Difference between revisions of "Sega Master System/Technical specifications"

From Sega Retro

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* System master clock rate: 53.693175 MHz ([[NTSC]]), 53.203424 MHz ([[PAL]]){{fileref|SMSServiceManualEU.pdf}}{{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
 
* System master clock rate: 53.693175 MHz ([[NTSC]]), 53.203424 MHz ([[PAL]]){{fileref|SMSServiceManualEU.pdf}}{{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
** Master clock cycles per frame: 896,040 (NTSC), 1,070,460 (PAL){{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
+
:* Master clock cycles per frame: 896,040 (NTSC), 1,070,460 (PAL){{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
** Master clock cycles per scanline: 3420{{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
+
:* Master clock cycles per scanline: 3420{{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
  
 
==CPU==
 
==CPU==
 
{{multicol|
 
{{multicol|
 
* Main CPU: [[NEC]] 780C (based on [[Zilog]] [[Z80]]){{intref|Sega Mark-III Hardware Notes (2008-11-14)}}
 
* Main CPU: [[NEC]] 780C (based on [[Zilog]] [[Z80]]){{intref|Sega Mark-III Hardware Notes (2008-11-14)}}
** [[wikipedia:Clock rate|Clock rate]]: 3.579545 MHz (NTSC), 3.54689493 MHz (PAL/SECAM){{ref|CPU clock cycles per frame: 59,736 (NTSC), 71,364 (PAL) <br> CPU clock cycles per scanline: 228|group=n}}
+
:* [[wikipedia:Clock rate|Clock rate]]: 3.579545 MHz (NTSC), 3.54689493 MHz (PAL/SECAM){{ref|CPU clock cycles per frame: 59,736 (NTSC), 71,364 (PAL) <br> CPU clock cycles per scanline: 228|group=n}}
** The Z80 directly addresses program [[RAM]] and [[ROM]], but only addresses [[VRAM]] through VDP hardware ports.{{fileref|SMSServiceManualEU.pdf}} It can access VRAM by commanding/programming VDP.{{intref|Sega Master System VDP documentation (2002-11-12)}}
+
:* The Z80 directly addresses program [[RAM]] and [[ROM]], but only addresses [[VRAM]] through VDP hardware ports.{{fileref|SMSServiceManualEU.pdf}} It can access VRAM by commanding/programming VDP.{{intref|Sega Master System VDP documentation (2002-11-12)}}
** [[wikipedia:Instruction set|Instruction set]]: 8‑bit and 16‑bit instructions, 6–18 registers{{ref|[http://www.drolez.com/retro/ Obsolete Microprocessors]}}
+
:* [[wikipedia:Instruction set|Instruction set]]: 8‑bit and 16‑bit instructions, 6–18 registers{{ref|[http://www.drolez.com/retro/ Obsolete Microprocessors]}}
** Bus width: 8‑bit
+
:* Bus width: 8‑bit
 
* Performance: 0.51 [[wikipedia:Instructions per second|MIPS]]{{ref|[http://www.drolez.com/retro/ Obsolete Microprocessors]}}
 
* Performance: 0.51 [[wikipedia:Instructions per second|MIPS]]{{ref|[http://www.drolez.com/retro/ Obsolete Microprocessors]}}
 
}}
 
}}
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{{multicol|
 
* GPU: Sega [[VDP]]{{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}
 
* GPU: Sega [[VDP]]{{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}
** Revisions: Sega 315‑5124 / [[Yamaha]] YM2602 (Mark III, Master System), Sega 315‑5246 / NEC UPD9004G (Master System II)
+
:* Revisions: Sega 315‑5124 / [[Yamaha]] YM2602 (Mark III, Master System), Sega 315‑5246 / NEC UPD9004G (Master System II)
** Note: An evolution of the [[TMS9918]]
+
:* Note: An evolution of the [[TMS9918]]
** Clock rate: 10.738635 MHz (NTSC),{{fileref|SMSServiceManualEU.pdf|page=4}} 10.6406848 MHz (PAL){{fileref|SMSServiceManualEU.pdf|page=14}}
+
:* Clock rate: 10.738635 MHz (NTSC),{{fileref|SMSServiceManualEU.pdf|page=4}} 10.6406848 MHz (PAL){{fileref|SMSServiceManualEU.pdf|page=14}}
** [[Pixel]] clock rate: 5.3693175 MHz (NTSC), 5.3203424 MHz (PAL){{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/sms.cpp}}
+
:* [[Pixel]] clock rate: 5.3693175 MHz (NTSC), 5.3203424 MHz (PAL){{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/sms.cpp}}
** Bus width: 16‑bit{{ref|16‑bit VRAM bus, 8‑bit Z80/ROM bus|group=n}}
+
:* Bus width: 16‑bit{{ref|16‑bit VRAM bus, 8‑bit Z80/ROM bus|group=n}}
** Memory bus clock rate: 5.3693175 MHz (NTSC), 5.3203424 MHz (PAL)
+
:* Memory bus clock rate: 5.3693175 MHz (NTSC), 5.3203424 MHz (PAL)
** Registers: 8‑bit and 16‑bit{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf}}{{intref|Sega Master System VDP documentation (2002-11-12)}}
+
:* Registers: 8‑bit and 16‑bit{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf}}{{intref|Sega Master System VDP documentation (2002-11-12)}}
** Memory access: VDP directly addresses [[VRAM]], has its own internal CRAM and sprite line buffer, and has access to cartridge ROM. It can be commanded and programmed by Z80.
+
:* Memory access: VDP directly addresses [[VRAM]], has its own internal CRAM and sprite line buffer, and has access to cartridge ROM. It can be commanded and programmed by Z80.
 
* Color TV signal encoder: [[wikipedia:Rohm|Rohm]] BA7230LS{{intref|Sega Mark-III Hardware Notes (2008-11-14)}} / [[Sony]] [http://console5.com/wiki/V7040 V7040 RGB Encoder] / Sony CXA1145{{fileref|CXA1145P datasheet.pdf}} / [[Fujitsu]] MB3514{{fileref|MB3514 datasheet.pdf}} / Sony V7040 / [[Motorola]] MC1377{{ref|[http://www.smspower.org/Development/VideoOutput Sega Master System Video Output]}}{{ref|[http://www.smspower.org/Development/Documents Sega Master System Documents]}}
 
* Color TV signal encoder: [[wikipedia:Rohm|Rohm]] BA7230LS{{intref|Sega Mark-III Hardware Notes (2008-11-14)}} / [[Sony]] [http://console5.com/wiki/V7040 V7040 RGB Encoder] / Sony CXA1145{{fileref|CXA1145P datasheet.pdf}} / [[Fujitsu]] MB3514{{fileref|MB3514 datasheet.pdf}} / Sony V7040 / [[Motorola]] MC1377{{ref|[http://www.smspower.org/Development/VideoOutput Sega Master System Video Output]}}{{ref|[http://www.smspower.org/Development/Documents Sega Master System Documents]}}
** Color burst clock input: 3.579545 MHz (NTSC),{{intref|Sega Mark-III Hardware Notes (2008-11-14)}} 3.546895 MHz (PAL)
+
:* Color burst clock input: 3.579545 MHz (NTSC),{{intref|Sega Mark-III Hardware Notes (2008-11-14)}} 3.546895 MHz (PAL)
 
* Screen [[resolution]]s: 256x192 and 256x224. PAL/SECAM also supports 256x240.
 
* Screen [[resolution]]s: 256x192 and 256x224. PAL/SECAM also supports 256x240.
** Overscan resolution: 342x262 (NTSC), 342x313 (PAL){{intref|Sega Master System VDP documentation (2002-11-12)}}
+
:* Overscan resolution: 342x262 (NTSC), 342x313 (PAL){{intref|Sega Master System VDP documentation (2002-11-12)}}
** [[wikipedia:Scan line|Scanlines]]: 262 (NTSC), 313 (PAL)
+
:* [[wikipedia:Scan line|Scanlines]]: 262 (NTSC), 313 (PAL)
 
* Refresh rate: 59.922743 Hz (NTSC), 49.701459 Hz (PAL){{ref|[https://github.com/jasarien/Provenance/blob/master/PVGenesis/PVGenesis/Genesis/GenesisCore/genplusgx_source/system.c Genesis Plus]}}
 
* Refresh rate: 59.922743 Hz (NTSC), 49.701459 Hz (PAL){{ref|[https://github.com/jasarien/Provenance/blob/master/PVGenesis/PVGenesis/Genesis/GenesisCore/genplusgx_source/system.c Genesis Plus]}}
** Maximum frame rate: 59.922743 frames/sec (NTSC), 49.701459 frames/sec (PAL)
+
:* Maximum frame rate: 59.922743 frames/sec (NTSC), 49.701459 frames/sec (PAL)
 
* [[Palette|Colors]]: Up to 32 simultaneous colors (16 for sprites, 16 for background) available from a [[palette]] of 64 colors (6‑bit RGB), 16 colors (4‑bit) per pixel/tile/sprite
 
* [[Palette|Colors]]: Up to 32 simultaneous colors (16 for sprites, 16 for background) available from a [[palette]] of 64 colors (6‑bit RGB), 16 colors (4‑bit) per pixel/tile/sprite
** Programmable capabilities: Mid‑frame palette swap allows up to 64 simultaneous colors, 105 color palette (all on screen) possible with static image{{ref|[http://atariage.com/forums/topic/216268-my-first-test-on-the-tms9918/ TMS9918 test (AtariAge)]}}
+
:* Programmable capabilities: Mid‑frame palette swap allows up to 64 simultaneous colors, 105 color palette (all on screen) possible with static image{{ref|[http://atariage.com/forums/topic/216268-my-first-test-on-the-tms9918/ TMS9918 test (AtariAge)]}}
 
* VDP display modes:{{intref|Sega Master System VDP documentation (2002-11-12)}}
 
* VDP display modes:{{intref|Sega Master System VDP documentation (2002-11-12)}}
** Modes 1–2: 256x192 resolution, [[wikipedia:Tile-based video game|tilemap]], 2 colors per tile, [[SG-1000]] backwards compatibility
+
:* Modes 1–2: 256x192 resolution, [[wikipedia:Tile-based video game|tilemap]], 2 colors per tile, [[SG-1000]] backwards compatibility
** Mode 3: 64×48 resolution, [[wikipedia:Bitmap|bitmap]], 16 colors per pixel, SG-1000 backwards compatibility
+
:* Mode 3: 64×48 resolution, [[wikipedia:Bitmap|bitmap]], 16 colors per pixel, SG-1000 backwards compatibility
** Mode 4: 256x192, 256x224 and 256x240 resolutions, tilemap, 16 colors per tile, used by most Master System games
+
:* Mode 4: 256x192, 256x224 and 256x240 resolutions, tilemap, 16 colors per tile, used by most Master System games
 
* VRAM bandwidth:
 
* VRAM bandwidth:
** VDP read bandwidth: 7.692306&nbsp;MB/s
+
:* VDP read bandwidth: 7.692306&nbsp;MB/s
** Z80 write bandwidth: 298.295 KB/s (NTSC), 295.574 KB/s (PAL){{ref|Byte per 12 cycles{{fileref|SC-3000ServiceManual.pdf|page=12}}|group=n}}
+
:* Z80 write bandwidth: 298.295 KB/s (NTSC), 295.574 KB/s (PAL){{ref|Byte per 12 cycles{{fileref|SC-3000ServiceManual.pdf|page=12}}|group=n}}
** Z80 write during active display: 174.794 KB/s (NTSC), 181.112 KB/s (PAL){{ref|[http://www.smspower.org/forums/14599-HowManyBytesCanIWriteToVRAMPerFrame Bytes written to VRAM per frame]}}
+
:* Z80 write during active display: 174.794 KB/s (NTSC), 181.112 KB/s (PAL){{ref|[http://www.smspower.org/forums/14599-HowManyBytesCanIWriteToVRAMPerFrame Bytes written to VRAM per frame]}}
 
* Pixel [[fillrate]]:
 
* Pixel [[fillrate]]:
** Read fillrate: 5.369317 [[Pixel|MPixels/s]] (NTSC), 5.320342 MPixels/s (PAL)
+
:* Read fillrate: 5.369317 [[Pixel|MPixels/s]] (NTSC), 5.320342 MPixels/s (PAL)
** Mode 3-4 write fillrate: 4-bit per pixel, 596,590 [[Pixel|pixels/s]] (NTSC), 591,148 pixels/s (PAL)
+
:* Mode 3-4 write fillrate: 4-bit per pixel, 596,590 [[Pixel|pixels/s]] (NTSC), 591,148 pixels/s (PAL)
** Mode 3-4 write during active display: 349,588 pixels/s (NTSC), 362,224 pixels/s (PAL)
+
:* Mode 3-4 write during active display: 349,588 pixels/s (NTSC), 362,224 pixels/s (PAL)
** Mode 1-2 write fillrate: 1-bit per pixel, 2.386363 MPixels/s (NTSC), 2.364595 MPixels/s (PAL)
+
:* Mode 1-2 write fillrate: 1-bit per pixel, 2.386363 MPixels/s (NTSC), 2.364595 MPixels/s (PAL)
** Mode 1-2 write during active display: 1.398352 MPixels/s (NTSC), 1.448896 MPixels/s (PAL)
+
:* Mode 1-2 write during active display: 1.398352 MPixels/s (NTSC), 1.448896 MPixels/s (PAL)
 
* Tile read fillrate: 83,895 tiles/sec (NTSC), 83,130 tiles/sec (PAL)
 
* Tile read fillrate: 83,895 tiles/sec (NTSC), 83,130 tiles/sec (PAL)
 
}}
 
}}
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* Background: [[wikipedia:Tile engine|Tilemap]] playfield, 8x8 tiles, horizontal & vertical tile flipping, up to 448 tiles/patterns in VRAM used by background,{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=8}} up to 1792 flipped tiles in VRAM used by background, definable priorities for individual background tiles{{intref|Sega Master System VDP documentation (2002-11-12)}}
 
* Background: [[wikipedia:Tile engine|Tilemap]] playfield, 8x8 tiles, horizontal & vertical tile flipping, up to 448 tiles/patterns in VRAM used by background,{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=8}} up to 1792 flipped tiles in VRAM used by background, definable priorities for individual background tiles{{intref|Sega Master System VDP documentation (2002-11-12)}}
 
* [[Sprite]]s: 16 colors (15 opaque, 1 transparent) per sprite, up to 256 tiles/patterns in VRAM used by sprites,{{intref|Sega Master System VDP documentation (2002-11-12)}} [http://www.smspower.org/Development/CollisionDetection collision detection]{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=6}}
 
* [[Sprite]]s: 16 colors (15 opaque, 1 transparent) per sprite, up to 256 tiles/patterns in VRAM used by sprites,{{intref|Sega Master System VDP documentation (2002-11-12)}} [http://www.smspower.org/Development/CollisionDetection collision detection]{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=6}}
** Sprite pixel sizes: 8x8, 8x16
+
:* Sprite pixel sizes: 8x8, 8x16
** Sprite zoom pixel sizes: 16x16, 16x32
+
:* Sprite zoom pixel sizes: 16x16, 16x32
** Sprite line [[wikipedia:Data buffer|buffer]]: VDP contains internal sprite line buffer for 8 sprites per scanline, double buffering, prevents delay while VDP reads VRAM, sprite priority determined by order of sprites in buffer{{intref|Sega Master System VDP documentation (2002-11-12)}}
+
:* Sprite line [[wikipedia:Data buffer|buffer]]: VDP contains internal sprite line buffer for 8 sprites per scanline, double buffering, prevents delay while VDP reads VRAM, sprite priority determined by order of sprites in buffer{{intref|Sega Master System VDP documentation (2002-11-12)}}
** Sprites on screen: 64 sprites on screen, more than 64 sprites with mid-screen raster effects{{ref|[http://www.smspower.org/forums/16026-DisplayingMoreThan32ColoursRasterEffects Displaying more than 32 colours - raster effect (SMS Power)]}}
+
:* Sprites on screen: 64 sprites on screen, more than 64 sprites with mid-screen raster effects{{ref|[http://www.smspower.org/forums/16026-DisplayingMoreThan32ColoursRasterEffects Displaying more than 32 colours - raster effect (SMS Power)]}}
** Sprites per scanline: 8 sprites (non-flickering) per scanline, 9 flickering sprites per scanline{{ref|1=[http://atariage.com/forums/topic/220934-questions-about-coleco-graphics-capacity/?p=2910264 Coleco graphics capacity (AtariAge)]}}
+
:* Sprites per scanline: 8 sprites (non-flickering) per scanline, 9 flickering sprites per scanline{{ref|1=[http://atariage.com/forums/topic/220934-questions-about-coleco-graphics-capacity/?p=2910264 Coleco graphics capacity (AtariAge)]}}
 
* Scrolling: Smooth hardware scrolling, horizontal & vertical scrolling, diagonal scrolling, [[wikipedia:Parallax scrolling#Raster method|line scrolling]], partial screen scrolling{{intref|Sega Master System Technical Documentation (1998-06-10)}}
 
* Scrolling: Smooth hardware scrolling, horizontal & vertical scrolling, diagonal scrolling, [[wikipedia:Parallax scrolling#Raster method|line scrolling]], partial screen scrolling{{intref|Sega Master System Technical Documentation (1998-06-10)}}
 
* [[wikipedia:Interrupt request|IRQ]] [[wikipedia:Raster interrupt|raster interrupt]] capabilities:{{intref|Sega Master System Technical Documentation (1998-06-10)}} Interrupt per frame, interrupt per scanline,{{intref|Sega Master System VDP documentation (2002-11-12)}} mid‑frame palette swap, transparency effect, line scrolling, partial screen scrolling
 
* [[wikipedia:Interrupt request|IRQ]] [[wikipedia:Raster interrupt|raster interrupt]] capabilities:{{intref|Sega Master System Technical Documentation (1998-06-10)}} Interrupt per frame, interrupt per scanline,{{intref|Sega Master System VDP documentation (2002-11-12)}} mid‑frame palette swap, transparency effect, line scrolling, partial screen scrolling
 
* [[VRAM]] screen map: 2 KB to 2.25 KB{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=8}}
 
* [[VRAM]] screen map: 2 KB to 2.25 KB{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=8}}
** [[Sprite]] attribute table: 256 [[byte]]s (2 [[Bit|Kbits]]), including 64 byte tile/pattern data
+
:* [[Sprite]] attribute table: 256 [[byte]]s (2 [[Bit|Kbits]]), including 64 byte tile/pattern data
** Background name table: 1.75 [[Byte|KB]] (14 Kbits) or 2 KB (16 Kbits){{intref|Sega Master System VDP documentation (2002-11-12)}}{{ref|16‑bit per tile{{intref|Sega Master System Technical Documentation (1998-06-10)}}
+
:* Background name table: 1.75 [[Byte|KB]] (14 Kbits) or 2 KB (16 Kbits){{intref|Sega Master System VDP documentation (2002-11-12)}}{{ref|16‑bit per tile{{intref|Sega Master System Technical Documentation (1998-06-10)}}
 
* 256x192 resolution: 1.75 KB, 32x28 table (256x224 pixels), 896 tiles (768 visible)
 
* 256x192 resolution: 1.75 KB, 32x28 table (256x224 pixels), 896 tiles (768 visible)
 
* 256x224 resolution: 2 KB, 32x32 table (256x256 pixels), 1024 tiles (896 visible)
 
* 256x224 resolution: 2 KB, 32x32 table (256x256 pixels), 1024 tiles (896 visible)
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|group=n}}
 
|group=n}}
 
* Tile write fillrate: 32 bytes per tile, 9321 tiles/sec (NTSC), 9236 tiles/sec (PAL)
 
* Tile write fillrate: 32 bytes per tile, 9321 tiles/sec (NTSC), 9236 tiles/sec (PAL)
** Write during active display: 5462 tiles/sec (NTSC), 5659 tiles/sec (PAL)
+
:* Write during active display: 5462 tiles/sec (NTSC), 5659 tiles/sec (PAL)
 
}}
 
}}
  
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* Tiles: 832-1024 tiles,{{ref|768 background tiles, 64-256 sprite tiles|group=n}} 2 colors per tile, 8 bytes per tile
 
* Tiles: 832-1024 tiles,{{ref|768 background tiles, 64-256 sprite tiles|group=n}} 2 colors per tile, 8 bytes per tile
 
* Sprites: 32-64 sprites, 64-256 sprite tiles
 
* Sprites: 32-64 sprites, 64-256 sprite tiles
** Sprite pixel sizes: 8x8, 16x16
+
:* Sprite pixel sizes: 8x8, 16x16
** Sprite zoom pixel sizes: 16x16, 32x32
+
:* Sprite zoom pixel sizes: 16x16, 32x32
 
* Tile write fillrate: 8 bytes per tile, 37,286 tiles/sec (NTSC), 36,946 tiles/sec (PAL)
 
* Tile write fillrate: 8 bytes per tile, 37,286 tiles/sec (NTSC), 36,946 tiles/sec (PAL)
** Write during active display: 21,849 tiles/sec (NTSC), 22,639 tiles/sec (PAL)
+
:* Write during active display: 21,849 tiles/sec (NTSC), 22,639 tiles/sec (PAL)
 
* Additional Master System capabilities: Raster effects, programmable full screen zooming{{ref|[http://www.smspower.org/forums/7851-FunWithZooming Fun with zooming (SMS Power)]}}
 
* Additional Master System capabilities: Raster effects, programmable full screen zooming{{ref|[http://www.smspower.org/forums/7851-FunWithZooming Fun with zooming (SMS Power)]}}
 
}}
 
}}
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{{multicol|
 
* [[wikipedia:Programmable sound generator|PSG]] [[wikipedia:Sound chip|sound chip]]: Sega PSG ([[SN76489|SN76496]]) @ 3.579545 MHz{{intref|Sega Mark-III Hardware Notes (2008-11-14)}}{{ref|[http://www.smspower.org/Development/SN76489 Sega SN76489]}}
 
* [[wikipedia:Programmable sound generator|PSG]] [[wikipedia:Sound chip|sound chip]]: Sega PSG ([[SN76489|SN76496]]) @ 3.579545 MHz{{intref|Sega Mark-III Hardware Notes (2008-11-14)}}{{ref|[http://www.smspower.org/Development/SN76489 Sega SN76489]}}
** 4 channel mono sound{{intref|Sega Master System Technical Documentation (1998-06-10)}}
+
:* 4 channel mono sound{{intref|Sega Master System Technical Documentation (1998-06-10)}}
*** 3 [[wikipedia:Square wave|square wave]] sound generator tone channels: 4–10 octaves, 16 volume levels, 1024 (10‑bit) frequencies, 122 Hz to 125 kHz frequency range
+
::* 3 [[wikipedia:Square wave|square wave]] sound generator tone channels: 4–10 octaves, 16 volume levels, 1024 (10‑bit) frequencies, 122 Hz to 125 kHz frequency range
*** 1 noise generator channel: [[wikipedia:White noise|White noise]], periodic noise, 16‑bit [[wikipedia:Linear feedback shift register|LSFR]], 16‑bit [[wikipedia:Ring buffer|ring buffer]], 3 preset frequencies (7.8 to 19.5 kHz), can match frequency of 3rd tone channel
+
::* 1 noise generator channel: [[wikipedia:White noise|White noise]], periodic noise, 16‑bit [[wikipedia:Linear feedback shift register|LSFR]], 16‑bit [[wikipedia:Ring buffer|ring buffer]], 3 preset frequencies (7.8 to 19.5 kHz), can match frequency of 3rd tone channel
** [[wikipedia:Pulse-code modulation|PCM]]/[[wikipedia:Pulse-width modulation|PWM]] sampling: Uses 3 tone channels, 1‑bit to 8‑bit audio depth, 5–64 kHz sampling rate, up to 16 KB per sample
+
:* [[wikipedia:Pulse-code modulation|PCM]]/[[wikipedia:Pulse-width modulation|PWM]] sampling: Uses 3 tone channels, 1‑bit to 8‑bit audio depth, 5–64 kHz sampling rate, up to 16 KB per sample
** Based on TI [[SN76489]]
+
:* Based on TI [[SN76489]]
 
* FM sound chip: [[Yamaha]] [[YM2413]]{{intref|Sega Master System Technical Documentation (1998-06-10)}}
 
* FM sound chip: [[Yamaha]] [[YM2413]]{{intref|Sega Master System Technical Documentation (1998-06-10)}}
** 9 mono [[wikipedia:Frequency modulation synthesis|FM synthesis]] channels
+
:* 9 mono [[wikipedia:Frequency modulation synthesis|FM synthesis]] channels
** 2‑operator FM synthesis sound
+
:* 2‑operator FM synthesis sound
** Instruments: 15 pre‑defined instruments and user‑defined sound
+
:* Instruments: 15 pre‑defined instruments and user‑defined sound
** Rhythm mode: 3 channels can be used for percussion sounds
+
:* Rhythm mode: 3 channels can be used for percussion sounds
** Built into Japanese Master System
+
:* Built into Japanese Master System
** Available as plug‑in module for Mark III
+
:* Available as plug‑in module for Mark III
** Supported by certain games only
+
:* Supported by certain games only
 
}}
 
}}
  
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{{multicol|
 
* System [[RAM]]: 24&nbsp;[[Byte|KB]] (most models) or 40&nbsp;KB (some models){{ref|[http://www.smspower.org/Development/RAM Sega Master System RAM]}}{{intref|Sega Mark-III Hardware Notes (2008-11-14)}}
 
* System [[RAM]]: 24&nbsp;[[Byte|KB]] (most models) or 40&nbsp;KB (some models){{ref|[http://www.smspower.org/Development/RAM Sega Master System RAM]}}{{intref|Sega Mark-III Hardware Notes (2008-11-14)}}
** Main/Program RAM: 8&nbsp;KB (64&nbsp;[[Bit|Kbits]])
+
:* Main/Program RAM: 8&nbsp;KB (64&nbsp;[[Bit|Kbits]])
*** Note: Since Z80 reads program code directly from ROM, program RAM is primarily used for general program data (such as state information).{{ref|[http://www.smspower.org/uploads/Development/smsarch.html SMSARCH: A Sega Master System Cartridge Archiver]}}
+
::* Note: Since Z80 reads program code directly from ROM, program RAM is primarily used for general program data (such as state information).{{ref|[http://www.smspower.org/uploads/Development/smsarch.html SMSARCH: A Sega Master System Cartridge Archiver]}}
** [[VRAM]]: 16&nbsp;KB (128&nbsp;Kbits, most models) or 32&nbsp;KB (256&nbsp;Kbits, some models){{ref|[http://www.smspower.org/Development/Documents Sega Master System Documents]}}
+
:* [[VRAM]]: 16&nbsp;KB (128&nbsp;Kbits, most models) or 32&nbsp;KB (256&nbsp;Kbits, some models){{ref|[http://www.smspower.org/Development/Documents Sega Master System Documents]}}
 
* VDP internal memory: 64&nbsp;[[byte]]s (512&nbsp;[[bit]]s){{intref|Sega Master System VDP documentation (2002-11-12)}}
 
* VDP internal memory: 64&nbsp;[[byte]]s (512&nbsp;[[bit]]s){{intref|Sega Master System VDP documentation (2002-11-12)}}
** Color RAM (CRAM): 32&nbsp;bytes (256&nbsp;bits, 32x 8-bit entries)
+
:* Color RAM (CRAM): 32&nbsp;bytes (256&nbsp;bits, 32x 8-bit entries)
** Sprite line buffer: 32&nbsp;bytes (256&nbsp;bits, 8x 32-bit entries)
+
:* Sprite line buffer: 32&nbsp;bytes (256&nbsp;bits, 8x 32-bit entries)
 
* System [[ROM]]: 8&nbsp;KB (64&nbsp;Kbits) to 256&nbsp;KB (2&nbsp;Mbits), depending on built‑in game
 
* System [[ROM]]: 8&nbsp;KB (64&nbsp;Kbits) to 256&nbsp;KB (2&nbsp;Mbits), depending on built‑in game
 
* [[Cartridge]] ROM: 8&nbsp;KB to 32&nbsp;KB ([[Sega Card]]), 128&nbsp;KB to 4&nbsp;MB ([[Cartridge]]){{ref|[http://www.smspower.org/uploads/Development/smsarch.html SMSARCH: A Sega Master System Cartridge Archiver]}}
 
* [[Cartridge]] ROM: 8&nbsp;KB to 32&nbsp;KB ([[Sega Card]]), 128&nbsp;KB to 4&nbsp;MB ([[Cartridge]]){{ref|[http://www.smspower.org/uploads/Development/smsarch.html SMSARCH: A Sega Master System Cartridge Archiver]}}
** Note: Z80 can read program code directly from ROM, allowing program RAM to be used for general program data (such as state information).
+
:* Note: Z80 can read program code directly from ROM, allowing program RAM to be used for general program data (such as state information).
 
* Cartridge battery backup [[SRAM]]: 8&nbsp;KB (64&nbsp;Kbits) to 32&nbsp;KB (256&nbsp;Kbits){{ref|[http://www.smspower.org/Development/Mappers Sega Mappers]}}
 
* Cartridge battery backup [[SRAM]]: 8&nbsp;KB (64&nbsp;Kbits) to 32&nbsp;KB (256&nbsp;Kbits){{ref|[http://www.smspower.org/Development/Mappers Sega Mappers]}}
 
}}
 
}}
Line 127: Line 127:
 
{{multicol|
 
{{multicol|
 
* System memory buses:{{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}{{intref|Sega Master System VDP documentation (2002-11-12)}}
 
* System memory buses:{{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}{{intref|Sega Master System VDP documentation (2002-11-12)}}
** Z80, VDP <‑> Main RAM, System ROM, Cartridge ROM (8‑bit)
+
:* Z80, VDP <‑> Main RAM, System ROM, Cartridge ROM (8‑bit)
** VDP <‑> VRAM (16‑bit)
+
:* VDP <‑> VRAM (16‑bit)
 
* System RAM chips:{{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}{{ref|[http://www.smspower.org/Development/RAM Sega Master System RAM]}}{{ref|[http://www.smspower.org/Development/Documents Sega Master System Documents]}}
 
* System RAM chips:{{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}{{ref|[http://www.smspower.org/Development/RAM Sega Master System RAM]}}{{ref|[http://www.smspower.org/Development/Documents Sega Master System Documents]}}
** Main RAM: 8‑bit, [[wikipedia:Pseudostatic RAM|XRAM]]/[[SRAM]], 3.579545&nbsp;MHz (NTSC) or 3.546894&nbsp;MHz (PAL){{ref|279/281&nbsp;[[wikipedia:Nanosecond|ns]]{{fileref|UPD4168 datasheet.pdf}}{{fileref|KM6264B datasheet.pdf}}|group=n}}
+
:* Main RAM: 8‑bit, [[wikipedia:Pseudostatic RAM|XRAM]]/[[SRAM]], 3.579545&nbsp;MHz (NTSC) or 3.546894&nbsp;MHz (PAL){{ref|279/281&nbsp;[[wikipedia:Nanosecond|ns]]{{fileref|UPD4168 datasheet.pdf}}{{fileref|KM6264B datasheet.pdf}}|group=n}}
** VRAM: 16‑bit (2x 8‑bit), XRAM/[[wikipedia:Pseudostatic RAM|PSRAM]], 3.846153&nbsp;MHz{{ref|260&nbsp;ns{{fileref|UPD4168 datasheet.pdf}}{{fileref|HM65256B datasheet.pdf}}|group=n}}
+
:* VRAM: 16‑bit (2x 8‑bit), XRAM/[[wikipedia:Pseudostatic RAM|PSRAM]], 3.846153&nbsp;MHz{{ref|260&nbsp;ns{{fileref|UPD4168 datasheet.pdf}}{{fileref|HM65256B datasheet.pdf}}|group=n}}
 
* ROM chips: 8‑bit, 3.579545&nbsp;MHz (NTSC) or 3.546894&nbsp;MHz (PAL){{ref|279/281&nbsp;ns|group=n}}
 
* ROM chips: 8‑bit, 3.579545&nbsp;MHz (NTSC) or 3.546894&nbsp;MHz (PAL){{ref|279/281&nbsp;ns|group=n}}
** System ROM: [[wikipedia:Mask ROM|MROM]]{{fileref|SMSServiceManualEU.pdf}}{{fileref|CXK3864 datasheet.pdf}}  
+
:* System ROM: [[wikipedia:Mask ROM|MROM]]{{fileref|SMSServiceManualEU.pdf}}{{fileref|CXK3864 datasheet.pdf}}  
** Cartridge ROM: MROM,{{ref|[http://www.smspower.org/Development/ROMPartNumbers ROM Part Numbers]}}{{fileref|MB831000 datasheet.pdf}}{{ref|[http://dreamjam.co.uk/emuviews/txt/smsmap.txt Memory Mapper Hardware Notes]}} [[EPROM]], [[wikipedia:Flash memory|Flash]]{{ref|[https://web.archive.org/web/20090205131908/consolasparasiempre.net/doc/SMSPinRom.txt SMS PINOUTs: ROMs]}}{{fileref|TMS27C512 datasheet.pdf}}{{fileref|AM29F040 datasheet.pdf}}
+
:* Cartridge ROM: MROM,{{ref|[http://www.smspower.org/Development/ROMPartNumbers ROM Part Numbers]}}{{fileref|MB831000 datasheet.pdf}}{{ref|[http://dreamjam.co.uk/emuviews/txt/smsmap.txt Memory Mapper Hardware Notes]}} [[EPROM]], [[wikipedia:Flash memory|Flash]]{{ref|[https://web.archive.org/web/20090205131908/consolasparasiempre.net/doc/SMSPinRom.txt SMS PINOUTs: ROMs]}}{{fileref|TMS27C512 datasheet.pdf}}{{fileref|AM29F040 datasheet.pdf}}
 
}}
 
}}
  
Line 140: Line 140:
 
{{multicol|
 
{{multicol|
 
* System RAM bandwidth: 11&nbsp;MB/s{{ref|2&nbsp;buses (24-bit bus width)|group=n}}
 
* System RAM bandwidth: 11&nbsp;MB/s{{ref|2&nbsp;buses (24-bit bus width)|group=n}}
** Main RAM: 3.579545&nbsp;MB/s (NTSC), 3.546894&nbsp;MB/s (PAL){{ref|8-bit bus|group=n}}
+
:* Main RAM: 3.579545&nbsp;MB/s (NTSC), 3.546894&nbsp;MB/s (PAL){{ref|8-bit bus|group=n}}
** VRAM: 7.692306&nbsp;MB/s{{ref|16-bit bus|group=n}}
+
:* VRAM: 7.692306&nbsp;MB/s{{ref|16-bit bus|group=n}}
 
* ROM bandwidth: 3.5&nbsp;MB/s{{ref|8-bit bus|group=n}}
 
* ROM bandwidth: 3.5&nbsp;MB/s{{ref|8-bit bus|group=n}}
 
* Internal processor bandwidth:
 
* Internal processor bandwidth:
** Z80: 3.579545&nbsp;MB/s (NTSC), 3.546894&nbsp;MB/s (PAL){{ref|8-bit|group=n}}
+
:* Z80: 3.579545&nbsp;MB/s (NTSC), 3.546894&nbsp;MB/s (PAL){{ref|8-bit|group=n}}
** VDP: 10&nbsp;MB/s{{ref|16-bit|group=n}}
+
:* VDP: 10&nbsp;MB/s{{ref|16-bit|group=n}}
*** CRAM: 5.3693175&nbsp;MB/s (NTSC), 5.3203424&nbsp;MB/s (PAL){{ref|8-bit|group=n}}
+
::* CRAM: 5.3693175&nbsp;MB/s (NTSC), 5.3203424&nbsp;MB/s (PAL){{ref|8-bit|group=n}}
*** Sprite line buffer: 5.3693175&nbsp;MB/s (NTSC), 5.3203424&nbsp;MB/s (PAL){{ref|8-bit|group=n}}
+
::* Sprite line buffer: 5.3693175&nbsp;MB/s (NTSC), 5.3203424&nbsp;MB/s (PAL){{ref|8-bit|group=n}}
 
}}
 
}}
  

Revision as of 20:57, 16 October 2018

Back to: Sega Master System.

Technical specifications for the Sega Master System.

  • System master clock rate: 53.693175 MHz (NTSC), 53.203424 MHz (PAL)[1][2]
  • Master clock cycles per frame: 896,040 (NTSC), 1,070,460 (PAL)[2]
  • Master clock cycles per scanline: 3420[2]

CPU

  • Clock rate: 3.579545 MHz (NTSC), 3.54689493 MHz (PAL/SECAM)[n 1]
  • The Z80 directly addresses program RAM and ROM, but only addresses VRAM through VDP hardware ports.[1] It can access VRAM by commanding/programming VDP.[4]
  • Instruction set: 8‑bit and 16‑bit instructions, 6–18 registers[5]
  • Bus width: 8‑bit

Graphics

  • Revisions: Sega 315‑5124 / Yamaha YM2602 (Mark III, Master System), Sega 315‑5246 / NEC UPD9004G (Master System II)
  • Note: An evolution of the TMS9918
  • Clock rate: 10.738635 MHz (NTSC),[7] 10.6406848 MHz (PAL)[8]
  • Pixel clock rate: 5.3693175 MHz (NTSC), 5.3203424 MHz (PAL)[9]
  • Bus width: 16‑bit[n 2]
  • Memory bus clock rate: 5.3693175 MHz (NTSC), 5.3203424 MHz (PAL)
  • Registers: 8‑bit and 16‑bit[10][4]
  • Memory access: VDP directly addresses VRAM, has its own internal CRAM and sprite line buffer, and has access to cartridge ROM. It can be commanded and programmed by Z80.
  • Color burst clock input: 3.579545 MHz (NTSC),[3] 3.546895 MHz (PAL)
  • Screen resolutions: 256x192 and 256x224. PAL/SECAM also supports 256x240.
  • Overscan resolution: 342x262 (NTSC), 342x313 (PAL)[4]
  • Scanlines: 262 (NTSC), 313 (PAL)
  • Refresh rate: 59.922743 Hz (NTSC), 49.701459 Hz (PAL)[15]
  • Maximum frame rate: 59.922743 frames/sec (NTSC), 49.701459 frames/sec (PAL)
  • Colors: Up to 32 simultaneous colors (16 for sprites, 16 for background) available from a palette of 64 colors (6‑bit RGB), 16 colors (4‑bit) per pixel/tile/sprite
  • Programmable capabilities: Mid‑frame palette swap allows up to 64 simultaneous colors, 105 color palette (all on screen) possible with static image[16]
  • VDP display modes:[4]
  • Modes 1–2: 256x192 resolution, tilemap, 2 colors per tile, SG-1000 backwards compatibility
  • Mode 3: 64×48 resolution, bitmap, 16 colors per pixel, SG-1000 backwards compatibility
  • Mode 4: 256x192, 256x224 and 256x240 resolutions, tilemap, 16 colors per tile, used by most Master System games
  • VRAM bandwidth:
  • VDP read bandwidth: 7.692306 MB/s
  • Z80 write bandwidth: 298.295 KB/s (NTSC), 295.574 KB/s (PAL)[n 3]
  • Z80 write during active display: 174.794 KB/s (NTSC), 181.112 KB/s (PAL)[18]
  • Read fillrate: 5.369317 MPixels/s (NTSC), 5.320342 MPixels/s (PAL)
  • Mode 3-4 write fillrate: 4-bit per pixel, 596,590 pixels/s (NTSC), 591,148 pixels/s (PAL)
  • Mode 3-4 write during active display: 349,588 pixels/s (NTSC), 362,224 pixels/s (PAL)
  • Mode 1-2 write fillrate: 1-bit per pixel, 2.386363 MPixels/s (NTSC), 2.364595 MPixels/s (PAL)
  • Mode 1-2 write during active display: 1.398352 MPixels/s (NTSC), 1.448896 MPixels/s (PAL)
  • Tile read fillrate: 83,895 tiles/sec (NTSC), 83,130 tiles/sec (PAL)

Mode 4

  • Characters/Tiles: 8x8 pixel characters/tiles, 16 colors per tile, maximum 488 unique characters/tiles on screen (due to VRAM space limitation), horizontal & vertical background tile flipping (up to 1792 flipped tiles in VRAM)
  • Background: Tilemap playfield, 8x8 tiles, horizontal & vertical tile flipping, up to 448 tiles/patterns in VRAM used by background,[19] up to 1792 flipped tiles in VRAM used by background, definable priorities for individual background tiles[4]
  • Sprites: 16 colors (15 opaque, 1 transparent) per sprite, up to 256 tiles/patterns in VRAM used by sprites,[4] collision detection[20]
  • Sprite pixel sizes: 8x8, 8x16
  • Sprite zoom pixel sizes: 16x16, 16x32
  • Sprite line buffer: VDP contains internal sprite line buffer for 8 sprites per scanline, double buffering, prevents delay while VDP reads VRAM, sprite priority determined by order of sprites in buffer[4]
  • Sprites on screen: 64 sprites on screen, more than 64 sprites with mid-screen raster effects[21]
  • Sprites per scanline: 8 sprites (non-flickering) per scanline, 9 flickering sprites per scanline[22]
  • Scrolling: Smooth hardware scrolling, horizontal & vertical scrolling, diagonal scrolling, line scrolling, partial screen scrolling[23]
  • IRQ raster interrupt capabilities:[23] Interrupt per frame, interrupt per scanline,[4] mid‑frame palette swap, transparency effect, line scrolling, partial screen scrolling
  • VRAM screen map: 2 KB to 2.25 KB[19]
  • Sprite attribute table: 256 bytes (2 Kbits), including 64 byte tile/pattern data
  • Background name table: 1.75 KB (14 Kbits) or 2 KB (16 Kbits)[4][n 4]
  • Tile write fillrate: 32 bytes per tile, 9321 tiles/sec (NTSC), 9236 tiles/sec (PAL)
  • Write during active display: 5462 tiles/sec (NTSC), 5659 tiles/sec (PAL)

Modes 1-2

See SG-1000 specifications for more details
  • Tiles: 832-1024 tiles,[n 5] 2 colors per tile, 8 bytes per tile
  • Sprites: 32-64 sprites, 64-256 sprite tiles
  • Sprite pixel sizes: 8x8, 16x16
  • Sprite zoom pixel sizes: 16x16, 32x32
  • Tile write fillrate: 8 bytes per tile, 37,286 tiles/sec (NTSC), 36,946 tiles/sec (PAL)
  • Write during active display: 21,849 tiles/sec (NTSC), 22,639 tiles/sec (PAL)
  • Additional Master System capabilities: Raster effects, programmable full screen zooming[24]

Audio

  • 4 channel mono sound[23]
  • 3 square wave sound generator tone channels: 4–10 octaves, 16 volume levels, 1024 (10‑bit) frequencies, 122 Hz to 125 kHz frequency range
  • 1 noise generator channel: White noise, periodic noise, 16‑bit LSFR, 16‑bit ring buffer, 3 preset frequencies (7.8 to 19.5 kHz), can match frequency of 3rd tone channel
  • PCM/PWM sampling: Uses 3 tone channels, 1‑bit to 8‑bit audio depth, 5–64 kHz sampling rate, up to 16 KB per sample
  • Based on TI SN76489
  • 9 mono FM synthesis channels
  • 2‑operator FM synthesis sound
  • Instruments: 15 pre‑defined instruments and user‑defined sound
  • Rhythm mode: 3 channels can be used for percussion sounds
  • Built into Japanese Master System
  • Available as plug‑in module for Mark III
  • Supported by certain games only

Memory

  • System RAM: 24 KB (most models) or 40 KB (some models)[26][3]
  • Main/Program RAM: 8 KB (64 Kbits)
  • Note: Since Z80 reads program code directly from ROM, program RAM is primarily used for general program data (such as state information).[27]
  • VRAM: 16 KB (128 Kbits, most models) or 32 KB (256 Kbits, some models)[14]
  • Color RAM (CRAM): 32 bytes (256 bits, 32x 8-bit entries)
  • Sprite line buffer: 32 bytes (256 bits, 8x 32-bit entries)
  • Note: Z80 can read program code directly from ROM, allowing program RAM to be used for general program data (such as state information).
  • Cartridge battery backup SRAM: 8 KB (64 Kbits) to 32 KB (256 Kbits)[28]

Configuration

  • Z80, VDP <‑> Main RAM, System ROM, Cartridge ROM (8‑bit)
  • VDP <‑> VRAM (16‑bit)
  • Main RAM: 8‑bit, XRAM/SRAM, 3.579545 MHz (NTSC) or 3.546894 MHz (PAL)[n 6]
  • VRAM: 16‑bit (2x 8‑bit), XRAM/PSRAM, 3.846153 MHz[n 7]
  • ROM chips: 8‑bit, 3.579545 MHz (NTSC) or 3.546894 MHz (PAL)[n 8]

Bandwidth

  • System RAM bandwidth: 11 MB/s[n 9]
  • Main RAM: 3.579545 MB/s (NTSC), 3.546894 MB/s (PAL)[n 10]
  • VRAM: 7.692306 MB/s[n 11]
  • ROM bandwidth: 3.5 MB/s[n 10]
  • Internal processor bandwidth:
  • Z80: 3.579545 MB/s (NTSC), 3.546894 MB/s (PAL)[n 12]
  • VDP: 10 MB/s[n 13]
  • CRAM: 5.3693175 MB/s (NTSC), 5.3203424 MB/s (PAL)[n 12]
  • Sprite line buffer: 5.3693175 MB/s (NTSC), 5.3203424 MB/s (PAL)[n 12]

Notes

  1. [CPU clock cycles per frame: 59,736 (NTSC), 71,364 (PAL)
    CPU clock cycles per scanline: 228 CPU clock cycles per frame: 59,736 (NTSC), 71,364 (PAL)
    CPU clock cycles per scanline: 228]
  2. [16‑bit VRAM bus, 8‑bit Z80/ROM bus 16‑bit VRAM bus, 8‑bit Z80/ROM bus]
  3. [Byte per 12 cycles[17] Byte per 12 cycles[17]]
  4. [16‑bit per tile[23]
    • 256x192 resolution: 1.75 KB, 32x28 table (256x224 pixels), 896 tiles (768 visible)
    • 256x224 resolution: 2 KB, 32x32 table (256x256 pixels), 1024 tiles (896 visible)
    • 256x240 resolution: 2 KB, 32x32 table (256x256 pixels), 1024 tiles (960 visible)
    16‑bit per tile[23]
    • 256x192 resolution: 1.75 KB, 32x28 table (256x224 pixels), 896 tiles (768 visible)
    • 256x224 resolution: 2 KB, 32x32 table (256x256 pixels), 1024 tiles (896 visible)
    • 256x240 resolution: 2 KB, 32x32 table (256x256 pixels), 1024 tiles (960 visible)]
  5. [768 background tiles, 64-256 sprite tiles 768 background tiles, 64-256 sprite tiles]
  6. [279/281 ns[29][30] 279/281 ns[29][30]]
  7. [260 ns[29][31] 260 ns[29][31]]
  8. [279/281 ns 279/281 ns]
  9. [2 buses (24-bit bus width) 2 buses (24-bit bus width)]
  10. 10.0 10.1 [8-bit bus 8-bit bus]
  11. [16-bit bus 16-bit bus]
  12. 12.0 12.1 12.2 [8-bit 8-bit]
  13. [16-bit 16-bit]

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 File:SMSServiceManualEU.pdf
  2. 2.0 2.1 2.2 https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h
  3. 3.0 3.1 3.2 3.3 3.4 Sega Mark-III Hardware Notes (2008-11-14)
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 Sega Master System VDP documentation (2002-11-12)
  5. 5.0 5.1 Obsolete Microprocessors
  6. 6.0 6.1 6.2 File:SMS2ServiceManualEU.pdf
  7. File:SMSServiceManualEU.pdf, page 4
  8. File:SMSServiceManualEU.pdf, page 14
  9. https://github.com/mamedev/mame/blob/master/src/mame/drivers/sms.cpp
  10. File:SoftwareReferenceManualForSegaMarkIIIEU.pdf
  11. File:CXA1145P datasheet.pdf
  12. File:MB3514 datasheet.pdf
  13. Sega Master System Video Output
  14. 14.0 14.1 14.2 Sega Master System Documents
  15. Genesis Plus
  16. TMS9918 test (AtariAge)
  17. File:SC-3000ServiceManual.pdf, page 12
  18. Bytes written to VRAM per frame
  19. 19.0 19.1 File:SoftwareReferenceManualForSegaMarkIIIEU.pdf, page 8
  20. File:SoftwareReferenceManualForSegaMarkIIIEU.pdf, page 6
  21. Displaying more than 32 colours - raster effect (SMS Power)
  22. Coleco graphics capacity (AtariAge)
  23. 23.0 23.1 23.2 23.3 23.4 Sega Master System Technical Documentation (1998-06-10)
  24. Fun with zooming (SMS Power)
  25. Sega SN76489
  26. 26.0 26.1 Sega Master System RAM
  27. 27.0 27.1 SMSARCH: A Sega Master System Cartridge Archiver
  28. Sega Mappers
  29. 29.0 29.1 File:UPD4168 datasheet.pdf
  30. File:KM6264B datasheet.pdf
  31. File:HM65256B datasheet.pdf
  32. File:CXK3864 datasheet.pdf
  33. ROM Part Numbers
  34. File:MB831000 datasheet.pdf
  35. Memory Mapper Hardware Notes
  36. SMS PINOUTs: ROMs (Wayback Machine: 2009-02-05 13:19)
  37. File:TMS27C512 datasheet.pdf
  38. File:AM29F040 datasheet.pdf


Sega Master System
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