Sega H1 Board
From Sega Retro
This teeny-tiny article needs some work. You can help us by expanding it.
Sega H1 Board | |||||
---|---|---|---|---|---|
Manufacturer: Sega | |||||
|
The Sega H1 Board is an arcade board made by Sega. Released in 1995, it was a successor to the Sega System 32 and was the last Super Scaler arcade system board, using sprite/texture scaling for three-dimensional graphics. Hardware-wise, it crosses the bridge between the System 32 and the Sega Model 1 and Model 2. The H1 Board also uses hardware similar to the Sega Saturn and ST-V. Only two games are known to use the H1 Board.
Specifications
Technical specifications for the Sega H1 Board: [1][2]
- Board composition: CPU Board, Video Board, Communication Board, ROM Board
- Main CPU: Hitachi SH-2 @ 28.63636 MHz (32-bit, 28.63636 MIPS) [3]
- Sub-CPU: Hitachi SH-1 @ 16 MHz (32-bit, 16 MIPS) [3]
- Communication Board controllers:
- Data Link controller: Fujitsu MB89374 Data Link Controller (8-Bit)
- DMA controller: Fujitsu MB89237A DMAC (8-Bit)
Sound
- Sound CPU: Toshiba TMP68HC000N @ 16 MHz (16/32-bit, 2.8 MIPS)
- Sound processors: 2× Yamaha YMF292 (SCSP) [4]
- Sound DSP: 2× Yamaha FH1 DSP (Digital Signal Processor) @ 22.579 MHz (24-bit, 128-step, 8 parallel instructions)
- Bus width: 48-bit (2× 24-bit) internal, 32-bit (2× 16-bit) external [5]
- Audio channels: 64 (2× 32)
- Sound formats: PCM, FM, MIDI, LFO
- PCM sampling: 8/16‑bit audio depth, 44.1 kHz sampling sate (CD quality)
- Sound output: 4 speakers (surround sound)
Graphics
- GPU: Sega 837-9621 Video Board @ 50 MHz
- Hitachi FPGA: HG62S0791R17F, HG51B152FD, 2× HG62G019R16F
- Sega Custom QFP: 315‑5694, 315‑5697, 315‑5698, 4× 315‑5648, 2× 315‑5695, 2× 315‑5696
- Bus width: 160‑bit (2× 80‑bit buses)
- Memory access: VRAM (Video RAM), VROM (Video ROM), DMA, loads sprites/textures directly from VROM at high bandwidth
- Sprites/Textures: RLE compression, 8 color blending levels, Z-buffering,[6] blitter, sprite/texture cache, variable sprite/texture sizes, scaling/zooming, rotation, distortion, horizontal & vertical flipping, digitized sprites
- Backgrounds: Tilemap & bitmap backgrounds, scrolling,[7] zooming, rotation, distortion, tile flipping
- Display: 2-4 monitors, progressive scan
- Display resolution:
- 2 monitors: 640×224 to 992×384 (320×224 to 496×384 per monitor)
- 4 monitors: 1280×224 to 1280×240 (320×224 to 320×240 per monitor)
- Overscan resolution:
- 2 monitors: 640×224 to 1280×512 (320×224 to 640×512 per monitor)
- 4 monitors: 1280×224 to 1824×262 (320×224 to 456×262 per monitor)
- Refresh rate: 57.0426 to 60 Hz
- Frame rate: 57.0426 to 60 frames/sec
- Color depth: 262,144 (18‑bit) to 16,777,216 (24/32‑bit)
- Colors per sprite: 32,768 (15‑bit color) to 262,144 (15-bit color, 8 blending levels) [6]
- Pixel fillrate: 100 million pixels/sec (50 million pixels/sec per monitor)
- Sprite/Texture fillrate: 100 million texels/sec (50 million texels/sec per monitor)
- Maximum texels per frame: 1,753,074 (57.0426 Hz)
- Maximum texels per scanline: 7826 (224p resolution)
- Sprites/Textures per frame: 16,384 (768 KB object data memory, 48 bytes per object)
- Maximum sprites/textures per second: 983,040 (60 Hz)
- Maximum sprites/textures per scanline: 978 (8‑pixel width each)
Memory
Bandwidth
Softography
- Cool Riders (1995)
- Aqua Stage (1995) [14]
Sega arcade boards |
---|
Originating in arcades |
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
|
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
|