Difference between revisions of "Sega OutRun hardware"

From Sega Retro

Line 29: Line 29:
 
===Graphics===
 
===Graphics===
 
{{multicol|
 
{{multicol|
* Video Board [[wikia:w:c:gaming:Graphics processing unit|GPU]]: Sega [[Super Scaler]] 171‑5377 VIDEO Board @ 25.1748 MHz (144‑bit bus width) {{ref|[http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware (MAME)]}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaorun.cpp Sega OutRun Hardware (MAME)]}}{{ref|http://arcarc.xmission.com/PDF_Arcade_Manuals_and_Schematics/Outrun%20Schematics.pdf#page=8}}
+
* Video Board [[wikia:w:c:gaming:Graphics processing unit|GPU]]: Sega [[Super Scaler]] 171‑5377 VIDEO Board @ 25.1748 MHz (144‑bit bus width) {{ref|[http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware (MAME)]}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaorun.cpp Sega OutRun Hardware (MAME)]}}{{ref|1=http://arcarc.xmission.com/PDF_Arcade_Manuals_and_Schematics/Outrun%20Schematics.pdf#page=8}}
 
** 315‑5197 Sega Custom Tilemap Generator [[wikipedia:Field-programmable gate array|FPGA]]: 48‑bit
 
** 315‑5197 Sega Custom Tilemap Generator [[wikipedia:Field-programmable gate array|FPGA]]: 48‑bit
 
** 315‑5211 Sega Custom Sprite Generator FPGA: 80‑bit
 
** 315‑5211 Sega Custom Sprite Generator FPGA: 80‑bit
Line 35: Line 35:
 
** 315‑5228 CK2605 FPGA: 8‑bit {{fileref|303A-011A Device List.pdf|page=11}}{{fileref|CK2605 Fusemap.pdf}}
 
** 315‑5228 CK2605 FPGA: 8‑bit {{fileref|303A-011A Device List.pdf|page=11}}{{fileref|CK2605 Fusemap.pdf}}
 
** 315‑5242 Sega Custom Color Encoder
 
** 315‑5242 Sega Custom Color Encoder
* CPU Board GPU: Sega 171‑5376 CPU Board @ 39.99967 MHz (24‑bit bus width) {{ref|[http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware (MAME)]}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaorun.cpp Sega OutRun Hardware (MAME)]}}{{ref|http://arcarc.xmission.com/PDF_Arcade_Manuals_and_Schematics/Outrun%20Schematics.pdf#page=5}}
+
* CPU Board GPU: Sega 171‑5376 CPU Board @ 39.99967 MHz (24‑bit bus width) {{ref|[http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware (MAME)]}}{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaorun.cpp Sega OutRun Hardware (MAME)]}}{{ref|1=http://arcarc.xmission.com/PDF_Arcade_Manuals_and_Schematics/Outrun%20Schematics.pdf#page=5}}
 
** 2× 315‑5155 Sega Road Bit Extraction PAL: 16‑bit (2× 8‑bit), 39.99967 MHz
 
** 2× 315‑5155 Sega Road Bit Extraction PAL: 16‑bit (2× 8‑bit), 39.99967 MHz
 
** 315‑5222 Signetics PLS153N Road Mixing FPGA: 8‑bit, 33.333333 MHz {{ref|http://www.datasheets360.com/pdf/-7251416414879408856}}
 
** 315‑5222 Signetics PLS153N Road Mixing FPGA: 8‑bit, 33.333333 MHz {{ref|http://www.datasheets360.com/pdf/-7251416414879408856}}

Revision as of 21:47, 8 January 2016

OutrunHardware topboard.jpg
Sega OutRun hardware
Manufacturer: Sega
Release Date RRP Code

Sega's OutRun hardware was released in 1986 with the driving game OutRun. It is a successor to their Hang-On hardware, making it the second in Sega's Super Scaler series of three-dimensional arcade hardware. It was succeeded by the Sega X Board in 1987.

The OutRun hardware, like the Hang-On hardware, has specifications similar to those of the System 16, with the addition of a second 68000 processor and a separate video board which allowed for an extra graphics layer for the road as well as sprite/texture scaling capabilities. The OutRun hardware can do everything the Hang-On hardware can do, but its processors are clocked higher (allowing for quicker calculations), it has more memory, and the video board's capabilities have been expanded, capable of drawing two roads (the Hang-On hardware can only draw one) and rendering sprites/textures using a framebuffer system with a higher fillrate (the Hang-On hardware used a line-buffer system). At the time, the OutRun hardware was a very powerful but expensive arcade board, with arcade operators advised to charge twice as many credits than for regular arcade machines.

Three games made use of the hardware, all of which are driving games. However, only OutRun and Turbo OutRun are truly for this hardware, as Super Hang-On was also released for the Hang-On hardware in a mostly identical form.

Technical Specifications

  • Board composition: CPU Board, Video Board [1]
  • Main CPU: 2× 68000 @ 12.5 MHz (16/32‑bit instructions, 4.375 MIPS)

Sound

Graphics

  • Video Board GPU: Sega Super Scaler 171‑5377 VIDEO Board @ 25.1748 MHz (144‑bit bus width) [3][1][4]
    • 315‑5197 Sega Custom Tilemap Generator FPGA: 48‑bit
    • 315‑5211 Sega Custom Sprite Generator FPGA: 80‑bit
    • 315‑5227A CK2678 PAL: 8‑bit
    • 315‑5228 CK2605 FPGA: 8‑bit [5][6]
    • 315‑5242 Sega Custom Color Encoder
  • CPU Board GPU: Sega 171‑5376 CPU Board @ 39.99967 MHz (24‑bit bus width) [3][1][7]
    • 2× 315‑5155 Sega Road Bit Extraction PAL: 16‑bit (2× 8‑bit), 39.99967 MHz
    • 315‑5222 Signetics PLS153N Road Mixing FPGA: 8‑bit, 33.333333 MHz [8]
  • Video resolution: 320×224 (display), 400×262 (overscan),[1] progressive scan
    • Scanlines: 224 (display), 262 (overscan)
    • Framebuffer resolution: 512×256 pixels
  • Refresh rate: 60.0543 Hz (V‑sync) [1]
  • Color palette: 98,304
    • 16-bit color palette: 15‑bit RGB high color depth (32,768 colors), 1‑bit shadow & highlight triples up to 98,304 colors
  • Colors on screen: 12,288 [1]
  • Graphical planes:
  • Sprite/texture capabilities: Frame-buffered sprites/textures with zooming capabilities, 128 on‑screen sprites per frame, 7680 sprites/textures scaled per second, 16 colors per sprite/texture
    • Video clock cycles: 25.1748 MHz (60.0543 Hz refresh rate)
    • Sprite pixel/texel fillrate: 25.1748 million pixels/texels per second,[1] 419,199 pixels/texels per frame/refresh, 1600 sprite pixels/texels per scanline, 128 sprites/textures per scanline

Memory

  • Memory: Up to 3.7 MB (736 KB main, 2572 KB video, 450.25 KB sound)
  • RAM: 750.25 KB, including 670 KB high-speed SRAM (Static RAM) [1]
    • Main RAM: 64 KB (32 KB work, 32 KB shared)
    • Video RAM: 684 KB
      • CPU Board: 84 KB (4 KB sprites, 8 KB colors, 64 KB tiles, 4 KB text, 4 KB roads)
      • Video Board: 600 KB SRAM (512 KB dual sprite framebuffers)
    • Sound RAM: 2.25 KB
    • SRAM performance: 22.222222 MHz (45 ns) [9]
  • ROM: Up to 3008 KB (672 KB main, 1888 KB video, 448 KB sound) [10][11]

Gallery

List of Games

References


Sega arcade boards
Originating in arcades









Console-based hardware








84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
00
01
02
03
04
05
06
07
08
09
10
11
12
13
14









































PC-based hardware








05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23