Difference between revisions of "VCO Object"

From Sega Retro

Line 12: Line 12:
 
'''VCO Object''' arcade hardware was used by [[Sega]] for a brief period between 1981 and 1983. It was Sega's second attempt at creating hardware specifically designed for sprite scaling (after the [[Sega Fonz hardware]] in 1976), something that would be widely used in the Super Scaler series of arcade hardware ([[Sega Hang-On hardware|Sega Hang-On]], [[Sega OutRun hardware|Sega OutRun]], [[X Board]], [[Y Board]], [[System 32]]), and a handful of Sega System boards in between.
 
'''VCO Object''' arcade hardware was used by [[Sega]] for a brief period between 1981 and 1983. It was Sega's second attempt at creating hardware specifically designed for sprite scaling (after the [[Sega Fonz hardware]] in 1976), something that would be widely used in the Super Scaler series of arcade hardware ([[Sega Hang-On hardware|Sega Hang-On]], [[Sega OutRun hardware|Sega OutRun]], [[X Board]], [[Y Board]], [[System 32]]), and a handful of Sega System boards in between.
  
The hardware debuted with the release of ''[[Turbo]]'', and is also known as the '''Turbo Hardware''' because of this. It is also known as the '''Sega Z80-3D''' system.{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/turbo.cpp}}
+
The hardware debuted with the release of ''[[Turbo]]'', and is also known as the '''Turbo Hardware''' because of this. It is also known as the '''Sega Z80-3D''' system.{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/video/turbo.cpp Sega Z80-3D system (video hardware) (MAME)]}}
  
 
All VCO Object games rely on external LED displays for parts of the HUD. This means extra precautions must be taken when attempting to emulate VCO Object games.
 
All VCO Object games rely on external LED displays for parts of the HUD. This means extra precautions must be taken when attempting to emulate VCO Object games.
Line 19: Line 19:
 
It was the first system specifically designed for pseudo-3D [[sprite]]-scaling graphics, using an analog scaling technique, with Voltage Controlled Oscillators (VCOs) generating [[wikipedia:Clock signal|clock signals]] controlling the data fetched from the sprite/object [[wikipedia:Read-only memory|ROM]]; the slower the clock signal, the larger the sprite on screen.{{ref|1=[http://www.system16.com/hardware.php?id=690 Sega VCO Object Hardware (System 16)]}}
 
It was the first system specifically designed for pseudo-3D [[sprite]]-scaling graphics, using an analog scaling technique, with Voltage Controlled Oscillators (VCOs) generating [[wikipedia:Clock signal|clock signals]] controlling the data fetched from the sprite/object [[wikipedia:Read-only memory|ROM]]; the slower the clock signal, the larger the sprite on screen.{{ref|1=[http://www.system16.com/hardware.php?id=690 Sega VCO Object Hardware (System 16)]}}
  
In 1982, ''[[SubRoc-3D]]'' also introduced an [[wikipedia:Active shutter 3D system|active shutter 3D system]], jointly developed by Sega with [[wikipedia:Panasonic|Matsushita]] (now Panasonic).{{ref|1=[http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=1106 Subroc-3D], The Arcade Flyer Museum}}
+
In 1982, ''[[SubRoc-3D]]'' also introduced an [[wikipedia:Active shutter 3D system|active shutter 3D system]], jointly developed by Sega with [[wikipedia:Panasonic|Matsushita]] (now Panasonic).{{fileref|SubRoc3D VCOObject US Flyer.pdf}}
  
 
==Technical Specifications==
 
==Technical Specifications==
Line 37: Line 37:
 
** 315-0139: Custom Chip PA-06L (PAL16L8MJ)
 
** 315-0139: Custom Chip PA-06L (PAL16L8MJ)
 
** Video scaling hardware: 8× Voltage Controlled Oscillators (VCOs){{ref|1=[http://www.system16.com/hardware.php?id=690 Sega VCO Object Hardware (System 16)]}}
 
** Video scaling hardware: 8× Voltage Controlled Oscillators (VCOs){{ref|1=[http://www.system16.com/hardware.php?id=690 Sega VCO Object Hardware (System 16)]}}
* Video clock rate: 9.984 MHz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/includes/turbo.h Sega Z80-3D system (data) (MAME)}}
+
* Video clock rate: 9.984 MHz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/includes/turbo.h Sega Z80-3D system (data) (MAME)]}}
 
** Pixel clock rate: 4.992 MHz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/turbo.cpp Sega Z80-3D system (MAME)]}}
 
** Pixel clock rate: 4.992 MHz{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/turbo.cpp Sega Z80-3D system (MAME)]}}
 
* Video resolution:{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/turbo.cpp Sega Z80-3D system (MAME)]}}
 
* Video resolution:{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/drivers/turbo.cpp Sega Z80-3D system (MAME)]}}
 
** Horizontal: 256×224 (display), 320×264 (overscan)
 
** Horizontal: 256×224 (display), 320×264 (overscan)
 
** Vertical: 224×256 (display), 264×320 (overscan)
 
** Vertical: 224×256 (display), 264×320 (overscan)
* Analog scaling resolution:{{ref|https://github.com/mamedev/mame/blob/master/src/mame/includes/turbo.h}}
+
* Analog scaling resolution:{{ref|[https://github.com/mamedev/mame/blob/master/src/mame/includes/turbo.h Sega Z80-3D system (data) (MAME)]}}
 
** Horizontal: 512×224 (display), 640×264 (overscan)
 
** Horizontal: 512×224 (display), 640×264 (overscan)
 
** Vertical: [[wikipedia:480p|224×512]] (display), [[wikipedia:576p|264×640]] (overscan)
 
** Vertical: [[wikipedia:480p|224×512]] (display), [[wikipedia:576p|264×640]] (overscan)

Revision as of 02:03, 16 October 2016

Notavailable.svg
VCO Object
Manufacturer: Sega
Release Date RRP Code

VCO Object arcade hardware was used by Sega for a brief period between 1981 and 1983. It was Sega's second attempt at creating hardware specifically designed for sprite scaling (after the Sega Fonz hardware in 1976), something that would be widely used in the Super Scaler series of arcade hardware (Sega Hang-On, Sega OutRun, X Board, Y Board, System 32), and a handful of Sega System boards in between.

The hardware debuted with the release of Turbo, and is also known as the Turbo Hardware because of this. It is also known as the Sega Z80-3D system.[1]

All VCO Object games rely on external LED displays for parts of the HUD. This means extra precautions must be taken when attempting to emulate VCO Object games.

Hardware

It was the first system specifically designed for pseudo-3D sprite-scaling graphics, using an analog scaling technique, with Voltage Controlled Oscillators (VCOs) generating clock signals controlling the data fetched from the sprite/object ROM; the slower the clock signal, the larger the sprite on screen.[2]

In 1982, SubRoc-3D also introduced an active shutter 3D system, jointly developed by Sega with Matsushita (now Panasonic).[3]

Technical Specifications

VCO Object

Graphics

  • Graphics chipset:[6]
    • 315-0138: Custom Chip PA-06R (PAL16R4MJ)
    • 315-0139: Custom Chip PA-06L (PAL16L8MJ)
    • Video scaling hardware: 8× Voltage Controlled Oscillators (VCOs)[2]
  • Video clock rate: 9.984 MHz[7]
    • Pixel clock rate: 4.992 MHz[5]
  • Video resolution:[5]
    • Horizontal: 256×224 (display), 320×264 (overscan)
    • Vertical: 224×256 (display), 264×320 (overscan)
  • Analog scaling resolution:[7]
    • Horizontal: 512×224 (display), 640×264 (overscan)
    • Vertical: 224×512 (display), 264×640 (overscan)
  • Refresh rate: 59.090909 Hz (V-sync)[5]
  • Color palette: 832[5]
  • Background planes:
  • Sprite capabilities: Pseudo-3D sprite-scaling (analog scaling), line buffer, 64 sprites on screen, 16 sprites per scanline, 4 to 8 colors per sprite[1][5]
    • Sprite sizes: 8×8 to 256×224 texels
    • Sprites on screen: 128 sprites (8 KB sprite position RAM, 8 bytes per sprite position)
    • Fillrate: 4.992 MPixels/s
    • Sprites per scanline: 16 sprites, 322 texels

Memory

  • RAM: 12 KB[5]
    • Main RAM: 4.25 KB (2 KB main, 2 KB analog reset, 256 bytes input)
    • VRAM: 7.75 KB (2 KB video, 256 bytes sprite line buffer, 1 KB sprite position, 2 KB characters, 512 bytes collision, 2 KB collision clear)
  • ROM: 153.90625 KB[5][8]
    • Main ROM: 24 KB main
    • VROM: 129.875 KB
    • Sound ROM: 32 bytes
  • Bandwidth:[9][6]

SubRoc-3D

SubRoc-3D featured the following hardware changes and upgrades in mid-1982:[5]

  • Frame rate: 30 frames per second
  • Color palette: 768
  • Stereoscopic 3D: Sega-Matsushita active shutter 3D system
  • RAM: 14.75 KB
    • Main RAM: 6.25 KB (2 KB main, 2 KB analog reset, 256 bytes input, 2 KB handle)
    • VRAM: 8.5 KB (2 KB video, 1 KB sprite line buffer, 1 KB sprite position, 2 KB characters, 512 bytes collision, 2 KB collision clear)
  • ROM: 302.5 KB
    • Main ROM: 40 KB
    • VROM: 262.5 KB (256 KB sprites, 4 KB foreground tiles, 768 bytes color, 1.75 KB other)

Zoom

Zoom 909 and Buck Rogers: Planet of Zoom featured the following hardware upgrades in late 1982:[5]

  • Board composition: CPU board, Sound board, ROM board
  • CPU: 2x Z80 @ 5 MHz (1.45 MIPS)
    • Zilog Z80 @ 5 MHz
    • Sega 315-5014 (Z80) @ 5 MHz
  • Frame rate: 60 frames per second
  • Color palette: 1536
    • Colors on screen: 1024
  • RAM: 104 KB (SRAM)
    • Main RAM: 39.5 KB (2 KB main, 2 KB analog reset, 256 bytes input, 2 KB handle, 2 KB CPU 2 mirror, 31.25 KB other)
    • VRAM: 64.5 KB (2 KB video, 1 KB sprite line buffer, 1 KB sprite position, 2 KB characters, 512 bytes collision, 2 KB collision clear, 56 KB bitmap)
  • ROM: 310.5625 KB
    • Main ROM: 40 KB
    • VROM: 270.5625 KB (256 KB sprites, 4 KB foreground tiles, 9.5 KB color, 1.0625 KB other)

List of VCO Object Games

Only three games make use of VCO Object hardware:

References


Sega arcade boards
Originating in arcades









Console-based hardware








84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
00
01
02
03
04
05
06
07
08
09
10
11
12
13
14









































PC-based hardware








05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23