Sega H1 Board
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Sega H1 Board | |||||
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Manufacturer: Sega | |||||
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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.
Contents
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)[4]
- DMA controller: Fujitsu MB89237A DMAC (8-Bit)[5]
Sound
- Sound CPU: Toshiba TMP68HC000N @ 16 MHz (16/32-bit, 2.8 MIPS)
- Sound processors: 2× Yamaha YMF292 (SCSP)[6]
- 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[7]
- 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,[8] blitter, sprite/texture cache, variable sprite/texture sizes, scaling/zooming, rotation, distortion, horizontal & vertical flipping, digitized sprites, 8×1 to 1024×1024 sizes
- Backgrounds: Tilemap and bitmap backgrounds, scrolling,[9] 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: 640×262 to 1280×512 (320×224 to 640×512 per monitor)
- 4 monitors: 1280×262 to 1824×262 (320×224 to 456×262 per monitor)
- Refresh rate: 57.0426–60 Hz
- Frame rate: 1–60 FPS
- Color depth: 32,768 (15‑bit) to 16,777,216 (24‑bit)
- Sprite colors: 256 (8‑bit color) to 262,144 (15-bit color, 8 blending levels)[8]
- Sprites/Textures per frame: 16,384 (768 KB object data memory, 48 bytes per object)
- Maximum sprites/textures per second: 983,040 (60 Hz)
- Sprite/Texture framebuffer fillrate: 100 MPixels/s (50 MPixels/s per monitor)
- Maximum pixels/texels per scanline: 3180 (224p, 15-bit color), 6361 (224p, 8-bit color)
- Maximum sprites/textures per scanline: 397 (15-bit color), 795 (8-bit color)
Memory
Bandwidth
Softography
- Cool Riders (1995)
- Aqua Stage (1995)[16]
References
- ↑ https://github.com/mamedev/mame/blob/master/src/mame/drivers/coolridr.cpp
- ↑ http://www.google.com/patents/US6141122
- ↑ 3.0 3.1 File:Hitachi SuperH Programming Manual.pdf
- ↑ File:MB89374 datasheet.pdf
- ↑ File:MB89396 datasheet.pdf
- ↑ File:ST-077-R2-052594.pdf
- ↑ File:Sega Service Manual - Sega Saturn (PAL) - 013-1 - June 1995.pdf
- ↑ 8.0 8.1 http://mamedev.emulab.it/haze/2013/02/28/does-it-blend/
- ↑ http://mamedev.emulab.it/haze/2013/02/19/still-too-cool-for-mamedev/
- ↑ File:HM5241605 datasheet.pdf
- ↑ File:M5M411860TP datasheet.pdf
- ↑ File:HM514270 datasheet.pdf
- ↑ File:TC57H1025 datasheet.pdf
- ↑ https://github.com/mamedev/historic-mame/blob/master/src/mame/drivers/coolridr.c
- ↑ File:M27C4002 datasheet.pdf
- ↑ http://mamedev.emulab.it/haze/2015/07/29/mame-0-164-some-highlights/
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Originating in arcades |
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