Difference between revisions of "VCO Object"
From Sega Retro
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==Hardware== | ==Hardware== | ||
− | It was the first system specifically designed for [ | + | It was the first system specifically designed for [http://gaming.wikia.com/wiki/Two-and-a-half-dimensional pseudo-3D] [http://graphics.wikia.com/wiki/Sprite sprite]-[http://www.giantbomb.com/sprite-scaling/3015-7122/ scaling] graphics, using an analog scaling technique, with Voltage Controlled Oscillators (VCOs) generating [[wikipedia:Clock signal|clock signals]] controlling the data fetched from the sprite/object [[wikipedia:Read-only memory|ROM]]; the slower the clock signal, the larger the sprite on screen.{{ref|http://www.system16.com}} In 1982, ''[[SubRoc-3D]]'' also introduced an [[wikipedia:Active shutter 3D system|active shutter 3D system]], jointly developed by Sega with [[wikipedia:Panasonic|Matsushita]] (now Panasonic).{{ref|http://flyers.arcade-museum.com}} |
==Technical Specifications== | ==Technical Specifications== |
Revision as of 15:00, 21 February 2015
VCO Object arcade hardware was used by Sega for a brief period between 1981 and 1983. It was Sega's earliest attempt at creating hardware specifically designed for sprite scaling, something that would be widely used in the Super Scaler series of arcade hardware (Sega Hang-On, Sega OutRun, Sega X Board, Sega Y Board, Sega System 32), and a handful of Sega System boards in between.
The hardware debuted with the release of Turbo, and is often known as "Turbo Hardware" because of this. It is also known as "Sega Z80-3D" system.[1]
All VCO Object games rely on external LED displays for parts of the HUD. This means extra precautions must be taken when attempting to emulate VCO Object games.
Hardware
It was the first system specifically designed for pseudo-3D sprite-scaling graphics, using an analog scaling technique, with Voltage Controlled Oscillators (VCOs) generating clock signals controlling the data fetched from the sprite/object ROM; the slower the clock signal, the larger the sprite on screen.[2] In 1982, SubRoc-3D also introduced an active shutter 3D system, jointly developed by Sega with Matsushita (now Panasonic).[3]
Technical Specifications
- CPU:[2]
- Sound board: Sega Sound Board[5]
- Sound chip: Custom
- Audio output: Stereo[6]
- Video resolution:[7][8]
- Refresh rate: 60 Hz (V-sync)[7]
- Frame rate: 30 frames per second (SubRoc-3D),[3] or 60 frames per second (Turbo, Buck Rogers)[7]
- Color palette: 832 (Turbo), or 768 (SubRoc-3D), or 1536 (Buck Rogers)[7]
- Colors on screen: 256 (Turbo, SubRoc-3D), or 1024 (Buck Rogers)[7]
- Background planes:
- Sprite capabilities: Pseudo-3D sprite-scaling (analog scaling), line buffer,[1] 64 sprites on screen,[7] 16 sprites per scanline,[1] 4[7] to 8[2] colors per sprite
- Sprite pixels/texels: 4.992 MHz (standard) to 9.984 MHz (scaling) pixel clock,[7][8] 83,200 (standard) to 166,400 (scaling) pixels/texels per frame, 315 (standard) to 630 (scaling) sprite pixels/texels per scanline
- SubRoc-3D capabilities: Stereoscopic 3D, active shutter 3D system[3]
List of VCO Object Games
Only three games make use of VCO Object hardware:
- Turbo (1981)
- Buck Rogers: Planet of Zoom/Zoom 909 (1982)
- SubRoc-3D (1983)
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