Difference between revisions of "Sega 32X/Technical specifications"
From Sega Retro
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* Main CPU: Twin [[Hitachi]] [[SH-2]] (SH7095) 32-bit RISC processors | * Main CPU: Twin [[Hitachi]] [[SH-2]] (SH7095) 32-bit RISC processors | ||
− | + | :* Clock speed: 23.01136 MHz (NTSC), 22.801467 MHz (PAL){{fileref|32XUSHardwareManual.pdf|page=54}} | |
− | + | :* Clock cycles: 46.022721 MHz (NTSC, 23.01136 MHz per SH-2), 45.602934 MHz (PAL, 22.801467 MHz per SH-2) | |
− | + | :* 2x CPU cores: 32‑bit [[wikipedia:Reduced instruction set computing|RISC]] instructions/[[wikipedia:Processor register|registers]], up to 4 instructions/cycle (2 instructions/cycle per SH-2),{{fileref|Hitachi SuperH Programming Manual.pdf|page=390}} 1.3 MIPS per MHz,{{fileref|SH-2A.pdf|page=2}} 59.829537 [[wikipedia:Instructions per second|MIPS]] (NTSC, 29.914768 MIPS per SH-2), 59.283814 MIPS (PAL, 29.641907 MIPS per SH-2) | |
− | + | :* 4x internal [[wikipedia:Fixed-point arithmetic|fixed‑point]] math processors:{{fileref|Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf}} 2x MULT multiplier DSP,{{fileref|SH7604 Hardware Manual.pdf|page=3}}{{fileref|SH7604 Hardware Manual.pdf|page=22}}{{fileref|ST-103-R1-040194.pdf|page=23}} 2x DIVU division units,{{fileref|SH7604 Hardware Manual.pdf|page=3}}{{fileref|SH7604 Hardware Manual.pdf|page=22}} parallel processing{{fileref|SH7604 Hardware Manual.pdf|page=303}} | |
− | + | ::* 2x MULT multiplier DSP: 46.022721 MOPS (NTSC, 23.01136 MOPS per SH-2), 45.602934 MOPS (PAL, 22.801467 MOPS per SH-2){{ref|1 operation per cycle{{fileref|Hitachi SuperH Programming Manual.pdf|page=31}}|group=fn}} | |
− | + | ::* 2x DIVU division units: 16/32/64-bit division,{{fileref|SH7604 Hardware Manual.pdf|page=303}} 1,180,069 divides/sec{{ref|39 cycles per divide{{fileref|Hitachi SuperH Programming Manual.pdf|page=155}}|group=fn}} | |
− | + | :* 2x DMA units: 2x DMAC (Direct Memory Access Controller),{{fileref|SH7604 Hardware Manual.pdf|page=3}} parallel processing{{fileref|SH7604 Hardware Manual.pdf|page=219}} | |
− | + | :* [[wikipedia:Bus (computing)|Bus]] width: 64‑bit (2× 32‑bit) internal, 32‑bit external{{fileref|ST-103-R1-040194.pdf}} | |
* CPU co-processors: Overlay/Underlay processors | * CPU co-processors: Overlay/Underlay processors | ||
− | + | :* [[Mega Drive]] CPU: | |
− | + | ::* [[Motorola]] [[M68000]] — 7.670453 MHz (NTSC), 7.600489 MHz (PAL),{{fileref|32XUSHardwareManual.pdf|page=54}} 16/32-bit instructions, 32-bit internal data bus, 16-bit external data bus, 1.342329 MIPS (NTSC), 1.330085 MIPS (PAL) | |
− | + | ::* [[Zilog Z80]] — 3.579545 MHz (NTSC), 3.546894 MHz (PAL), 8/16-bit instructions, 8-bit data bus, 0.519034 MIPS (NTSC), 0.514299 MIPS (PAL) | |
− | + | :* [[Sega CD]] CPU: Motorola M68000 — 12.5 MHz, 2.1875 MIPS | |
}} | }} | ||
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* 32X graphics chip: Sega 32X [[VDP]] ([[Sega]] Custom [[wikipedia:Large scale integration|LSI]]) @ 23.01136 MHz (NTSC), 22.801467 MHz (PAL){{fileref|Genesis32XUSManual.pdf|page=7}}{{fileref|32XUSHardwareManual.pdf|page=54}} | * 32X graphics chip: Sega 32X [[VDP]] ([[Sega]] Custom [[wikipedia:Large scale integration|LSI]]) @ 23.01136 MHz (NTSC), 22.801467 MHz (PAL){{fileref|Genesis32XUSManual.pdf|page=7}}{{fileref|32XUSHardwareManual.pdf|page=54}} | ||
− | + | :* Data bus width: 32-bit (16-bit per framebuffer) | |
− | + | :* Word length: 16-bit | |
* Features: 3D polygon graphics, Gouraud shading, texture mapping, more [[sprite]]s, quicker animation{{fileref|Genesis32XUSOverview.pdf}} | * Features: 3D polygon graphics, Gouraud shading, texture mapping, more [[sprite]]s, quicker animation{{fileref|Genesis32XUSOverview.pdf}} | ||
* Color [[palette]]: 32,768 colors{{fileref|32XUSHardwareManual.pdf}} | * Color [[palette]]: 32,768 colors{{fileref|32XUSHardwareManual.pdf}} | ||
* Double-buffered framebuffer with three modes:{{fileref|Genesis32XUSOverview.pdf|page=7}} | * Double-buffered framebuffer with three modes:{{fileref|Genesis32XUSOverview.pdf|page=7}} | ||
− | + | :* 8bpp "packed pixel" mode: 256 simultaneous colors on screen; each pixel is an index into CRAM (can use full screen) | |
− | + | :* 16bpp "run length" mode: 256 simultaneous colors on screen; each pixel is both a number of pixels to display and the index of CRAM (limits screen size) | |
− | + | :* 16bpp "direct color" mode: 32,768 simultaneous colors on screen; each pixel is the color value (limits screen size) | |
* [[VRAM]]: 256 [[Byte|KB]], split into two 128 KB segments for each framebuffer. A priority system allows partial overlaying/underlaying of Mega Drive/Mega-CD graphics. | * [[VRAM]]: 256 [[Byte|KB]], split into two 128 KB segments for each framebuffer. A priority system allows partial overlaying/underlaying of Mega Drive/Mega-CD graphics. | ||
− | + | :* Sprites, polygons and textures accessed from 256 KB main SDRAM and 4–8 MB ROM cartridge. | |
* Resolutions: 320×224, 320×240,{{fileref|Genesis32XUSOverview.pdf|page=7}} 320×204 (direct color),{{fileref|32XUSHardwareManual.pdf|page=49}} 320×408 (8bpp){{fileref|32XUSHardwareManual.pdf|page=50}} | * Resolutions: 320×224, 320×240,{{fileref|Genesis32XUSOverview.pdf|page=7}} 320×204 (direct color),{{fileref|32XUSHardwareManual.pdf|page=49}} 320×408 (8bpp){{fileref|32XUSHardwareManual.pdf|page=50}} | ||
− | + | :* Overscan: 450×262 (NTSC), 450×313 (PAL){{fileref|32XUSHardwareManual.pdf|page=55}} | |
* Refresh rate: 60 Hz (NTSC), 50 Hz (PAL) | * Refresh rate: 60 Hz (NTSC), 50 Hz (PAL) | ||
− | + | :* Maximum frame rate: 60 FPS (NTSC), 50 FPS (PAL) | |
* Framebuffer [[Byte|bandwidth]]: 72.727272 [[Byte|MB/s]] (36.363636 MB/s per framebuffer){{fileref|TC511664B datasheet.pdf}}{{fileref|32XUSHardwareManual.pdf|page=76}} | * Framebuffer [[Byte|bandwidth]]: 72.727272 [[Byte|MB/s]] (36.363636 MB/s per framebuffer){{fileref|TC511664B datasheet.pdf}}{{fileref|32XUSHardwareManual.pdf|page=76}} | ||
− | + | :* SH-2: 36.363636 MB/s (read/write, 1 byte/cycle per SH-2){{fileref|Genesis32XUSOverview.pdf|page=9}} | |
− | + | :* 32X VDP: 29.488906 MB/s (14.148 MB/s read,{{fileref|32XUSHardwareManual.pdf|page=55}} 15.340906 MB/s write){{fileref|32XUSHardwareManual.pdf|page=53}}{{fileref|Genesis32XUSOverview.pdf|page=51}} | |
− | + | :* 68000: 1.917613 MB/s (read/write, 4 cycles/byte){{fileref|Genesis32XUSOverview.pdf|page=53}} | |
* Framebuffer [[fillrate]]: 18.181818 [[Pixel|MPixels/s]] (16bpp), 36.363636 MPixels/s (8bpp){{fileref|32XUSHardwareManual.pdf|page=50}}{{fileref|32XUSHardwareManual.pdf|page=42}} | * Framebuffer [[fillrate]]: 18.181818 [[Pixel|MPixels/s]] (16bpp), 36.363636 MPixels/s (8bpp){{fileref|32XUSHardwareManual.pdf|page=50}}{{fileref|32XUSHardwareManual.pdf|page=42}} | ||
− | + | :* SH-2: 18.181818 MPixels/s <small>(16bpp)</small>,{{fileref|Genesis32XUSOverview.pdf|page=9}}{{fileref|32XUSHardwareManual.pdf|page=76}} 36.363636 MPixels/s <small>(8bpp)</small> | |
− | + | :* 32X VDP: 7.670453 MPixels/s <small>(16bpp)</small>, 15.340906 MPixels/s <small>(8bpp)</small> | |
− | + | :* 68000: 958,806 [[Pixel|pixels/s]] (16bpp), 1.917613 MPixels/s (8bpp) | |
* 3D polygon geometry calculations:{{ref|46,022,720 DSP operations/sec, 1,180,069 DIVU divides/sec|group=fn}} | * 3D polygon geometry calculations:{{ref|46,022,720 DSP operations/sec, 1,180,069 DIVU divides/sec|group=fn}} | ||
− | + | :* Polygon transformations: 260,000 polygons/sec{{ref|96 adds/multiplies and 9 divides per polygon:{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} | |
*131,118 polygons/sec: 12,587,328 DSP operations, 1,180,069 DIVU divides | *131,118 polygons/sec: 12,587,328 DSP operations, 1,180,069 DIVU divides | ||
*134,397 polygons/sec: 32,255,280 SH-2 cycles (96 adds/multiplies, 144 divide cycles){{fileref|Hitachi SuperH Programming Manual.pdf|page=155}} | *134,397 polygons/sec: 32,255,280 SH-2 cycles (96 adds/multiplies, 144 divide cycles){{fileref|Hitachi SuperH Programming Manual.pdf|page=155}} | ||
|group=fn}} | |group=fn}} | ||
− | + | :* [[wikipedia:Transform and lighting|Lighting calculations]]: 230,000 polygons/sec (flat),{{ref|128 adds/multiplies and 9 divides per polygon:{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} | |
*131,118 polygons/sec: 16,783,104 DSP operations, 1,180,069 DIVU divides | *131,118 polygons/sec: 16,783,104 DSP operations, 1,180,069 DIVU divides | ||
*103,160 polygons/sec: 28,059,520 SH-2 cycles (128 adds/multiplies, 144 divide cycles) | *103,160 polygons/sec: 28,059,520 SH-2 cycles (128 adds/multiplies, 144 divide cycles) | ||
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|group=fn}} | |group=fn}} | ||
* 3D polygon rendering: | * 3D polygon rendering: | ||
− | + | :* [[wikipedia:Flat shading|Flat shading]]: 160,000 polygons/sec{{ref|46,022,720 SH-2 cycles/ops per sec <small>(23.01136 MHz per SH-2)</small>, 1,180,069 DIVU divides/sec, 23.01136 MHz 32X VDP | |
* SH-2: 215 cycles <small>(128 geometry adds/multiplies, 30 SDRAM cycles for 40 bytes,{{fileref|32XUSHardwareManual.pdf|page=77}} 30 raster ops,{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA33 ''Algorithms for Parallel Polygon Rendering'' (pages 33-36)]}}{{ref|1=[http://sirkan.iit.bme.hu/~szirmay/abbas.pdf#page=53 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)]}} 27 cycles 32X VDP command)</small>{{fileref|32XUSHardwareManual.pdf|page=53}} and 9 divides per polygon, 1 add per pixel,{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA35 ''Algorithms for Parallel Polygon Rendering'' (page 35)]}} 247 cycles and 9 divides per 32-pixel polygon: | * SH-2: 215 cycles <small>(128 geometry adds/multiplies, 30 SDRAM cycles for 40 bytes,{{fileref|32XUSHardwareManual.pdf|page=77}} 30 raster ops,{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA33 ''Algorithms for Parallel Polygon Rendering'' (pages 33-36)]}}{{ref|1=[http://sirkan.iit.bme.hu/~szirmay/abbas.pdf#page=53 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)]}} 27 cycles 32X VDP command)</small>{{fileref|32XUSHardwareManual.pdf|page=53}} and 9 divides per polygon, 1 add per pixel,{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA35 ''Algorithms for Parallel Polygon Rendering'' (page 35)]}} 247 cycles and 9 divides per 32-pixel polygon: | ||
− | + | :* 131,118 polygons/sec: 32,386,146 SH-2 cycles, 1,180,069 DIVU divides | |
− | + | :* 31,858 polygons/sec: 12,456,478 SH-2 cycles (247 cycles, 144 divide cycles) | |
* 32X VDP: 7 cycles/poly, 3 cycles/pixel <small>(16bpp)</small>,{{fileref|32XUSHardwareManual.pdf|page=53}}{{fileref|Genesis32XUSOverview.pdf|page=51}} 1.5 cycles/pixel <small>(8bpp)</small>,{{fileref|32XUSHardwareManual.pdf|page=50}} 103 cycles per 32-pixel 16bpp polygon, 55 cycles per 32-pixel 8bpp polygon | * 32X VDP: 7 cycles/poly, 3 cycles/pixel <small>(16bpp)</small>,{{fileref|32XUSHardwareManual.pdf|page=53}}{{fileref|Genesis32XUSOverview.pdf|page=51}} 1.5 cycles/pixel <small>(8bpp)</small>,{{fileref|32XUSHardwareManual.pdf|page=50}} 103 cycles per 32-pixel 16bpp polygon, 55 cycles per 32-pixel 8bpp polygon | ||
|group=fn}} | |group=fn}} | ||
− | + | :* [[wikipedia:Gouraud shading|Gouraud shading]]: 100,000 polygons/sec{{ref|252 cycles <small>(192 geometry adds/multiplies,{{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} 30 SDRAM cycles, 30 raster ops)</small> and 9 divides per polygon, 3 operations/scanline per polygon,{{ref|1=[http://sirkan.iit.bme.hu/~szirmay/abbas.pdf#page=53 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)]}}{{fileref|32XUSHardwareManual.pdf|page=76}} 264 cycles and 9 divides per 4-scanline polygon | |
* 16bpp: 3 cycles per pixel, 369 SH-2 cycles and 9 DIVU divides per 32-pixel polygon | * 16bpp: 3 cycles per pixel, 369 SH-2 cycles and 9 DIVU divides per 32-pixel polygon | ||
|group=fn}} | |group=fn}} | ||
− | + | :* Texture mapping: 50,000 polygons/sec{{ref|1=[https://books.google.co.uk/books?id=DbFxAgAAQBAJ&pg=PA154 ''Service Games: The Rise and Fall of SEGA'', page 154]}}{{ref|1=Texture mapping: | |
*Flat shading: 188 SH-2 cycles <small>(128 geometry adds/multiplies, 30 SDRAM cycles for 40 bytes,{{fileref|32XUSHardwareManual.pdf|page=77}} 30 raster ops)</small>{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA33 ''Algorithms for Parallel Polygon Rendering'' (pages 33-36)]}}{{ref|1=[http://sirkan.iit.bme.hu/~szirmay/abbas.pdf#page=53 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)]}} and 9 divides per polygon, 1 add per pixel,{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA35 ''Algorithms for Parallel Polygon Rendering'' (page 35)]}} 220 SH-2 cycles and 9 divides per 32-pixel polygon | *Flat shading: 188 SH-2 cycles <small>(128 geometry adds/multiplies, 30 SDRAM cycles for 40 bytes,{{fileref|32XUSHardwareManual.pdf|page=77}} 30 raster ops)</small>{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA33 ''Algorithms for Parallel Polygon Rendering'' (pages 33-36)]}}{{ref|1=[http://sirkan.iit.bme.hu/~szirmay/abbas.pdf#page=53 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)]}} and 9 divides per polygon, 1 add per pixel,{{ref|1=[https://books.google.co.uk/books?id=yiVRHrxFj2wC&pg=PA35 ''Algorithms for Parallel Polygon Rendering'' (page 35)]}} 220 SH-2 cycles and 9 divides per 32-pixel polygon | ||
*Texture mapping: 132 SH-2 cycles and 41 divides per 32-texel polygon | *Texture mapping: 132 SH-2 cycles and 41 divides per 32-texel polygon | ||
− | + | :*132 SH-2 cycles per 32-texel texture: 2 block moves, 2 cycles per texel (2 bytes per texel), 2 cycles access | |
− | + | :*41 divides per 32-texel polygon, 9 divides per polygon, 32 divides per 32-texel polygon (1 divide per texel){{ref|1=[https://books.google.co.uk/books?id=teMHqC2BnuYC&pg=PA110 ''State of the Art in Computer Graphics: Visualization and Modeling'' (page 110)]}} | |
*Texture mapping: 352 SH-2 cycles and 50 divides per 32-texel polygon | *Texture mapping: 352 SH-2 cycles and 50 divides per 32-texel polygon | ||
− | + | :*23,601 polygons/sec: 9,487,602 SH-2 cycles, 1,180,069 DIVU divides | |
− | + | :*31,714 polygons/sec: 36,535,118 SH-2 cycles (1152 cycles per polygon) | |
|group=fn}} | |group=fn}} | ||
− | + | :* Texture Gouraud shading: 40,000 polygons/sec{{ref|1=Texture Gouraud shading: | |
*Gouraud shading: 369 SH-2 cycles and 9 divides per 32-pixel polygon | *Gouraud shading: 369 SH-2 cycles and 9 divides per 32-pixel polygon | ||
*Texture mapping: 132 SH-2 cycles and 41 divides per 32-texel polygon | *Texture mapping: 132 SH-2 cycles and 41 divides per 32-texel polygon | ||
*Texture Gouraud shading: 501 SH-2 cycles and 50 divides per 32-texel polygon | *Texture Gouraud shading: 501 SH-2 cycles and 50 divides per 32-texel polygon | ||
− | + | :*23,601 polygons/sec: 11,824,101 SH-2 cycles, 1,180,069 DIVU divides | |
− | + | :*25,379 polygons/sec: 33,018,079 SH-2 cycles (1301 cycles per polygon) | |
|group=fn}} | |group=fn}} | ||
* 2D [[sprite]]/[[wikipedia:Tile-based video game|tile]] capabilities: Scrolling,{{fileref|32XUSHardwareManual.pdf|page=51}} scaling, rotation, [[wikipedia:Alpha blending|alpha blending]]{{ref|[https://github.com/ehaliewicz/sprite-engine Sprite engine for the Sega 32X]}}{{fileref|32XUSHardwareManual.pdf|page=76}} | * 2D [[sprite]]/[[wikipedia:Tile-based video game|tile]] capabilities: Scrolling,{{fileref|32XUSHardwareManual.pdf|page=51}} scaling, rotation, [[wikipedia:Alpha blending|alpha blending]]{{ref|[https://github.com/ehaliewicz/sprite-engine Sprite engine for the Sega 32X]}}{{fileref|32XUSHardwareManual.pdf|page=76}} | ||
− | + | :* Colors per sprite/tile: 128 (8bpp), 256 (8bpp), 8192 (16bpp), 32,768 (16bpp) | |
− | + | :* Tile size: 8×8 [[texel]]s, 64 bytes (8bpp), 128 bytes (16bpp) | |
− | + | :* Sprite sizes: 8×8 to 320×240 texels, 64 [[byte]]s to 150 KB | |
− | + | :* Maximum sprites/tiles per frame: 3800 sprites/tiles <small>(8bpp, 8×8, 237.5 KB)</small>, 1900 sprites/tiles <small>(16bpp, 8×8, 237.5 KB)</small> | |
− | + | :* Maximum sprites/tiles per scanline: 1463 texels, 182 sprites/tiles (8×8) | |
}} | }} | ||
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* Overlay/Underlay graphics processors: | * Overlay/Underlay graphics processors: | ||
− | + | :* Mega Drive [[VDP]] — 13.423294 MHz (NTSC), 13.300856 MHz (PAL), 8/16-bit data bus | |
− | + | :* Sega CD [[Sega Mega-CD#Technical specifications|ASIC]] — 12.5 MHz, 32-bit (2x 16-bit) data bus | |
* Overlay/Underlay [[Mega Drive]] [[VDP]] planes: 512–1536 color palette, 61–512 colors on screen | * Overlay/Underlay [[Mega Drive]] [[VDP]] planes: 512–1536 color palette, 61–512 colors on screen | ||
− | + | :* Sprite plane: 80 sprites/frame, 8×8 to 32×32 pixels/sprite, 16 colors/sprite, maximum 1280 sprite tiles/frame | |
− | + | :* Background planes: 2 tiled scrolling background layers, 8×8 pixels/tile, 16 colors/tile, 320×224 tilemaps, maximum 1808 tiles/frame | |
− | + | :* Fillrate: 6.934358 MPixels/s (read), 6.41376 MPixels/s (write), 6.934358–36.325644 MPixels/s (effective tile fillrate) | |
* Overlay/Underlay [[Sega CD]] ASIC planes: Enhanced Mega Drive VDP planes, enhanced FMV plane | * Overlay/Underlay [[Sega CD]] ASIC planes: Enhanced Mega Drive VDP planes, enhanced FMV plane | ||
− | + | :* Sprite/Tile planes: 128–1536 colors on screen, sprite/tile scaling and rotation | |
− | + | :* FMV plane: Full motion video, 32,768 colors on screen | |
− | + | :* Fillrate: 6.934358 MPixels/s (read/write), 6.934358–36.325644 MPixels/s (effective tile fillrate) | |
}} | }} | ||
==Audio== | ==Audio== | ||
* Sound chip: [[QSound]] PWM @ 23.01136 MHz (NTSC), 22.801467 MHz (PAL){{fileref|Genesis32XUSManual.pdf}} | * Sound chip: [[QSound]] PWM @ 23.01136 MHz (NTSC), 22.801467 MHz (PAL){{fileref|Genesis32XUSManual.pdf}} | ||
− | + | :* Stereo [[wikipedia:Pulse-width modulation|PWM]] (Pulse Wave Modulation) mixing with Mega Drive sound; additional 2 channels (12 channels in total) | |
− | + | :* 11-bit PWM, stereo [[PCM]] output,{{fileref|32XUSHardwareManual.pdf}} [[wikipedia:Surround sound|surround sound]] | |
==Memory== | ==Memory== | ||
{{multicol| | {{multicol| | ||
* System [[RAM]]: 648.5–1368.5 [[Byte|KB]] total, 512 KB (4 [[Bit|MBit]]) additional RAM to Mega Drive or Sega CD memory{{fileref|Genesis32XUSOverview.pdf}} | * System [[RAM]]: 648.5–1368.5 [[Byte|KB]] total, 512 KB (4 [[Bit|MBit]]) additional RAM to Mega Drive or Sega CD memory{{fileref|Genesis32XUSOverview.pdf}} | ||
− | + | :* Main RAM: 256 KB [[wikipedia:SDRAM|SDRAM]] | |
− | + | :* [[VRAM]]: 256 KB [[wikipedia:FPM DRAM|FPM DRAM]] (dual 128 KB framebuffers){{fileref|Genesis32XUSManual.pdf}} | |
− | + | :* Mega Drive RAM: 136 KB (64 KB main, 64 KB video, 8 KB sound) | |
− | + | :* Sega CD RAM: 856 KB (512 KB main, 256 KB video, 64 KB audio) | |
* RAM Clear Hardware: 512 [[byte]]s (used for flat-shaded polygons){{fileref|Genesis32XUSOverview.pdf|page=9}} | * RAM Clear Hardware: 512 [[byte]]s (used for flat-shaded polygons){{fileref|Genesis32XUSOverview.pdf|page=9}} | ||
* Internal processor cache: 5 KB | * Internal processor cache: 5 KB | ||
− | + | :* SH-2: 4 KB (2 KB per CPU){{fileref|Genesis32XUSOverview.pdf}} | |
− | + | :* 32X VDP: 1 KB,{{fileref|32XUSHardwareManual.pdf|page=41}} including 512 [[byte]]s (256 words) color palette RAM (CRAM){{fileref|32XUSHardwareManual|page=13}} | |
* [[Cartridge]] [[ROM]]: 4–8 MB{{ref|[http://devster.monkeeh.com/sega/32xguide1.txt Dr. DevSter's Guide to The Sega 32X]}} | * [[Cartridge]] [[ROM]]: 4–8 MB{{ref|[http://devster.monkeeh.com/sega/32xguide1.txt Dr. DevSter's Guide to The Sega 32X]}} | ||
}} | }} | ||
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{{multicol| | {{multicol| | ||
* System RAM bandwidth: 118.749992 [[Byte|MB/s]] (NTSC), 118.330206 MB/s (PAL), 3 data buses, 48-bit data bus width{{fileref|Genesis32XUSManual.pdf|page=7}}{{fileref|32XUSHardwareManual.pdf|page=76}} | * System RAM bandwidth: 118.749992 [[Byte|MB/s]] (NTSC), 118.330206 MB/s (PAL), 3 data buses, 48-bit data bus width{{fileref|Genesis32XUSManual.pdf|page=7}}{{fileref|32XUSHardwareManual.pdf|page=76}} | ||
− | + | :* SDRAM: 46.02272 MB/s (NTSC, 16-bit, 23.01136 MHz, 43ns), 45.602934 MB/s (PAL, 16-bit, 22.801467 MHz, 43ns){{fileref|Genesis32XUSManual.pdf|page=17}}{{fileref|UPD4504161 datasheet.pdf}} | |
− | + | :* VRAM: 72.727272 MB/s (32-bit, 18.181818 MHz, 55 [[wikipedia:Nanosecond|ns]], 16-bit per framebuffer, 36.363636 MB/s per framebuffer, 55ns cycles, 80ns access){{fileref|Genesis32XUSManual.pdf|page=22}}{{fileref|TC511664B datasheet.pdf}} | |
* [[Cartridge]] bandwidth:{{ref|[http://devster.monkeeh.com/sega/32xguide1.txt Dr. DevSter's Guide to The Sega 32X]}}{{fileref|32XUSHardwareManual.pdf|page=76}} | * [[Cartridge]] bandwidth:{{ref|[http://devster.monkeeh.com/sega/32xguide1.txt Dr. DevSter's Guide to The Sega 32X]}}{{fileref|32XUSHardwareManual.pdf|page=76}} | ||
− | + | :* Game ROM: 13.333333 MB/s (16-bit, 6.666666 MHz, 150 ns) to 28.571428 MB/s (16-bit, 14.285714 MHz, 70 ns) | |
− | + | :* Non-volatile [[SRAM]]: 6.666666 MB/s (6.666666 MHz, 150 ns) to 14.285714 MB/s (14.285714 MHz, 70 ns) | |
* Internal processor cache bandwidth: | * Internal processor cache bandwidth: | ||
− | + | :* SH-2: 184.09088 MB/s (92.04544 MB/s per SH-2, 32-bit per SH-2) | |
− | + | :* 32X VDP: 92.04544 MB/s (32-bit, 23.01136 MHz), including 46.02272 MB/s (16-bit, 23.01136 MHz) color palette RAM{{fileref|Genesis32XUSManual|page=7}} | |
}} | }} | ||
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[[Category:Sega 32X|Technical specifications]] | [[Category:Sega 32X|Technical specifications]] | ||
+ | [[Category:32X hardware|Technical specifications]] | ||
+ | [[Category:Technical specifications|32X]] |
Revision as of 23:03, 16 October 2018
- Back to: Sega 32X.
Technical specifications for the Sega 32X.
Contents
CPU
- Clock speed: 23.01136 MHz (NTSC), 22.801467 MHz (PAL)[1]
- Clock cycles: 46.022721 MHz (NTSC, 23.01136 MHz per SH-2), 45.602934 MHz (PAL, 22.801467 MHz per SH-2)
- 2x CPU cores: 32‑bit RISC instructions/registers, up to 4 instructions/cycle (2 instructions/cycle per SH-2),[2] 1.3 MIPS per MHz,[3] 59.829537 MIPS (NTSC, 29.914768 MIPS per SH-2), 59.283814 MIPS (PAL, 29.641907 MIPS per SH-2)
- 4x internal fixed‑point math processors:[4] 2x MULT multiplier DSP,[5][6][7] 2x DIVU division units,[5][6] parallel processing[8]
- CPU co-processors: Overlay/Underlay processors
- Mega Drive CPU:
- Motorola M68000 — 7.670453 MHz (NTSC), 7.600489 MHz (PAL),[1] 16/32-bit instructions, 32-bit internal data bus, 16-bit external data bus, 1.342329 MIPS (NTSC), 1.330085 MIPS (PAL)
- Zilog Z80 — 3.579545 MHz (NTSC), 3.546894 MHz (PAL), 8/16-bit instructions, 8-bit data bus, 0.519034 MIPS (NTSC), 0.514299 MIPS (PAL)
- Sega CD CPU: Motorola M68000 — 12.5 MHz, 2.1875 MIPS
Graphics
- Data bus width: 32-bit (16-bit per framebuffer)
- Word length: 16-bit
- Features: 3D polygon graphics, Gouraud shading, texture mapping, more sprites, quicker animation[14]
- Color palette: 32,768 colors[15]
- Double-buffered framebuffer with three modes:[16]
- 8bpp "packed pixel" mode: 256 simultaneous colors on screen; each pixel is an index into CRAM (can use full screen)
- 16bpp "run length" mode: 256 simultaneous colors on screen; each pixel is both a number of pixels to display and the index of CRAM (limits screen size)
- 16bpp "direct color" mode: 32,768 simultaneous colors on screen; each pixel is the color value (limits screen size)
- VRAM: 256 KB, split into two 128 KB segments for each framebuffer. A priority system allows partial overlaying/underlaying of Mega Drive/Mega-CD graphics.
- Sprites, polygons and textures accessed from 256 KB main SDRAM and 4–8 MB ROM cartridge.
- Overscan: 450×262 (NTSC), 450×313 (PAL)[19]
- Refresh rate: 60 Hz (NTSC), 50 Hz (PAL)
- Maximum frame rate: 60 FPS (NTSC), 50 FPS (PAL)
- 3D polygon geometry calculations:[fn 3]
- Polygon transformations: 260,000 polygons/sec[fn 4]
- Lighting calculations: 230,000 polygons/sec (flat),[fn 5] 180,000 polygons/sec (Gouraud)[fn 6]
- 3D polygon rendering:
- Flat shading: 160,000 polygons/sec[fn 7]
- Gouraud shading: 100,000 polygons/sec[fn 8]
- Texture mapping: 50,000 polygons/sec[32][fn 9]
- Texture Gouraud shading: 40,000 polygons/sec[fn 10]
- Colors per sprite/tile: 128 (8bpp), 256 (8bpp), 8192 (16bpp), 32,768 (16bpp)
- Tile size: 8×8 texels, 64 bytes (8bpp), 128 bytes (16bpp)
- Sprite sizes: 8×8 to 320×240 texels, 64 bytes to 150 KB
- Maximum sprites/tiles per frame: 3800 sprites/tiles (8bpp, 8×8, 237.5 KB), 1900 sprites/tiles (16bpp, 8×8, 237.5 KB)
- Maximum sprites/tiles per scanline: 1463 texels, 182 sprites/tiles (8×8)
Overlay/Underlay
- Overlay/Underlay graphics processors:
- Overlay/Underlay Mega Drive VDP planes: 512–1536 color palette, 61–512 colors on screen
- Sprite plane: 80 sprites/frame, 8×8 to 32×32 pixels/sprite, 16 colors/sprite, maximum 1280 sprite tiles/frame
- Background planes: 2 tiled scrolling background layers, 8×8 pixels/tile, 16 colors/tile, 320×224 tilemaps, maximum 1808 tiles/frame
- Fillrate: 6.934358 MPixels/s (read), 6.41376 MPixels/s (write), 6.934358–36.325644 MPixels/s (effective tile fillrate)
- Overlay/Underlay Sega CD ASIC planes: Enhanced Mega Drive VDP planes, enhanced FMV plane
- Sprite/Tile planes: 128–1536 colors on screen, sprite/tile scaling and rotation
- FMV plane: Full motion video, 32,768 colors on screen
- Fillrate: 6.934358 MPixels/s (read/write), 6.934358–36.325644 MPixels/s (effective tile fillrate)
Audio
- Stereo PWM (Pulse Wave Modulation) mixing with Mega Drive sound; additional 2 channels (12 channels in total)
- 11-bit PWM, stereo PCM output,[15] surround sound
Memory
- System RAM: 648.5–1368.5 KB total, 512 KB (4 MBit) additional RAM to Mega Drive or Sega CD memory[14]
Bandwidth
- System RAM bandwidth: 118.749992 MB/s (NTSC), 118.330206 MB/s (PAL), 3 data buses, 48-bit data bus width[13][21]
- Game ROM: 13.333333 MB/s (16-bit, 6.666666 MHz, 150 ns) to 28.571428 MB/s (16-bit, 14.285714 MHz, 70 ns)
- Non-volatile SRAM: 6.666666 MB/s (6.666666 MHz, 150 ns) to 14.285714 MB/s (14.285714 MHz, 70 ns)
- Internal processor cache bandwidth:
- SH-2: 184.09088 MB/s (92.04544 MB/s per SH-2, 32-bit per SH-2)
- 32X VDP: 92.04544 MB/s (32-bit, 23.01136 MHz), including 46.02272 MB/s (16-bit, 23.01136 MHz) color palette RAM[43]
Storage
- Cartridge: Compatible with all Mega Drive models, JVC Wondermega can store save game/score information.
- CD-ROM: If you have a Sega Mega-CD; speed same as Sega Mega-CD compatible with audio CD, CD&G, SegaCD and JVC WonderMega
Input/Output
- I/O: Same as Mega Drive; 32X upgradable; can upgrade the 32X
Notes
- ↑ [1 operation per cycle[9] 1 operation per cycle[9]]
- ↑ [39 cycles per divide[10] 39 cycles per divide[10]]
- ↑ [46,022,720 DSP operations/sec, 1,180,069 DIVU divides/sec 46,022,720 DSP operations/sec, 1,180,069 DIVU divides/sec]
- ↑ [96 adds/multiplies and 9 divides per polygon:[27]
- 131,118 polygons/sec: 12,587,328 DSP operations, 1,180,069 DIVU divides
- 134,397 polygons/sec: 32,255,280 SH-2 cycles (96 adds/multiplies, 144 divide cycles)[10]
- 131,118 polygons/sec: 12,587,328 DSP operations, 1,180,069 DIVU divides
- 134,397 polygons/sec: 32,255,280 SH-2 cycles (96 adds/multiplies, 144 divide cycles)[10]]
- ↑ [128 adds/multiplies and 9 divides per polygon:[27]
- 131,118 polygons/sec: 16,783,104 DSP operations, 1,180,069 DIVU divides
- 103,160 polygons/sec: 28,059,520 SH-2 cycles (128 adds/multiplies, 144 divide cycles)
- 131,118 polygons/sec: 16,783,104 DSP operations, 1,180,069 DIVU divides
- 103,160 polygons/sec: 28,059,520 SH-2 cycles (128 adds/multiplies, 144 divide cycles)]
- ↑ [192 adds/multiplies and 9 divides per polygon:[27]
- 131,118 polygons/sec: 25,174,656 SH-2 DSP operations, 1,180,069 DIVU divides
- 58,535 polygons/sec: 19,667,760 SH-2 cycles (192 adds/multiplies, 144 divide cycles)
- 131,118 polygons/sec: 25,174,656 SH-2 DSP operations, 1,180,069 DIVU divides
- 58,535 polygons/sec: 19,667,760 SH-2 cycles (192 adds/multiplies, 144 divide cycles)]
- ↑ [46,022,720 SH-2 cycles/ops per sec (23.01136 MHz per SH-2), 1,180,069 DIVU divides/sec, 23.01136 MHz 32X VDP
- SH-2: 215 cycles (128 geometry adds/multiplies, 30 SDRAM cycles for 40 bytes,[28] 30 raster ops,[29][30] 27 cycles 32X VDP command)[23] and 9 divides per polygon, 1 add per pixel,[31] 247 cycles and 9 divides per 32-pixel polygon:
- 131,118 polygons/sec: 32,386,146 SH-2 cycles, 1,180,069 DIVU divides
- 31,858 polygons/sec: 12,456,478 SH-2 cycles (247 cycles, 144 divide cycles)
- 32X VDP: 7 cycles/poly, 3 cycles/pixel (16bpp),[23][24] 1.5 cycles/pixel (8bpp),[18] 103 cycles per 32-pixel 16bpp polygon, 55 cycles per 32-pixel 8bpp polygon
- SH-2: 215 cycles (128 geometry adds/multiplies, 30 SDRAM cycles for 40 bytes,[28] 30 raster ops,[29][30] 27 cycles 32X VDP command)[23] and 9 divides per polygon, 1 add per pixel,[31] 247 cycles and 9 divides per 32-pixel polygon:
- 131,118 polygons/sec: 32,386,146 SH-2 cycles, 1,180,069 DIVU divides
- 31,858 polygons/sec: 12,456,478 SH-2 cycles (247 cycles, 144 divide cycles)
- ↑ [252 cycles (192 geometry adds/multiplies,[27] 30 SDRAM cycles, 30 raster ops) and 9 divides per polygon, 3 operations/scanline per polygon,[30][21] 264 cycles and 9 divides per 4-scanline polygon
- 16bpp: 3 cycles per pixel, 369 SH-2 cycles and 9 DIVU divides per 32-pixel polygon
- 16bpp: 3 cycles per pixel, 369 SH-2 cycles and 9 DIVU divides per 32-pixel polygon]
- ↑ [Texture mapping:
- Flat shading: 188 SH-2 cycles (128 geometry adds/multiplies, 30 SDRAM cycles for 40 bytes,[28] 30 raster ops)[29][30] and 9 divides per polygon, 1 add per pixel,[31] 220 SH-2 cycles and 9 divides per 32-pixel polygon
- Texture mapping: 132 SH-2 cycles and 41 divides per 32-texel polygon
- 132 SH-2 cycles per 32-texel texture: 2 block moves, 2 cycles per texel (2 bytes per texel), 2 cycles access
- 41 divides per 32-texel polygon, 9 divides per polygon, 32 divides per 32-texel polygon (1 divide per texel)[33]
- Texture mapping: 352 SH-2 cycles and 50 divides per 32-texel polygon
- 23,601 polygons/sec: 9,487,602 SH-2 cycles, 1,180,069 DIVU divides
- 31,714 polygons/sec: 36,535,118 SH-2 cycles (1152 cycles per polygon) Texture mapping:
- Flat shading: 188 SH-2 cycles (128 geometry adds/multiplies, 30 SDRAM cycles for 40 bytes,[28] 30 raster ops)[29][30] and 9 divides per polygon, 1 add per pixel,[31] 220 SH-2 cycles and 9 divides per 32-pixel polygon
- Texture mapping: 132 SH-2 cycles and 41 divides per 32-texel polygon
- 132 SH-2 cycles per 32-texel texture: 2 block moves, 2 cycles per texel (2 bytes per texel), 2 cycles access
- 41 divides per 32-texel polygon, 9 divides per polygon, 32 divides per 32-texel polygon (1 divide per texel)[33]
- Texture mapping: 352 SH-2 cycles and 50 divides per 32-texel polygon
- 23,601 polygons/sec: 9,487,602 SH-2 cycles, 1,180,069 DIVU divides
- 31,714 polygons/sec: 36,535,118 SH-2 cycles (1152 cycles per polygon)]
- ↑ [Texture Gouraud shading:
- Gouraud shading: 369 SH-2 cycles and 9 divides per 32-pixel polygon
- Texture mapping: 132 SH-2 cycles and 41 divides per 32-texel polygon
- Texture Gouraud shading: 501 SH-2 cycles and 50 divides per 32-texel polygon
- 23,601 polygons/sec: 11,824,101 SH-2 cycles, 1,180,069 DIVU divides
- 25,379 polygons/sec: 33,018,079 SH-2 cycles (1301 cycles per polygon) Texture Gouraud shading:
- Gouraud shading: 369 SH-2 cycles and 9 divides per 32-pixel polygon
- Texture mapping: 132 SH-2 cycles and 41 divides per 32-texel polygon
- Texture Gouraud shading: 501 SH-2 cycles and 50 divides per 32-texel polygon
- 23,601 polygons/sec: 11,824,101 SH-2 cycles, 1,180,069 DIVU divides
- 25,379 polygons/sec: 33,018,079 SH-2 cycles (1301 cycles per polygon)]
References
- ↑ 1.0 1.1 1.2 1.3 File:32XUSHardwareManual.pdf, page 54
- ↑ File:Hitachi SuperH Programming Manual.pdf, page 390
- ↑ File:SH-2A.pdf, page 2
- ↑ File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf
- ↑ 5.0 5.1 5.2 File:SH7604 Hardware Manual.pdf, page 3
- ↑ 6.0 6.1 File:SH7604 Hardware Manual.pdf, page 22
- ↑ File:ST-103-R1-040194.pdf, page 23
- ↑ 8.0 8.1 File:SH7604 Hardware Manual.pdf, page 303
- ↑ File:Hitachi SuperH Programming Manual.pdf, page 31
- ↑ 10.0 10.1 File:Hitachi SuperH Programming Manual.pdf, page 155
- ↑ File:SH7604 Hardware Manual.pdf, page 219
- ↑ File:ST-103-R1-040194.pdf
- ↑ 13.0 13.1 File:Genesis32XUSManual.pdf, page 7
- ↑ 14.0 14.1 14.2 File:Genesis32XUSOverview.pdf
- ↑ 15.0 15.1 File:32XUSHardwareManual.pdf
- ↑ 16.0 16.1 File:Genesis32XUSOverview.pdf, page 7
- ↑ File:32XUSHardwareManual.pdf, page 49
- ↑ 18.0 18.1 18.2 File:32XUSHardwareManual.pdf, page 50
- ↑ 19.0 19.1 File:32XUSHardwareManual.pdf, page 55
- ↑ 20.0 20.1 File:TC511664B datasheet.pdf
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 File:32XUSHardwareManual.pdf, page 76
- ↑ 22.0 22.1 22.2 File:Genesis32XUSOverview.pdf, page 9
- ↑ 23.0 23.1 23.2 File:32XUSHardwareManual.pdf, page 53
- ↑ 24.0 24.1 File:Genesis32XUSOverview.pdf, page 51
- ↑ File:Genesis32XUSOverview.pdf, page 53
- ↑ File:32XUSHardwareManual.pdf, page 42
- ↑ 27.0 27.1 27.2 27.3 Design of Digital Systems and Devices (pages 95-97)
- ↑ 28.0 28.1 File:32XUSHardwareManual.pdf, page 77
- ↑ 29.0 29.1 Algorithms for Parallel Polygon Rendering (pages 33-36)
- ↑ 30.0 30.1 30.2 Transformation Of Rendering Algorithms For Hardware Implementation (page 53)
- ↑ 31.0 31.1 Algorithms for Parallel Polygon Rendering (page 35)
- ↑ Service Games: The Rise and Fall of SEGA, page 154
- ↑ State of the Art in Computer Graphics: Visualization and Modeling (page 110)
- ↑ File:32XUSHardwareManual.pdf, page 51
- ↑ Sprite engine for the Sega 32X
- ↑ 36.0 36.1 File:Genesis32XUSManual.pdf
- ↑ File:32XUSHardwareManual.pdf, page 41
- ↑ File:32XUSHardwareManual, page 13
- ↑ 39.0 39.1 Dr. DevSter's Guide to The Sega 32X
- ↑ File:Genesis32XUSManual.pdf, page 17
- ↑ File:UPD4504161 datasheet.pdf
- ↑ File:Genesis32XUSManual.pdf, page 22
- ↑ File:Genesis32XUSManual, page 7