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/}}
* [[Pixel]] fillrate: 100 million pixels/sec (50 million pixels/sec per monitor)
+
* [[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]]/sec (50 million texels/sec per monitor)
+
** 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
Manufacturer: Sega
Release Date RRP Code

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]

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

  • Memory: Up to 94.3 MB (6276 KB main, 85.125 MB video, 3 MB sound)
  • System RAM: 8452 KB (8.254 MB)
    • Main RAM: 2180 KB (2 MB SDRAM, 128 KB SRAM, 4 KB FRAM)
    • VRAM: 5.125 MB (2.25 MB FPRAM, 2 MB DRAM, 896 KB SRAM)
    • Sound RAM: 1 MB (DRAM)
  • System ROM: 1 MB (EPROM)
  • Game ROM: Up to 85 MB
    • Main ROM: 3 MB (EPROM)
    • VROM: 80 MB (MROM)
    • Sound ROM: 2 MB

Bandwidth

  • System RAM bandwidth: 574.4 MB/sec
    • Main RAM: 114.54544 MB/sec (32-bit, 28.63636 MHz) [10]
    • VRAM: 444.444444 MB/sec (160-bit, 22.222222 MHz) [11]
    • Sound RAM: 15.384615 MB/sec (16-bit, 7.692308 MHz) [12]
  • System ROM bandwidth: 57.3 MB/sec (16-bit, 28.63636 MHz) [13]
  • Game ROM bandwidth: 799.7 MB/sec [14]
    • Main ROM: 114.54544 MB/sec (32-bit, 28.63636 MHz) [15]
    • VROM: 640 MB/sec (160-bit, 32 MHz)
    • Sound ROM: 45.158 MB/sec (16-bit, 22.579 MHz)

Softography


Sega arcade boards
Originating in arcades









Console-based hardware








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