Difference between revisions of "Sega OutRun hardware"

From Sega Retro

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* Colors on screen: 12,288 {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaorun.cpp Sega OutRun Hardware (MAME)]}}
 
* Colors on screen: 12,288 {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaorun.cpp Sega OutRun Hardware (MAME)]}}
 
* Graphical planes:
 
* Graphical planes:
** 2 [[wikipedia:Tile engine|tilemap]] layers: [[Sega System 16|System 16B]] tilemap system, [[wikia:w:c:gaming:Parallax scrolling|row & column scrolling]], parallax scrolling
+
** 2 [[wikipedia:Tile engine|tilemap]] layers
 
** 1 text layer
 
** 1 text layer
** 1 sprite layer: Hardware sprite-scaling/zooming
+
** 1 sprite layer
** 1 road layer: Can draw 2 roads at once, 512×256 pixels each, tiled [[wikipedia:Bitmap|bitmaps]]
+
** 1 road layer
 
** Translucent shadows
 
** Translucent shadows
* [[Sprite|Sprite/texture capabilities]]: [[wikipedia:Framebuffer|Frame-buffered]] sprites/textures with [http://www.giantbomb.com/sprite-scaling/3015-7122/ zooming] capabilities, 128 on‑screen sprites per frame, 7680 sprites/textures scaled per second, 16 colors per sprite/texture
+
* [[Sprite]] plane: [[wikipedia:Framebuffer|Frame-buffered]] sprites/textures, hardware [http://www.giantbomb.com/sprite-scaling/3015-7122/ sprite-scaling/zooming], 128 on‑screen sprites per frame, 7680 sprites/textures scaled per second, 16 colors (4‑bit) per sprite/texture
 
** Video [[wikipedia:Clock signal|clock cycles]]: 25.1748 MHz (60.0543 Hz refresh rate)
 
** Video [[wikipedia:Clock signal|clock cycles]]: 25.1748 MHz (60.0543 Hz refresh rate)
 
** [[wikipedia:Texel (graphics)|Sprite pixel/texel]] fillrate: 25.1748 million pixels/texels per second,{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaorun.cpp Sega OutRun Hardware (MAME)]}} 419,199 pixels/texels per frame/refresh, 1600 sprite pixels/texels per scanline, 128 sprites/textures per scanline
 
** [[wikipedia:Texel (graphics)|Sprite pixel/texel]] fillrate: 25.1748 million pixels/texels per second,{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaorun.cpp Sega OutRun Hardware (MAME)]}} 419,199 pixels/texels per frame/refresh, 1600 sprite pixels/texels per scanline, 128 sprites/textures per scanline
 +
* [[wikipedia:Tile engine|Tilemap]] planes: 2 tilemap layers, [[Sega System 16|System 16B]] tilemap system, [[wikia:w:c:gaming:Parallax scrolling|row/column scrolling]], parallax scrolling, 8×8 tiles/textures {{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaorun.cpp Sega OutRun Hardware (MAME)]}}{{ref|[http://cgfm2.emuviews.com/txt/s16tech.txt System 16B Hardware Notes (01/12/2003)]}}
 +
** Colors per tile: 16 colors (4‑bit), 12 colors (3‑bit)
 +
** Tilemap resolution: 512×256 (1024×512 virtual resolution)
 +
** Tilemap fillrate: 25.1748 million pixels/texels per sec (393,356 tiles/textures per sec), 419,200 pixels/texels per frame (6550 tiles per frame)
 +
** Fillrate per scanline: 1600 pixels/texels per scanline, 200 tiles/textures per scanline
 +
** Unique tiles per frame: 8192 tiles (8 bytes per tile, [[#Memory|64 KB]] tile memory)
 +
* Road plane: Can draw 2 roads at once, [http://www.extentofthejam.com/pseudo/ 512×256] resolution [[wikipedia:Bitmap|bitmap]]/texture
 +
** Road fillrate: 9.007353 million (18.014706 MB/s) pixels/texels per sec, 149,986 pixels/texels per frame, 572 pixels/texels per scanline
 +
* Fillrate: 59.356953 million pixels/texels per sec, 988,388 pixels/texels per frame, 3772 pixels/texels per scanline
 
}}
 
}}
  

Revision as of 10:47, 22 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 (Main Board), Video Board [1]
  • Main CPU: 2× 68000 @ 12.5 MHz: 16/32‑bit instructions, 4.375 MIPS, 32‑bit (2× 16‑bit) data bus, 44‑bit (24‑bit, 20‑bit) address bus [2]
  • Memory Mapper FPGA: Sega 315‑5195 Memory Mapper @ 40 MHz: 16‑bit data bus, 24‑bit address bus [3][2]

Sound

  • Sound CPU: Zilog Z80 @ 4 MHz (8/16‑bit instructions, 0.58 MIPS)
  • Sound chips: 2 chips, 24 channels, 24‑bit bus width [4]
  • Sound DAC: Yamaha YM3012 @ 4 MHz: 16‑bit floating‑point dynamic range [7]
  • Sound FPGA: Sega 315‑5223A (Signetics CK2605) @ 16 MHz: 8‑bit bus width [8][9]

Graphics

  • Video Board GPU: Sega 171‑5377 VIDEO Board graphics chipset @ 25.1748 MHz: 6 processors, 80‑bit RAM (124.444444 MB/s), 64‑bit ROM (37 MB/s) [10][1][4]
    • 315‑5197 Sega Custom Tilemap Generator FPGA: 16‑bit RAM (10 MHz, 100 ns, 20 MB/s), 24‑bit ROM (4 MHz, 250 ns, 12 MB/s)
    • 315‑5211 Sega Custom Sprite Generator FPGA: 16‑bit RAM (22.222222 MHz, 45 ns, 44.444444 MB/s),[11] 48‑bit RAM (10 MHz, 100 ns, 60 MB/s),[12] 32‑bit ROM (5 MHz, 200 ns, 20 MB/s) [13]
    • 315‑5227A Signetics CK2678 PAL: 8‑bit ROM (5 MHz, 200 ns, 5 MB/s) [13]
    • 315‑5228 Signetics CK2605 FPGA: 8‑bit [8][9]
    • 315‑5242 Sega Custom Color Encoder: 16‑bit
    • 8255‑2 NEC µPD8255AC‑2: 24‑bit (3× 8‑bit) PPI (Programmable Peripheral Interface) [14]
  • Main Board GPU: Sega 171‑5376 CPU Board graphics chipset @ 39.99967 MHz: 6 processors, 5‑bit RAM (6.25 MB/s), 16‑bit ROM (11.764706 MB/s) [10][1][15]
    • 2× 315‑5155 Sega Road Bit Extraction PAL: 16‑bit (2× 8‑bit) ROM (2× 5.882353 MHz, 170 ns, 11.764706 MB/s) [13]
    • 315‑5222 Signetics PLS153N Road Mixing FPGA: 8‑bit internal (33.333333 MHz),[16] 5‑bit RAM (10 MHz, 100 ns, 6.25 MB/s)
    • 315‑5223A Signetics CK2605 FPGA: 8‑bit internal,[8][9] 4‑bit external
    • 2× MMI PAL16R4 (315‑5225, 315‑5226) PAL: 16‑bit (2× 8‑bit) [17]
  • 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 color depth (32,768 colors), 1‑bit shadow & highlight triples up to 98,304 colors
  • Colors on screen: 12,288 [1]
  • Graphical planes:
    • 2 tilemap layers
    • 1 text layer
    • 1 sprite layer
    • 1 road layer
    • Translucent shadows
  • Sprite plane: Frame-buffered sprites/textures, hardware sprite-scaling/zooming, 128 on‑screen sprites per frame, 7680 sprites/textures scaled per second, 16 colors (4‑bit) 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
  • Tilemap planes: 2 tilemap layers, System 16B tilemap system, row/column scrolling, parallax scrolling, 8×8 tiles/textures [1][18]
    • Colors per tile: 16 colors (4‑bit), 12 colors (3‑bit)
    • Tilemap resolution: 512×256 (1024×512 virtual resolution)
    • Tilemap fillrate: 25.1748 million pixels/texels per sec (393,356 tiles/textures per sec), 419,200 pixels/texels per frame (6550 tiles per frame)
    • Fillrate per scanline: 1600 pixels/texels per scanline, 200 tiles/textures per scanline
    • Unique tiles per frame: 8192 tiles (8 bytes per tile, 64 KB tile memory)
  • Road plane: Can draw 2 roads at once, 512×256 resolution bitmap/texture
    • Road fillrate: 9.007353 million (18.014706 MB/s) pixels/texels per sec, 149,986 pixels/texels per frame, 572 pixels/texels per scanline
  • Fillrate: 59.356953 million pixels/texels per sec, 988,388 pixels/texels per frame, 3772 pixels/texels per scanline

Memory

  • Memory: Up to 3.7 MB (736 KB main, 2572 KB video, 454 KB sound)
  • RAM: 754 KB, including 670 KB high-speed SRAM (Static RAM) [1]
    • Main RAM: 64 KB SRAM (32 KB per 68000) [2][19]
    • VRAM: 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: 6 KB SRAM (3× 2 KB) [20][11]
  • ROM: Up to 3008 KB EPROM/MROM (672 KB main ROM, 1888 KB video ROM, 448 KB sound ROM) [21][22]

Bandwidth

  • RAM bandwidth: [20]
    • Main RAM: 40 MB/s (32‑bit, 10 MHz, 100 ns)
    • VRAM: 130.694444 MB/s (85‑bit)
    • Sound RAM: 25 MB/s (24‑bit, 8.333333 MHz, 120 ns) [11]
  • ROM bandwidth: [20]
    • Main ROM: 20 MB/s (32‑bit, 5 MHz, 200 ns)
    • Video ROM: 48.764706 MB/s (80‑bit)
    • Sound ROM: 11.764706 MB/s (16‑bit, 5.882353 MHz, 170 ns) [13]

Gallery

List of Games

References


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