Difference between revisions of "Sega Hang-On hardware"
From Sega Retro
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** 315‑5011 sprite line comparator: 16‑bit, 18.8811 MHz (12.5874 MHz sprite line buffer render clock, 6.2937 MHz sprite line buffer scan/erase),{{ref|http://cgfm2.emuviews.com/txt/p16tech.txt}} 37.7622 MB/s | ** 315‑5011 sprite line comparator: 16‑bit, 18.8811 MHz (12.5874 MHz sprite line buffer render clock, 6.2937 MHz sprite line buffer scan/erase),{{ref|http://cgfm2.emuviews.com/txt/p16tech.txt}} 37.7622 MB/s | ||
** 315‑5012 sprite generator control: 8‑bit, 25.174 MHz, 25.174 MB/s | ** 315‑5012 sprite generator control: 8‑bit, 25.174 MHz, 25.174 MB/s | ||
− | ** 6× 315‑5025 custom graphics bit extraction devices: 24‑bit (3× 8‑bit), 5.882353 MHz,{{ref|http://hardware.speccy.org/datasheet/27c256.pdf}} 17.647059 MB/s | + | ** 6× 315‑5025 custom road graphics bit extraction devices: 24‑bit (3× 8‑bit), 5.882353 MHz,{{ref|http://hardware.speccy.org/datasheet/27c256.pdf}} 17.647059 MB/s |
** 2× 315‑5049 [http://cgfm2.emuviews.com/txt/p16tech.txt tilemap generators]: 28‑bit; 16‑bit (10 MHz),{{ref|https://datasheets.maximintegrated.com/en/ds/DS2016.pdf}} 12‑bit (5 MHz),{{ref|http://pdf.datasheetcatalog.com/datasheet_pdf/dallas-semiconductor/DS2064-200_and_DS2064S-200.pdf}} 27.5 MB/s | ** 2× 315‑5049 [http://cgfm2.emuviews.com/txt/p16tech.txt tilemap generators]: 28‑bit; 16‑bit (10 MHz),{{ref|https://datasheets.maximintegrated.com/en/ds/DS2016.pdf}} 12‑bit (5 MHz),{{ref|http://pdf.datasheetcatalog.com/datasheet_pdf/dallas-semiconductor/DS2064-200_and_DS2064S-200.pdf}} 27.5 MB/s | ||
** 2× 315‑5107 ([[wikipedia:Programmable Array Logic|PAL16R6]]) horizontal timing control: 16‑bit (2× 8‑bit), 25 MHz {{ref|http://www.ti.com/lit/ds/symlink/pal16r4a-2m.pdf}} | ** 2× 315‑5107 ([[wikipedia:Programmable Array Logic|PAL16R6]]) horizontal timing control: 16‑bit (2× 8‑bit), 25 MHz {{ref|http://www.ti.com/lit/ds/symlink/pal16r4a-2m.pdf}} | ||
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* [[Palette|Color depth]]: 32,768 (15‑bit RGB [[wikipedia:High color|high color]]) | * [[Palette|Color depth]]: 32,768 (15‑bit RGB [[wikipedia:High color|high color]]) | ||
** Colors on screen: [https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp 6144] | ** Colors on screen: [https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp 6144] | ||
− | * Graphical planes: | + | * Graphical planes: 5 layers |
** 2 tilemap layers | ** 2 tilemap layers | ||
** 1 text layer | ** 1 text layer | ||
** 1 sprite layer | ** 1 sprite layer | ||
− | ** 1 road layer | + | ** 1 road layer |
− | * [[Sprite|Sprite]] | + | * [[Sprite|Sprite]] layer: Hardware sprite‑scaling, 128 sprites on screen per frame, 7680 sprites/textures scaled per second, dual [[wikipedia:Framebuffer|line buffers]], [[wikipedia:Double buffering|double buffering]] {{ref|http://cgfm2.emuviews.com/txt/p16tech.txt}} |
** Sprite sizes: 8 to 256 pixels width, 8 to 256 pixels height {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas16a.cpp}} | ** Sprite sizes: 8 to 256 pixels width, 8 to 256 pixels height {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas16a.cpp}} | ||
** Sprite fillrate: 12.5874 million [[pixel]]s/[[texel]]s per sec, 209,790 pixels/texels per frame | ** Sprite fillrate: 12.5874 million [[pixel]]s/[[texel]]s per sec, 209,790 pixels/texels per frame | ||
** Sprite fillrate per scanline: 800 pixels/texels (800.75 [[wikipedia:Clock signal|ticks]]) per [[wikipedia:Scan line|scanline]], 100 sprites/textures per scanline | ** Sprite fillrate per scanline: 800 pixels/texels (800.75 [[wikipedia:Clock signal|ticks]]) per [[wikipedia:Scan line|scanline]], 100 sprites/textures per scanline | ||
− | * [[wikipedia:Tile engine|Tilemap]] | + | * [[wikipedia:Tile engine|Tilemap]] layers: [http://www.giantbomb.com/parallax-scrolling/3015-2915/ Row/Column scrolling], 8×8 tiles/textures {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segahang.cpp}} |
− | ** Tilemap fillrate: 13.75 million (27.5 MB/s) pixels/texels per sec (214,843 tiles/sec), 229,166 pixels/texels per frame (3580 tiles per frame) | + | ** Tilemap fillrate: 13.75 million (27.5 MB/s) pixels/texels per sec (214,843 tiles/textures per sec), 229,166 pixels/texels per frame (3580 tiles per frame) |
− | ** Tilemap fillrate per scanline: 874 pixels/texels per scanline | + | ** Tilemap fillrate per scanline: 874 pixels/texels per scanline, 109 tiles per scanline |
+ | * Road layer: 512×256 resolution bitmap/texture | ||
+ | ** Road fillrate: 8.823529 million (17.647059 MB/s) pixels/texels per sec, 147,058 pixels/texels per frame, 561 pixels/texels per scanline | ||
+ | * Fillrate: 35 million pixels/texels per sec, 586,014 pixels/texels per frame, 2235 pixels/texels per scanline | ||
}} | }} | ||
Revision as of 16:18, 29 December 2015
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Sega Hang-On hardware | |||||
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Manufacturer: Sega | |||||
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Sega Hang-On hardware is an arcade system produced by Sega in 1985. It has no official name, but debuted with Hang-On (from which the name comes from) and went on to power several bike racing games of the mid-to-late 1980s. It is alternatively known as the Sega Space Harrier hardware, named after Space Harrier which released later in 1985.
The system specifications are similar to those of the later Sega System 16, but has a stronger focus on graphics, with a second 68000 processor and a separate video board with a powerful graphics chipset. Sega Hang-On hardware acts primarily as an advancement over the VCO Object board - it was designed to scale a large number of sprites/textures in real-time, allowing for the creation of three-dimensional graphics, with a player moving towards the screen. At the time of release, this technology was considered groundbreaking, the first in the Super Scaler series of arcade systems, and it would go on to fuel the Sega OutRun hardware specification as well as the X Board and Y Board systems.
As this board was designed to serve one purpose, only five games were produced to make use of this system, all of which opt for the third-person perspective.
Contents
Hardware
Designed by Sega AM2's Yu Suzuki, this was the first in Sega's Super Scaler series of three-dimensional arcade hardware. At the time of its release, this was the most powerful game system. The three-dimensional sprite/texture scaling was handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s. In an interview to 1UP.com Yu Suzuki said: [1]
“ | My designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to 2D. So I was always thinking in 3D.
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„ |
— Yu Suzuki |
Hang-On was controlled using a video game arcade cabinet resembling a motorbike, which the player moved with their body. This began the "Taikan" trend, the use of motion-controlled arcade cabinets in many arcade games of the late 1980s, two decades before motion controls became popular on game consoles. [2]
Technical Specifications
Sega Hang-On
- Board composition: Control Board, CPU Board, Sound Board, ROM Board [1]
- Main CPU: [2]
- Motorola MC68000 @ 10 MHz
- Hitachi FD1094 (68000) @ 10 MHz
- Main CPU performance: 16/32‑bit instructions, 32‑bit (2× 16‑bit) bus width, 40 MB/s (2× 20 MB/s) bandwidth, 3.5 MIPS (2× 1.75 MIPS)
Sound
- Sound board: Sega 834‑5670 @ 16 MHz [2][3]
- Sound CPU: Zilog Z80 @ 4 MHz
- Performance: 8/16‑bit instructions, 8‑bit bus width, 4 MB/s bandwidth, 0.58 MIPS
- Sound chips:
- FM sound chip: Yamaha YM2203 @ 4 MHz (3 FM synthesis channels)
- PCM sound chip: SegaPCM (315‑5218) @ 4 MHz (stereo output, 16 PCM channels, 12‑bit audio, 31.25 kHz sampling rate) [2][4]
Graphics
- GPU: Sega Super Scaler chipset @ 25.174 MHz (16 processors, 140‑bit bus width, 108 MB/s bandwidth) [5][3]
- 315‑5011 sprite line comparator: 16‑bit, 18.8811 MHz (12.5874 MHz sprite line buffer render clock, 6.2937 MHz sprite line buffer scan/erase),[6] 37.7622 MB/s
- 315‑5012 sprite generator control: 8‑bit, 25.174 MHz, 25.174 MB/s
- 6× 315‑5025 custom road graphics bit extraction devices: 24‑bit (3× 8‑bit), 5.882353 MHz,[7] 17.647059 MB/s
- 2× 315‑5049 tilemap generators: 28‑bit; 16‑bit (10 MHz),[8] 12‑bit (5 MHz),[9] 27.5 MB/s
- 2× 315‑5107 (PAL16R6) horizontal timing control: 16‑bit (2× 8‑bit), 25 MHz [10]
- 315‑5108 (PAL16R6) vertical timing control: 8‑bit, 25 MHz [10]
- 315‑5122 (PAL16R4) timing processor: 8‑bit, 25 MHz [10]
- 2× CK2605 FPGA: 32‑bit (2× 16‑bit) [11][12]
- Video resolution: 320×224 (display), 400×262 (overscan) [2]
- Pixel clock: 6.2937 MHz
- Scanlines: 224 (display), 262 (overscan), progressive scan (non-interlaced)
- Line buffer resolution: 512 pixels (per scanline)
- Refresh rate: 60 Hz
- Frame rate: 60 frames per second
- Color depth: 32,768 (15‑bit RGB high color)
- Colors on screen: 6144
- Graphical planes: 5 layers
- 2 tilemap layers
- 1 text layer
- 1 sprite layer
- 1 road layer
- Sprite layer: Hardware sprite‑scaling, 128 sprites on screen per frame, 7680 sprites/textures scaled per second, dual line buffers, double buffering [6]
- Tilemap layers: Row/Column scrolling, 8×8 tiles/textures [2]
- Tilemap fillrate: 13.75 million (27.5 MB/s) pixels/texels per sec (214,843 tiles/textures per sec), 229,166 pixels/texels per frame (3580 tiles per frame)
- Tilemap fillrate per scanline: 874 pixels/texels per scanline, 109 tiles per scanline
- Road layer: 512×256 resolution bitmap/texture
- Road fillrate: 8.823529 million (17.647059 MB/s) pixels/texels per sec, 147,058 pixels/texels per frame, 561 pixels/texels per scanline
- Fillrate: 35 million pixels/texels per sec, 586,014 pixels/texels per frame, 2235 pixels/texels per scanline
Memory
Sega Space Harrier
The Sega Space Harrier hardware added the following upgrades in late 1985:
- Board composition: CPU Board, Video Board, Sound Board, ROM Board
- MCU: Intel i8751 @ 8 MHz (8‑bit instructions @ 8 MIPS)
- FM sound chip: Yamaha YM2151 @ 4 MHz (8 FM synthesis channels)
- Memory: Up to 2196.25 KB (576 KB main, 1426 KB video, 194.25 KB sound)
- RAM: 308.25 KB,[2] including at least 192 KB high‑speed SRAM [17]
- Main RAM: 64 KB (16 KB work RAM, 48 KB sub‑RAM)
- Video RAM: 242 KB
- CPU Board: 50 KB (32 KB tiles, 4 KB text, 2 KB sprites, 4 KB colors, 8 KB roads)
- Video Board: 192 KB SRAM
- Sound RAM: 2.25 KB
- ROM: Up to 1888 KB EPROM (512 KB main,[18] 1184 KB video,[19] 192 KB sound)[20]
- RAM: 308.25 KB,[2] including at least 192 KB high‑speed SRAM [17]
- 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.
- Graphical capabilities: Translucent shadows
Gallery
List of Games
- Hang-On (1985)
- Space Harrier (1985)
- Enduro Racer (1986)
- Super Hang-On (1987)
- Limited Edition Hang-On (1991)
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Originating in arcades |
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Console-based hardware |
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PC-based hardware |
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