Difference between revisions of "Sega OutRun hardware"
From Sega Retro
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− | '''Sega OutRun hardware''' is an arcade system created by [[Sega]] in 1986, and was first used for the driving game ''[[OutRun]]''. It is a successor to [[Sega Hang-On hardware]]. | + | '''Sega OutRun hardware''' is an arcade system created by [[Sega]] in 1986, and was first used for the driving game ''[[OutRun]]''. It is a successor to 1985's [[Sega Hang-On hardware]], making it the second in Sega's Super Scaler series of pseudo-3D arcade hardware. It was succeeded by [[Sega X Board]] in 1987. |
− | Sega OutRun hardware, like 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. OutRun Hardware can do everything Hang-On Hardware can do, but its processors are clocked | + | Sega OutRun hardware, like 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 and [[sprite]] scaling graphics. OutRun Hardware can do everything Hang-On Hardware can do, but its processors are clocked higher (allowing for quicker calculations) and the board can draw two roads (Hang-On Hardware can only draw one). At the time, OutRun Hardware was a very expensive arcade board, with arcade operators advised to charge twice as many credits than for regular arcade machines. |
Only four games made use of the hardware, all of which are driving games. Realistically however, only ''[[OutRun]]'' and ''[[Turbo OutRun]]'' are true OutRun Hardware games - the other two were also released for Hang-On Hardware and are mostly identical in both forms. | Only four games made use of the hardware, all of which are driving games. Realistically however, only ''[[OutRun]]'' and ''[[Turbo OutRun]]'' are true OutRun Hardware games - the other two were also released for Hang-On Hardware and are mostly identical in both forms. | ||
==Technical Specifications== | ==Technical Specifications== | ||
− | * Main CPU: | + | * Main [[wikipedia:Central processing unit|CPU]]: 2× [[Motorola 68000]] @ 12.5 MHz (16-bit & 32-bit instructions @ 4.375 MIPS) |
− | * Sound CPU: [[Z80]] @ 4 MHz | + | * Sound CPU: [[Zilog]] [[Zilog Z80|Z80]] @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS) |
− | * Sound chip: [[YM2151]] @ 4 MHz | + | * Sound chips: |
− | * Video [[resolution]]: | + | ** [[wikipedia:Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha YM2151]] @ 4 MHz (8 FM channels) |
− | * | + | ** [[Pulse-code modulation|PCM]] chip: SegaPCM (315-5218) @ 4 MHz ([[wikipedia:Stereophonic sound|stereo]] output, 16 PCM channels, [[wikipedia:Audio bit depth|12-bit audio]], 31.25 kHz [[wikipedia:Sampling rate|sampling rate]]) |
− | * | + | * [[wikia:w:c:gaming:Graphics processing unit|GPU]]: Sega Super Scaler chipset |
+ | ** [[wikipedia:Video card|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 | ||
+ | * [[wikia:w:c:gaming:Display resolution|Video resolution]]: 320×224 (display), 400×262 (overscan), progressive scan | ||
+ | * [[wikipedia:Refresh rate|Refresh rate]]: 60.0543 Hz ([[wikipedia:V-sync|V-sync]]) | ||
+ | * [[wikipedia:Frame rate|Frame rate]]: 30 frames per second | ||
+ | * Color palette: 98,304 | ||
+ | * Colors on screen: 12,288 | ||
+ | * Graphical planes: | ||
+ | ** 2 [[wikipedia:Tile engine|tilemap]] layers: [[Sega System 16|System 16B]] tilemap system, [[wikia:w:c:gaming:Parallax scrolling|row & column scrolling]], [[wikia:w:c:gaming:Parallax scrolling|parallax scrolling]] | ||
+ | ** 1 text layer | ||
+ | ** 1 sprite layer: Hardware sprite-scaling/zooming | ||
+ | ** 1 road layer: Can draw 2 roads at once, 512×256 pixels each, tiled [[wikipedia:Bitmap|bitmaps]] | ||
+ | ** Translucent shadows | ||
+ | * [[Sprite (computer graphics)|Sprite]] capabilities: [[wikipedia:Framebuffer|Framebuffered]] 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 | ||
+ | * [[wikipedia:Texel (graphics)|Sprite pixels/texels]]: 25.1748 MHz video [[wikipedia:Clock signal|clock cycles]] (60.0543 Hz refresh rate), 419,199 pixels/texels per screen refresh (262 [[wikipedia:Scan line|scanlines]]), 1600 sprite pixels/texels per scanline, 128 sprites per scanline | ||
==Gallery== | ==Gallery== |
Revision as of 00:19, 22 April 2015
Sega OutRun hardware | |||||
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Manufacturer: Sega | |||||
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Sega OutRun hardware is an arcade system created by Sega in 1986, and was first used for the driving game OutRun. It is a successor to 1985's Sega Hang-On hardware, making it the second in Sega's Super Scaler series of pseudo-3D arcade hardware. It was succeeded by Sega X Board in 1987.
Sega OutRun hardware, like 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 and sprite scaling graphics. OutRun Hardware can do everything Hang-On Hardware can do, but its processors are clocked higher (allowing for quicker calculations) and the board can draw two roads (Hang-On Hardware can only draw one). At the time, OutRun Hardware was a very expensive arcade board, with arcade operators advised to charge twice as many credits than for regular arcade machines.
Only four games made use of the hardware, all of which are driving games. Realistically however, only OutRun and Turbo OutRun are true OutRun Hardware games - the other two were also released for Hang-On Hardware and are mostly identical in both forms.
Technical Specifications
- 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:
- FM synthesis chip: Yamaha YM2151 @ 4 MHz (8 FM channels)
- PCM chip: SegaPCM (315-5218) @ 4 MHz (stereo output, 16 PCM channels, 12-bit audio, 31.25 kHz sampling rate)
- 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
- Video resolution: 320×224 (display), 400×262 (overscan), progressive scan
- Refresh rate: 60.0543 Hz (V-sync)
- Frame rate: 30 frames per second
- Color palette: 98,304
- Colors on screen: 12,288
- Graphical planes:
- 2 tilemap layers: System 16B tilemap system, row & column scrolling, parallax scrolling
- 1 text layer
- 1 sprite layer: Hardware sprite-scaling/zooming
- 1 road layer: Can draw 2 roads at once, 512×256 pixels each, tiled bitmaps
- Translucent shadows
- Sprite capabilities: Framebuffered sprites with zooming capabilities, 128 on-screen sprites per frame, thousands of sprites scaled per second, 16 colors per sprite
- Sprite pixels/texels: 25.1748 MHz video clock cycles (60.0543 Hz refresh rate), 419,199 pixels/texels per screen refresh (262 scanlines), 1600 sprite pixels/texels per scanline, 128 sprites per scanline
Gallery
List of Games
- OutRun (1986)
- Super Hang-On (1987)
- Turbo OutRun (1989)
- Limited Edition Hang-On (1991)
Sega arcade boards |
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Originating in arcades |
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