Difference between revisions of "VCO Object"
From Sega Retro
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==Technical Specifications== | ==Technical Specifications== | ||
− | * [[wikipedia:Central processing unit|CPU]] | + | ===VCO Object Specifications=== |
− | + | * [[wikipedia:Central processing unit|CPU]]: [[Zilog Z80|Z80]] @ 5 MHz (8-bit & 16-bit instructions @ 0.725 MIPS) | |
− | |||
* [[wikipedia:Sound card|Sound board]]: Sega Sound Board | * [[wikipedia:Sound card|Sound board]]: Sega Sound Board | ||
** [[wikipedia:Sound chip|Sound chip]]: Custom | ** [[wikipedia:Sound chip|Sound chip]]: Custom | ||
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*** Vertical: [[wikipedia:480p|224×512]] (display), [[wikipedia:576p|264×640]] (overscan) | *** Vertical: [[wikipedia:480p|224×512]] (display), [[wikipedia:576p|264×640]] (overscan) | ||
* [[wikipedia:Refresh rate|Refresh rate]]: 60 Hz ([[wikipedia:V-sync|V-sync]]) | * [[wikipedia:Refresh rate|Refresh rate]]: 60 Hz ([[wikipedia:V-sync|V-sync]]) | ||
− | * [[wikipedia:Frame rate|Frame rate]]: | + | * [[wikipedia:Frame rate|Frame rate]]: 60 frames per second |
− | * Color palette: 832 | + | * [[Palette|Color palette]]: 832 |
− | * [[wikipedia:Color depth|Colors on screen]]: 256 | + | * [[wikipedia:Color depth|Colors on screen]]: 256 |
* Background planes: | * Background planes: | ||
** [[wikipedia:Tile engine|Tilemap]] layer: 8×8 [[pixel]] tiles, 4 colors per tile, [[wikipedia:Scrolling|scrolling]], tile flipping | ** [[wikipedia:Tile engine|Tilemap]] layer: 8×8 [[pixel]] tiles, 4 colors per tile, [[wikipedia:Scrolling|scrolling]], tile flipping | ||
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** [[wikipedia:Fillrate|Fillrate]]: 4.992 million (standard) to 9.984 million (scaling) pixels/texels per second, 83,200 (standard) to 166,400 (scaling) pixels/texels per frame | ** [[wikipedia:Fillrate|Fillrate]]: 4.992 million (standard) to 9.984 million (scaling) pixels/texels per second, 83,200 (standard) to 166,400 (scaling) pixels/texels per frame | ||
** [[wikipedia:Texel (graphics)|Sprite pixels/texels]] per scanline: 315 (standard) to 630 (scaling) | ** [[wikipedia:Texel (graphics)|Sprite pixels/texels]] per scanline: 315 (standard) to 630 (scaling) | ||
− | + | ||
+ | ===''SubRoc-3D'' Specifications=== | ||
+ | ''[[SubRoc-3D]]'' featured the following hardware changes and upgrades in mid-1982: | ||
+ | |||
+ | * Frame rate: 30 frames per second | ||
+ | * Color palette: 768 | ||
+ | * [[wikipedia:Stereoscopic video game|Stereoscopic 3D]]: Sega-Matsushita [[wikipedia:Active shutter 3D system|active shutter 3D system]] | ||
+ | |||
+ | ===''Buck Rogers'' Specifications=== | ||
+ | ''[[Buck Rogers: Planet of Zoom]]'' featured the following hardware upgrades in late 1982: | ||
+ | |||
+ | * CPU: 2× Z80 @ 5 MHz (8-bit & 16-bit instructions @ 1.45 MIPS) | ||
+ | * Frame rate: 60 frames per second | ||
+ | * Color palette: 1536 | ||
+ | * Colors on screen: 1024 | ||
==List of VCO Object Games== | ==List of VCO Object Games== |
Revision as of 11:25, 7 October 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.
Contents
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
VCO Object Specifications
- CPU: Z80 @ 5 MHz (8-bit & 16-bit instructions @ 0.725 MIPS)
- Sound board: Sega Sound Board
- Sound chip: Custom
- Audio output: Stereo
- Video resolution:[4][5]
- Refresh rate: 60 Hz (V-sync)
- Frame rate: 60 frames per second
- Color palette: 832
- Colors on screen: 256
- Background planes:
- Sprite capabilities: Pseudo-3D sprite-scaling (analog scaling), line buffer, 64 sprites on screen, 16 sprites per scanline, 4 to 8 colors per sprite
- Pixel clock cycles: 4.992 MHz (standard) to 9.984 MHz (scaling)
- Fillrate: 4.992 million (standard) to 9.984 million (scaling) pixels/texels per second, 83,200 (standard) to 166,400 (scaling) pixels/texels per frame
- Sprite pixels/texels per scanline: 315 (standard) to 630 (scaling)
SubRoc-3D Specifications
SubRoc-3D featured the following hardware changes and upgrades in mid-1982:
- Frame rate: 30 frames per second
- Color palette: 768
- Stereoscopic 3D: Sega-Matsushita active shutter 3D system
Buck Rogers Specifications
Buck Rogers: Planet of Zoom featured the following hardware upgrades in late 1982:
- CPU: 2× Z80 @ 5 MHz (8-bit & 16-bit instructions @ 1.45 MIPS)
- Frame rate: 60 frames per second
- Color palette: 1536
- Colors on screen: 1024
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 (1982)
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