Difference between revisions of "Sega Y Board"
From Sega Retro
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** [[wikipedia:Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha YM2151]] @ 4 MHz (8 FM channels) | ** [[wikipedia:Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha YM2151]] @ 4 MHz (8 FM channels) | ||
** [[Pulse-code modulation|PCM]] sampling chip: SegaPCM (315-5218) @ 4 MHz ([[wikipedia:Stereophonic sound|stereo]] output, 16 PCM channels, [[wikipedia:Audio bit depth|12-bit audio]], 31.25 kHz [[wikipedia:Sampling rate|sampling rate]]) | ** [[Pulse-code modulation|PCM]] sampling chip: SegaPCM (315-5218) @ 4 MHz ([[wikipedia:Stereophonic sound|stereo]] output, 16 PCM channels, [[wikipedia:Audio bit depth|12-bit audio]], 31.25 kHz [[wikipedia:Sampling rate|sampling rate]]) | ||
− | * [[wikia:w:c:gaming:Graphics processing unit|GPU]]: Sega [[Super Scaler]] chipset | + | * [[wikia:w:c:gaming:Graphics processing unit|GPU]]: Sega [[Super Scaler]] chipset {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}} |
** Graphics board: Sega 837-6566 Video Board @ 50 MHz (315-5196 sprite generator, 315-5213 sprite chip, 315-5242 color encoder, 315-5305 sprite generator, 2× 315-5306 video sync & rotation, 315-5312 video mixer) | ** Graphics board: Sega 837-6566 Video Board @ 50 MHz (315-5196 sprite generator, 315-5213 sprite chip, 315-5242 color encoder, 315-5305 sprite generator, 2× 315-5306 video sync & rotation, 315-5312 video mixer) | ||
** Math chips: 315-5248 hardware multiplier, 315-5249 hardware divider | ** Math chips: 315-5248 hardware multiplier, 315-5249 hardware divider | ||
* Memory: Up to 21.3672 [[Byte|MB]] (1232 [[Byte|KB]] main, 18.584 MB video, 1618 KB sound) | * Memory: Up to 21.3672 [[Byte|MB]] (1232 [[Byte|KB]] main, 18.584 MB video, 1618 KB sound) | ||
− | ** [[RAM]]: 824 KB, including 778 KB high-speed [[SRAM]] (Static RAM){{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}} | + | ** [[RAM]]: 824 KB, including 778 KB high-speed [[SRAM]] (Static RAM) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.cpp}} |
*** Main RAM: 208 KB (64 KB CPU 1, 16 KB CPU 2, 64 KB CPU 3, 64 KB shared) | *** Main RAM: 208 KB (64 KB CPU 1, 16 KB CPU 2, 64 KB CPU 3, 64 KB shared) | ||
*** [[VRAM|Video RAM]]: 598 KB SRAM (64 KB Y-sprites, 4 KB B-sprites, 512 KB dual sprite [[wikipedia:Framebuffer|framebuffers]], 2 KB rotation, 16 KB color) | *** [[VRAM|Video RAM]]: 598 KB SRAM (64 KB Y-sprites, 4 KB B-sprites, 512 KB dual sprite [[wikipedia:Framebuffer|framebuffers]], 2 KB rotation, 16 KB color) | ||
*** Sound RAM: 18 KB SRAM (2 KB Z80, 16 KB SegaPCM) | *** Sound RAM: 18 KB SRAM (2 KB Z80, 16 KB SegaPCM) | ||
** [[ROM]]: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound){{ref|http://mamedb.com/game/gloc}} | ** [[ROM]]: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound){{ref|http://mamedb.com/game/gloc}} | ||
− | * [[wikipedia:Display resolution|Video resolution]]: 320×224 (display), 342×262 (overscan), progressive scan | + | * [[wikipedia:Display resolution|Video resolution]]: 320×224 (display), 342×262 (overscan),{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}} progressive scan |
** [[wikipedia:Scan line|Scanlines]]: 224 (display), 262 (overscan) | ** [[wikipedia:Scan line|Scanlines]]: 224 (display), 262 (overscan) | ||
− | * Refresh rate: 59.6368 to 60 Hz ([[wikipedia:V-sync|V-sync]]) | + | * Refresh rate: 59.6368 to 60 Hz ([[wikipedia:V-sync|V-sync]]) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}} |
** Frame rate: 59.6368 to 60 frames per second | ** Frame rate: 59.6368 to 60 frames per second | ||
* [[Palette|Color palette]]: 2,097,152 (4096 palette banks with 512 colors each), to 16,777,216 with effects (shadow & highlight, luminosity, palette fade) | * [[Palette|Color palette]]: 2,097,152 (4096 palette banks with 512 colors each), to 16,777,216 with effects (shadow & highlight, luminosity, palette fade) | ||
− | ** Colors on screen: 24,576 (unique colors), to 71,680 (320×224) with luminosity and palette fade | + | ** Colors on screen: 24,576 (unique colors), to 71,680 (320×224) with luminosity and palette fade {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}} |
* Video hardware: | * Video hardware: | ||
** Two sprite planes with fixed [[wikipedia:Z-order|Z-order]] | ** Two sprite planes with fixed [[wikipedia:Z-order|Z-order]] | ||
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** Y-sprite (back plane) layer: Plugs into a full-screen rotation, large [[wikipedia:Fillrate|fillrate]], dual [[wikipedia:Framebuffer|framebuffers]] (based on X Board) that can be fully rotated | ** Y-sprite (back plane) layer: Plugs into a full-screen rotation, large [[wikipedia:Fillrate|fillrate]], dual [[wikipedia:Framebuffer|framebuffers]] (based on X Board) that can be fully rotated | ||
** Sky gradient (background) layer: [[wikipedia:Bitmap|Bitmap]] plane | ** Sky gradient (background) layer: [[wikipedia:Bitmap|Bitmap]] plane | ||
− | * [[Sprite|Sprite/texture | + | * [[Sprite|Sprite/texture]] capabilities: [[wikipedia:Linked list|Linked list]] of sprites, shadow & highlight, palette fade, color rotations, different levels of luminosity, full sprite zooming & scaling on both sprite planes, full sprite & framebuffer rotation on Y-sprite plane, [[wikipedia:Double buffering|double buffering]], dual line buffers on B-plane (512 sprite pixels/texels per line), dual [[wikipedia:Framebuffer|framebuffers]] on Y-plane {{ref|http://dreamjam.co.uk/emuviews/txt/s16tech.txt}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}}{{ref|http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c}} |
− | ** Sprite size/resolution: 8×8 to 512×512 [[wikipedia:Pixel|pixels]] | + | ** Sprite size/resolution: 8×8 to 512×512 [[wikipedia:Pixel|pixels]] {{ref|http://web.archive.org/web/20130104202220/mamedev.org/source/src/mame/video/segaybd.c.html}} |
** Colors per sprite/texture: 16 to 512 | ** Colors per sprite/texture: 16 to 512 | ||
** Sprites/textures per frame: 68 KB RAM for B & Y sprites allows up to 2176 sprites/textures on screen (when they are 8x8 pixels size and [[wikia:w:c:gaming:List of color palettes|16 colors]] each) | ** Sprites/textures per frame: 68 KB RAM for B & Y sprites allows up to 2176 sprites/textures on screen (when they are 8x8 pixels size and [[wikia:w:c:gaming:List of color palettes|16 colors]] each) | ||
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===''Galaxy Force II'' Specifications=== | ===''Galaxy Force II'' Specifications=== | ||
− | ''[[Galaxy Force II]]'' featured the following upgrades in mid-1988:{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}} | + | ''[[Galaxy Force II]]'' featured the following upgrades in mid-1988: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}} |
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===''Power Drift'' Specifications=== | ===''Power Drift'' Specifications=== | ||
− | ''[[Power Drift]]'' featured the following upgrades in late 1988:{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}} | + | ''[[Power Drift]]'' featured the following upgrades in late 1988: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}} |
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Revision as of 22:25, 15 November 2015
Sega Y Board | |||||
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Manufacturer: Sega | |||||
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The Sega Y Board is an arcade system board released by Sega in 1988 as a successor to the Sega X Board. Like the X Board before it, the Y Board was known for its 3D sprite/texture manipulation capabilities. It is the fourth in the Super Scaler series of arcade boards, after the Sega Hang-On hardware, Sega OutRun hardware and X Board.
The Y Board is quite different to the X Board in terms of design, offering a third CPU and more advanced video hardware. The Y Board allows for real-time rotation of sprites as well as scaling. It also has more memory and a higher fillrate than its predecessor, and can display significantly more sprites/textures on screen. Unusually, the system uses no tile layers (but only a single bitmap plane is used for the background), so graphics are rendered using only sprites/textures (a design taken by SNK for their Neo-Geo hardware in 1990).
The Y Board debuted with Galaxy Force in early 1988. It was succeeded by the Sega System 32 in 1990.
Contents
Technical Specifications
Y Board Specifications
- Board composition: CPU Board + Video Board
- CPU:
- Main CPU: 3× MC68000 @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
- The first 68000 ("main" in MAME) has access to the sound hardware, I/O hardware, and 64KB RAM
- The second 68000 ("subx" in MAME) has access to the ysprites hardware, backup RAM and 16KB RAM
- The third 68000 ("suby" in MAME) has access to the bsprites hardware, ysprites full plane rotation, bsprites palette RAM, and 64KB RAM
- The three CPUs share 64KB of separate RAM for communication as well as the multiplier/divider hardware
- Sound CPU: Zilog Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS) with 2KB RAM
- Main CPU: 3× MC68000 @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
- Sound chips:
- FM synthesis chip: Yamaha YM2151 @ 4 MHz (8 FM channels)
- PCM sampling chip: SegaPCM (315-5218) @ 4 MHz (stereo output, 16 PCM channels, 12-bit audio, 31.25 kHz sampling rate)
- GPU: Sega Super Scaler chipset [1]
- Graphics board: Sega 837-6566 Video Board @ 50 MHz (315-5196 sprite generator, 315-5213 sprite chip, 315-5242 color encoder, 315-5305 sprite generator, 2× 315-5306 video sync & rotation, 315-5312 video mixer)
- Math chips: 315-5248 hardware multiplier, 315-5249 hardware divider
- Memory: Up to 21.3672 MB (1232 KB main, 18.584 MB video, 1618 KB sound)
- RAM: 824 KB, including 778 KB high-speed SRAM (Static RAM) [1][2]
- Main RAM: 208 KB (64 KB CPU 1, 16 KB CPU 2, 64 KB CPU 3, 64 KB shared)
- Video RAM: 598 KB SRAM (64 KB Y-sprites, 4 KB B-sprites, 512 KB dual sprite framebuffers, 2 KB rotation, 16 KB color)
- Sound RAM: 18 KB SRAM (2 KB Z80, 16 KB SegaPCM)
- ROM: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound)[3]
- RAM: 824 KB, including 778 KB high-speed SRAM (Static RAM) [1][2]
- Video resolution: 320×224 (display), 342×262 (overscan),[1] progressive scan
- Scanlines: 224 (display), 262 (overscan)
- Refresh rate: 59.6368 to 60 Hz (V-sync) [1]
- Frame rate: 59.6368 to 60 frames per second
- Color palette: 2,097,152 (4096 palette banks with 512 colors each), to 16,777,216 with effects (shadow & highlight, luminosity, palette fade)
- Colors on screen: 24,576 (unique colors), to 71,680 (320×224) with luminosity and palette fade [1]
- Video hardware:
- Two sprite planes with fixed Z-order
- Lower sprite plane ("ysprites" in MAME): full scaling and rotation; also the entire plane can be rotated as a whole
- Palettes are stored alongside the sprite table; sprite table entries hold a pointer to the palette, which itself is stored as an table of palette indirection values (?)
- Higher sprite plane ("bsprites" in MAME): standard Sega System 16B sprite plane
- Graphical planes: Three layers
- B-sprite (front plane) layer: Priority on top, based on System 16B (line buffer) sprite system
- Y-sprite (back plane) layer: Plugs into a full-screen rotation, large fillrate, dual framebuffers (based on X Board) that can be fully rotated
- Sky gradient (background) layer: Bitmap plane
- Sprite/texture capabilities: Linked list of sprites, shadow & highlight, palette fade, color rotations, different levels of luminosity, full sprite zooming & scaling on both sprite planes, full sprite & framebuffer rotation on Y-sprite plane, double buffering, dual line buffers on B-plane (512 sprite pixels/texels per line), dual framebuffers on Y-plane [4][1][5]
- Sprite size/resolution: 8×8 to 512×512 pixels [6]
- Colors per sprite/texture: 16 to 512
- Sprites/textures per frame: 68 KB RAM for B & Y sprites allows up to 2176 sprites/textures on screen (when they are 8x8 pixels size and 16 colors each)
- Sprites/textures per second: 129,769 (at 59.6368 Hz) to 130,560 (at 60 Hz)
- Video clock cycles: 50 MHz
- Fillrate: 50 million pixels/texels per second
- Sprite pixels/texels per frame: 833,333 (at 60 Hz) to 838,408 (at 59.6368 Hz)
- Sprite pixels/texels per scanline: 3180 to 3200
- Sprites/textures per scanline: 397 to 400
Galaxy Force II Specifications
Galaxy Force II featured the following upgrades in mid-1988: [1]
Power Drift Specifications
Power Drift featured the following upgrades in late 1988: [1]
List of Games
- Galaxy Force (1988)
- Galaxy Force II (1988)
- Power Drift (1988)
- G-LOC Air Battle (1990)
- Rail Chase (1991)
- Strike Fighter (1991)
Gallery
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