Difference between revisions of "Sega OutRun hardware"
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− | '''Sega's | + | '''Sega's OutRun hardware''' was released in 1986 with the driving game ''[[OutRun]]''. It is a successor to their [[Sega Hang-On Hardware|Hang-On hardware]], making it the second in [[Sega]]'s "Super Scaler" series of pseudo-3D arcade hardware. It was succeeded by the [[Sega X Board]] in 1987. |
− | The | + | 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]] scaling capabilities. The OutRun hardware can do everything the Hang-On hardware can do, but its processors are clocked higher (allowing for quicker calculations) and the board can draw two roads (the Hang-On hardware can only draw one). 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 made use of the hardware, all of which are driving games. However, only ''[[ | + | Three 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== | ==Technical Specifications== |
Revision as of 10:05, 13 June 2015
Sega OutRun hardware | |||||
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Manufacturer: Sega | |||||
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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 pseudo-3D 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 scaling capabilities. The OutRun hardware can do everything the Hang-On hardware can do, but its processors are clocked higher (allowing for quicker calculations) and the board can draw two roads (the Hang-On hardware can only draw one). 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 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
- Main CPU: 2× Motorola 68000 @ 12.5 MHz (16-bit & 32-bit instructions @ 4.375 MIPS)
- Sound CPU: Zilog Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS)
- Sound chips:
- FM synthesis chip: Yamaha YM2151 @ 4 MHz (8 FM channels)
- PCM chip: SegaPCM (315-5218) @ 4 MHz (stereo output, 16 PCM channels, 12-bit audio, 31.25 kHz sampling rate)
- GPU: Sega Super Scaler chipset
- Graphics board: Sega 837-6064 / 171-5377 VIDEO Board @ 25.1748 MHz (315-5197 Sega Custom Tilemap Generator, 315-5211 Sega Custom Sprite Generator, 315-5242 Sega Custom Color Encoder)
- Road graphics chips: 315-5155 Sega Road Bit Extraction, 315-5222 Signetics PLS153N Road Mixing
- Video resolution: 320×224 (display), 400×262 (overscan), progressive scan
- Refresh rate: 60.0543 Hz (V-sync)
- Frame rate: 30 frames per second
- Color palette: 98,304
- Sega's 16-bit arcade color palette: 15-bit RGB high color depth (32,768 colors) and 1-bit shadow & highlight that triples up to 98,304 colors.
- Colors on screen: 12,288
- Graphical planes:
- 2 tilemap layers: System 16B tilemap system, row & column scrolling, parallax scrolling
- 1 text layer
- 1 sprite layer: Hardware sprite-scaling/zooming
- 1 road layer: Can draw 2 roads at once, 512×256 pixels each, tiled bitmaps
- Translucent shadows
- Sprite capabilities: Framebuffered sprites with zooming capabilities, 128 on-screen sprites per frame, thousands of sprites scaled per second, 16 colors per sprite
- Sprite pixels/texels: 25.1748 MHz video clock cycles (60.0543 Hz refresh rate), 419,199 pixels/texels per screen refresh (262 scanlines), 1600 sprite pixels/texels per scanline, 128 sprites per scanline
Gallery
List of Games
- Out Run (1986)
- Super Hang-On (1987)
- Turbo OutRun (1989)
- Limited Edition Hang-On (1991)
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Originating in arcades |
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