Difference between revisions of "Sega System 1"
From Sega Retro
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** MCU: 64 KB | ** MCU: 64 KB | ||
* Video resolution: 256×224 (active), 640×260 ([[wikipedia:Overscan|overscan]]){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/system1.cpp}} | * Video resolution: 256×224 (active), 640×260 ([[wikipedia:Overscan|overscan]]){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/system1.cpp}} | ||
− | ** [[Pixel]] clock rate: 10 MHz | + | ** Scanlines: 260 (224 active, 36 [[wikipedia:Vertical blanking interval|VBlank]]) |
− | ** Refresh rate: 60.096153 Hz | + | ** [[Pixel]] clock rate: 10 MHz (3.446153 MHz active, 6.553846 MHz [[wikipedia:Horizontal blanking interval|HBlank]]/VBlank) |
+ | ** Refresh rate: 60.096153 Hz ([[wikipedia:Vertical sync|VSync]]) | ||
* [[Palette|Color palette]]: 4096{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/system1.cpp}} | * [[Palette|Color palette]]: 4096{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/system1.cpp}} | ||
** Colors on screen: 2048{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/system1.cpp}} | ** Colors on screen: 2048{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/system1.cpp}} | ||
* [[Sprite]] plane: Line buffer, double buffering, 32 sprites on screen, 16 colors per sprite, sprite flipping, hardware collision detection{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/system1.cpp}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/system1.cpp}} | * [[Sprite]] plane: Line buffer, double buffering, 32 sprites on screen, 16 colors per sprite, sprite flipping, hardware collision detection{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/system1.cpp}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/system1.cpp}} | ||
** Sprite sizes: 8×8 to 256×224 [[texel]]s | ** Sprite sizes: 8×8 to 256×224 [[texel]]s | ||
− | ** | + | ** Texels per scanline: 384 texels (224 active scanlines) to 640 texels (36 VBlank scanlines) |
+ | ** Sprites per scanline: 32 sprites | ||
+ | ** [[Fillrate]]: 6.553846 [[Pixel|MPixels/s]] | ||
* Background planes: 2 [[Tile Layer|tilemap]] layers (1 static, 1 scrolling), 8×8 tiles{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/system1.cpp}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/system1.cpp}} | * Background planes: 2 [[Tile Layer|tilemap]] layers (1 static, 1 scrolling), 8×8 tiles{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/system1.cpp}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/system1.cpp}} | ||
** Tilemap sizes: 256×256 for both planes | ** Tilemap sizes: 256×256 for both planes |
Revision as of 16:07, 5 October 2016
Sega System 1 | |||||
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Manufacturer: Sega | |||||
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The Sega System 1 is an arcade platform introduced by Sega in 1983,[1] based on earlier 1982 prototype hardware. It is a Z80-based platform and the first in the decade-long "System" series of arcade boards.
The System 1 was a relatively popular arcade board for its day, supported not only by Sega, but by Japanese developers Coreland and VIC Tokai between 1983 and 1987. In 1985 it was succeeded by the slightly more powerful Sega System 2 board, though new games were released for both systems concurrently. Many of the System 1's games were ported to the SG-1000 and Sega Master System consoles.
Specifications
- Board composition: One board
- Main CPU: Zilog Z80 @ 4 MHz (8/16-bit instructions, 0.58 MIPS)
- Sound CPU: Zilog Z80 @ 4 MHz (8/16-bit instructions, 0.58 MIPS)
- Sound chips: Sega SN76496 @ 4 MHz, Sega SN76496 @ 2 MHz
- Graphics chipset:[2]
- Sega 315-5011 sprite line comparator
- Sega 315-5012 sprite generator
- Sega 315-5049 tilemap chip
- MCU: Intel 8751[3]
- RAM: 82 KB[3]
- Main: 4 KB
- Video: 12 KB (4 KB video, 2 KB sprites, 2 KB palette, 4 KB collision)
- Sound: 2 KB
- MCU: 64 KB
- Video resolution: 256×224 (active), 640×260 (overscan)[2]
- Color palette: 4096[4]
- Colors on screen: 2048[2]
- Sprite plane: Line buffer, double buffering, 32 sprites on screen, 16 colors per sprite, sprite flipping, hardware collision detection[4][2]
- Background planes: 2 tilemap layers (1 static, 1 scrolling), 8×8 tiles[4][2]
- Tilemap sizes: 256×256 for both planes
Prototype
Super Locomotive in 1982 ran on prototype arcade hardware that was very similar to the Sega System 1 later released in 1983. Super Locomotive included the following technical specifications:[5][6][7]
- Main CPU: Zilog Z80 @ 4 MHz
- Audio CPU: Zilog Z80 @ 4 MHz
- Sound chips: SN76496 @ 4 MHz, SN76496 @ 2 MHz
- Graphics chipset:
- Sega 315-5011 sprite line comparator
- Sega 315-5012 sprite generator
- Display resolution: 248×224
- Overscan resolution: 256×256
- Refresh rate: 60 Hz
- Frame rate: 60 FPS
- Color palette: 1568
- Colors on screen: 768
- Sprite plane:
- Background planes: 2 tilemap layers
Gallery
List of Games
- Super Locomotive (1982)
- Regulus (1983)
- Star Jacker (1983)
- Up'n Down (1983)
- Bull Fight (1984)
- Flicky (1984)
- Mister Viking (1984)
- Spatter (1984)
- SWAT (1984)
- Water Match (1984)
- 4D Warriors (1985)
- Choplifter (1985)
- I'm Sorry (1985)
- My Hero (1985)
- Pitfall II (1985)
- Sega Ninja (1985)
- Teddy Boy Blues (1985)
- Brain (1986)
- Gardia (1986)
- Noboranka (1986)
- Rafflesia (1986)
- Wonder Boy (also released on Sega System 2) (1986)
- Wonder Boy Deluxe (1986)
- Block Gal (1987)
References
- ↑ http://sega.jp/fb/segahard/sc3000/gallery.html
- ↑ 2.0 2.1 2.2 2.3 2.4 https://github.com/mamedev/mame/tree/master/src/mame/drivers/system1.cpp
- ↑ 3.0 3.1 https://github.com/mamedev/mame/blob/master/src/mame/drivers/system1.cpp
- ↑ 4.0 4.1 4.2 https://github.com/mamedev/mame/tree/master/src/mame/video/system1.cpp
- ↑ Super Locomotive (MAME)
- ↑ Super Locomotive video hardware (MAME)
- ↑ Sega Z80 Based Hardware (System 16)
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Originating in arcades |
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