Difference between revisions of "VCO Object"

From Sega Retro

m (Text replacement - " {{ref|" to "{{ref|")
Line 12: Line 12:
 
'''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 hardware|Sega Hang-On]], [[Sega OutRun hardware|Sega OutRun]], [[Sega X Board]], [[Sega Y Board]], [[Sega System 32]]), and a handful of Sega System boards in between.
 
'''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 hardware|Sega Hang-On]], [[Sega OutRun hardware|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 also known as the '''Turbo Hardware''' because of this. It is also known as the '''Sega Z80-3D''' system. {{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/turbo.cpp}}
+
The hardware debuted with the release of ''[[Turbo]]'', and is also known as the '''Turbo Hardware''' because of this. It is also known as the '''Sega Z80-3D''' system.{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/turbo.cpp}}
  
 
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.
 
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.
Line 33: Line 33:
 
** Main: 4.25 KB (2 KB main, 2 KB analog reset, 256 [[byte]]s input)
 
** Main: 4.25 KB (2 KB main, 2 KB analog reset, 256 [[byte]]s input)
 
** [[VRAM|Video]]: 7.75 KB (2 KB video, 256 bytes sprite line buffer, 1 KB sprite position, 2 KB characters, 512 bytes collision, 2 KB collision clear)
 
** [[VRAM|Video]]: 7.75 KB (2 KB video, 256 bytes sprite line buffer, 1 KB sprite position, 2 KB characters, 512 bytes collision, 2 KB collision clear)
* Video resolution: {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/includes/turbo.h}}
+
* Video resolution:{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/includes/turbo.h}}
 
** Standard resolution:
 
** Standard resolution:
 
*** Horizontal: 256×224 (display), 320×264 (overscan)
 
*** Horizontal: 256×224 (display), 320×264 (overscan)
Line 40: Line 40:
 
*** Horizontal: 512×224 (display), 640×264 (overscan)
 
*** Horizontal: 512×224 (display), 640×264 (overscan)
 
*** 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]]) {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp}}
+
* [[wikipedia:Refresh rate|Refresh rate]]: 60 Hz ([[wikipedia:V-sync|V-sync]]){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp}}
 
** [[wikipedia:Frame rate|Frame rate]]: 60 frames per second
 
** [[wikipedia:Frame rate|Frame rate]]: 60 frames per second
* [[Palette|Color palette]]: 832 {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp}}
+
* [[Palette|Color palette]]: 832{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp}}
 
** [[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 {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp}}
+
** [[wikipedia:Tile engine|Tilemap]] layer: 8×8 [[pixel]] tiles, 4 colors per tile, [[wikipedia:Scrolling|scrolling]], tile flipping{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp}}
** [[wikipedia:Bitmap|Bitmap]] layer {{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/turbo.cpp}}
+
** [[wikipedia:Bitmap|Bitmap]] layer{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/turbo.cpp}}
* [[Sprite]] capabilities: Pseudo-3D [http://www.giantbomb.com/sprite-scaling/3015-7122/ sprite-scaling] (analog scaling), [[wikipedia:Framebuffer|line buffer]], 64 sprites on screen, 16 sprites per [[wikipedia:Scan line|scanline]], 4 to 8 colors per sprite {{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/turbo.cpp}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp}}
+
* [[Sprite]] capabilities: Pseudo-3D [http://www.giantbomb.com/sprite-scaling/3015-7122/ sprite-scaling] (analog scaling), [[wikipedia:Framebuffer|line buffer]], 64 sprites on screen, 16 sprites per [[wikipedia:Scan line|scanline]], 4 to 8 colors per sprite{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/turbo.cpp}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/turbo.cpp}}
** Pixel clock cycles: 4.992 MHz (standard) to 9.984 MHz (scaling) {{ref|https://github.com/mamedev/mame/tree/master/src/mame/includes/turbo.h}}
+
** Pixel clock cycles: 4.992 MHz (standard) to 9.984 MHz (scaling){{ref|https://github.com/mamedev/mame/tree/master/src/mame/includes/turbo.h}}
 
** [[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)
Line 54: Line 54:
  
 
===''SubRoc-3D'' Specifications===
 
===''SubRoc-3D'' Specifications===
''[[SubRoc-3D]]'' featured the following hardware changes and upgrades in mid-1982: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/turbo.cpp}}
+
''[[SubRoc-3D]]'' featured the following hardware changes and upgrades in mid-1982:{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/turbo.cpp}}
  
 
{{multicol|
 
{{multicol|
Line 66: Line 66:
  
 
===''Zoom'' Specifications===
 
===''Zoom'' Specifications===
''[[Zoom 909]]'' and ''[[Buck Rogers: Planet of Zoom]]'' featured the following hardware upgrades in late 1982: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/turbo.cpp}}
+
''[[Zoom 909]]'' and ''[[Buck Rogers: Planet of Zoom]]'' featured the following hardware upgrades in late 1982:{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/turbo.cpp}}
  
 
{{multicol|
 
{{multicol|

Revision as of 00:20, 8 September 2016

Notavailable.svg
VCO Object
Manufacturer: Sega
Release Date RRP Code

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 also known as the Turbo Hardware because of this. It is also known as the 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

VCO Object Specifications

  • Board composition: CPU board, Sound board[4]
  • CPU: Zilog Z80 @ 5 MHz (8-bit & 16-bit instructions @ 0.725 MIPS)
  • Sound board: Sega Sound Board
  • Video scaling hardware: 8× Voltage Controlled Oscillators (VCOs)
  • RAM: 12 KB[4]
    • Main: 4.25 KB (2 KB main, 2 KB analog reset, 256 bytes input)
    • Video: 7.75 KB (2 KB video, 256 bytes sprite line buffer, 1 KB sprite position, 2 KB characters, 512 bytes collision, 2 KB collision clear)
  • Video resolution:[5][6]
    • Standard resolution:
      • Horizontal: 256×224 (display), 320×264 (overscan)
      • Vertical: 224×256 (display), 264×320 (overscan)
    • Analog scaling resolution:
      • Horizontal: 512×224 (display), 640×264 (overscan)
      • Vertical: 224×512 (display), 264×640 (overscan)
  • Refresh rate: 60 Hz (V-sync)[5]
  • Color palette: 832[5]
  • 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[1][5]
    • Pixel clock cycles: 4.992 MHz (standard) to 9.984 MHz (scaling)[6]
    • 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:[4]

  • RAM: 14.75 KB
    • Main: 6.25 KB (2 KB main, 2 KB analog reset, 256 bytes input, 2 KB handle)
    • Video: 8.5 KB (2 KB video, 1 KB sprite line buffer, 1 KB sprite position, 2 KB characters, 512 bytes collision, 2 KB collision clear)
  • Frame rate: 30 frames per second
  • Color palette: 768
  • Stereoscopic 3D: Sega-Matsushita active shutter 3D system

Zoom Specifications

Zoom 909 and Buck Rogers: Planet of Zoom featured the following hardware upgrades in late 1982:[4]

  • Board composition: CPU board, Sound board, ROM board
  • CPU: Zilog Z80 & Sega 315-5014 (Z80) @ 5 MHz (8-bit & 16-bit instructions @ 1.45 MIPS)
  • RAM: 104 KB (96 KB DRAM, 8 KB high-speed SRAM)
    • Main: 39.5 KB (2 KB main, 2 KB analog reset, 256 bytes input, 2 KB handle, 2 KB CPU 2 mirror, 31.25 KB other)
    • Video: 64.5 KB (2 KB video, 1 KB sprite line buffer, 1 KB sprite position, 2 KB characters, 512 bytes collision, 2 KB collision clear, 56 KB bitmap)
  • 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:

References


Sega arcade boards
Originating in arcades









Console-based hardware








84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
00
01
02
03
04
05
06
07
08
09
10
11
12
13
14









































PC-based hardware








05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23