Difference between revisions of "Sega OutRun hardware"

From Sega Retro

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'''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.
 
'''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 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.
+
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) 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.
 
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.
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** 1 road layer: Can draw 2 roads at once, 512×256 pixels each, tiled [[wikipedia:Bitmap|bitmaps]]
 
** 1 road layer: Can draw 2 roads at once, 512×256 pixels each, tiled [[wikipedia:Bitmap|bitmaps]]
 
** Translucent shadows
 
** Translucent shadows
* [[Sprite]] capabilities: [[wikipedia:Framebuffer|Frame-buffered]] sprites with [http://www.giantbomb.com/sprite-scaling/3015-7122/ zooming] capabilities, 128 on-screen sprites per frame, thousands of sprites scaled per second, 16 colors per sprite
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* [[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
 
** 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, 419,199 pixels/texels per frame/refresh, 1600 sprite pixels/texels per scanline, 128 sprites per scanline
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** [[wikipedia:Texel (graphics)|Sprite pixel/texel]] fillrate: 25.1748 million pixels/texels per second, 419,199 pixels/texels per frame/refresh, 1600 sprite pixels/texels per scanline, 128 sprites/textures per scanline
  
 
==Gallery==
 
==Gallery==

Revision as of 04:12, 7 October 2015

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 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/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) 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

  • Board composition: CPU Board, Video Board[1]
  • 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:
  • 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
  • RAM: 750.25 KB, including 670 KB Static RAM (SRAM)[1]
    • CPU Board: 150.25 KB (including 70 KB SRAM)
      • CPU 1: 112 KB (32 KB work, 4 KB sprites, 8 KB palette, 64 KB tiles, 4 KB text)
      • CPU 2: 36 KB (32 KB shared, 4 KB roads)
      • Sound CPU: 2.25 KB
    • Video Board: 600 KB SRAM
  • Video resolution: 320×224 (display), 400×262 (overscan), progressive scan
  • Frame rate: 30 frames per second
  • Color palette: 98,304
    • 16-bit 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:
  • 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, 419,199 pixels/texels per frame/refresh, 1600 sprite pixels/texels per scanline, 128 sprites/textures per scanline

Gallery

List of Games


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