Difference between revisions of "Sega Master System/Hardware comparison"
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! Additions | ! Additions | ||
| Up to 800,000 adds/sec (8-bit),{{ref|Minimum 4 cycles per 8-bit add{{ref|[http://www.smspower.org/Development/InstructionSet Instruction Set]}}|group=n}} <br> Up to 325,000 adds/sec (16-bit){{ref|Minimum 11 cycles per 16-bit add{{ref|[http://www.smspower.org/Development/InstructionSet Instruction Set]}}|group=n}} | | Up to 800,000 adds/sec (8-bit),{{ref|Minimum 4 cycles per 8-bit add{{ref|[http://www.smspower.org/Development/InstructionSet Instruction Set]}}|group=n}} <br> Up to 325,000 adds/sec (16-bit){{ref|Minimum 11 cycles per 16-bit add{{ref|[http://www.smspower.org/Development/InstructionSet Instruction Set]}}|group=n}} | ||
− | | Up to 800,000 adds/sec (8-bit),{{ref|Minimum 2 cycles per 8-bit add{{ref|[https://www.masswerk.at/6502/6502_instruction_set.html 6502 Instruction Set]}}|group=n}} <br> Up to 81,000 adds/sec (16-bit){{ref|Minimum 22 cycles per 16-bit add (2 cycles CLC, 4 cycles LDA, 4 cycles ADC, 6 cycles STA, 6 cycles RTS){{ref|[http://codebase64.org/doku.php?id=base:16bit_addition_and_subtraction 16-bit addition and subtraction]}}{{ref|[https://www.masswerk.at/6502/6502_instruction_set.html 6502 Instruction Set]}}|group=n}} | + | | Up to 800,000 adds/sec (8-bit),{{ref|Minimum 2 cycles per 8-bit add{{ref|[https://www.masswerk.at/6502/6502_instruction_set.html 6502 Instruction Set]}}|group=n}} <br> Up to 81,000 adds/sec (16-bit){{ref|Minimum 22 cycles per 16-bit add (2 cycles CLC, 4 cycles LDA, 4 cycles ADC, 6 cycles STA, 6 cycles RTS){{ref|1=[http://codebase64.org/doku.php?id=base:16bit_addition_and_subtraction 16-bit addition and subtraction]}}{{ref|[https://www.masswerk.at/6502/6502_instruction_set.html 6502 Instruction Set]}}|group=n}} |
|- | |- | ||
! Multiplications | ! Multiplications |
Revision as of 10:42, 23 April 2019
- For technical details on the Sega Master System, see Sega Master System/Technical specifications.
This article presents a hardware comparison between the Sega Master System and other rival systems in its time, most notably the NES. It compares the technical specifications and hardware advantages/disadvantages between the systems.
Contents
Vs. Game Gear
As was tradition with Sega consoles at the time, the handheld Sega Game Gear is backwards compatible with the Master System and can run Master System carts through an adapter. The only hardware difference known between the two on a chip level is that the Game Gear can define 4096 possible colors, while the Master System can only define 64 colors. As the GG has more colors, it has a different method of setting each of the color registers than the SMS did; the SMS color can be determined by one byte and hence only needed one register, whereas a number from 0 to 4095 needs two bytes, and so the GG VDP has two color registers. Game Gear games which use the expanded graphics mode will run on an Master System, but with scrambled colors.
Another hardware difference is resolution. The Game Gear has a lower resolution compared to the Master System.
The lack of a "Start" button on a Master System also prevents many Game Gear games from being played without minor changes, however in many cases Game Gear titles are identical to their Master System counterparts, resolution included, meaning it was very common to see both Master System and Game Gear releases of games in regions such as Europe.
Vs. NES
Its main rival, the NES, is an entirely 8-bit console, with an 8-bit Ricoh 2A03 CPU and 8-bit Ricoh PPU graphics chip, each with an 8-bit data bus. The Master System's Z80 has a higher clock rate than the 2A03, but both output a similar number of instructions per second. The higher memory bus clock rate of the Z80 and the 16-bit data bus of the VDP gives the Master System a higher memory bandwidth than the NES. The Master System displays 16 colors per tile and 16 colors per sprite, like the Mega Drive, compared to 4 colors per tile and 4 colors per sprite for the NES. The Master System displays 32 colors on screen, compared to the Nintendo's 25 colors on screen. The Master System also supports diagonal scrolling as well as line scrolling, allowing it to simulate parallax scrolling. The Master System is thus a more powerful console than the NES. On the other hand, the NES had a Ricoh sound chip that was more advanced than the PSG in Western Master System hardware, but not as advanced as the Yamaha FM synthesis chip in Japanese Master System hardware. The NES was also capable of enhancement chips, some of which added diagonal scrolling, line scrolling and FM synthesis capabilities, but the Master System nevertheless remained the more powerful console.
Vs. 7800
Vs. C64 and ZX
The Master System's main rivals in Europe were the home computers ZX Spectrum, Commodore 64 (C64), and Commodore Amiga 500 (A500), the latter releasing a month after the Master System's European release in 1987; though, despite the rivalry, Sega supported these platforms as a third-party licensor of arcade ports. The Master System was the most powerful 8-bit home system, surpassing the NES, ZX, and C64, while at the same time the SMS had a lower price point than the ZX and C64.
Vs. Amiga
Compared to the 16-bit Amiga 500, the A500 was generally more powerful overall, with a more powerful 16-bit 68000 CPU, higher resolution, larger color palette, larger sprites, faster blitting, and superior audio capabilities (like the Mega Drive released a year later). However, the Master had several advantages, including more hardware sprite, superior tile capabilities, and smoother scrolling. Its tilemap backgrounds require up to 64 times less processing, memory and bandwidth than the A500's bitmap backgrounds,[1] allowing the Master System to produce smoother scrolling and animations. The Master System displays 32 hardware sprites on screen, compared to the A500's 8 hardware sprites (though blitting allows the A500 to exceed this limit). The Master System displays 32 colors on screen and 16 colors per sprite, while for the A500, colors range from 2 to 32 on screen and it displays 2 to 4 colors per sprite. The A500's parallax scrolling reduces performance and colors, while the Master System's line scrolling simulates parallax scrolling without affecting performance or colors. The Master System's cartridges also have faster loading than the Amiga's floppy disks. While the A500 was still more advanced overall, the Master System hardware was strong enough to remain competitive at a significantly lower price point, up until the release of the more advanced Mega Drive.
Comparison table
Console | Sega Master System[2] | Nintendo Entertainment System[3][4][5] | |
---|---|---|---|
System master clock rate |
NTSC | 53.693175 MHz | 21.47727 MHz |
PAL | 53.203424 MHz | 26.6017125 MHz | |
CPU | NEC 780C (Zilog Z80) | Ricoh 2A03 (MOS 6502) | |
Clock rate | NTSC | 3.579545 MHz | 1.789773 MHz |
PAL | 3.546894 MHz | 1.662607 MHz | |
Bits | Bus width | 8-bit | 8-bit |
Word length | 8-bit | 8-bit | |
Instruction set | 8-bit, 16-bit | 8-bit | |
Main RAM | Memory | 8 KB (XRAM/SRAM, 8-bit) | 2 KB (SRAM, 8-bit) |
Bandwidth | 3.579545 MB/s (NTSC), 3.546894 MB/s (PAL) |
1.789773 MB/s (NTSC), 1.662607 MB/s (PAL) | |
CPU access | 1.193182 MB/s (NTSC), 1.182298 MB/s (PAL)[n 1] |
Up to 1.7 MB/s (NTSC), Up to 1.6 MB/s (PAL)[n 2] | |
Fixed-point arithmetic | Additions | Up to 800,000 adds/sec (8-bit),[n 3] Up to 325,000 adds/sec (16-bit)[n 4] |
Up to 800,000 adds/sec (8-bit),[n 5] Up to 81,000 adds/sec (16-bit)[n 6] |
Multiplications | Up to 140,000 multiplies/sec (8-bit)[n 7] | Up to 100,000 multiplies/sec (8-bit)[n 8] | |
Divisions | Up to 44,000 divides/sec (8-bit)[n 9] | Up to 18,000 divides/sec (8-bit)[n 10] |
Notes
- ↑ [3 cycles per access[6] 3 cycles per access[6]]
- ↑ [Minimum 1 cycle per access Minimum 1 cycle per access]
- ↑ [Minimum 4 cycles per 8-bit add[7] Minimum 4 cycles per 8-bit add[7]]
- ↑ [Minimum 11 cycles per 16-bit add[7] Minimum 11 cycles per 16-bit add[7]]
- ↑ [Minimum 2 cycles per 8-bit add[8] Minimum 2 cycles per 8-bit add[8]]
- ↑ [Minimum 22 cycles per 16-bit add (2 cycles CLC, 4 cycles LDA, 4 cycles ADC, 6 cycles STA, 6 cycles RTS)[9][8] Minimum 22 cycles per 16-bit add (2 cycles CLC, 4 cycles LDA, 4 cycles ADC, 6 cycles STA, 6 cycles RTS)[9][8]]
- ↑ [Minimum 25 cycles per multiply[10] Minimum 25 cycles per multiply[10]]
- ↑ [Minimum 17 cycles per multiply[11] Minimum 17 cycles per multiply[11]]
- ↑ [Minimum 81 cycles per divide[12] Minimum 81 cycles per divide[12]]
- ↑ [Minimum 98 cycles per divide[13] Minimum 98 cycles per divide[13]]
References
- ↑ Before the Crash: Early Video Game History, page 173
- ↑ Sega Master System/Technical specifications
- ↑ NES hardware specifications
- ↑ Sega Master System vs Nintendo Entertainment System
- ↑ Nintendo NES-001
- ↑ File:Zilog Z80 Programmer's Reference Manual.pdf, page 33
- ↑ 7.0 7.1 Instruction Set
- ↑ 8.0 8.1 6502 Instruction Set
- ↑ 16-bit addition and subtraction
- ↑ The fast multiplication
- ↑ 8-bit Multiply
- ↑ Math
- ↑ 8bit Divide - 8bit Result