Difference between revisions of "Sega Y Board"

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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. It is the fourth in the Super Scaler series of arcade boards, after the [[Sega Hang-On hardware]], [[Sega OutRun hardware]] and X Board.
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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 pseudo-3D [[sprite]] manipulation capabilities. It is the fourth in the Super Scaler series of arcade boards, after the [[Sega Hang-On hardware]], [[Sega OutRun hardware]] and X Board.
  
 
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).
 
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==
 
==Technical Specifications==
* CPUs: 3 x [[MC68000]] @ 12.5 MHz
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* Board composition: CPU Board + Video Board
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* Main [[wikipedia:Central processing unit|CPU]]: 3× [[wikipedia:Motorola 68000|MC68000]] @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
 
** The first 68000 ("main" in MAME) has access to the sound hardware, I/O hardware, and 64KB RAM
 
** 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 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 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
 
** 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
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* Sound CPU: Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS) with 2KB RAM
* Sound chip: [[YM2151]] 4 MHz & [[SegaPCM]] @ 15.625 MHz
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* [[wikipedia:Sound chip|Sound chip]]s:
* Display [[resolution]]: 320 x 224
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** [[wikipedia:Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha YM2151]] @ 4 MHz (8 FM channels)
* Board composition: CPU board and video board
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** [[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]])
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* [[wikia:w:c:gaming:Graphics processing unit|GPU]]: Sega Super Scaler chipset
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** Graphics board: Sega 837-6566 Video Board @ 50 MHz (315-5196 sprite generator, 315-5213 sprite chip, 315-5242 color encoder, 315-5305 sprite generator, 2× 315-5306 video sync & rotation, 315-5312 video mixer)
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** Math chips: 315-5248 hardware multiplier, 315-5249 hardware divider
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* [[wikia:w:c:gaming:Random access memory|RAM]]: 778 [[wikipedia:Kibibyte|KB]] ([[wikipedia:Static random-access memory|SRAM]])
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** Main RAM: 208 KB (64 KB CPU 1, 16 KB CPU 2, 64 KB CPU 3, 64 KB shared)
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** [[wikipedia:Video memory|Video RAM]]: 566 KB (32 KB Y-sprites, 4 KB B-sprites, 2 KB rotation, 16 KB palette, 512 KB [[wikipedia:Framebuffer|framebuffer]])
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** Sound RAM: 6 KB (2 KB Z80, 4 KB SegaPCM)
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* [[wikipedia:Display resolution|Video resolution]]: 320×224 (display), 342×262 (overscan), progressive scan
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* Refresh rate: 59.6368 to 60 Hz ([[wikipedia:V-sync|V-sync]])
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* Frame rate: 59.6368 to 60 frames per second
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* Color palette: 2,097,152 (4096 palette banks with 512 colors each), to 16,777,216 with effects (shadow & highlight, luminosity, palette fade)
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* Colors on screen: 24,576, to 71,680 (320×224) with luminosity and palette fade
 
* Video hardware:
 
* Video hardware:
** Two sprite planes with fixed Z-order
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** Two sprite planes with fixed [[wikipedia:Z-order|Z-order]]
 
** Lower sprite plane ("ysprites" in MAME): full scaling and rotation; also the entire plane can be rotated as a whole
 
** 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(?)
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*** 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
 
** Higher sprite plane ("bsprites" in MAME): standard [[Sega System 16B]] sprite plane
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* Graphical planes: Three layers
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** B-sprite (front plane) layer: Priority on top, based on [[Sega System 16|System 16B]] (line buffer) sprite system
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** Y-sprite (back plane) layer: Plugs into a full-screen rotation, large [[wikipedia:Fillrate|fillrate]], dual [[wikipedia:Framebuffer|framebuffer]] (based on X Board) that can be fully rotated
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** Sky gradient (background) layer: [[wikipedia:Bitmap|Bitmap]] plane
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* [[Sprite (computer graphics)|Sprite]] capabilities: [[wikipedia:Linked list|Linked list]] of sprites, shadow & highlight, palette fade, color rotations, different levels of luminosity, full sprite zooming & scaling on both sprite planes, full sprite & framebuffer rotation on Y-sprite plane, [[wikipedia:Double buffering|double buffering]], dual line buffers on B-plane (512 sprite pixels/texels per line), dual [[wikipedia:Framebuffer|framebuffer]] on Y-plane
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** Sprite size/resolution: 8×8 to 512×512 [[wikipedia:Pixel|pixel]]
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** Colors per sprite: 16 to 512
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** Sprites per frame: 68 [[wikipedia:Kibibyte|KB]] [[wikipedia:Video memory|sprite RAM]], up to 2176 sprites (with 8x8 size and [[wikia:w:c:gaming:List of color palettes|16 colors]] each)
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** [[wikipedia:Texel (graphics)|Sprite pixels/texels]]: 50 MHz video clock cycles, 833,333 (60 Hz) to 838,408 (59.6368 Hz) pixels/texels per frame (262 [[wikipedia:Scan line|scanlines]]), 3180 to 3200 sprite pixels/texels per scanline, 397 to 400 sprites per scanline
  
 
==List of Games==
 
==List of Games==

Revision as of 02:15, 22 April 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 pseudo-3D sprite manipulation capabilities. It is the fourth in the Super Scaler series of arcade boards, after the Sega Hang-On hardware, Sega OutRun hardware and X Board.

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

  • Board composition: CPU Board + Video Board
  • Main CPU: 3× MC68000 @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
    • 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 (8-bit & 16-bit instructions @ 0.58 MIPS) with 2KB RAM
  • Sound chips:
  • GPU: Sega Super Scaler chipset
    • Graphics board: Sega 837-6566 Video Board @ 50 MHz (315-5196 sprite generator, 315-5213 sprite chip, 315-5242 color encoder, 315-5305 sprite generator, 2× 315-5306 video sync & rotation, 315-5312 video mixer)
    • Math chips: 315-5248 hardware multiplier, 315-5249 hardware divider
  • RAM: 778 KB (SRAM)
    • Main RAM: 208 KB (64 KB CPU 1, 16 KB CPU 2, 64 KB CPU 3, 64 KB shared)
    • Video RAM: 566 KB (32 KB Y-sprites, 4 KB B-sprites, 2 KB rotation, 16 KB palette, 512 KB framebuffer)
    • Sound RAM: 6 KB (2 KB Z80, 4 KB SegaPCM)
  • Video resolution: 320×224 (display), 342×262 (overscan), progressive scan
  • Refresh rate: 59.6368 to 60 Hz (V-sync)
  • Frame rate: 59.6368 to 60 frames per second
  • Color palette: 2,097,152 (4096 palette banks with 512 colors each), to 16,777,216 with effects (shadow & highlight, luminosity, palette fade)
  • Colors on screen: 24,576, to 71,680 (320×224) with luminosity and palette fade
  • 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
  • Graphical planes: Three layers
    • B-sprite (front plane) layer: Priority on top, based on System 16B (line buffer) sprite system
    • Y-sprite (back plane) layer: Plugs into a full-screen rotation, large fillrate, dual framebuffer (based on X Board) that can be fully rotated
    • Sky gradient (background) layer: Bitmap plane
  • Sprite capabilities: Linked list of sprites, shadow & highlight, palette fade, color rotations, different levels of luminosity, full sprite zooming & scaling on both sprite planes, full sprite & framebuffer rotation on Y-sprite plane, double buffering, dual line buffers on B-plane (512 sprite pixels/texels per line), dual framebuffer on Y-plane
    • Sprite size/resolution: 8×8 to 512×512 pixel
    • Colors per sprite: 16 to 512
    • Sprites per frame: 68 KB sprite RAM, up to 2176 sprites (with 8x8 size and 16 colors each)
    • Sprite pixels/texels: 50 MHz video clock cycles, 833,333 (60 Hz) to 838,408 (59.6368 Hz) pixels/texels per frame (262 scanlines), 3180 to 3200 sprite pixels/texels per scanline, 397 to 400 sprites per scanline

List of Games

Gallery


Sega arcade boards
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PC-based hardware








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