>
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* Colors on screen: 24,576{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}}
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* Graphical planes:{{ref|http://www.system16.com}}
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** 4 tile layers
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** 1 text layer
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** 1 sprite layer with hardware sprite zooming
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** 1 road layer, can draw 2 roads at once
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** Translucent shadows
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* 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 name=theory/>
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** 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
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** Colors per sprite: 16{{ref|http://cgfm2.emuviews.com/txt/loftech.txt}}
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** Sprites per frame: 256 on screen at one time{{ref|http://www.system16.com}}
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** [[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
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''[[Super Monaco GP]]'' (1989) added the following upgrades:{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}}
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* Additional boards: [[Computer network|Network]] Board, [[Sound card|Sound Board]], Motor Board
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* Additional CPU: 2× Zilog Z80 @ 8&nbsp;MHz (2.32&nbsp;MIPS)
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* Additional sound CPU: Zilog Z80 @ 4&nbsp;MHz (0.58&nbsp;MIPS)
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* 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)
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* Sound output: 4-channel [[surround sound]]{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.c}}
  
 
==List of Games==
 
==List of Games==

Revision as of 19:18, 20 February 2015

Notavailable.svg
Sega X Board
Manufacturer: Sega
Release Date RRP Code

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, however allows for twice as many sprites on screen at once and twice as many tile layers. 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.

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 pseudo-3D visuals, such as the scaling and rotating environments in 1987's After Burner,[1] and the ray casting like environments in 1988's Last Survivor.[2] 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

  • CPU:
  • Sound chips:[4]
  • GPU: Sega Super Scaler chipset @ 50 MHz[3]
    • 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[7]
    • Math chips:[8] 315-5248 hardware multiplier, 315-5249 hardware divider[3]
  • Video resolution: 320×224[4] (display), 400×262[6][3] (overscan), progressive scan
  • Refresh rate: 59.6368[4] to 60[1] Hz (V-sync)
  • Frame rate: 59.6368[4] to 60[1] frames per second
  • Board composition: Single board
  • Color palette: 98,304[9]
  • Colors on screen: 24,576[3]
  • Graphical planes:[4]
    • 4 tile layers
    • 1 text layer
    • 1 sprite layer with hardware sprite zooming
    • 1 road layer, can draw 2 roads at once
    • Translucent shadows
  • Sprite capabilities: Dual sprite framebuffers, 512×256 framebuffer resolution,[6] hardware sprite zooming,[4] sprite rotation,[1] thousands of sprites scaled per second[10]
    • Sprite size: 8×8[3] to 512×256[6] pixels
    • Colors per sprite: 16[6]
    • Sprites per frame: 256 on screen at one time[4]
    • Sprite pixels/texels: 50 MHz video clock cycles,[3] 833,333 (60 Hz) to 838,408 (59.6368 Hz) pixels/texels per frame (262 scanlines), 3180 to 3200 sprite pixels/texels per scanline, 256 sprites per scanline

Super Monaco GP (1989) added the following upgrades:[3]

  • Additional boards: Network Board, Sound Board, Motor Board
  • Additional CPU: 2× Zilog Z80 @ 8 MHz (2.32 MIPS)
  • Additional sound CPU: Zilog Z80 @ 4 MHz (0.58 MIPS)
  • Additional sound chip: SegaPCM @ 4 MHz[3] (additional 16 PCM channels,[6] totalling 32 PCM channels)
  • Sound output: 4-channel surround sound[3]

List of Games


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