Difference between revisions of "Sega H1 Board"
From Sega Retro
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* [[Palette|Color depth]]: 262,144 (18‑bit) to 16,777,216 (24/32‑bit) | * [[Palette|Color depth]]: 262,144 (18‑bit) to 16,777,216 (24/32‑bit) | ||
** Colors per sprite: 32,768 (15‑bit color) to 262,144 (15-bit color, 8 blending levels) {{ref|http://mamedev.emulab.it/haze/2013/02/28/does-it-blend/}} | ** Colors per sprite: 32,768 (15‑bit color) to 262,144 (15-bit color, 8 blending levels) {{ref|http://mamedev.emulab.it/haze/2013/02/28/does-it-blend/}} | ||
− | + | * [[Sprite|Sprite/Texture]] fillrate: 100 million [[pixel]]s/[[wikipedia:Texel (graphics)|texels]] per second (50 million per monitor) | |
− | * [[Sprite|Sprite/Texture]] fillrate: 100 million [[wikipedia:Texel (graphics)|texels]] | + | ** Maximum pixels/texels per frame: 1,753,074 (57.0426 Hz) |
− | ** Maximum texels per frame: 1,753,074 (57.0426 Hz) | + | ** Maximum pixels/texels per scanline: 7826 (224p resolution) |
− | ** Maximum texels per scanline: 7826 (224p resolution) | ||
* [[Sprite|Sprites/Textures]] per frame: 16,384 (768 KB object data memory, 48 bytes per object) | * [[Sprite|Sprites/Textures]] per frame: 16,384 (768 KB object data memory, 48 bytes per object) | ||
** Maximum sprites/textures per second: 983,040 (60 Hz) | ** Maximum sprites/textures per second: 983,040 (60 Hz) |
Revision as of 05:40, 28 November 2015
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Sega H1 Board | |||||
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Manufacturer: Sega | |||||
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The Sega H1 Board is an arcade board made by Sega. Released in 1995, it was a successor to the Sega System 32 and was the last Super Scaler arcade system board (using sprite/texture scaling for three-dimensional graphics). Hardware-wise, it crosses the bridge between the System 32 and the Sega Model 1 and Model 2. The H1 Board also uses hardware similar to the Sega Saturn and ST-V. Only two games are known to use the H1 Board.
Specifications
Technical specifications for the Sega H1 Board: [1][2]
- Board composition: CPU Board, Video Board, Communication Board, ROM Board
- Main CPU: Hitachi SH-2 @ 28.63636 MHz (32-bit, 28.63636 MIPS) [3]
- Sub-CPU: Hitachi SH-1 @ 16 MHz (32-bit, 16 MIPS) [3]
- Communication Board controllers:
- Data Link controller: Fujitsu MB89374 Data Link Controller (8-Bit) [4]
- DMA controller: Fujitsu MB89237A DMAC (8-Bit) [5]
Sound
- Sound CPU: Toshiba TMP68HC000N @ 16 MHz (16/32-bit, 2.8 MIPS)
- Sound processors: 2× Yamaha YMF292 (SCSP) [6]
- Sound DSP: 2× Yamaha FH1 DSP (Digital Signal Processor) @ 22.579 MHz (24-bit, 128-step, 8 parallel instructions)
- Bus width: 48-bit (2× 24-bit) internal, 32-bit (2× 16-bit) external [7]
- Audio channels: 64 (2× 32)
- Sound formats: PCM, FM, MIDI, LFO
- PCM sampling: 8/16‑bit audio depth, 44.1 kHz sampling sate (CD quality)
- Sound output: 4 speakers (surround sound)
Graphics
- GPU: Sega 837-9621 Video Board @ 50 MHz
- Hitachi FPGA: HG62S0791R17F, HG51B152FD, 2× HG62G019R16F
- Sega Custom QFP: 315‑5694, 315‑5697, 315‑5698, 4× 315‑5648, 2× 315‑5695, 2× 315‑5696
- Bus width: 160‑bit (2× 80‑bit buses)
- Memory access: VRAM (Video RAM), VROM (Video ROM), DMA, loads sprites/textures directly from VROM at high bandwidth
- Sprites/Textures: RLE compression, 8 color blending levels, Z-buffering,[8] blitter, sprite/texture cache, variable sprite/texture sizes, scaling/zooming, rotation, distortion, horizontal & vertical flipping, digitized sprites
- Backgrounds: Tilemap & bitmap backgrounds, scrolling,[9] zooming, rotation, distortion, tile flipping
- Display: 2-4 monitors, progressive scan
- Display resolution:
- 2 monitors: 640×224 to 992×384 (320×224 to 496×384 per monitor)
- 4 monitors: 1280×224 to 1280×240 (320×224 to 320×240 per monitor)
- Overscan resolution:
- 2 monitors: 640×224 to 1280×512 (320×224 to 640×512 per monitor)
- 4 monitors: 1280×224 to 1824×262 (320×224 to 456×262 per monitor)
- Refresh rate: 57.0426 to 60 Hz
- Frame rate: 57.0426 to 60 frames/sec
- Color depth: 262,144 (18‑bit) to 16,777,216 (24/32‑bit)
- Colors per sprite: 32,768 (15‑bit color) to 262,144 (15-bit color, 8 blending levels) [8]
- Sprite/Texture fillrate: 100 million pixels/texels per second (50 million per monitor)
- Maximum pixels/texels per frame: 1,753,074 (57.0426 Hz)
- Maximum pixels/texels per scanline: 7826 (224p resolution)
- Sprites/Textures per frame: 16,384 (768 KB object data memory, 48 bytes per object)
- Maximum sprites/textures per second: 983,040 (60 Hz)
- Maximum sprites/textures per scanline: 978 (8‑pixel width each)
Memory
Bandwidth
Softography
- Cool Riders (1995)
- Aqua Stage (1995) [16]
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Originating in arcades |
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