Difference between revisions of "Sega Model 2"
From Sega Retro
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*Board composition: CPU Board - Video Board - ROM Board + Feedback Driver Board {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}} | *Board composition: CPU Board - Video Board - ROM Board + Feedback Driver Board {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}} | ||
− | *Main [[wikipedia:Central processing unit|CPU]] | + | *Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:Intel i960|Intel i960-KB]] @ 25 MHz {{fileref|I960 datasheet.pdf}} |
** [[wikipedia:Fixed-point arithmetic|Fixed-point arithmetic]]: [[wikipedia:32-bit|32-bit]] [[wikipedia:Reduced instruction set computing|RISC]] [[wikipedia:Instruction set|instructions]] @ 25 [[wikipedia:Instructions per second|MIPS]] | ** [[wikipedia:Fixed-point arithmetic|Fixed-point arithmetic]]: [[wikipedia:32-bit|32-bit]] [[wikipedia:Reduced instruction set computing|RISC]] [[wikipedia:Instruction set|instructions]] @ 25 [[wikipedia:Instructions per second|MIPS]] | ||
** [[wikipedia:Floating-point unit|Floating-point unit]]: [[wikipedia:Single-precision floating-point format|32-bit]], [[wikipedia:Double-precision floating-point format|64-bit]] and [[wikipedia:Extended precision|80-bit]] operations @ 30 [[wikia:w:c:gaming:Instructions per second|MFLOPS]] {{ref|http://www.sega-arcade.de/hardware.htm}} | ** [[wikipedia:Floating-point unit|Floating-point unit]]: [[wikipedia:Single-precision floating-point format|32-bit]], [[wikipedia:Double-precision floating-point format|64-bit]] and [[wikipedia:Extended precision|80-bit]] operations @ 30 [[wikia:w:c:gaming:Instructions per second|MFLOPS]] {{ref|http://www.sega-arcade.de/hardware.htm}} | ||
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====Graphics==== | ====Graphics==== | ||
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− | * GPU: | + | * GPU: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}} |
− | ** [[wikipedia:Geometry pipelines|Geometry Engine]] [[wikipedia:Digital signal processor|DSP]] [[wikipedia:Coprocessor|coprocessors]]: | + | ** [[wikipedia:Geometry pipelines|Geometry Engine]] [[wikipedia:Digital signal processor|DSP]] [[wikipedia:Coprocessor|coprocessors]]: 6× [[Fujitsu]] TGP MB86234 @ 16 MHz ([[wikipedia:Floating point unit|FPU]], [[wikipedia:Arithmetic logic unit|ALU]]) {{ref|http://members.iinet.net.au/~lantra9jp1/gurudumps/m2status/index.html}}{{fileref|MB86232 datasheet.pdf}} |
− | *** Coprocessor abilities: [[wikipedia:Decimal floating point|Floating decimal point]] operation function, axis rotation operation function, [[wikia:w:c:gaming:Three-dimensional|3D]] [[wikipedia:Matrix (mathematics)|matrix operation]] function | + | *** Coprocessor abilities: [[wikipedia:Decimal floating point|Floating decimal point]] operation function, axis rotation operation function, [[wikia:w:c:gaming:Three-dimensional|3D]] [[wikipedia:Matrix (mathematics)|matrix operation]] function, [[wikipedia:Direct memory access|DMA]], T&L (transform, clipping, lighting) {{ref|http://wiki.mamedev.org/index.php/TGP:Index}} |
− | *** Floating-point units: 32-bit operations @ | + | *** Fixed-point arithmetic: 32-bit instructions @ 96 MIPS (16 MIPS each) |
− | ** Z-Sort & Clip Hardware: [[Sega]] [[wikipedia:Z-buffering|Z-Sort]] & [[wikipedia:Clipping (computer graphics)|Clip]] [[wikia:w:c:gaming:Transform, clipping, and lighting|Hardware]] | + | *** Floating-point units: 32-bit operations @ 96 MFLOPS (16 MFLOPS each) |
− | ** [[wikipedia:Render output unit|Hardware Renderer]]: | + | *** Bus width: 32-bit |
− | ** [[Sega System 24]] [[wikipedia:Tile engine|tilemap engine]] | + | ** Z-Sort & Clip Hardware: [[Sega]] [[wikipedia:Z-buffering|Z-Sort]] & [[wikipedia:Clipping (computer graphics)|Clip]] [[wikia:w:c:gaming:Transform, clipping, and lighting|Hardware]] {{fileref|NextGeneration US 11.pdf|page=16}} |
+ | ** [[wikipedia:Render output unit|Hardware Renderer]]: [[Lockheed Martin]] Custom [[wikipedia:Rasterization|rasterization]] {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}} & [[wikipedia:Texture mapping|texture mapping]] hardware | ||
+ | ** [[Sega System 24]] [[wikipedia:Tile engine|tilemap engine]] | ||
* Monitor [[wikia:w:c:gaming:Display resolution|display resolution]]: 496×384 pixels, 24 Hz [[wikipedia:Horizontal scan rate|horizontal sync]], 60 Hz [[wikipedia:Refresh rate|refresh rate]], [[wikipedia:Progressive scan|progressive scan]] (non-interlaced) | * Monitor [[wikia:w:c:gaming:Display resolution|display resolution]]: 496×384 pixels, 24 Hz [[wikipedia:Horizontal scan rate|horizontal sync]], 60 Hz [[wikipedia:Refresh rate|refresh rate]], [[wikipedia:Progressive scan|progressive scan]] (non-interlaced) | ||
* [[wikia:w:c:gaming:List of color palettes|Color depth]]: 16,777,216 ([[wikia:w:c:gaming:List of RGB palettes#24-bit RGB|24-bit]] [[wikipedia:True Color|true color]]) | * [[wikia:w:c:gaming:List of color palettes|Color depth]]: 16,777,216 ([[wikia:w:c:gaming:List of RGB palettes#24-bit RGB|24-bit]] [[wikipedia:True Color|true color]]) | ||
− | * Graphical features: [[wikipedia:Flat shading|Flat shading]], [[wikipedia:Texture mapping|texture mapping]], [[wikipedia:Texture mapping#Perspective correctness|perspective correction]], [[wikipedia:Texture filtering|Texture filtering]], [[wikipedia:Spatial anti-aliasing|texture anti-aliasing]], [[wikipedia:Microtexture|microtexture]], [[wikipedia:Diffuse reflection|diffuse reflection]], [[wikipedia:Specular reflection|specular reflection]], [[wikipedia:Alpha blending|alpha blending]], [[wikipedia:Transparency (graphic)|transparency]], [[wikipedia:Rasterization|rasterization]], [[wikipedia:Mipmap|mipmapping]], [[wikipedia:Level of detail|level of detail]], [[wikipedia:Z-buffering|Z-sorting]], [[wikia:w:c:gaming:Transform, clipping, and lighting|T&L (transform, clipping, and lighting)]],{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{ | + | * Graphical features: [[wikipedia:Flat shading|Flat shading]], [[wikipedia:Texture mapping|texture mapping]], [[wikipedia:Texture mapping#Perspective correctness|perspective correction]], [[wikipedia:Texture filtering|Texture filtering]], [[wikipedia:Spatial anti-aliasing|texture anti-aliasing]], [[wikipedia:Microtexture|microtexture]], [[wikipedia:Diffuse reflection|diffuse reflection]], [[wikipedia:Specular reflection|specular reflection]], [[wikipedia:Alpha blending|alpha blending]], [[wikipedia:Transparency (graphic)|transparency]], [[wikipedia:Rasterization|rasterization]], [[wikipedia:Mipmap|mipmapping]], [[wikipedia:Level of detail|level of detail]], [[wikipedia:Z-buffering|Z-sorting]], [[wikia:w:c:gaming:Transform, clipping, and lighting|T&L (transform, clipping, and lighting)]],{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{fileref|3DGraphicsProcessorChipSet.pdf}} [[wikipedia:Trilinear filtering|trilinear filtering]] {{ref|http://www.thg.ru/smoke/19991022/print.html}} |
** [[wikipedia:Texture mapping|Texture map]] resolution: Up to 1024×2048 pixels | ** [[wikipedia:Texture mapping|Texture map]] resolution: Up to 1024×2048 pixels | ||
** [[wikipedia:Microtexture|Microtexture]] size: Up to 128×128 pixels | ** [[wikipedia:Microtexture|Microtexture]] size: Up to 128×128 pixels | ||
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− | *GPU: {{ | + | *GPU: {{fileref|3DGraphicsProcessorChipSet.pdf}} |
**Geometry Engine DSP coprocessors: 2× Fujitsu TGPx4 MB86235 | **Geometry Engine DSP coprocessors: 2× Fujitsu TGPx4 MB86235 | ||
*** Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function | *** Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function | ||
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** Hardware Renderer: 2× Fujitsu MB86271 AGP | ** Hardware Renderer: 2× Fujitsu MB86271 AGP | ||
*** Fixed-point arithmetic: 32-bit & [[wikipedia:64-bit computing|64-bit]] instructions @ 240 MIPS | *** Fixed-point arithmetic: 32-bit & [[wikipedia:64-bit computing|64-bit]] instructions @ 240 MIPS | ||
− | * Graphical features: [[Gouraud shading]], [[wikipedia:Hidden surface determination|hidden surface]], [[wikipedia:Z-buffering|Z-buffering]], [[wikipedia:Nearest-neighbor interpolation|point sampling]], [[wikipedia:Bilinear filtering|bilinear filtering]], trilinear filtering {{ | + | * Graphical features: [[Gouraud shading]], [[wikipedia:Hidden surface determination|hidden surface]], [[wikipedia:Z-buffering|Z-buffering]], [[wikipedia:Nearest-neighbor interpolation|point sampling]], [[wikipedia:Bilinear filtering|bilinear filtering]], trilinear filtering {{fileref|3D-CG System with Video Texturing.pdf}} |
− | * [[wikipedia:Digital geometry|Geometric]] performance: 490,000 textured [http://www.giantbomb.com/polygonal-3d/3015-1430/ polygons]/sec (with clipping, lighting and [[Gouraud shading]]), 900,000 textured triangle polygons/sec (with Gouraud shading), 1.7 million triangle polygons/sec (with [[wikipedia:Flat shading|flat shading]]) {{ | + | * [[wikipedia:Digital geometry|Geometric]] performance: 490,000 textured [http://www.giantbomb.com/polygonal-3d/3015-1430/ polygons]/sec (with clipping, lighting and [[Gouraud shading]]), 900,000 textured triangle polygons/sec (with Gouraud shading), 1.7 million triangle polygons/sec (with [[wikipedia:Flat shading|flat shading]]) {{fileref|3DGraphicsProcessorChipSet.pdf}} |
− | * Fillrate: {{ | + | * Fillrate: {{fileref|3DGraphicsProcessorChipSet.pdf}} |
** [[Pixel]] fillrate: 130 million pixels/sec | ** [[Pixel]] fillrate: 130 million pixels/sec | ||
** [[wikipedia:Texture mapping|Texture]] fillrate: 95 million [[wikipedia:Texel (graphics)|texels]]/sec (500 pixels/polygon) | ** [[wikipedia:Texture mapping|Texture]] fillrate: 95 million [[wikipedia:Texel (graphics)|texels]]/sec (500 pixels/polygon) |
Revision as of 14:01, 23 November 2015
Sega Model 2 | |||||
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Manufacturer: Sega | |||||
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The Sega Model 2 is an arcade system board originally debuted by Sega in 1993 as a successor to the Sega Model 1 board. It is an extension of the Model 1 hardware, most notably introducing the concept of texture-mapped polygons, allowing for more realistic 3D graphics (for its time). The Model 2 board was an important milestone for the arcade industry, and helped launch several key arcade franchises of the 90s, including Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On and The House of the Dead.
The Model 2 was engineered with help from GE Aerospace (acquired by Martin Marietta in 1993, now part of Lockheed Martin), who designed the texture-mapping chip incorporated by the Model 2, which combined it with Sega's in-house polygon geometry engine.[1] The Model 2's development was led by famed game designer Yu Suzuki. The arcade board debuted along with Daytona USA, a game which was finished and copyrighted in 1993, and debuted at the JAMMA arcade show in August 1993. [2]
There four versions of the system: the original Model 2 and the Model 2A-CRX, Model 2B-CRX and Model 2C-CRX variants. Model 2 and 2A-CRX used a custom DSP with internal code for the geometrizer while 2B-CRX and 2C-CRX used well documented DSPs and uploaded the geometrizer code at startup to the DSP. The Model 2 was succeeded by the Sega Model 3 in 1996.
Contents
History
It was a further advancement of the earlier Model 1 system. The most noticeable improvement was texture mapping, which enabled polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that Model 1 supported. The Model 2 also introduced the use of texture filtering and texture anti-aliasing,[1] as well as trilinear filtering.[3] It was the most powerful game system in its time, equivalent to the power of a PC graphics card in 1998, five years after the Model 2's release. [3]
Designed by Sega AM2's Yu Suzuki, he stated that the Model 2's texture mapping chip originated "from military equipment from Lockheed Martin, which was formerly General Electric Aerial & Space's textural mapping technology. It cost $2 million dollars to use the chip. It was part of flight-simulation equipment that cost $32 million. I asked how much it would cost to buy just the chip and they came back with $2 million. And I had to take that chip and convert it for video game use, and make the technology available for the consumer at 5,000 yen ($50)" ($84 in 2014) per machine. He said "it was tough but we were able to make it for 5,000 yen. Nobody at Sega believed me when I said I wanted to purchase this technology for our games."[4] Suzuki stated that, in "the end," it "was a hit and the industry gained mass-produced texture-mapping as a result." For Virtua Fighter 2, he also utilized motion capture technology, introducing it to the game industry. [5]
There were also issues working on the new CPU,[4] the Intel i960-KB, which had just released in 1993.[6] Suzuki stated that when working "on a brand new CPU, the debugger doesn't exist yet. The latest hardware doesn't work because it's full of bugs. And even if a debugger exists, the debugger itself is full of bugs. So, I had to debug the debugger. And of course with new hardware there's no library or system, so I had to create all of that, as well. It was a brutal cycle." [4]
In a late 1998 interview, Read3D's Jon Lenyo, a former employee of GE Aerospace (later Lockheed Martin), stated that Sega's development for the Model 2 can be traced back as early as November 1990, when he and other GE Aerospace employees visited Sega and demonstrated the trilinear texture filtering and shading capabilities of their technology. As Sega was already working on the Sega Model 1 internally, they eventually incorporated GE Aerospace's technology into the Model 2. [3]
Despite its high price tag of around $15,000 [3] (equivalent to $24489 in 2014), the Model 2 platform was very successful. It featured some of the highest grossing arcade games of all time: Daytona USA, Virtua Fighter 2, Cyber Troopers Virtual-On, The House of the Dead, and Dead or Alive, to name a few. Sega sold 65,000 units of the Model 2 annually,[3] and eventually sold over 130,000 units by 1996, amounting to over $1.95 billion revenue from hardware cabinet sales (130,000 units[7][8] at $15,000 each),[3][9] equivalent to over $3.18 billion in 2014, making it one of the best-selling arcade systems of all time.
According to Yu Suzuki, the Sega Model 2B-CRX arcade system board developed for Fighting Vipers "has a slightly faster processing speed" and "a higher response to displaying more polygons".[10]
Technical Specifications
Model 2 Specifications
- Board composition: CPU Board - Video Board - ROM Board + Feedback Driver Board [11]
- Main CPU: Intel i960-KB @ 25 MHz [12]
- Fixed-point arithmetic: 32-bit RISC instructions @ 25 MIPS
- Floating-point unit: 32-bit, 64-bit and 80-bit operations @ 30 MFLOPS [13]
- Feedback Driver CPU: Zilog Z80 @ 4 MHz [11] (8-bit & 16-bit instructions @ 0.58 MIPS)
Sound
- Sound CPU: Motorola 68000 @ 10 MHz (16-bit & 32-bit instructions @ 1.75 MIPS)
- Sound chip: 2× Sega 315-5560 Custom MultiPCM
- Sound timer: Yamaha YM3834 @ 8 MHz (Model 2 only)
Graphics
- GPU: [14]
- Geometry Engine DSP coprocessors: 6× Fujitsu TGP MB86234 @ 16 MHz (FPU, ALU) [15][16]
- Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, DMA, T&L (transform, clipping, lighting) [17]
- Fixed-point arithmetic: 32-bit instructions @ 96 MIPS (16 MIPS each)
- Floating-point units: 32-bit operations @ 96 MFLOPS (16 MFLOPS each)
- Bus width: 32-bit
- Z-Sort & Clip Hardware: Sega Z-Sort & Clip Hardware [1]
- Hardware Renderer: Lockheed Martin Custom rasterization [11] & texture mapping hardware
- Sega System 24 tilemap engine
- Geometry Engine DSP coprocessors: 6× Fujitsu TGP MB86234 @ 16 MHz (FPU, ALU) [15][16]
- Monitor display resolution: 496×384 pixels, 24 Hz horizontal sync, 60 Hz refresh rate, progressive scan (non-interlaced)
- Color depth: 16,777,216 (24-bit true color)
- Graphical features: Flat shading, texture mapping, perspective correction, Texture filtering, texture anti-aliasing, microtexture, diffuse reflection, specular reflection, alpha blending, transparency, rasterization, mipmapping, level of detail, Z-sorting, T&L (transform, clipping, and lighting),[14][18] trilinear filtering [3]
- Texture map resolution: Up to 1024×2048 pixels
- Microtexture size: Up to 128×128 pixels
- Frame rate: 60 frames/sec
- Geometric performance: 300,000 textured quad polygons/sec to over 500,000 textured triangle polygons/sec, 900,000 vectors/sec
- Fillrate: 72 million pixels/sec
Memory
- Memory: Up to 141.797 MB (35.125 MB main, 88.09375 MB video, 16.5625 MB audio, 16 KB backup, 2 MB extra)
- RAM: 9.546875 MB (9776 KB) [14]
- Main RAM: 1152 KB (9 Mbits) (1024 KB work, 64 KB network, 64 KB serial)
- VRAM: 5.84375 MB (5984 KB)
- Framebuffer VRAM: 1024 KB
- Coprocessor buffer SRAM/SDRAM: 64 KB
- Texture RAM: 4096 KB SRAM/SDRAM
- Luma: 128 KB
- Other: 672 KB (32 KB geometry, 576 KB tiles, 64 KB colors)
- Audio RAM: 576 KB
- Backup SRAM/NVRAM: 16 KB
- Extra RAM: 2048 KB
- ROM: Up to 132.25 MB (34 MB main, 82.25 MB video,[19] 16 MB audio)
Model 2A-CRX Specifications
Model 2A-CRX, released in 1994, upgraded the sound capabilities::
- Sound CPU: Motorola 68000 @ 12 MHz (16-bit & 32-bit instructions @ 2.1 MIPS)
- Sound chip: Yamaha SCSP
Model 2B-CRX Specifications
Model 2A-CRX, released in 1995, featured upgraded geometry engine DSP coprocessors and increased memory:
- Geometry Engine DSP coprocessors: 2× Analog Devices ADSP-21062 SHARC
- Fillrate: 120 million pixels/sec
- Memory: Up to 150.21 MB (35.125 MB main, 96.50391 MB video, 16.5625 MB audio, 16 KB backup, 2 MB extra)
Model 2C-CRX Specifications
Model 2A-CRX, released in 1996, featured an upgraded GPU chipset and optional sound board:
- GPU: [18]
- Geometry Engine DSP coprocessors: 2× Fujitsu TGPx4 MB86235
- Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function
- Floating-point units: 32-bit & 40-bit operations @ 240 MFLOPS (120 MFLOPS ×2)
- Z-Sort & Clip Hardware: 2× Fujitsu MB86272 Z-sorter
- Hardware Renderer: 2× Fujitsu MB86271 AGP
- Fixed-point arithmetic: 32-bit & 64-bit instructions @ 240 MIPS
- Geometry Engine DSP coprocessors: 2× Fujitsu TGPx4 MB86235
- Graphical features: Gouraud shading, hidden surface, Z-buffering, point sampling, bilinear filtering, trilinear filtering [20]
- Geometric performance: 490,000 textured polygons/sec (with clipping, lighting and Gouraud shading), 900,000 textured triangle polygons/sec (with Gouraud shading), 1.7 million triangle polygons/sec (with flat shading) [18]
- Fillrate: [18]
- Optional MPEG sound board: DSB2
- Additional sound CPU: Motorola 68000 (16-bit & 32-bit instructions)
- Additional sound chip: NEC µD65654GF102
List of Games
Model 2
- Daytona USA (1993)
- Daytona USA Deluxe '93 (1993)
- Desert Tank (1994)
- Virtua Cop (1994)
Model 2A-CRX
- Virtua Fighter 2 (1994)
- Manx TT Superbike (1995)
- Sega Rally Championship (1995)
- Sega Rally Pro Drivin' (1995?)
- Sky Target (1995)
- Virtua Cop 2 (1995)
- Dead or Alive (1996)
- Dynamite Baseball (1996)
- Dynamite Cop (1996)
- Pilot Kids (1999)
- Virtua Fighter 2.1 (1996)
- Motor Raid (1997)
- Zero Gunner (1997)
Model 2B-CRX
- Fighting Vipers (1995)
- Gunblade NY (1995)
- Indy 500 (1995)
- Rail Chase 2 (1995)
- Virtua Striker (1995)
- Dead or Alive (1996)
- Dynamite Baseball (1996)
- Dynamite Cop (1996)
- Last Bronx (1996)
- Pilot Kids (1999)
- Sonic the Fighters (1996)
- Super GT 24H (1996)
- Cyber Troopers Virtual-On (1996)
- Dynamite Baseball 97 (1997)
- Zero Gunner (1997)
Model 2C-CRX
- Dynamite Cop (1996)
- Over Rev (1997)
- Power Sled (1996)
- Sega Ski Super G (1996)
- Sega Touring Car Championship (1996)
- Sega Water Ski (1996)
- Wave Runner (1996)
- The House of the Dead (1997)
- Top Skater (1997)
- Behind Enemy Lines (1998)
Other
- Ultimate Domain (unreleased) - Developed by Atlus. Previewed in Mean Machines Sega #51.
Gallery
A typical ROM (Virtua Cop)
Model 2A ROM (Dead or Alive)
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