Difference between revisions of "Sega System 16"
From Sega Retro
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*GPU Chipset: 315-5196 sprite generator, 315-5197 tilemap generator, 315-5213 sprite chip, 315-5248 & 315-5250 math chips | *GPU Chipset: 315-5196 sprite generator, 315-5197 tilemap generator, 315-5213 sprite chip, 315-5248 & 315-5250 math chips | ||
**[[Sprite]] Capabilities: Sprite scaling | **[[Sprite]] Capabilities: Sprite scaling | ||
− | *Memory: 1179 KB to | + | *Memory: 1179 KB to 3675 KB |
**[[RAM]]: 147 KB, including 104 KB high-speed [[SRAM]] (Static RAM) | **[[RAM]]: 147 KB, including 104 KB high-speed [[SRAM]] (Static RAM) | ||
***Main RAM: 48 KB (16 KB work SRAM, 16 KB I/O, 16 KB NVRAM) | ***Main RAM: 48 KB (16 KB work SRAM, 16 KB I/O, 16 KB NVRAM) |
Revision as of 01:54, 16 October 2015
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Sega System 16 | |||||
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Manufacturer: Sega | |||||
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The Sega System 16 is an arcade board released by Sega in 1985 as a 16-bit successor to the Sega System 1 and Sega System 2. Throughout its lifespan, there would be around forty games released on this hardware, making it one of Sega's most successful hardware designs. It was produced in three variants, the Pre-System 16, System 16A and System 16B, though the only differences between the three are clock speeds.
The System 16 is the home to many of Sega's most successful franchises, including Shinobi, Fantasy Zone, Altered Beast and Golden Axe. It popularised the use of the Motorola 68000 CPI and Zilog Z80 combo, something which was copied for Capcom's successful CPS-1 and CPS-2 boards (among other arcade systems of the day), as well as most notably, the Sega Mega Drive.
In order to prevent piracy, as well as illegal bootleg games, many System 16 boards used an encryption system. A Hitachi FD1094 chip, containing the main CPU as well as the decryption key, was used in place of a regular CPU.
Though Pre-System 16, System 16A and System 16B are the three most recognised variants of the hardware, there is technically a fourth, dubbed "System 16C" which was used by the 2008 release of Fantasy Zone II DX: The Tears of Opa-Opa. Fantasy Zone II DX arrived almost a decade and a half after the System 16 hardware was discontinued, however its real arcade release means that System 16C specifications may belong to the Sega System 16 series. Fantasy Zone II DX needs more RAM than any of the other System 16 boards can offer, but the game adhered to other restrictions of the hardware.
Contents
Technical Specifications
System 16 Specifications
- Board Composition: CPU Board, Video Board
- Main CPU: Hitachi FD1094 (Motorola 68000) @ 10 MHz (16-bit & 32-bit instructions @ 1.75 MIPS)
- Main MCU: Intel i8751 @ 8 MHz (8-bit instructions @ 8 MIPS, 1 instruction per cycle)
- Sound CPU: NEC uPD780C-1 (Zilog Z80 clone) @ 4 MHz
- Sound MCU: Intel i8048 @ 6 MHz (8-bit instructions @ 6 MIPS)
- FM Sound Chip: Yamaha YM2151 @ 4 MHz (8 FM synthesis channels)
- PCM Sound Chip: NEC uPD7751 ADPCM Decoder @ 6 MHz
- ADPCM Sampling Channels: 3
- Audio Bit Depth: 8-bit
- GPU Chipset: 315-5011 sprite line comparator, 315-5012 sprite generator, 2× 315-5049 tilemap chips, 315-5107 & 315-5108 display timers, 315-5143 & 315-5144 sprite chips, 315-5149 video mixer
- Clock Rate Performance: 12.5874 MHz sprite line buffer render clock, 6.2937 MHz sprite line buffer scan/erase & pixel clock
- Memory: 836-1252 KB
- RAM: 147 KB, including 77 KB high-speed SRAM (Static RAM)[1][2]
- Main RAM: 48 KB (16 KB work RAM, 16 KB I/O, 16 KB NVRAM)
- Video RAM: 97 KB
- CPU Board: 42 KB (32 KB tiles, 4 KB text, 2 KB sprites, 4 KB color, 16 KB I/O, 16 KB NVRAM)
- Video Board: 55 KB SRAM
- Sound RAM: 2 KB
- ROM: 705-1121 KB EPROM
- Video memory: 449-801 KB (97 KB video RAM, 352-704 KB video EPROM)
- RAM: 147 KB, including 77 KB high-speed SRAM (Static RAM)[1][2]
- Display Resolution:
- Horizontal: 320×224 (display), 342×262 (overscan)
- Vertical: 224×320 (display), 262×342 (overscan)
- Scanlines: 262 scanlines, progressive scan
- Color Palette: 98,304
- 15-bit RGB high color depth (32,768 colors) and 1-bit shadow & highlight that triples up to 98,304 colors
- Colors on Screen: 4096 (unique colors) to 6144 (with shadow & highlight)
- Graphical Planes:
- 1 sprite layer
- 1 text layer
- 2 tile layers (row & column scrolling, 8×8 tiles)
- Sprite Capabilities: Dual line buffers, double buffering, 128 on-screen sprites
- Fillrate per Scanline: 800 sprite pixels/texels (800.75 sprite processing ticks) per scanline
- Sprites per Scanline: 100 sprites per scanline
- Colors per Sprite: 16
- Sprite Sizes: 8 to 256 pixels width, 8 to 256 pixels height
System 16B Specifications
System 16B featured the following upgrades:[5][6]
- Board composition: CPU Board, ROM Board
- Sound CPU: Zilog Z80 @ 5 MHz (8-bit & 16-bit instructions @ 0.725 MIPS)
- PCM Sound Chip: NEC uPD7751 ADPCM Decoder @ 640 kHz
- ADPCM Sampling Channels: 8
- Audio Bit Depth: 9-bit
- Other Features: 8 kHz sampling rate, up to 128 KB audio ROM and 256 samples
- GPU Chipset: 315-5196 sprite generator, 315-5197 tilemap generator, 315-5213 sprite chip, 315-5248 & 315-5250 math chips
- Sprite Capabilities: Sprite scaling
- Memory: 1179 KB to 3675 KB
- RAM: 147 KB, including 104 KB high-speed SRAM (Static RAM)
- Main RAM: 48 KB (16 KB work SRAM, 16 KB I/O, 16 KB NVRAM)
- Video RAM: 97 KB, including 84 KB SRAM (4 KB sprites, 4 KB color, 64 KB tiles, 4 KB text, 8 KB line buffers)
- Sound RAM: 2 KB SRAM
- SRAM speed: 0-45 nanoseconds[7]
- ROM: 1032 KB (in 1986) to 3528 KB (in 1991)
- Video memory: 801-2913 KB (97 KB video RAM, 704-2816 KB video ROM)
- RAM: 147 KB, including 104 KB high-speed SRAM (Static RAM)
System 16C Specifications
System 16C featured the following upgrade over System 16B in 2008:[5]
- RAM: 387 KB, including 104 KB high-speed SRAM (Static RAM)
- Main RAM: 288 KB (256 KB work RAM, 16 KB I/O, 16 KB NVRAM)
- Video RAM: 97 KB, including 84 KB SRAM (4 KB sprites, 4 KB color, 64 KB tiles, 4 KB text, 8 KB line buffers)
- Sound RAM: 2 KB SRAM
Gallery
Pre-System 16
Sega System 16A
Sega System 16B
List of Games
Pre-System 16
- Major League (1985)
- Body Slam / Dump Matsumoto (1986)
- Alien Syndrome (1987)
- Quartet (1987)
- Quartet 2 (1987)
System 16A
- Action Fighter (1986)
- Alex Kidd: The Lost Stars (1986)
- Fantasy Zone (1986)
- SDI (1987)
- Shinobi (1987)
- Time Scanner (1987)
- Sukeban Jansi Ryuko (1988)
- Tetris (1988)
- Wonder Boy III: Monster Lair (1988)
System 16B
- Alien Syndrome (1987)
- Dunk Shot (1987)
- Time Scanner (1987)
- Bullet (1987)
- Super League (1987)
- Sonic Boom (1987)
- Charon (198?)
- Altered Beast / Juuouki (1988)
- Dynamite Dux (1988)
- Heavyweight Champ (1988)
- Passing Shot (1988)
- Sukeban Jansi Ryuko (1988)
- Tetris (1988)
- Wonder Boy III: Monster Lair (1988)
- Ace Attacker (1989)
- Bay Route (1989)
- ESWAT (1989)
- Excite League (1989)
- Flash Point (1989)
- Golden Axe (1989)
- M.V.P. (1989)
- Tough Turf (1989)
- Wrestle War (1989)
- Aurail (1990)
- Ryu Kyu (1990)
- Cotton (1991)
- Riot City (1991)
- Touryuumon (1994)
System 16C
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