Difference between revisions of "Sega Hikaru"

From Sega Retro

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** [[Pulse-code modulation|PCM/ADPCM]]: 16-bit [[wikipedia:Audio bit depth|depth]], 48 kHz [[wikipedia:Sampling rate|sampling rate]] ([[wikipedia:DVD-Audio|DVD quality]]), 128 channels
 
** [[Pulse-code modulation|PCM/ADPCM]]: 16-bit [[wikipedia:Audio bit depth|depth]], 48 kHz [[wikipedia:Sampling rate|sampling rate]] ([[wikipedia:DVD-Audio|DVD quality]]), 128 channels
 
** Other features: DSP, sound [[wikipedia:Synthesizer|synthesizer]]
 
** Other features: DSP, sound [[wikipedia:Synthesizer|synthesizer]]
* Main T&L GPU Graphics Engine: Sega Custom 3D
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* Main T&L GPU Graphics Engine: Sega Custom 3D GPU{{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu.c}}{{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu-cp.c}}
** [[wikipedia:Computer graphics lighting|Lighting]]: Horizontal, spot, 1024 lights per scene, 4 lights per polygon, 8 window surfaces
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** Processors: 2× Command Processors, image generator/rasterizer, Indirect DMA (IDMA) device
** Shading: [http://www.giantbomb.com/phong-shading/3015-7940/ Phong shading], shadows
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** [[wikipedia:Computer graphics lighting|Lighting]]: Diffuse, ambient, horizontal, spot, 1024 lights per scene, 4 lights per polygon, 8 window surfaces
 +
** Shading: [http://www.giantbomb.com/phong-shading/3015-7940/ Phong shading], Gouraud shading, flat shading, shadows
 
** Rendering: Fog, [[wikipedia:Depth perception|depth cueing]]
 
** Rendering: Fog, [[wikipedia:Depth perception|depth cueing]]
 
** Other effects: [[wikipedia:Stencil buffer|Stencil]], [http://www.giantbomb.com/motion-blur/3015-248/ motion blur], [http://www.giantbomb.com/particle-system/3015-4608/ particle effects], fire effects, [[wikipedia:Fluid simulation|water effects]]
 
** Other effects: [[wikipedia:Stencil buffer|Stencil]], [http://www.giantbomb.com/motion-blur/3015-248/ motion blur], [http://www.giantbomb.com/particle-system/3015-4608/ particle effects], fire effects, [[wikipedia:Fluid simulation|water effects]]
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** [[RAM]]: 146.433594 MB (149,948 [[Byte|KB]])
 
** [[RAM]]: 146.433594 MB (149,948 [[Byte|KB]])
 
*** Main RAM: 104,700 KB (69,884 KB master CPU, 34 MB slave CPU)
 
*** Main RAM: 104,700 KB (69,884 KB master CPU, 34 MB slave CPU)
*** [[VRAM|Video RAM]]: 28 MB [[VRAM]]
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*** [[VRAM|Video RAM]]: 28 MB [[VRAM]]{{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu.c}}
 +
**** Command Processor: 12 MB
 +
**** Framebuffer: 8 MB (2048×2048 sheet)
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**** Texture memory: 8 MB
 
*** Sound RAM: 8 MB [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]
 
*** Sound RAM: 8 MB [[wikipedia:Synchronous dynamic random-access memory|SDRAM]]
 
*** AICA RAM: 8 MB SDRAM
 
*** AICA RAM: 8 MB SDRAM

Revision as of 04:30, 23 October 2015

Hikaru mainPCB.jpg
Sega Hikaru
Manufacturer: Sega
Release Date RRP Code

The Sega Hikaru is a successor of the NAOMI hardware that was developed in 1998 and debuted in 1999. The Hikaru was used for a handful of deluxe dedicated-cabinet games, beginning with 1999's Brave Fire Fighters, in which the flame and water effects were largely a showpiece for the hardware.

It was significantly more powerful and expensive than the NAOMI, featuring an additional CPU and rasterizer GPU, greater memory, and a custom Sega GPU allowing superior graphical capabilities. The Hikaru hardware was the first arcade platform capable of effective Phong shading, and it was capable of the most complex lighting and particle effects of its time.

However, it was also the most expensive gaming system. Since it was comparatively expensive to produce, Sega soon abandoned the Hikaru in favor of continued NAOMI development, and it was succeeded by the more affordable NAOMI 2.

Development

According to Sega in 1999: "Brave Firefighters utilizes a slightly modified Naomi Hardware system called Hikaru. Hikaru incorporates a custom Sega graphics chip and possesses larger memory capacity then standard Naomi systems. "These modifications were necessary because in Brave Firefighters, our engineers were faced with the daunting challenge of creating 3d images of flames and sprayed water," stated Sega's Vice President of Sales and Marketing, Barbara Joyiens. "If you stop and think about it, both have an almost infinite number of shapes, sizes, colors, levels of opaqueness, shadings and shadows. And, when you combine the two by simulating the spraying of water on a flame, you create an entirely different set of challenges for our game designers and engineers to overcome; challenges that would be extremely difficult, if not impossible to overcome utilizing existing 3D computers. Hikaru has the horsepower to handle these demanding graphic challenges with clarity, depth and precision."[1]

The Hikaru hardware was largely complete in 1998, before it was released to the public in 1999.[2]

Specifications

Hardware Images

List of Games


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