Difference between revisions of "Sega G80"
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The G80 was designed to be a more versatile system than those seen in arcade cabinets of the past. Rather than rely on bespoke cabinet designs for each game, Sega opted for a more cost-effective "Convert-a-Game" system (as it was marketed in the US), in which games housed on CPU boards could be easily swapped by arcade operators. The G80 system consisted of a card cage with a 6 slot backplane that could be populated in different game configurations from a selection of 10+ different pluggable boards, allowing it to be configured it as either a raster system if a raster video board was inserted, or a vector system that could display color vector graphics. | The G80 was designed to be a more versatile system than those seen in arcade cabinets of the past. Rather than rely on bespoke cabinet designs for each game, Sega opted for a more cost-effective "Convert-a-Game" system (as it was marketed in the US), in which games housed on CPU boards could be easily swapped by arcade operators. The G80 system consisted of a card cage with a 6 slot backplane that could be populated in different game configurations from a selection of 10+ different pluggable boards, allowing it to be configured it as either a raster system if a raster video board was inserted, or a vector system that could display color vector graphics. | ||
− | The G80 gets its name from its Z80 CPU which was coupled with a custom security chip to prevent operators from abusing the swappable system. The security chip would obfuscate the "ld (address),a" instruction (opcode 32h) differently based on the security chip installed — an early form of copy protection. The mangling algorithms are rather complicated, and differ from security chip to security chip.{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segag80r.cpp}} | + | The G80 gets its name from its Z80 CPU which was coupled with a custom security chip to prevent operators from abusing the swappable system. The security chip would obfuscate the "ld (address),a" instruction (opcode 32h) differently based on the security chip installed — an early form of copy protection. The mangling algorithms are rather complicated, and differ from security chip to security chip.{{ref|[https://github.com/mamedev/mame/tree/master/src/mame/drivers/segag80r.cpp Sega G-80 raster hardware (MAME)]}} |
The Sega G80 platform provided a basis for many reasonably successful vector-based games from the company, some of which, such as ''[[Space Fury]]'', ''[[Tac/Scan]]'', and, perhaps most famously, ''[[Star Trek: Strategic Operations Simulator]]'', saw home console/computer ports. | The Sega G80 platform provided a basis for many reasonably successful vector-based games from the company, some of which, such as ''[[Space Fury]]'', ''[[Tac/Scan]]'', and, perhaps most famously, ''[[Star Trek: Strategic Operations Simulator]]'', saw home console/computer ports. | ||
− | ==Technical | + | ==Technical specifications== |
{{multicol| | {{multicol| | ||
* Board composition: One board | * Board composition: One board | ||
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** [[wikipedia:Raster graphics|Raster]]: [[Zilog]] [[Z80]] @ 8 MHz (8/16-bit instructions, 1.16 [[wikipedia:Instructions per second|MIPS]]) | ** [[wikipedia:Raster graphics|Raster]]: [[Zilog]] [[Z80]] @ 8 MHz (8/16-bit instructions, 1.16 [[wikipedia:Instructions per second|MIPS]]) | ||
** [[wikipedia:Vector graphics|Vector]]: [[Zilog Z80]] @ 3.86712 MHz (8/16-bit instructions, 0.561 MIPS) | ** [[wikipedia:Vector graphics|Vector]]: [[Zilog Z80]] @ 3.86712 MHz (8/16-bit instructions, 0.561 MIPS) | ||
− | * [[wikipedia:Sound card|Sound boards]]:{{intref|Sega G80 Hardware Reference (1997-10-25)}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segag80r.cpp}} | + | * [[wikipedia:Sound card|Sound boards]]:{{intref|Sega G80 Hardware Reference (1997-10-25)}}{{ref|[https://github.com/mamedev/mame/tree/master/src/mame/drivers/segag80r.cpp Sega G-80 raster hardware (MAME)]}} |
** Sega USB (Universal Sound Board) | ** Sega USB (Universal Sound Board) | ||
*** [[wikipedia:Microcontroller|MCU]]: [[wikipedia:Intel MCS-48|Intel i8035]] @ 3.12 MHz (8-bit instructions, 3.12 MIPS, 1 [[wikipedia:Instructions per cycle|instruction per cycle]]) | *** [[wikipedia:Microcontroller|MCU]]: [[wikipedia:Intel MCS-48|Intel i8035]] @ 3.12 MHz (8-bit instructions, 3.12 MIPS, 1 [[wikipedia:Instructions per cycle|instruction per cycle]]) | ||
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** [[Sega System 1]] sound board (optional, used for ''Sindbad Mystery'' in 1983) | ** [[Sega System 1]] sound board (optional, used for ''Sindbad Mystery'' in 1983) | ||
*** Sound chips: [[wikipedia:Texas Instruments SN76496|Sega SN76496]] @ 4 MHz, Sega SN76496 @ 2 MHz | *** Sound chips: [[wikipedia:Texas Instruments SN76496|Sega SN76496]] @ 4 MHz, Sega SN76496 @ 2 MHz | ||
− | * [[wikipedia:Raster graphics|Raster]] [[wikipedia:Graphics card|graphics board]]: Sega Video I{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segag80r.cpp}} | + | * [[wikipedia:Raster graphics|Raster]] [[wikipedia:Graphics card|graphics board]]: Sega Video I{{ref|[https://github.com/mamedev/mame/tree/master/src/mame/drivers/segag80r.cpp Sega G-80 raster hardware (MAME)]}} |
** Raster [[wikipedia:Video display controller|display controller]]: Sega Raster Display Controller @ 15.468 MHz | ** Raster [[wikipedia:Video display controller|display controller]]: Sega Raster Display Controller @ 15.468 MHz | ||
** Video resolution: | ** Video resolution: | ||
*** Horizontal: 256×224 (display), 328×262 (overscan) | *** Horizontal: 256×224 (display), 328×262 (overscan) | ||
− | *** Vertical: 224×256 (display), 262×328 (overscan){{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/segag80r.cpp}} | + | *** Vertical: 224×256 (display), 262×328 (overscan){{ref|[https://github.com/mamedev/mame/tree/master/src/mame/video/segag80r.cpp Sega G-80 raster video hardware (MAME)]}} |
** [[Palette|Color palette]] [[wikipedia:Colour look-up table|table]]: 256 ([[wikipedia:8-bit color|8-bit RGB]] [[wikipedia:Programmable read-only memory|PROM]]) | ** [[Palette|Color palette]] [[wikipedia:Colour look-up table|table]]: 256 ([[wikipedia:8-bit color|8-bit RGB]] [[wikipedia:Programmable read-only memory|PROM]]) | ||
** [[wikipedia:Color depth|Colors on screen]]: 64 to 128 ([[wikipedia:Video memory|palette RAM]]) | ** [[wikipedia:Color depth|Colors on screen]]: 64 to 128 ([[wikipedia:Video memory|palette RAM]]) | ||
− | ** [[wikipedia:Tile engine|Tilemap]] planes: 2 layers, horizontal and vertical [[wikipedia:Scrolling|scrolling]],{{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/segag80r.cpp}} 8×8 tiles, 4 colors per tile | + | ** [[wikipedia:Tile engine|Tilemap]] planes: 2 layers, horizontal and vertical [[wikipedia:Scrolling|scrolling]],{{ref|[https://github.com/mamedev/mame/tree/master/src/mame/video/segag80r.cpp Sega G-80 raster video hardware (MAME)]}} 8×8 tiles, 4 colors per tile |
** [[Sprite]] capabilities: 28 to 32 sprites per [[wikipedia:Scan line|scanline]], 224 to 256 [[wikipedia:Texel (graphics)|sprite pixels/texels]] per scanline, 4 colors per sprite, 8×8 to 16×16 sizes{{intref|Sega G80 Hardware Reference (1997-10-25)}} | ** [[Sprite]] capabilities: 28 to 32 sprites per [[wikipedia:Scan line|scanline]], 224 to 256 [[wikipedia:Texel (graphics)|sprite pixels/texels]] per scanline, 4 colors per sprite, 8×8 to 16×16 sizes{{intref|Sega G80 Hardware Reference (1997-10-25)}} | ||
− | * [[wikipedia:Vector monitor|Vector display]] controller: Sega Display Controller{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segag80v.cpp}} | + | * [[wikipedia:Vector monitor|Vector display]] controller: Sega Display Controller{{ref|[https://github.com/mamedev/mame/tree/master/src/mame/drivers/segag80v.cpp Sega G-80 vector hardware (MAME)]}} |
− | ** [[wikipedia:Color depth|Color depth]]: 64 ([[wikipedia:List of monochrome and RGB palettes#6-bit RGB|6-bit RGB]]){{ref|https://github.com/mamedev/mame/tree/master/src/mame/video/segag80v.cpp}} | + | ** [[wikipedia:Color depth|Color depth]]: 64 ([[wikipedia:List of monochrome and RGB palettes#6-bit RGB|6-bit RGB]]){{ref|[https://github.com/mamedev/mame/tree/master/src/mame/video/segag80v.cpp Sega G-80 vector video hardware (MAME)]}} |
− | * [[RAM]]:{{intref|Sega G80 Hardware Reference (1997-10-25)}}{{ref|https://github.com/mamedev/mame/ | + | * [[RAM]]:{{intref|Sega G80 Hardware Reference (1997-10-25)}}{{ref|[https://github.com/mamedev/mame/tree/master/src/mame/drivers/segag80r.cpp Sega G-80 raster hardware (MAME)]}} |
** Raster: 14 [[Byte|KB]] (2 KB main, 8 KB [[VRAM|video]], 4 KB audio) | ** Raster: 14 [[Byte|KB]] (2 KB main, 8 KB [[VRAM|video]], 4 KB audio) | ||
** Vector: 10 KB (2 KB main, 4 KB video, 4 KB audio) | ** Vector: 10 KB (2 KB main, 4 KB video, 4 KB audio) | ||
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}} | }} | ||
− | ==List of | + | ==List of games== |
===Raster=== | ===Raster=== | ||
{{multicol| | {{multicol| |
Revision as of 22:12, 25 July 2017
Sega G80 | |||||
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Manufacturer: Sega | |||||
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The Sega G80 is an arcade system produced by Sega in 1981. It can be considered a successor to the Sega VIC Dual system, and was Sega's arcade platform of choice before the release of the Sega System 1.
The G80 was designed to be a more versatile system than those seen in arcade cabinets of the past. Rather than rely on bespoke cabinet designs for each game, Sega opted for a more cost-effective "Convert-a-Game" system (as it was marketed in the US), in which games housed on CPU boards could be easily swapped by arcade operators. The G80 system consisted of a card cage with a 6 slot backplane that could be populated in different game configurations from a selection of 10+ different pluggable boards, allowing it to be configured it as either a raster system if a raster video board was inserted, or a vector system that could display color vector graphics.
The G80 gets its name from its Z80 CPU which was coupled with a custom security chip to prevent operators from abusing the swappable system. The security chip would obfuscate the "ld (address),a" instruction (opcode 32h) differently based on the security chip installed — an early form of copy protection. The mangling algorithms are rather complicated, and differ from security chip to security chip.[1]
The Sega G80 platform provided a basis for many reasonably successful vector-based games from the company, some of which, such as Space Fury, Tac/Scan, and, perhaps most famously, Star Trek: Strategic Operations Simulator, saw home console/computer ports.
Technical specifications
- Board composition: One board
- Main CPU:[2]
- Sound boards:[2][1]
- Sega USB (Universal Sound Board)
- MCU: Intel i8035 @ 3.12 MHz (8-bit instructions, 3.12 MIPS, 1 instruction per cycle)
- Sound chip: Sega Melody Generator (programmable sound generator)
- Speech Board (optional)
- MCU: Intel i8035/i8039 @ 3.12 MHz (8-bit instructions, 3.12 MIPS)
- Speech synthesizer: General Instrument SP0250 (linear predictive coding)
- Sega System 1 sound board (optional, used for Sindbad Mystery in 1983)
- Sound chips: Sega SN76496 @ 4 MHz, Sega SN76496 @ 2 MHz
- Sega USB (Universal Sound Board)
- Raster graphics board: Sega Video I[1]
- Raster display controller: Sega Raster Display Controller @ 15.468 MHz
- Video resolution:
- Horizontal: 256×224 (display), 328×262 (overscan)
- Vertical: 224×256 (display), 262×328 (overscan)[3]
- Color palette table: 256 (8-bit RGB PROM)
- Colors on screen: 64 to 128 (palette RAM)
- Tilemap planes: 2 layers, horizontal and vertical scrolling,[3] 8×8 tiles, 4 colors per tile
- Sprite capabilities: 28 to 32 sprites per scanline, 224 to 256 sprite pixels/texels per scanline, 4 colors per sprite, 8×8 to 16×16 sizes[2]
- Vector display controller: Sega Display Controller[4]
- Color depth: 64 (6-bit RGB)[5]
- RAM:[2][1]
List of games
Raster
- 005 (1981)
- Astro Blaster (1981)
- Space Odyssey (1981)
- Monster Bash (1982)
- Pig Newton (1983)
- Sindbad Mystery (1983)
Vector
- Space Fury (1981)
- Eliminator (1981)
- Battle Star (1982)
- Star Trek: Strategic Operations Simulator (1982)
- Tac/Scan (1982)
- Zektor (1982)
References
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