Difference between revisions of "Sega OutRun hardware"

From Sega Retro

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**** Video Board: 600 KB SRAM
 
**** Video Board: 600 KB SRAM
 
*** Sound RAM: 2.25 KB
 
*** Sound RAM: 2.25 KB
 +
*** SRAM speed: 0-45 [[wikipedia:Nanosecond|nanoseconds]]{{ref|http://www.datasheets360.com/pdf/3336510171156824876}}
 
** [[ROM]]: 2784-3008 KB (including 544-640 KB [[EPROM]] and 1024 KB [[wikipedia:Mask ROM|Mask ROM]])
 
** [[ROM]]: 2784-3008 KB (including 544-640 KB [[EPROM]] and 1024 KB [[wikipedia:Mask ROM|Mask ROM]])
 
*** Standard: 2784 KB (672 KB main, 1888 KB video, 224 KB sound){{ref|http://flyers.arcade-museum.com/flyers_video/sega/16189802.jpg}}{{ref|http://mamedb.com/game/outrun}}
 
*** Standard: 2784 KB (672 KB main, 1888 KB video, 224 KB sound){{ref|http://flyers.arcade-museum.com/flyers_video/sega/16189802.jpg}}{{ref|http://mamedb.com/game/outrun}}

Revision as of 01:26, 16 October 2015

OutrunHardware topboard.jpg
Sega OutRun hardware
Manufacturer: Sega
Release Date RRP Code

Sega's OutRun hardware was released in 1986 with the driving game OutRun. It is a successor to their Hang-On hardware, making it the second in Sega's "Super Scaler" series of pseudo-3D arcade hardware. It was succeeded by the Sega X Board in 1987.

The OutRun hardware, like the 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 as well as sprite/texture scaling capabilities. The OutRun hardware can do everything the Hang-On hardware can do, but its processors are clocked higher (allowing for quicker calculations) and the board can draw two roads (the Hang-On hardware can only draw one). At the time, the OutRun hardware was a very powerful but expensive arcade board, with arcade operators advised to charge twice as many credits than for regular arcade machines.

Three made use of the hardware, all of which are driving games. However, only OutRun and Turbo OutRun are truly for this hardware, as Super Hang-On was also released for the Hang-On hardware in a mostly identical form.

Technical Specifications

  • Board composition: CPU Board, Video Board[1]
  • 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:
  • 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
  • Memory: 3534.25 KB to 3758.25 KB
    • RAM: 750.25 KB, including 670 KB high-speed SRAM (Static RAM)[1]
      • Main RAM: 64 KB (32 KB work, 32 KB shared)
      • Video RAM: 684 KB
        • CPU Board: 84 KB (4 KB sprites, 8 KB colors, 64 KB tiles, 4 KB text, 4 KB roads)
        • Video Board: 600 KB SRAM
      • Sound RAM: 2.25 KB
      • SRAM speed: 0-45 nanoseconds[2]
    • ROM: 2784-3008 KB (including 544-640 KB EPROM and 1024 KB Mask ROM)
      • Standard: 2784 KB (672 KB main, 1888 KB video, 224 KB sound)[3][4]
      • Maximum: 3008 KB (672 KB main, 1888 KB video, 448 KB sound)[5][6]
    • Video memory: 2572 KB (684 KB video RAM, 1888 KB video ROM)
  • Video resolution: 320×224 (display), 400×262 (overscan), progressive scan
  • Refresh rate: 60.0543 Hz (V-sync)
  • Color palette: 98,304
    • 16-bit color palette: 15-bit RGB high color depth (32,768 colors) and 1-bit shadow & highlight that triples up to 98,304 colors.
  • Colors on screen: 12,288
  • Graphical planes:
  • Sprite/texture capabilities: Frame-buffered sprites/textures with zooming capabilities, 128 on-screen sprites per frame, 7680 sprites/textures scaled per second, 16 colors per sprite/texture
    • Video clock cycles: 25.1748 MHz (60.0543 Hz refresh rate)
    • Sprite pixel/texel fillrate: 25.1748 million pixels/texels per second, 419,199 pixels/texels per frame/refresh, 1600 sprite pixels/texels per scanline, 128 sprites/textures per scanline

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