Difference between revisions of "Sega G80"
From Sega Retro
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** [[wikipedia:Raster graphics|Raster]]: Zilog Z80 @ 8 MHz (8-bit & 16-bit instructions @ 1.16 [[wikipedia:Instructions per second|MIPS]]) | ** [[wikipedia:Raster graphics|Raster]]: Zilog Z80 @ 8 MHz (8-bit & 16-bit instructions @ 1.16 [[wikipedia:Instructions per second|MIPS]]) | ||
** [[wikipedia:Vector graphics|Vector]]: [[Zilog Z80]] @ 3.86712 MHz (8-bit & 16-bit instructions @ 0.561 MIPS) | ** [[wikipedia:Vector graphics|Vector]]: [[Zilog Z80]] @ 3.86712 MHz (8-bit & 16-bit instructions @ 0.561 MIPS) | ||
− | * [[wikipedia:Sound card|Sound boards]]: | + | * [[wikipedia:Sound card|Sound boards]]: {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segag80r.cpp}} |
− | + | ** Sega USB (Universal Sound Board) | |
*** [[wikipedia:Microcontroller|MCU]]: [[wikipedia:Intel MCS-48|Intel i8035]] @ 3.12 MHz (8-bit instructions @ 3.12 MIPS, 1 [[wikipedia:Instructions per cycle|instruction per cycle]]) | *** [[wikipedia:Microcontroller|MCU]]: [[wikipedia:Intel MCS-48|Intel i8035]] @ 3.12 MHz (8-bit instructions @ 3.12 MIPS, 1 [[wikipedia:Instructions per cycle|instruction per cycle]]) | ||
− | *** [[wikipedia:Sound chip|Sound chip]]: Sega Melody Generator ([[wikipedia:Programmable sound generator|programmable sound generator]]) | + | *** [[wikipedia:Sound chip|Sound chip]]: Sega Melody Generator ([[wikipedia:Programmable sound generator|programmable sound generator]]) |
** Speech Board (optional) | ** Speech Board (optional) | ||
*** MCU: [[wikipedia:Intel MCS-48|Intel i8035/i8039]] @ 3.12 MHz (8-bit instructions @ 3.12 MIPS) | *** MCU: [[wikipedia:Intel MCS-48|Intel i8035/i8039]] @ 3.12 MHz (8-bit instructions @ 3.12 MIPS) | ||
*** [[wikipedia:Speech synthesis|Speech synthesizer]]: [[wikipedia:General Instrument SP0256|General Instrument SP0250]] ([[wikipedia:Linear predictive coding|linear predictive coding]]) | *** [[wikipedia:Speech synthesis|Speech synthesizer]]: [[wikipedia:General Instrument SP0256|General Instrument SP0250]] ([[wikipedia:Linear predictive coding|linear predictive coding]]) | ||
− | ** [[Sega System 1]] sound board (optional, used for ''Sindbad Mystery'' in 1983) | + | ** [[Sega System 1]] sound board (optional, used for ''Sindbad Mystery'' in 1983) |
*** Sound chips: [[wikipedia:Texas Instruments SN76496|Sega SN76496]] @ 4 MHz, Sega SN76496 @ 2 MHz | *** Sound chips: [[wikipedia:Texas Instruments SN76496|Sega SN76496]] @ 4 MHz, Sega SN76496 @ 2 MHz | ||
* [[wikipedia:Raster graphics|Raster]] [[wikipedia:Graphics card|graphics board]]: Sega Video I {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segag80r.cpp}} | * [[wikipedia:Raster graphics|Raster]] [[wikipedia:Graphics card|graphics board]]: Sega Video I {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segag80r.cpp}} | ||
** Raster [[wikipedia:Video display controller|display controller]]: Sega Raster Display Controller @ 15.468 MHz | ** Raster [[wikipedia:Video display controller|display controller]]: Sega Raster Display Controller @ 15.468 MHz | ||
** Video resolution: | ** Video resolution: | ||
− | *** Horizontal: 256×224 (display), 328×262 (overscan) | + | *** Horizontal: 256×224 (display), 328×262 (overscan) |
*** Vertical: 224×256 (display), 262×328 (overscan) {{ref|http://web.archive.org/web/20130104202105/mamedev.org/source/src/mame/video/segag80r.c.html}} | *** Vertical: 224×256 (display), 262×328 (overscan) {{ref|http://web.archive.org/web/20130104202105/mamedev.org/source/src/mame/video/segag80r.c.html}} | ||
** [[Palette|Color palette]] [[wikipedia:Colour look-up table|table]]: 256 ([[wikipedia:8-bit color|8-bit RGB]] [[wikipedia:Programmable read-only memory|PROM]]) | ** [[Palette|Color palette]] [[wikipedia:Colour look-up table|table]]: 256 ([[wikipedia:8-bit color|8-bit RGB]] [[wikipedia:Programmable read-only memory|PROM]]) | ||
− | ** [[wikipedia:Color depth|Colors on screen]]: 64 to 128 ([[wikipedia:Video memory|palette RAM]]) | + | ** [[wikipedia:Color depth|Colors on screen]]: 64 to 128 ([[wikipedia:Video memory|palette RAM]]) |
− | ** [[wikipedia:Tile engine|Tilemap]] planes: 2 layers, horizontal and vertical [[wikipedia:Scrolling|scrolling]],{{ref|http://web.archive.org/web/20130104202105/mamedev.org/source/src/mame/video/segag80r.c.html}} 8×8 tiles, 4 colors per tile | + | ** [[wikipedia:Tile engine|Tilemap]] planes: 2 layers, horizontal and vertical [[wikipedia:Scrolling|scrolling]],{{ref|http://web.archive.org/web/20130104202105/mamedev.org/source/src/mame/video/segag80r.c.html}} 8×8 tiles, 4 colors per tile |
** [[Sprite]] capabilities: 28 to 32 sprites per [[wikipedia:Scan line|scanline]], 224 to 256 [[wikipedia:Texel (graphics)|sprite pixels/texels]] per scanline, 4 colors per sprite, 8×8 to 16×16 sizes | ** [[Sprite]] capabilities: 28 to 32 sprites per [[wikipedia:Scan line|scanline]], 224 to 256 [[wikipedia:Texel (graphics)|sprite pixels/texels]] per scanline, 4 colors per sprite, 8×8 to 16×16 sizes | ||
* [[wikipedia:Vector monitor|Vector display]] controller: Sega Display Controller | * [[wikipedia:Vector monitor|Vector display]] controller: Sega Display Controller |
Revision as of 20:37, 15 November 2015
Sega G80 | |||||
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Manufacturer: Sega | |||||
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The Sega G80 is an arcade system produced by Sega in 1981. It can be considered a successor to the Sega VIC Dual system, and was Sega's arcade platform of choice before the release of the Sega System 1.
The G80 was designed to be a more versatile system than those seen in arcade cabinets of the past. Rather than rely on bespoke cabinet designs for each game, Sega opted for a more cost-effective "Convert-a-Game" system (as it was marketed in the US), in which games housed on CPU boards could be easily swapped by arcade operators. It also marks Sega's recognition of the likes of Atari's Asteroids and Lunar Lander, as two variants of the G80 system exist - one which displays raster graphics, and another that displays color vector graphics.
The G80 gets its name from its CPU - a modified Z80 processor (which is attached to each game). The G80 is largely identical to the Z80, however the "ld (address),a" instruction (opcode 32h) was modified to mangle the address written to — an early form of copy protection. The mangling system is rather complicated, and differs from game to game.
The Sega G80 platform provided a basis for many reasonably successful vector-based games from the company, some of which, such as Space Fury, Tac/Scan, and, perhaps most famously, Star Trek: Strategic Operations Simulator, saw home console/computer ports.
Technical Specifications
- Board composition: One board
- Main CPU:
- Sound boards: [1]
- Sega USB (Universal Sound Board)
- MCU: Intel i8035 @ 3.12 MHz (8-bit instructions @ 3.12 MIPS, 1 instruction per cycle)
- Sound chip: Sega Melody Generator (programmable sound generator)
- Speech Board (optional)
- MCU: Intel i8035/i8039 @ 3.12 MHz (8-bit instructions @ 3.12 MIPS)
- Speech synthesizer: General Instrument SP0250 (linear predictive coding)
- Sega System 1 sound board (optional, used for Sindbad Mystery in 1983)
- Sound chips: Sega SN76496 @ 4 MHz, Sega SN76496 @ 2 MHz
- Sega USB (Universal Sound Board)
- Raster graphics board: Sega Video I [1]
- Raster display controller: Sega Raster Display Controller @ 15.468 MHz
- Video resolution:
- Horizontal: 256×224 (display), 328×262 (overscan)
- Vertical: 224×256 (display), 262×328 (overscan) [2]
- Color palette table: 256 (8-bit RGB PROM)
- Colors on screen: 64 to 128 (palette RAM)
- Tilemap planes: 2 layers, horizontal and vertical scrolling,[2] 8×8 tiles, 4 colors per tile
- Sprite capabilities: 28 to 32 sprites per scanline, 224 to 256 sprite pixels/texels per scanline, 4 colors per sprite, 8×8 to 16×16 sizes
- Vector display controller: Sega Display Controller
- Color depth: 64 (6-bit RGB) [3]
- RAM: [4]
List of Games
Raster
- 005 (1981)
- Astro Blaster (1981)
- Space Odyssey (1981)
- Monster Bash (1982)
- Pig Newton (1983)
- Sindbad Mystery (1983)
Vector
- Space Fury (1981)
- Eliminator (1981)
- Battle Star (1982)
- Star Trek: Strategic Operations Simulator (1982)
- Tac/Scan (1982)
- Zektor (1982)
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