Difference between revisions of "Sega Model 2"

From Sega Retro

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* Memory: Up to 61.8 [[Byte|MB]] (10.625 MB main, 35,424 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
 
* Memory: Up to 61.8 [[Byte|MB]] (10.625 MB main, 35,424 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
 
* System [[RAM]]: 9776 KB (9.546875 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
 
* System [[RAM]]: 9776 KB (9.546875 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
** Main RAM: 1152 KB
+
** Main RAM: 1152 KB (1.125 MB)
 
** [[VRAM]]: 5984 KB (1 MB [[wikipedia:Framebuffer|framebuffer]] [[VRAM]], 64 KB coprocessor [[wikipedia:Data buffer|buffer]] [[SRAM]]/[[wikipedia:SDRAM|SDRAM]], 4 MB texture SRAM/SDRAM, 128 KB [[wikipedia:Luma (video)|luma]], 32 KB [[wikipedia:Digital geometry|geometry]], 576 KB [[wikipedia:Tiled rendering|tiles]], 64 KB colors)
 
** [[VRAM]]: 5984 KB (1 MB [[wikipedia:Framebuffer|framebuffer]] [[VRAM]], 64 KB coprocessor [[wikipedia:Data buffer|buffer]] [[SRAM]]/[[wikipedia:SDRAM|SDRAM]], 4 MB texture SRAM/SDRAM, 128 KB [[wikipedia:Luma (video)|luma]], 32 KB [[wikipedia:Digital geometry|geometry]], 576 KB [[wikipedia:Tiled rendering|tiles]], 64 KB colors)
 
** Audio RAM: 576 KB
 
** Audio RAM: 576 KB
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* Internal processor memory: 36.75 KB
 
* Internal processor memory: 36.75 KB
 
** CPU cache: 768 bytes {{fileref|I960 datasheet.pdf}}
 
** CPU cache: 768 bytes {{fileref|I960 datasheet.pdf}}
** TGP RAM: 36 KB (6 KB per TGP) {{fileref|MB86232 datasheet.pdf}}
+
** TGP internal RAM: 36 KB (6 KB per TGP) {{fileref|MB86232 datasheet.pdf}}
 
* Game [[ROM]]: Up to 54.25 MB ([http://mamedb.com/game/vcop 9.5 MB] main, [http://mamedb.com/game/daytona 28.75 MB] video, 16 MB audio)
 
* Game [[ROM]]: Up to 54.25 MB ([http://mamedb.com/game/vcop 9.5 MB] main, [http://mamedb.com/game/daytona 28.75 MB] video, 16 MB audio)
 
}}
 
}}
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* Internal processor memory: 484 MB/sec
 
* Internal processor memory: 484 MB/sec
 
** CPU cache: 100 MB/sec (32-bit, 25 MHz)
 
** CPU cache: 100 MB/sec (32-bit, 25 MHz)
** TGP RAM: 384 MB/sec (6× 32-bit, 16 MHz)
+
** TGP internal RAM: 384 MB/sec (6× 32-bit, 16 MHz)
 
* Game ROM bandwidth: 200 MB/sec (32-bit, 50 MHz, 20 [[wikipedia:Nanosecond|ns]]) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}{{ref|http://pdf.datasheetcatalog.com/datasheet/macronix/MX27C1024TC-55.pdf}}
 
* Game ROM bandwidth: 200 MB/sec (32-bit, 50 MHz, 20 [[wikipedia:Nanosecond|ns]]) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}{{ref|http://pdf.datasheetcatalog.com/datasheet/macronix/MX27C1024TC-55.pdf}}
 
}}
 
}}
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*Memory: Up to 142 MB (35.125 MB main, 90,208 KB video, 16,960 KB audio, 18 KB other)
 
*Memory: Up to 142 MB (35.125 MB main, 90,208 KB video, 16,960 KB audio, 18 KB other)
 
** System RAM: 9776 KB (9.546875 MB)
 
** System RAM: 9776 KB (9.546875 MB)
*** Main RAM: 1152 KB
+
*** Main RAM: 1152 KB (1.125 MB)
 
*** VRAM: 5984 KB
 
*** VRAM: 5984 KB
 
*** Audio RAM: 576 KB
 
*** Audio RAM: 576 KB
 
*** Other RAM: 18 KB
 
*** Other RAM: 18 KB
 +
* Internal processor memory: 36.75 KB
 
** CPU cache: 768 bytes
 
** CPU cache: 768 bytes
 +
** TGP internal RAM: 36 KB
 
** Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video,{{ref|http://mamedb.com/game/dynamcop}} 16 MB audio)
 
** Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video,{{ref|http://mamedb.com/game/dynamcop}} 16 MB audio)
 
}}
 
}}
Line 160: Line 162:
 
* Memory: Up to 150.21 [[Byte|MB]] (35.125 MB main, 99,332 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
 
* Memory: Up to 150.21 [[Byte|MB]] (35.125 MB main, 99,332 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
 
** System [[RAM]]: 18,388 KB (17.957031 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
 
** System [[RAM]]: 18,388 KB (17.957031 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
*** Main RAM: 1152 KB
+
*** Main RAM: 1152 KB (1.125 MB)
 
*** [[VRAM]]: 14,596 KB (1.5 MB framebuffer [[VRAM]], 8228 KB coprocessor buffer [[SRAM]]/SDRAM, 4 MB texture SRAM/SDRAM, 64 KB luma, 32 KB geometry, 576 KB tiles, 64 KB colors)
 
*** [[VRAM]]: 14,596 KB (1.5 MB framebuffer [[VRAM]], 8228 KB coprocessor buffer [[SRAM]]/SDRAM, 4 MB texture SRAM/SDRAM, 64 KB luma, 32 KB geometry, 576 KB tiles, 64 KB colors)
 
*** Audio RAM: 576 KB
 
*** Audio RAM: 576 KB
Line 166: Line 168:
 
** Internal processor memory: 512.75 KB
 
** Internal processor memory: 512.75 KB
 
*** CPU cache: 768 bytes
 
*** CPU cache: 768 bytes
*** DSP RAM: 512 KB SRAM (256 KB per DSP) {{fileref|ADSP-2106 datasheet.pdf}}
+
*** DSP internal RAM: 512 KB SRAM (256 KB per DSP) {{fileref|ADSP-2106 datasheet.pdf}}
 
** Game [[ROM]]: Up to 132.25 MB (34 MB main, 82.25 MB video, 16 MB audio)
 
** Game [[ROM]]: Up to 132.25 MB (34 MB main, 82.25 MB video, 16 MB audio)
 
}}
 
}}

Revision as of 10:08, 25 November 2015

Model2 cpu.jpg
Sega Model 2
Manufacturer: Sega
Release Date RRP Code

The Sega Model 2 is an arcade system board originally debuted by Sega in 1993 as a successor to the Sega Model 1 board. It is an extension of the Model 1 hardware, most notably introducing the concept of texture-mapped polygons, allowing for more realistic 3D graphics for its time. The Model 2 board was an important milestone for the arcade industry, and helped launch several key arcade franchises of the 1990s, including Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On and The House of the Dead.

The Model 2 was engineered with help from GE Aerospace (acquired by Martin Marietta in 1993, now part of Lockheed Martin), who designed the texture-mapping chip incorporated by the Model 2, which combined it with Sega's in-house polygon geometry engine.[1] The Model 2's development was led by famed Sega AM2 game designer Yu Suzuki. The arcade board debuted along with Daytona USA, a game which was finished and copyrighted in 1993, and debuted at the JAMMA arcade show in August 1993. [2]

There are four versions of the system: the original Model 2, and the Model 2A-CRX, Model 2B-CRX and Model 2C-CRX variants. Model 2 and 2A-CRX used a custom DSP with internal code for the geometrizer, while 2B-CRX and 2C-CRX used well documented DSPs and uploaded the geometrizer code at startup to the DSP. The Model 2 was succeeded in 1996 by the Sega Model 3, which in turn was succeeded by the Sega NAOMI, Sega Hikaru and Sega NAOMI 2.

History

It was a further advancement of the earlier Model 1 system. The most noticeable improvement was texture mapping, which enabled polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that Model 1 supported. The Model 2 also introduced the use of texture filtering and texture anti-aliasing,[1] as well as trilinear filtering.[3] It was the most powerful game system in its time, equivalent to the power of a PC graphics card in 1998, five years after the Model 2's release. [3]

Designed by Sega AM2's Yu Suzuki, he stated that the Model 2's texture mapping chip originated "from military equipment from Lockheed Martin, which was formerly General Electric Aerial & Space's textural mapping technology. It cost $2 million dollars to use the chip. It was part of flight-simulation equipment that cost $32 million. I asked how much it would cost to buy just the chip and they came back with $2 million. And I had to take that chip and convert it for video game use, and make the technology available for the consumer at 5,000 yen ($50)" ($84 in 2014) per machine. He said "it was tough but we were able to make it for 5,000 yen. Nobody at Sega believed me when I said I wanted to purchase this technology for our games."[4] Suzuki stated that, in "the end," it "was a hit and the industry gained mass-produced texture-mapping as a result." For Virtua Fighter 2, he also utilized motion capture technology, introducing it to the game industry. [5]

There were also issues working on the new CPU,[4] the Intel i960-KB, which had just released in 1993.[6] Suzuki stated that when working "on a brand new CPU, the debugger doesn't exist yet. The latest hardware doesn't work because it's full of bugs. And even if a debugger exists, the debugger itself is full of bugs. So, I had to debug the debugger. And of course with new hardware there's no library or system, so I had to create all of that, as well. It was a brutal cycle." [4]

In a late 1998 interview, Read3D's Jon Lenyo, a former employee of GE Aerospace (later Lockheed Martin), stated that Sega's development for the Model 2 can be traced back as early as November 1990, when he and other GE Aerospace employees visited Sega and demonstrated the trilinear texture filtering and shading capabilities of their technology. As Sega was already working on the Sega Model 1 internally, they eventually incorporated GE Aerospace's technology into the Model 2. [3]

Despite its high price tag of around $15,000 [3] (equivalent to $24489 in 2014), the Model 2 platform was very successful. It featured some of the highest grossing arcade games of all time: Daytona USA, Virtua Fighter 2, Cyber Troopers Virtual-On, The House of the Dead, and Dead or Alive, to name a few. Sega sold 65,000 units of the Model 2 annually,[3] and eventually sold over 130,000 units by 1996, amounting to over $1.95 billion revenue from hardware cabinet sales (130,000 units[7][8] at $15,000 each),[3][9] equivalent to over $3.18 billion in 2014, making it one of the best-selling arcade systems of all time.

According to Yu Suzuki, the Sega Model 2B-CRX arcade system board developed for Fighting Vipers "has a slightly faster processing speed" and "a higher response to displaying more polygons".[10]

Technical Specifications

Model 2 Specifications

Sound

Graphics

Memory

  • Memory: Up to 61.8 MB (10.625 MB main, 35,424 KB video, 16,960 KB audio, 18 KB other)
  • System RAM: 9776 KB (9.546875 MB) [17]
  • Internal processor memory: 36.75 KB
    • CPU cache: 768 bytes [13]
    • TGP internal RAM: 36 KB (6 KB per TGP) [19]
  • Game ROM: Up to 54.25 MB (9.5 MB main, 28.75 MB video, 16 MB audio)

Bandwidth

  • System RAM bandwidth: 974 MB/sec
    • Main RAM bandwidth: 112 MB/sec
      • i960: 100 MB/sec (32-bit, 25 MHz)
      • Z80: 12 MB/sec (2× 8-bit, 8 MHz & 4 MHz)
    • VRAM bandwidth: 883.34066 MB/sec [12][21]
      • TGP: 384 MB/sec (6× 32-bit, 16 MHz) [24]
      • Video Board: 499.34066 MB/sec
        • 315-5292 & 315-5644: 30.769232 MB/sec (2× 16-bit, 7.692308 MHz) [25]
        • 315-5645: 28.571428 MB/sec (16-bit, 14.285714 MHz) [26]
        • 315-5646 & 315-5647: 400 MB/sec (2× 32-bit, 50 MHz)
        • 315-5712: 40 MB/sec (8-bit, 40 MHz) [27]
    • Audio RAM bandwidth: 20 MB/sec (16-bit, 10 MHz)
  • Internal processor memory: 484 MB/sec
    • CPU cache: 100 MB/sec (32-bit, 25 MHz)
    • TGP internal RAM: 384 MB/sec (6× 32-bit, 16 MHz)
  • Game ROM bandwidth: 200 MB/sec (32-bit, 50 MHz, 20 ns) [11][28]

Model 2A-CRX Specifications

Model 2A-CRX, released in 1994, featured upgraded sound capabilities and increased ROM capacity:

  • Sound CPU: Motorola 68000 @ 12 MHz (16-bit & 32-bit instructions @ 2.1 MIPS)
  • Sound chip: Yamaha SCSP
    • PCM channels: 56
    • PCM sample ROM: Up to 16 MB
    • PCM quality: 16-bit depth, 44.1 kHz sampling rate (CD quality)
    • SCSP features: 128-step DSP, 32 PCM/FM/MIDI/LFO channels
  • Memory: Up to 142 MB (35.125 MB main, 90,208 KB video, 16,960 KB audio, 18 KB other)
    • System RAM: 9776 KB (9.546875 MB)
      • Main RAM: 1152 KB (1.125 MB)
      • VRAM: 5984 KB
      • Audio RAM: 576 KB
      • Other RAM: 18 KB
  • Internal processor memory: 36.75 KB
    • CPU cache: 768 bytes
    • TGP internal RAM: 36 KB
    • Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video,[29] 16 MB audio)

Model 2B-CRX Specifications

Model 2A-CRX, released in 1995, featured upgraded geometry engine DSP coprocessors and increased VRAM:

  • GPU: [17]
    • Geometry Engine DSP coprocessors: 2× Analog Devices ADSP-21062 SHARC [30]
      • Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, SOC, ALU, T&L
      • Floating-point units: 32-bit & 40-bit operations @ 240 MFLOPS (120 MFLOPS each)
      • Fixed-point arithmetic: 32-bit instructions @ 80 MIPS (40 MIPS each)
      • Data bus width: 96-bit (48-bit each)
      • DMA controllers: 20 DMA channels (10 channels each), 480 MB/sec transfer rate (240 MB/sec each)
    • Z-Sort & Clip Hardware: Sega Z-Sort & Clip Hardware
    • Hardware Renderer: Lockheed Martin Custom rasterization & texture mapping hardware
    • Tilemap engine: Sega System 24 tilemap engine
  • Rendering fillrate: 120 million pixels/sec (2 million pixels per frame)
  • Memory: Up to 150.21 MB (35.125 MB main, 99,332 KB video, 16,960 KB audio, 18 KB other)
    • System RAM: 18,388 KB (17.957031 MB) [11]
      • Main RAM: 1152 KB (1.125 MB)
      • VRAM: 14,596 KB (1.5 MB framebuffer VRAM, 8228 KB coprocessor buffer SRAM/SDRAM, 4 MB texture SRAM/SDRAM, 64 KB luma, 32 KB geometry, 576 KB tiles, 64 KB colors)
      • Audio RAM: 576 KB
      • Other RAM: 18 KB
    • Internal processor memory: 512.75 KB
      • CPU cache: 768 bytes
      • DSP internal RAM: 512 KB SRAM (256 KB per DSP) [30]
    • Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video, 16 MB audio)

Model 2C-CRX Specifications

Model 2A-CRX, released in 1996, featured an upgraded GPU chipset and optional sound board:

  • GPU:
    • GPU coprocessors: 2× Fujitsu TGPx4 MB86235 [17][23]
      • Coprocessor abilities: Geometry Engine DSP, Z-sorters, clipping, hardware renderers, floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, DMA controllers, T&L
      • Floating-point units: 32-bit & 40-bit operations @ 160 MFLOPS (80 MFLOPS each)
      • Fixed-point arithmetic: 32-bit & 64-bit instructions @ 240 MIPS (120 MIPS each)
      • Bus width: 192-bit (96-bit each; 64-bit SDRAM, 32-bit SRAM)
    • Tilemap engine: Sega System 24 tilemap engine
  • Graphical features: Gouraud shading, hidden surface, Z-buffering, point sampling, bilinear filtering, trilinear filtering [31]
  • Geometric performance: [23]
    • 800,000 textured polygons/sec, with lighting and flat shading (400,000 per GPU)
    • 490,000 textured polygons/sec, with lighting and Gouraud shading (245,000 per GPU)
  • Fillrate performance: [23]
    • Rendering fillrate: 190 million pixels/sec (95 million pixels/sec per GPU)
    • Texture fillrate: 190 million texels/sec (95 million texels/sec per GPU)
  • Optional MPEG sound board: DSB2
    • Additional sound CPU: Motorola 68000 (16-bit & 32-bit instructions)
    • Additional sound chip: NEC µD65654GF102

List of Games

Model 2

Model 2A-CRX

Model 2B-CRX

Model 2C-CRX

Other

Gallery


Sega arcade boards
Originating in arcades








  1. 1.0 1.1 File:NextGeneration US 11.pdf, page 16
  2. File:EGM US 051.pdf, page 222
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 http://www.thg.ru/smoke/19991022/print.html
  4. 4.0 4.1 4.2 htt (Wayback Machine: 2013-11-13 17:41)
  5. http://www.gamasutra.com/view/news/228512/Yu_Suzuki_recalls_using_military_tech_to_make_Virtua_Fighter_2.php
  6. http://pdf.datasheetcatalog.com/datasheet/Intel/mXqwttu.pdf
  7. http://archive.today/XN3rz
  8. http://tinyurl.com/nyb7y3s
  9. http://www.assemblergames.com/forums/showthread.php?47028-Early-concept-of-Daytona-USA-at-Summer-CES-1993-Not-on-Model-2-but-Compu-Scene
  10. File:SSM_UK_02.pdf, page 21
  11. 11.0 11.1 11.2 11.3 11.4 https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp
  12. 12.0 12.1 12.2 12.3 12.4 http://www.tvspels-nostalgi.com/pcb_sega.htm
  13. 13.0 13.1 File:I960 datasheet.pdf
  14. File:80960KB datasheet.pdf
  15. http://pdf.datasheetarchive.com/indexerfiles/Scans-068/DSA2IH00225160.pdf
  16. File:ST-077-R2-052594.pdf
  17. 17.0 17.1 17.2 17.3 17.4 17.5 https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp
  18. http://members.iinet.net.au/~lantra9jp1/gurudumps/m2status/index.html
  19. 19.0 19.1 File:MB86232 datasheet.pdf
  20. 20.0 20.1 http://wiki.mamedev.org/index.php/TGP:Index
  21. 21.0 21.1 http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG
  22. http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c
  23. 23.0 23.1 23.2 23.3 File:3DGraphicsProcessorChipSet.pdf
  24. File:TC5588P datasheet.pdf
  25. File:TC518128CPL datasheet.pdf
  26. http://matthieu.benoit.free.fr/cross/data_sheets/MB84256A.pdf
  27. http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-39/DSA-764435.pdf
  28. http://pdf.datasheetcatalog.com/datasheet/macronix/MX27C1024TC-55.pdf
  29. http://mamedb.com/game/dynamcop
  30. 30.0 30.1 File:ADSP-2106 datasheet.pdf
  31. File:3D-CG System with Video Texturing.pdf


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