Difference between revisions of "Sega X Board"
From Sega Retro
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*** Sub-CPU: 52 KB (20 KB program SRAM, 16 KB IC31, 16 KB IC32) | *** Sub-CPU: 52 KB (20 KB program SRAM, 16 KB IC31, 16 KB IC32) | ||
** [[VRAM|Video RAM]]: 636 KB SRAM | ** [[VRAM|Video RAM]]: 636 KB SRAM | ||
− | *** Main CPU: 92 KB (64 KB background tiles, 4 KB roads, 4 KB sprites, 4 KB text, 16 KB | + | *** Main CPU: 92 KB (64 KB background tiles, 4 KB roads, 4 KB sprites, 4 KB text, 16 KB colors) |
*** Sub-CPU: 8 KB roads | *** Sub-CPU: 8 KB roads | ||
*** 315-5211A: 520 KB (8 KB dual sprite banks, 512 KB dual sprite framebuffers) | *** 315-5211A: 520 KB (8 KB dual sprite banks, 512 KB dual sprite framebuffers) |
Revision as of 08:23, 7 October 2015
Sega X Board | |||||
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Manufacturer: Sega | |||||
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The Sega X Board is an arcade system board released by Sega in 1987 as a successor to Sega OutRun hardware. It debuted with After Burner and Thunder Blade.
The X Board specification is largely similar to that of the OutRun Hardware board, but allows for twice as many sprites/textures on screen at once, twice as many tile layers, and sprite rotation effects. The contents have also been condensed onto a single board, making it slightly easier to manufacture.
The X Board would be succeeded by the Y Board and System 32, before the Model 1 made true 3D arcade games more financially affordable.
Contents
Hardware
As the third in Sega's Super Scaler series of arcade hardware (after the Sega Hang-On hardware and Sega OutRun hardware), it was noteworthy for its sprite/texture manipulation capabilities, which allowed it to create high quality three-dimensional visuals, such as the scaling and rotating environments in 1987's After Burner, and the ray casting like environments in 1988's Last Survivor. This trend would continue with the Y Board and the System 32, before the Model 1 made true polygonal 3D arcade games more financially affordable.
Technical Specifications
X Board Specifications
- Board composition: Single board
- CPU:
- Sound chips:
- Graphics processing unit: Sega Super Scaler chipset @ 50 MHz
- Main graphics chips: 315-5197 tilemap generator, 315-5211A sprite generator, 315-5242 color encoder, 315-5275 road generator, 315-5278 sprite ROM bank control
- Math chips: 315-5248 hardware multiplier, 315-5249 hardware divider
- RAM: 802 KB, including 710 KB high-speed SRAM (Static RAM)[1][2]
- Main RAM: 148 KB (including 56 KB SRAM)
- Main CPU: 96 KB (32 KB work/program SRAM, 32 KB work/mirror RAM, 16 KB IC31, 16 KB IC32)
- Sub-CPU: 52 KB (20 KB program SRAM, 16 KB IC31, 16 KB IC32)
- Video RAM: 636 KB SRAM
- Main CPU: 92 KB (64 KB background tiles, 4 KB roads, 4 KB sprites, 4 KB text, 16 KB colors)
- Sub-CPU: 8 KB roads
- 315-5211A: 520 KB (8 KB dual sprite banks, 512 KB dual sprite framebuffers)
- Other VRAM: 16 KB (4 KB roads, 12 KB text)
- Sound RAM: 18 KB SRAM (2 KB Z80 program, 16 KB SegaPCM chip)
- Main RAM: 148 KB (including 56 KB SRAM)
- Video resolution: 320×224 (display), 400×262[2][3] (overscan), progressive scan
- Scanlines: 224 (display), 262 (overscan)
- Refresh rate: 59.6368 to 60 Hz (V-sync)
- Frame rate: 59.6368 to 60 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: 24,576
- Graphical planes:
- 4 tile layers
- 1 text layer
- 1 sprite layer with hardware sprite zooming
- 1 road layer, can draw 2 roads at once
- Translucent shadows
- Sprite/texture capabilities: Dual sprite framebuffers, 512×256 framebuffer resolution, hardware sprite zooming, sprite rotation, ray casting[4]
- Sprite/texture sizes: 8×8 to 512×256 pixels
- Colors per sprite/texture: 16
- Sprites/textures on screen: 256 on screen at one time per frame, 15,267 to 15,360 scaled per second
- Video clock cycles: 50 MHz
- Fillrate: 50 million pixels/texels per second
- Sprite pixels/texels per frame: 833,333 (at 60 Hz) to 838,408 (at 59.6368 Hz)
- Sprite pixels/texels per scanline: 3180 to 3200 sprite pixels/texels per scanline
- Sprites/textures per scanline: 256
Super Monaco GP Specifications
Super Monaco GP (1989) added the following upgrades:
- Additional boards: Link board, network board, sound board, motor board
- Additional CPU: 2× Zilog Z80 @ 8 MHz (2.32 MIPS)
- Additional sound CPU: Zilog Z80 @ 4 MHz (0.58 MIPS)
- Additional sound chip: SegaPCM @ 4 MHz (additional 16 PCM channels, totalling 32 PCM channels)
- Additional RAM: 40 KB, including 10 KB high-speed SRAM (Static RAM)[1]
- Link board: 10 KB
- Network board: 10 KB SRAM (8 KB SRAM, 2 KB dual-port SRAM)
- Sound board: 8 KB
- Motor board: 12 KB
- Sound output: 4-channel surround sound
List of Games
- After Burner (1987)
- After Burner II (1987)
- Thunder Blade (1987)
- Last Survivor (1989)
- Line of Fire (1989)
- Super Monaco GP (1989)
- GP Rider (1990)
- AB Cop (1990)
- Racing Hero (1990)
- Caribbean Boule (1992)
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Originating in arcades |
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