Difference between revisions of "Sega Y Board"

From Sega Retro

m (Text replace - "Sega System Series" to "Sega System series")
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==List of Games==
 
==List of Games==
* ''[[G-LOC Air Battle]]'' (1990)
 
 
* ''[[Galaxy Force]]'' (1988)
 
* ''[[Galaxy Force]]'' (1988)
 
* ''[[Galaxy Force II]]'' (1988)
 
* ''[[Galaxy Force II]]'' (1988)
 
* ''[[Power Drift]]'' (1988)
 
* ''[[Power Drift]]'' (1988)
 +
* ''[[G-LOC Air Battle]]'' (1990)
 
* ''[[Rail Chase]]'' (1991)
 
* ''[[Rail Chase]]'' (1991)
 
* ''[[Strike Fighter]]'' (1991)
 
* ''[[Strike Fighter]]'' (1991)

Revision as of 23:18, 21 February 2015

YBoard topPCB.jpg
Sega Y Board
Manufacturer: Sega
Release Date RRP Code

The Sega Y Board is an arcade system board released by Sega in 1988 as a successor to the Sega X Board. Like the X Board before it, the Y Board was known for its sprite manipulation capabilities.

The Y Board is quite different to the X Board in terms of design, offering a third CPU and more advanced video equipment. Most notably, the Y Board allows for real-time rotation of sprites as well as scaling. Unusually, the system uses no tile layers, so graphics are rendered using only sprites (a design taken by SNK for their Neo-Geo hardware in 1990).

Technical Specifications

  • CPUs: 3 x MC68000 @ 12.5 MHz
    • The first 68000 ("main" in MAME) has access to the sound hardware, I/O hardware, and 64KB RAM
    • The second 68000 ("subx" in MAME) has access to the ysprites hardware, backup RAM and 16KB RAM
    • The third 68000 ("suby" in MAME) has access to the bsprites hardware, ysprites full plane rotation, bsprites palette RAM, and 64KB RAM
    • The three CPUs share 64KB of separate RAM for communication as well as the multiplier/divider hardware
  • Sound CPU: Z80 @ 4 MHz with 2KB RAM
  • Sound chip: YM2151 4 MHz & SegaPCM @ 15.625 MHz
  • Display resolution: 320 x 224
  • Board composition: CPU board and video board
  • Video hardware:
    • Two sprite planes with fixed Z-order
    • Lower sprite plane ("ysprites" in MAME): full scaling and rotation; also the entire plane can be rotated as a whole
      • Palettes are stored alongside the sprite table; sprite table entries hold a pointer to the palette, which itself is stored as an table of palette indirection values(?)
    • Higher sprite plane ("bsprites" in MAME): standard Sega System 16B sprite plane

List of Games

Gallery


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