Sega OutRun hardware
From Sega Retro
Sega OutRun hardware | |||||
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Manufacturer: Sega | |||||
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Sega's OutRun hardware was released in 1986 with the driving game OutRun. It is a successor to their Hang-On hardware, making it the second in Sega's Super Scaler series of three-dimensional arcade hardware. It was succeeded by the Sega X Board in 1987.
The OutRun hardware, like the Hang-On hardware, has specifications similar to those of the System 16, with the addition of a second 68000 processor and a separate video board which allowed for an extra graphics layer for the road as well as sprite/texture scaling capabilities. The OutRun hardware can do everything the Hang-On hardware can do, but its processors are clocked higher (allowing for quicker calculations), it has more memory, and the video board's capabilities have been expanded, capable of drawing two roads (the Hang-On hardware can only draw one) and rendering sprites/textures using a framebuffer system with a higher fillrate (the Hang-On hardware used a line-buffer system). At the time, the OutRun hardware was a very powerful but expensive arcade board, with arcade operators advised to charge twice as many credits than for regular arcade machines.
Three games made use of the hardware, all of which are driving games. However, only OutRun and Turbo OutRun are truly for this hardware, as Super Hang-On was also released for the Hang-On hardware in a mostly identical form.
Contents
Technical Specifications
- Board composition: CPU Board (Main Board), Video Board[1]
- Main CPU: 2× 68000 @ 12.5 MHz: 16/32‑bit instructions, 4.375 MIPS, 32‑bit (2× 16‑bit) data bus, 44‑bit (24‑bit, 20‑bit) address bus[2]
- Memory Mapper FPGA: Sega 315‑5195 Memory Mapper @ 40 MHz: 16‑bit data bus, 24‑bit address bus[3][2]
Sound
- Sound CPU: Zilog Z80 @ 4 MHz (8/16‑bit instructions, 0.58 MIPS)
- Sound chips: 2 chips, 24 channels, 24‑bit bus width[4]
- FM synthesis chip: Yamaha YM2151 @ 4 MHz (8 FM channels, 8‑bit bus width)[5]
- PCM sampling chip: SegaPCM 315‑5218 Sound Controller @ 4/16 MHz[1] (stereo output, 16 PCM channels, 12‑bit audio depth,[6] 31.25 kHz sampling rate, 16‑bit bus width)
- Sound DAC: Yamaha YM3012 @ 4 MHz: 16‑bit floating‑point dynamic range[7]
- Sound FPGA: Sega 315‑5223A (Signetics CK2605) @ 16 MHz: 8‑bit bus width[8][9]
Graphics
- Video Board GPU: Sega 171‑5377 VIDEO Board graphics chipset @ 25.1748 MHz: 6 processors, 80‑bit RAM (167.521366 MB/s), 64‑bit ROM (37 MB/s)[1][3][4]
- 315‑5197 Sega Custom Tilemap Generator FPGA: 16‑bit RAM (15.384615 MHz, 65 ns, 30.76923 MB/s), 24‑bit ROM (4 MHz, 250 ns, 12 MB/s)
- 315‑5211 Sega Custom Sprite Generator FPGA: 16‑bit sprite attribute RAM (22.222222 MHz, 45 ns, 44.444444 MB/s),[10] 48‑bit sprite framebuffer RAM (15.384615 MHz, 65 ns, 92.307692 MB/s),[11] 32‑bit ROM (5 MHz, 200 ns, 20 MB/s)[12]
- 315‑5227A Signetics CK2678 PAL: 8‑bit ROM (5 MHz, 200 ns, 5 MB/s)[12]
- 315‑5228 Signetics CK2605 FPGA: 8‑bit[8][9]
- 315‑5242 Sega Custom Color Encoder: 16‑bit
- 8255‑2 NEC µPD8255AC‑2: 24‑bit (3× 8‑bit) PPI (Programmable Peripheral Interface)[13]
- Main Board GPU: Sega 171‑5376 CPU Board graphics chipset @ 39.99967 MHz: 6 processors, 5‑bit RAM (6.25 MB/s), 16‑bit ROM (10 MB/s)[3][1][14]
- 2× 315‑5155 Sega Road Bit Extraction PAL: 16‑bit (2× 8‑bit), 2× 8.056 MHz internal, 2× 5 MHz ROM (200 ns, 10 MB/s)[12]
- 315‑5222 Signetics PLS153N Road Mixing FPGA: 8‑bit internal (33.333333 MHz),[15] 5‑bit RAM (10 MHz, 100 ns, 6.25 MB/s)
- 315‑5223A Signetics CK2605 FPGA: 8‑bit internal,[8][9] 4‑bit external
- 2× MMI PAL16R4 (315‑5225, 315‑5226) PAL: 16‑bit (2× 8‑bit)[16]
- Video resolution: 320×224 (display), 400×262 (overscan),[1] progressive scan
- Scanlines: 224 (display), 262 (overscan)
- Refresh rate: 60.0543 Hz (V‑sync)[1]
- Frame rate: 30–60 frames per second
- Color palette: 98,304
- 16-bit color palette: 15‑bit RGB color depth (32,768 colors), 1‑bit shadow & highlight triples up to 98,304 colors
- Colors on screen: 12,288[1]
- Graphical planes:
- 2 tilemap layers
- 1 text layer
- 1 sprite layer
- 1 road layer
- Translucent shadows
- Sprite plane: Sprite/Texture framebuffer, hardware sprite-scaling/zooming, 128 on‑screen sprites per frame, 7680 sprites/textures scaled per second, 16 colors (4‑bit) per sprite/texture
- Framebuffer resolution: 512×256 pixels (double buffering)[6]
- Sprite/Texture sizes: 8×8 to 512×256 texels
- Sprite/Texture attributes: 16 colors (4-bit color) per sprite/texture, 16 bytes per sprite/texture entry
- Framebuffer fillrate: 46.153846 MPixels/sec (92.307692 MB/s), 23.076923 MPixels/sec (double buffering)
- Video clock cycles: 25.1748 MHz (60.0543 Hz refresh rate)
- Sprite/Texture read fillrate: 25.1748 MTexels/sec,[1] 419,200 texels per frame, 1600 texels per scanline, 128 sprites/textures per scanline
- Sprite/Texture write fillrate: 23.076923 MTexels/sec,[1] 384,267 texels per frame (60 frames/sec), 419,200 texels per frame (55 frames/sec)
- Tilemap planes: 2 tilemap layers, System 16B tilemap system, row/column scrolling, parallax scrolling, 8×8 tiles[1][17]
- Colors per tile: 16 colors (4‑bit), 12 colors (3‑bit)
- Tilemap resolution: 512×256 (1024×512 virtual resolution)
- Tilemap fillrate: 25.1748 million pixels/texels per sec (393,356 tiles/sec), 419,200 pixels/texels per frame (6550 tiles per frame)
- Fillrate per scanline: 1600 pixels/texels per scanline, 200 tiles per scanline
- Unique tiles per frame: 8192 tiles (64 KB tilemap RAM, 8 bytes per tile entry)
- Road plane: Can draw 2 roads at once, 512×256 resolution per road bitmap/texture
- Road fillrate: 16.11185 million pixels/texels per sec, 268,288 pixels/texels per frame, 1024 pixels/texels per scanline
Memory
Bandwidth
Gallery
List of Games
- Out Run (1986)
- Super Hang-On (1987)
- Turbo OutRun (1989)
- Limited Edition Hang-On (1991)
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Sega OutRun Hardware (MAME)
- ↑ 2.0 2.1 File:OutRun Schematics.pdf, page 2
- ↑ 3.0 3.1 3.2 Sega 16‑Bit Common Hardware, MAME
- ↑ 4.0 4.1 4.2 File:OutRun Schematics.pdf, page 8
- ↑ File:YM2151 datasheet.pdf
- ↑ 6.0 6.1 6.2 Sega X Board Hardware Notes (12/03/2004)
- ↑ File:YM3012 datasheet.pdf
- ↑ 8.0 8.1 8.2 File:303A-011A Device List.pdf, page 11
- ↑ 9.0 9.1 9.2 File:CK2605 Fusemap.pdf
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 File:TMM2018 datasheet.pdf
- ↑ 11.0 11.1 11.2 File:HM65256B datasheet.pdf
- ↑ 12.0 12.1 12.2 12.3 File:M27256 datasheet.pdf
- ↑ File:UPD8255A datasheet.pdf
- ↑ File:OutRun Schematics.pdf, page 5
- ↑ File:PLS153 datasheet.pdf
- ↑ File:PAL16R datasheet.pdf
- ↑ System 16B Hardware Notes (01/12/2003)
- ↑ 18.0 18.1 18.2 File:OutRun Schematics.pdf
- ↑ File:TMM2063P datasheet.pdf
- ↑ File:TurboOutRun Arcade JP Flyer.pdf, page 2
- ↑ Turbo OutRun (MAME)
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Originating in arcades |
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