Difference between revisions of "Sega Model 1"
From Sega Retro
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** Coprocessor abilities: [[wikipedia:Decimal floating point|Floating decimal point]] operation function, axis rotation operation function, 3D [[wikipedia:Matrix (mathematics)|matrix operation]] function, [[wikipedia:Arithmetic logic unit|ALU]], DMA controller, T&L (transform, clipping, lighting){{ref|[http://wiki.mamedev.org/index.php/TGP:Index TGP (MAME)]}} | ** Coprocessor abilities: [[wikipedia:Decimal floating point|Floating decimal point]] operation function, axis rotation operation function, 3D [[wikipedia:Matrix (mathematics)|matrix operation]] function, [[wikipedia:Arithmetic logic unit|ALU]], DMA controller, T&L (transform, clipping, lighting){{ref|[http://wiki.mamedev.org/index.php/TGP:Index TGP (MAME)]}} | ||
** Bus width: [[#Bandwidth|112-bit]] (16/32‑bit each) | ** Bus width: [[#Bandwidth|112-bit]] (16/32‑bit each) | ||
− | ** Notes: DSP coprocessors located on Main Board. DSP are modified by Sega with custom microcode | + | ** Notes: DSP coprocessors located on Main Board. DSP are modified by Sega with custom microcode for coprocessor, and T&L capabilities.{{ref|[http://wiki.mamedev.org/index.php/TGP:Index TGP (MAME)]}} |
− | ** T&L fixed‑point arithmetic: 32‑bit instructions @ | + | ** T&L fixed‑point arithmetic: 32‑bit instructions @ 160 MIPS (32 MIPS each){{ref|80 million [[wikipedia:Multiply–accumulate operation|MACs]]/sec (1 cycle per MAC){{fileref|MB86232 datasheet.pdf|page=33}}|group=n}} |
− | ** T&L [[wikipedia:Floating point unit|Floating‑point unit]]: 32‑bit operations @ | + | ** T&L [[wikipedia:Floating point unit|Floating‑point unit]]: 32‑bit operations @ 80 MFLOPS (16 MFLOPS each){{ref|40 million MACs/sec (2 cycles per MAC), 40 million divides/sec (2 cycles per divide){{fileref|MB86232 datasheet.pdf|page=33}}|group=n}} |
* GPU [[wikipedia:Rasterisation|Rasterizer]] Video Board: Sega 837‑7894 171‑6080D Video PCB @ 36 MHz,{{ref|[https://www40.atwiki.jp/arcadegames/pages/17.html MODEL1 (アーケードゲーム基板@ ウィキ)]}} custom [[wikipedia:Programmable logic device|programmable logic devices]] programmed by Sega | * GPU [[wikipedia:Rasterisation|Rasterizer]] Video Board: Sega 837‑7894 171‑6080D Video PCB @ 36 MHz,{{ref|[https://www40.atwiki.jp/arcadegames/pages/17.html MODEL1 (アーケードゲーム基板@ ウィキ)]}} custom [[wikipedia:Programmable logic device|programmable logic devices]] programmed by Sega | ||
** 315‑5292: [[Fujitsu]] [[wikipedia:Large Scale Integration|LSI]] ([[wikipedia:Quad Flat Package|QFP160]]), [[Sega System 24]] [[wikipedia:Tile-based video game|tilemap]] generator,{{ref|[https://github.com/bji/libmame/blob/master/old/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware], [[MAME]]}}{{intref|Sega System 24 Hardware Notes (2013-06-16)}} 2D [[Sprite|tiled]] backgrounds | ** 315‑5292: [[Fujitsu]] [[wikipedia:Large Scale Integration|LSI]] ([[wikipedia:Quad Flat Package|QFP160]]), [[Sega System 24]] [[wikipedia:Tile-based video game|tilemap]] generator,{{ref|[https://github.com/bji/libmame/blob/master/old/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware], [[MAME]]}}{{intref|Sega System 24 Hardware Notes (2013-06-16)}} 2D [[Sprite|tiled]] backgrounds | ||
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** Polygon fillrate: 36 MPixels/s{{ref|144 MB/sec framebuffer bandwidth, double-buffered, 16-bit color|group=n}} | ** Polygon fillrate: 36 MPixels/s{{ref|144 MB/sec framebuffer bandwidth, double-buffered, 16-bit color|group=n}} | ||
** Tilemap fillrate: 32 MPixels/s | ** Tilemap fillrate: 32 MPixels/s | ||
− | * Geometry calculations:{{ref|[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} | + | * Geometry calculations: 3.3 million vertices/sec (fixed point), 1.9 million vertices/sec (floating point){{ref|18 multiplies and 3 divides per vertex,{{ref|[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA95 ''Design of Digital Systems and Devices'' (pages 95-97)]}} 24 cycles fixed-point precision, 42 cycles floating-point precision|group=n}} |
− | ** | + | ** Fixed-point transformations: 1.1 million triangles/sec, 830,000 quads/sec |
− | ** | + | ** Floating-point transformations: 630,000 triangles/sec, 470,000 quads/sec |
* Rendering performance: | * Rendering performance: | ||
** 540,000 vectors/sec | ** 540,000 vectors/sec |
Revision as of 07:56, 14 November 2016
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Sega Model 1 | |||||
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Manufacturer: Sega | |||||
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The Sega Model 1 is an arcade system board that was released by Sega in 1992. It is the successor to the Sega System 32 (released in 1990), and was succeeded by the Sega Model 2 (released in 1993). While earlier Sega hardware was capable of handling 3D polygons (such as the Mega Drive, released in 1988), the Model 1 was Sega's first hardware specifically designed for 3D polygon graphics.
Originally, the Model 1 was simply known as the CG Board, but was retroactively given the Model 1 name after work on the Model 2 began. Both the Model 1 and Model 2 were eventually succeeded by the Sega Model 3.
Contents
Hardware
It began development in 1990,[1] with Yu Suzuki's Sega AM2 team involved in its development from the drawing board.[2] The Model 1 was intended to compete with Namco's System 21; Namco was then the market leader in polygonal 3D video games, with titles such as Galaxian³ and Starblade.[3] The Model 1 was eventually released in 1992, debuting with Virtua Racing. While it was a significant improvement over the System 21, the Model 1 hardware was expensive, and only a few games were developed for the platform.
Unlike the Model 2, Lockheed Martin was not involved with the development of the Model 1, but it was developed internally at Sega, before Lockheed Martin became involved with the development of the Sega Model 2, according to former Lockheed Martin employee, Real3D's Jon Lenyo, in 1998.[1]
Like the Model 2, Fujitsu was involved with the development of the Model 1. They provided the DSP coprocesors, which were modified by Sega with custom microcode for hardware T&L capabilities;[4] hardware T&L would not appear on consumer home systems for many years. Fujitsu also provided several other components, including the tilemap generator chip, the DMA controllers, and several memory chips.
According to Yu Suzuki:[5]
“ | dedicated 3D processors didn’t exist yet, and so I had to manually write a 3D graphics engine that would compress and process things faster. Just using assembly language. Now, of course, everyone writes in C++, but back then there was no other choice than machine code, otherwise we wouldn't be able to make everything fast enough. | „ |
The Model 1 also had support for the Sega VR headset. It was used for only one known Model 1 game, Dennou Senki Net Merc. It is unknown whether Model 1 hardware was used for the VR-1.
Technical Specifications
Technical specifications for Sega Model 1 hardware:[6]
- Board composition: Main Board, Video Board, Memory Board, I/O Board, Communication Board, Sound Board, Motor Board, Audio Mix Board, Amp Board
- Board revisions: CPU Board 837‑8886171‑6298C (40 MHz), Video PCB 837‑7894 (36 MHz), Memory Board 837‑7893, I/O PCB 837‑8950‑01 (32 MHz), Motor PCB SJ25‑0155‑01 (8 MHz), Communication Board 837‑8842, Sound Board 837‑8679 (20 MHz), Audio Mix PCB 839‑0542, Amp PCB 838‑10018
- Main CPU: NEC V60 @ 16 MHz[7][8]
- Fixed‑point arithmetic: 32‑bit RISC instructions @ 3.5 MIPS
- Floating‑point unit: 32‑bit & 64‑bit operations @ 16 MFLOPS
- Bus width: 32‑bit
- Additional CPU: 3× Zilog Z80 @ 4 MHz (8‑bit & 16‑bit instructions @ 1.74 MIPS)
- CPU for I/O Board, Comm Board and Motor Board
- DMA controllers: Fujitsu MB89237A DMAC, Fujitsu MB89374 Data Link Controller[9][10]
Sound
- Sound CPU: Toshiba TMP68000N‑10 (68000) @ 12 MHz
- Sound chips: 2× Sega 315‑5560 Custom MultiPCM
- Audio capabilities: 28 PCM channels per chip (one for music, one for sound effects), 56 PCM channels total
- Sound timer: Yamaha YM3834 @ 8 MHz
Graphics
Graphical capabilities of the Sega Model 1:[11]
- GPU: 5× Fujitsu TGP MB86233 DSP, Sega 837‑7894 171‑6080D Video PCB
- GPU Geometrizer coprocessors: 5× Fujitsu TGP MB86233 DSP @ 16 MHz[12][13]
- Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, DMA controller, T&L (transform, clipping, lighting)[4]
- Bus width: 112-bit (16/32‑bit each)
- Notes: DSP coprocessors located on Main Board. DSP are modified by Sega with custom microcode for coprocessor, and T&L capabilities.[4]
- T&L fixed‑point arithmetic: 32‑bit instructions @ 160 MIPS (32 MIPS each)[n 1]
- T&L Floating‑point unit: 32‑bit operations @ 80 MFLOPS (16 MFLOPS each)[n 2]
- GPU Rasterizer Video Board: Sega 837‑7894 171‑6080D Video PCB @ 36 MHz,[15] custom programmable logic devices programmed by Sega
- 315‑5292: Fujitsu LSI (QFP160), Sega System 24 tilemap generator,[16][17] 2D tiled backgrounds
- Sega 315‑5422A: Ricoh 5GU040-010 (QFP160)
- Sega 315‑5423: Hitachi HG62E130R37F (QFP168)
- Sega 315‑5424A: Hitachi HG62E130R36F (QFP168)
- Sega 315‑5425: Hitachi HG62F58R12FL (QFP168)
- 3x Sega 315-5486: Lattice GAL16V8B25LP (DIP20), RGB output control
- Display resolution: 496×384 pixels, 24 kHz H‑Sync, progressive scan (non‑interlaced)
- Overscan resolution: 656×496 pixels
- Polygon framebuffer: 512×512 (1024 KB), double buffering (512 KB per framebuffer), 16-bit color (2 bytes per pixel)
- Color depth: 65,536 (16‑bit color) to 16,777,216 (16‑bit color, 256 luminance levels)
- Framebuffer color depth: 65,536 (16‑bit color)
- Graphical capabilities: Shading, flat shading, diffuse reflection, specular reflection, 2 layers of background scrolling, alpha blending, alpha channel, lighting
- Rendering fillrate: 68 MPixels/s
- Polygon fillrate: 36 MPixels/s[n 3]
- Tilemap fillrate: 32 MPixels/s
- Geometry calculations: 3.3 million vertices/sec (fixed point), 1.9 million vertices/sec (floating point)[n 4]
- Fixed-point transformations: 1.1 million triangles/sec, 830,000 quads/sec
- Floating-point transformations: 630,000 triangles/sec, 470,000 quads/sec
- Rendering performance:
- 540,000 vectors/sec
- More than 180,000 polygons/sec[19]
- 180,000 polygons/sec, with all effects
- Hardware support: Sega VR
Memory
- Memory: Up to 39,166 KB (7008 KB main, 23,646 KB video, 8512 KB audio)
- System RAM: 2776 KB (1896 KB high‑speed SRAM)
- Main RAM: 480 KB (at least 156 KB SRAM)
- VRAM: 2232 KB (at least 1464 KB SRAM)
- Main Board: 768 KB (128 KB display lists, 576 KB tiles, 64 KB color)
- Video Board: 1464 KB SRAM (1024 KB framebuffers)
- Audio RAM: 64 KB (16 KB SRAM)
- Internal DSP cache: 30 KB (6 KB per DSP)[13]
- System ROM: 1 MB EPROM (768 KB Memory Board, 64 KB I/O Board, 64 KB Motor Board, 128 KB Comm Board)
- Game ROM: Up to 35,336 KB (5504 KB main EPROM/MROM, 21,384 KB video MROM,[22] 8.25 MB audio MROM)[23]
Bandwidth
- System RAM bandwidth: 664.224 MB/s
- Main RAM: 76 MB/s
- VRAM: 568.223776 MB/s
- Audio RAM: 20 MB/s (16‑bit, 10 MHz)[25]
- Internal processor bandwidth: 384 MB/s
- V60: 64 MB/s (32‑bit, 16 MHz)
- DSP cache: 320 MB/s (5× 32‑bit, 16 MHz)
- System ROM bandwidth: 64 MB/s (32‑bit, 16 MHz)[29]
- Game ROM bandwidth: 211 MB/s (3× 32‑bit)
List of Sega Model 1 games
- Virtua Racing (1992)
- Star Wars Arcade (1993)
- Virtua Fighter (1993)
- Wing War (1994)
- Dennou Senki Net Merc (1995)
Gallery
Notes
- ↑ [80 million MACs/sec (1 cycle per MAC)[14] 80 million MACs/sec (1 cycle per MAC)[14]]
- ↑ [40 million MACs/sec (2 cycles per MAC), 40 million divides/sec (2 cycles per divide)[14] 40 million MACs/sec (2 cycles per MAC), 40 million divides/sec (2 cycles per divide)[14]]
- ↑ [144 MB/sec framebuffer bandwidth, double-buffered, 16-bit color 144 MB/sec framebuffer bandwidth, double-buffered, 16-bit color]
- ↑ [18 multiplies and 3 divides per vertex,[18] 24 cycles fixed-point precision, 42 cycles floating-point precision 18 multiplies and 3 divides per vertex,[18] 24 cycles fixed-point precision, 42 cycles floating-point precision]
References
- ↑ 1.0 1.1 http://www.thg.ru/smoke/19991022/print.html
- ↑ http://www.1up.com/features/disappearance-suzuki-part-1
- ↑ File:MeanMachinesSega19UK.pdf, page 51
- ↑ 4.0 4.1 4.2 TGP (MAME)
- ↑ Yu Suzuki Interview, Strana Igr, November 2013
- ↑ Sega Model 1 Hardware Overview (MAME)
- ↑ File:Overview of 32-bit V-Series Microprocessor.pdf
- ↑ File:UPD70616ProgrammersReferenceManual.pdf
- ↑ File:MB89396 datasheet.pdf
- ↑ File:MB89374 datasheet.pdf
- ↑ Sega Model 1 Video Hardware (MAME)
- ↑ Sega Model 1 ROM Dump
- ↑ 13.0 13.1 File:MB86232 datasheet.pdf
- ↑ 14.0 14.1 File:MB86232 datasheet.pdf, page 33
- ↑ MODEL1 (アーケードゲーム基板@ ウィキ)
- ↑ Sega 16‑Bit Common Hardware, MAME
- ↑ Sega System 24 Hardware Notes (2013-06-16)
- ↑ [ ]
- ↑ File:GameOn US 06.pdf, page 11
- ↑ File:MB8421 datasheet.pdf
- ↑ 21.0 21.1 File:MB8431 datasheet.pdf
- ↑ http://mamedb.com/game/vformula
- ↑ http://mamedb.com/game/vf
- ↑ 24.0 24.1 24.2 File:M5M5178AP datasheet.pdf
- ↑ 25.0 25.1 File:MB8464A datasheet.pdf
- ↑ MB8432 Datasheet, Fujitsu
- ↑ File:HM658128A datasheet.pdf
- ↑ File:HM65256B datasheet.pdf
- ↑ 29.0 29.1 File:HN27C1024 datasheet.pdf
- ↑ File:MB8316200B datasheet.pdf
- ↑ File:MB834000 datasheet.pdf
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