Difference between revisions of "Sega LaserDisc hardware"

From Sega Retro

m (Text replacement - "Physical Scans" to "Physical scans")
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It used one of four laserdisc players, either a [[Pioneer]] LD-V1000 or LD-V1001, or a [[Hitachi]] VIP-9500SG or VIP-9550. Two different versions of the laser disc itself were also pressed, a single-sided version by Pioneer and a double-sided version by Sega. However, both discs have the same information and may be used in any of the four players.
 
It used one of four laserdisc players, either a [[Pioneer]] LD-V1000 or LD-V1001, or a [[Hitachi]] VIP-9500SG or VIP-9550. Two different versions of the laser disc itself were also pressed, a single-sided version by Pioneer and a double-sided version by Sega. However, both discs have the same information and may be used in any of the four players.
  
The hardware combines [http://gaming.wikia.com/wiki/Laserdisc laserdisc] footage with a [[wikipedia:Real-time computer graphics|real-time]] [[wikipedia:2D computer graphics|2D computer graphics]] plane. The real-time graphics plane was overlaid by imitating a [[wikipedia:Matte (filmmaking)|matting]] technique. As the [[wikipedia:Cathode ray tube|CRT]] monitor [[wikipedia:Scan line|scans]] horizontally across the screen, it is fed information from the laserdisc up until the point where it is fed information from the [[wikipedia:Computer graphics|computer graphics]] system, after which information coming from the laserdisc stops, creating a black mask into which a [http://graphics.wikia.com/wiki/Sprite sprite] is inserted. It uses a [[wikipedia:Collision detection|collision detection]] system where both the laserdisc and sprite planes can interact with each other. Each frame of the laserdisc footage is coded with a hit detection spot stored in [[wikipedia:Read-only memory|ROM]] [[wikipedia:Computer memory|memory]]. The [[Zilog Z80]] [[wikipedia:Central processing unit|CPU]] [[wikipedia:Microprocessor|microprocessor]] reads the number of the laserdisc frame, and checks the laserdisc hit spots with the shots fired by the player, and if the coordinates correspond, it instructs the laserdisc player to display an explosion sequence. For sections where the player must navigate between walls, the walls in the laserdisc footage are also coded and use collision detection. {{ref|http://www.dragons-lair-project.com/community/related/articles/allgames/pic4.gif}}
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The hardware combines [http://gaming.wikia.com/wiki/Laserdisc laserdisc] footage with a [[wikipedia:Real-time computer graphics|real-time]] [[wikipedia:2D computer graphics|2D computer graphics]] plane. The real-time graphics plane was overlaid by imitating a [[wikipedia:Matte (filmmaking)|matting]] technique. As the [[wikipedia:Cathode ray tube|CRT]] monitor [[wikipedia:Scan line|scans]] horizontally across the screen, it is fed information from the laserdisc up until the point where it is fed information from the [[wikipedia:Computer graphics|computer graphics]] system, after which information coming from the laserdisc stops, creating a black mask into which a [http://graphics.wikia.com/wiki/Sprite sprite] is inserted. It uses a [[wikipedia:Collision detection|collision detection]] system where both the laserdisc and sprite planes can interact with each other. Each frame of the laserdisc footage is coded with a hit detection spot stored in [[wikipedia:Read-only memory|ROM]] [[wikipedia:Computer memory|memory]]. The [[Zilog Z80]] [[wikipedia:Central processing unit|CPU]] [[wikipedia:Microprocessor|microprocessor]] reads the number of the laserdisc frame, and checks the laserdisc hit spots with the shots fired by the player, and if the coordinates correspond, it instructs the laserdisc player to display an explosion sequence. For sections where the player must navigate between walls, the walls in the laserdisc footage are also coded and use collision detection.{{ref|http://www.dragons-lair-project.com/community/related/articles/allgames/pic4.gif}}
  
 
==Technical Specifications==
 
==Technical Specifications==
 
{{multicol|
 
{{multicol|
 
* Hardware: PCB + LaserDisc player
 
* Hardware: PCB + LaserDisc player
* CPU: [[Zilog Z80]] @ 5 MHz (8-bit & 16-bit instructions @ 0.725 MIPS) {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
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* CPU: [[Zilog Z80]] @ 5 MHz (8-bit & 16-bit instructions @ 0.725 MIPS){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
* [[wikipedia:Japan Amusement Machinery Manufacturers Association|JAMMA]] board: Sega PCB CN1 {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
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* [[wikipedia:Japan Amusement Machinery Manufacturers Association|JAMMA]] board: Sega PCB CN1{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
* [http://gaming.wikia.com/wiki/Sound_chip Audio board]: Sega PCB CN2 ([[wikipedia:Stereophonic sound|stereo]] output) {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
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* [http://gaming.wikia.com/wiki/Sound_chip Audio board]: Sega PCB CN2 ([[wikipedia:Stereophonic sound|stereo]] output){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
* [[RAM]]: 8.5 [[Byte|KB]] {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segald.cpp}}
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* [[RAM]]: 8.5 [[Byte|KB]]{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segald.cpp}}
 
** Main: 2 KB
 
** Main: 2 KB
 
** [[VRAM|Video]]: 6.5 KB (2 KB objects, 2 KB disc, 512 [[byte]]s color, 2 KB characters)
 
** [[VRAM|Video]]: 6.5 KB (2 KB objects, 2 KB disc, 512 [[byte]]s color, 2 KB characters)
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* [[wikipedia:Laserdisc player|Laserdisc player]]: [[Hitachi]]-Sega VIP-9500SG, or Hitachi VIP-9550, or [[Pioneer]] LD-V1000, or Pioneer LD-V1001
 
* [[wikipedia:Laserdisc player|Laserdisc player]]: [[Hitachi]]-Sega VIP-9500SG, or Hitachi VIP-9550, or [[Pioneer]] LD-V1000, or Pioneer LD-V1001
 
* [[wikipedia:List of common resolutions#Television|Video resolution]]: [[wikipedia:480i|580×480]] (580 dots, 480 lines), 525 [[wikipedia:Scan line|scanlines]] (480 visible), [[wikipedia:Interlaced video|interlaced video]]
 
* [[wikipedia:List of common resolutions#Television|Video resolution]]: [[wikipedia:480i|580×480]] (580 dots, 480 lines), 525 [[wikipedia:Scan line|scanlines]] (480 visible), [[wikipedia:Interlaced video|interlaced video]]
* [[wikipedia:Refresh rate|Refresh rate]]: 59.94 Hz {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
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* [[wikipedia:Refresh rate|Refresh rate]]: 59.94 Hz{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
 
* [[wikipedia:Frame rate|Frame rate]]: 29.97 frames per second
 
* [[wikipedia:Frame rate|Frame rate]]: 29.97 frames per second
 
* [[wikipedia:Color depth|Color depth]]: 16,777,216 ([[wikipedia:True Color|24-bit true color]])
 
* [[wikipedia:Color depth|Color depth]]: 16,777,216 ([[wikipedia:True Color|24-bit true color]])
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===Real-Time 2D Graphics Overlay===
 
===Real-Time 2D Graphics Overlay===
 
{{multicol|
 
{{multicol|
* Display resolution: 256×256 [[pixel]]s, [[wikipedia:Progressive scan|progressive scan]] {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
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* Display resolution: 256×256 [[pixel]]s, [[wikipedia:Progressive scan|progressive scan]]{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
 
** Refresh rate: 59.94 Hz
 
** Refresh rate: 59.94 Hz
* [[Palette|Color palette]] [[wikipedia:Colour look-up table|table]]: 512 ([[wikipedia:Programmable read-only memory|PROM]]) {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
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* [[Palette|Color palette]] [[wikipedia:Colour look-up table|table]]: 512 ([[wikipedia:Programmable read-only memory|PROM]]){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
 
** [[wikipedia:Color depth|Colors on screen]]: 256 ([[VRAM|color RAM]])
 
** [[wikipedia:Color depth|Colors on screen]]: 256 ([[VRAM|color RAM]])
* [[wikipedia:Tile engine|Tilemap]] plane: {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
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* [[wikipedia:Tile engine|Tilemap]] plane:{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
 
** Tile size: 8×8 pixels
 
** Tile size: 8×8 pixels
 
** Tilemap size: 32×32 (1024) tiles, 256×256 pixels
 
** Tilemap size: 32×32 (1024) tiles, 256×256 pixels
 
** Colors per tile: 2
 
** Colors per tile: 2
* [[Sprite]] plane: {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
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* [[Sprite]] plane:{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.cpp}}
 
** Sprite sizes: 8×8 to 256×8 pixels
 
** Sprite sizes: 8×8 to 256×8 pixels
 
** Sprites on screen: 32 sprites per scanline, 256 [[wikipedia:Texel (graphics)|sprite pixels/texels]] per scanline
 
** Sprites on screen: 32 sprites per scanline, 256 [[wikipedia:Texel (graphics)|sprite pixels/texels]] per scanline

Revision as of 20:50, 7 September 2016

LaserVideoDiscPlayer.jpg VIP9500SG.jpg
Sega LaserDisc hardware
Manufacturer: Sega
Release Date RRP Code

Sega Laserdisc hardware is an arcade system produced by Sega in 1983. In addition to having a PCB and ROMs, the games made use of Laserdiscs for full-motion video. Additional graphics and an HUD could be placed on top of the video sequences.

GP World and Time Traveler, two other Sega-produced Laserdisc games, run on slightly different hardware specifications from what is listed below. Another game, Albegas/Cybernaut (1983), is known to exist, but not much information is known about it.

Hardware

It was the first system dedicated to producing laserdisc video games. The first game to use it was Astron Belt (1983) and the last to use it was the holographic game Time Traveler (1991).

It used one of four laserdisc players, either a Pioneer LD-V1000 or LD-V1001, or a Hitachi VIP-9500SG or VIP-9550. Two different versions of the laser disc itself were also pressed, a single-sided version by Pioneer and a double-sided version by Sega. However, both discs have the same information and may be used in any of the four players.

The hardware combines laserdisc footage with a real-time 2D computer graphics plane. The real-time graphics plane was overlaid by imitating a matting technique. As the CRT monitor scans horizontally across the screen, it is fed information from the laserdisc up until the point where it is fed information from the computer graphics system, after which information coming from the laserdisc stops, creating a black mask into which a sprite is inserted. It uses a collision detection system where both the laserdisc and sprite planes can interact with each other. Each frame of the laserdisc footage is coded with a hit detection spot stored in ROM memory. The Zilog Z80 CPU microprocessor reads the number of the laserdisc frame, and checks the laserdisc hit spots with the shots fired by the player, and if the coordinates correspond, it instructs the laserdisc player to display an explosion sequence. For sections where the player must navigate between walls, the walls in the laserdisc footage are also coded and use collision detection.[1]

Technical Specifications

Laserdisc Player

Real-Time 2D Graphics Overlay

List of Games

Gallery

Physical scans

LaserVideoDiscPlayer VIP9500SG Sega Manual.pdf
Manual
Sega arcade boards
Originating in arcades









Console-based hardware








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