Difference between revisions of "Sega H1 Board"

From Sega Retro

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** [[Sega]] Custom [[wikipedia:QFP|QFP]]: 315‑5694, 315‑5697, 315‑5698, 4× 315‑5648, 2× 315‑5695, 2× 315‑5696
 
** [[Sega]] Custom [[wikipedia:QFP|QFP]]: 315‑5694, 315‑5697, 315‑5698, 4× 315‑5648, 2× 315‑5695, 2× 315‑5696
 
** Bus width: 160‑bit (2× 80‑bit buses)
 
** Bus width: 160‑bit (2× 80‑bit buses)
** Memory access: [[VRAM]] (Video [[RAM]]), VROM (Video [[ROM]]), [[wikipedia:Direct memory access|DMA]]
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** Memory access: [[VRAM]] (Video [[RAM]]), VROM (Video [[ROM]]), [[wikipedia:Direct memory access|DMA]], loads sprites/textures directly from VROM at high bandwidth
** [[Sprite|Sprites/Textures]]: [[wikipedia:Run-length encoding|RLE]] compression,{{ref|http://www.google.com/patents/US6141122}} 8 color blending levels, [[wikipedia:Z-buffering|Z-buffering]],{{ref|http://mamedev.emulab.it/haze/2013/02/28/does-it-blend/}} [[wikipedia:Blitter|blitter]], sprite/texture cache, scaling/zooming, rotation, distortion, horizontal & vertical flipping, digitized sprites
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** [[Sprite|Sprites/Textures]]: [[wikipedia:Run-length encoding|RLE]] compression,{{ref|http://www.google.com/patents/US6141122}} 8 color blending levels, [[wikipedia:Z-buffering|Z-buffering]],{{ref|http://mamedev.emulab.it/haze/2013/02/28/does-it-blend/}} [[wikipedia:Blitter|blitter]], sprite/texture cache, variable sprite/texture sizes, scaling/zooming, rotation, distortion, horizontal & vertical flipping, digitized sprites
 
** Backgrounds: Tilemap & bitmap backgrounds, scrolling,{{ref|http://mamedev.emulab.it/haze/2013/02/19/still-too-cool-for-mamedev/}} zooming, rotation, distortion, tile flipping
 
** Backgrounds: Tilemap & bitmap backgrounds, scrolling,{{ref|http://mamedev.emulab.it/haze/2013/02/19/still-too-cool-for-mamedev/}} zooming, rotation, distortion, tile flipping
 
* Display: 2-4 monitors, progressive scan
 
* Display: 2-4 monitors, progressive scan
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** Maximum texels per frame: 1,753,074 (876,537 per monitor)
 
** Maximum texels per frame: 1,753,074 (876,537 per monitor)
 
** Maximum texels per scanline: 7826 (3913 per monitor)
 
** Maximum texels per scanline: 7826 (3913 per monitor)
* [[Sprite|Sprites/Textures]] per second: 1,562,500 (8×8 pixels each)
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* [[Sprite|Sprites/Textures]] per second: 1,666,666 (48 bytes each, 640 MB/sec VROM bandwidth)
** Sprites/Textures per frame: 27,391 (8×8 pixels each)
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** Sprites/Textures per frame: 27,777 (60 Hz) to 29,217 (57.0426 Hz)
** Sprites/Textures per scanline: 978 (8‑pixel width each)
+
** Sprites/Textures per scanline: 978 (8‑pixel width each, 57.0426 Hz, 320×224 resolution)
 
}}
 
}}
  

Revision as of 02:04, 28 November 2015


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Sega H1 Board
Manufacturer: Sega
Release Date RRP Code

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.

Specifications

Technical specifications for the Sega H1 Board: [1]

Sound

  • Sound CPU: Toshiba TMP68HC000N @ 16 MHz (16/32-bit, 2.8 MIPS)
  • Sound processors: 2× Yamaha YMF292 (SCSP) [3]
    • 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 [4]
    • 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,[5] 8 color blending levels, Z-buffering,[6] blitter, sprite/texture cache, variable sprite/texture sizes, scaling/zooming, rotation, distortion, horizontal & vertical flipping, digitized sprites
    • Backgrounds: Tilemap & bitmap backgrounds, scrolling,[7] 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: 640×224 to 1280×512 (320×224 to 640×512 per monitor)
    • 4 monitors: 1280×224 to 1824×262 (320×224 to 456×262 per monitor)
  • Refresh rate: 57.0426 to 60 Hz
    • Frame rate: 57.0426 to 60 frames/sec
  • Color depth: 262,144 (18‑bit) to 16,777,216 (24/32‑bit)
    • Colors per sprite: 32,768 (15‑bit color) to 262,144 (15-bit color, 8 blending levels) [6]
  • Pixel fillrate: 100 million pixels/sec (50 million pixels/sec per monitor)
  • Sprite/Texture fillrate: 100 million texels/sec (50 million texels/sec per monitor)
    • Maximum texels per frame: 1,753,074 (876,537 per monitor)
    • Maximum texels per scanline: 7826 (3913 per monitor)
  • Sprites/Textures per second: 1,666,666 (48 bytes each, 640 MB/sec VROM bandwidth)
    • Sprites/Textures per frame: 27,777 (60 Hz) to 29,217 (57.0426 Hz)
    • Sprites/Textures per scanline: 978 (8‑pixel width each, 57.0426 Hz, 320×224 resolution)

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) [8]
    • VRAM: 444.444444 MB/sec (160-bit, 22.222222 MHz) [9]
    • Sound RAM: 15.384615 MB/sec (16-bit, 7.692308 MHz) [10]
  • System ROM bandwidth: 57.3 MB/sec (16-bit, 28.63636 MHz) [11]
  • Game ROM bandwidth: 799.7 MB/sec [12]
    • Main ROM: 114.54544 MB/sec (32-bit, 28.63636 MHz) [13]
    • VROM: 640 MB/sec (160-bit, 32 MHz)
    • Sound ROM: 45.158 MB/sec (16-bit, 22.579 MHz)

Softography


Sega arcade boards
Originating in arcades









Console-based hardware








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