Difference between revisions of "Sega Y Board"

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| maker=[[Sega]]
 
| maker=[[Sega]]
 
| releases={{releases
 
| releases={{releases
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| arcade_date_jp=1988-04
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| arcade_date_eu=1988-07
 
| arcade_date_world=1988
 
| arcade_date_world=1988
 
}}
 
}}
 
}}
 
}}
The '''Sega Y Board''' is an arcade system board released by [[Sega]] in 1988 as a successor to the [[Sega X Board]]. Like the X Board before it, the Y Board was known for its 3D [[sprite]]/texture manipulation capabilities. It is the fourth in the Super Scaler series of arcade boards, after the [[Sega Hang-On hardware]], [[Sega OutRun hardware]] and X Board.
+
The '''Sega Y Board''' is an arcade system board released by [[Sega]] in 1988 as a successor to the [[Sega X Board]]. Like the X Board before it, the Y Board was known for its 3D [[sprite]]/texture manipulation capabilities. It is the fourth in the [[Super Scaler]] series of arcade boards, after the [[Sega Hang-On hardware]], [[Sega OutRun hardware]] and X Board.
  
The Y Board is quite different to the X Board in terms of design, offering a third CPU and more advanced video equipment. Most notably, the Y Board allows for real-time rotation of sprites as well as scaling, and has a higher fillrate for the sprites/textures. Unusually, the system uses no tile layers, so graphics are rendered using only sprites/textures (a design taken by [[SNK]] for their Neo-Geo hardware in 1990).
+
The Y Board is quite different to the X Board in terms of design, offering a third CPU and more advanced video hardware. The Y Board allows for real-time rotation of sprites as well as scaling. It also has more memory and a higher fillrate than its predecessor, and can display significantly more sprites/textures on screen. Unusually, the system uses no tile layers (but only a single bitmap plane is used for the background), so graphics are rendered using only sprites/textures (a design taken by [[SNK]] for their Neo-Geo hardware in 1990).
  
It was succeeded by the [[Sega System 32]] in 1990.
+
The Y Board debuted with ''[[Galaxy Force]]'' in early 1988. It was succeeded by the [[Sega System 32]] in 1990.
  
==Technical Specifications==
+
==Technical specifications==
 +
===Y Board specifications===
 +
{{multicol|
 
* Board composition: CPU Board + Video Board
 
* Board composition: CPU Board + Video Board
* Main [[wikipedia:Central processing unit|CPU]]: 3× [[wikipedia:Motorola 68000|MC68000]] @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
+
* [[wikipedia:Central processing unit|CPU]]:
** The first 68000 ("main" in MAME) has access to the sound hardware, I/O hardware, and 64KB RAM
+
** Main CPU: 3× [[Motorola 68000|MC68000]] @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
** The second 68000 ("subx" in MAME) has access to the ysprites hardware, backup RAM and 16KB RAM
+
*** The first 68000 ("main" in MAME) has access to the sound hardware, I/O hardware, and 64KB RAM
** The third 68000 ("suby" in MAME) has access to the bsprites hardware, ysprites full plane rotation, bsprites palette RAM, and 64KB RAM
+
*** The second 68000 ("subx" in MAME) has access to the ysprites hardware, backup RAM and 16KB RAM
** The three CPUs share 64KB of separate RAM for communication as well as the multiplier/divider hardware
+
*** The third 68000 ("suby" in MAME) has access to the bsprites hardware, ysprites full plane rotation, bsprites palette RAM, and 64KB RAM
* Sound CPU: Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS) with 2KB RAM
+
*** The three CPUs share 64KB of separate RAM for communication as well as the multiplier/divider hardware
 +
** Sound CPU: [[Zilog]] [[Z80]] @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS) with 2KB RAM
 
* [[wikipedia:Sound chip|Sound chip]]s:
 
* [[wikipedia:Sound chip|Sound chip]]s:
 
** [[wikipedia:Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha YM2151]] @ 4 MHz (8 FM channels)
 
** [[wikipedia:Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha YM2151]] @ 4 MHz (8 FM channels)
 
** [[Pulse-code modulation|PCM]] sampling chip: SegaPCM (315-5218) @ 4 MHz ([[wikipedia:Stereophonic sound|stereo]] output, 16 PCM channels, [[wikipedia:Audio bit depth|12-bit audio]], 31.25 kHz [[wikipedia:Sampling rate|sampling rate]])
 
** [[Pulse-code modulation|PCM]] sampling chip: SegaPCM (315-5218) @ 4 MHz ([[wikipedia:Stereophonic sound|stereo]] output, 16 PCM channels, [[wikipedia:Audio bit depth|12-bit audio]], 31.25 kHz [[wikipedia:Sampling rate|sampling rate]])
* [[wikia:w:c:gaming:Graphics processing unit|GPU]]: Sega Super Scaler chipset
+
* [[wikia:w:c:gaming:Graphics processing unit|GPU]]: Sega [[Super Scaler]] chipset{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}}
 
** Graphics board: Sega 837-6566 Video Board @ 50 MHz (315-5196 sprite generator, 315-5213 sprite chip, 315-5242 color encoder, 315-5305 sprite generator, 2× 315-5306 video sync & rotation, 315-5312 video mixer)
 
** Graphics board: Sega 837-6566 Video Board @ 50 MHz (315-5196 sprite generator, 315-5213 sprite chip, 315-5242 color encoder, 315-5305 sprite generator, 2× 315-5306 video sync & rotation, 315-5312 video mixer)
** Math chips: 315-5248 hardware multiplier, 315-5249 hardware divider
+
** Math processors: 315-5248 hardware multiplier, 315-5249 hardware divider
* [[wikia:w:c:gaming:Random access memory|RAM]]: 812 [[wikipedia:Kibibyte|KB]] [[wikipedia:Static random-access memory|SRAM]]{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.c}}
+
* Fixed-point arithmetic capabilities: [[wikipedia:Z-buffering|Z-buffering]], [[wikipedia:Depth map|depth map]]{{ref|[http://www.extentofthejam.com/pseudo/ Lou's Pseudo 3D Page]}}
** Main RAM: 208 KB (64 KB CPU 1, 16 KB CPU 2, 64 KB CPU 3, 64 KB shared)
+
* Memory: Up to 21.3672 [[Byte|MB]] (1232 [[Byte|KB]] main, 18.584 MB video, 1618 KB sound)
** [[wikipedia:Video memory|Video RAM]]: 598 KB (64 KB Y-sprites, 4 KB B-sprites, 2 KB rotation, 16 KB palette, 512 KB [[wikipedia:Framebuffer|framebuffers]])
+
** [[RAM]]: 824 KB, including 778 KB high-speed [[SRAM]] (Static RAM){{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segaxbd.cpp}}
** Sound RAM: 6 KB (2 KB Z80, 4 KB SegaPCM)
+
*** Main RAM: 208 KB (64 KB CPU 1, 16 KB CPU 2, 64 KB CPU 3, 64 KB shared)
* [[wikipedia:Display resolution|Video resolution]]: 320×224 (display), 342×262 (overscan), progressive scan
+
*** [[VRAM|Video RAM]]: 598 KB SRAM (64 KB Y-sprites, 4 KB B-sprites, 512 KB dual sprite [[wikipedia:Framebuffer|framebuffers]], 2 KB rotation, 16 KB color)
 +
*** Sound RAM: 18 KB SRAM (2 KB Z80, 16 KB SegaPCM)
 +
** [[ROM]]: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound){{ref|http://mamedb.blu-ferret.co.uk/game/gloc}}
 +
* [[wikipedia:Display resolution|Video resolution]]: 320×224 (display), 342×262 (overscan),{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}} progressive scan
 
**  [[wikipedia:Scan line|Scanlines]]: 224 (display), 262 (overscan)
 
**  [[wikipedia:Scan line|Scanlines]]: 224 (display), 262 (overscan)
* Refresh rate: 59.6368 to 60 Hz ([[wikipedia:V-sync|V-sync]])
+
* Refresh rate: 59.6368–60 Hz ([[wikipedia:V-sync|V-sync]]){{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}}
** Frame rate: 59.6368 to 60 frames per second
+
** Maximum frame rate: 59.6368–60 FPS
* Color palette: 2,097,152 (4096 palette banks with 512 colors each), to 16,777,216 with effects (shadow & highlight, luminosity, palette fade)
+
* [[Palette|Color palette]]: 2,097,152 (4096 palette banks with 512 colors each), to 16,777,216 with effects (shadow & highlight, luminosity, palette fade)
** Colors on screen: 24,576, to 71,680 (320×224) with luminosity and palette fade
+
** Colors on screen: 24,576 (unique colors), to 71,680 (320×224) with luminosity and palette fade{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}}
 
* Video hardware:
 
* Video hardware:
 
** Two sprite planes with fixed [[wikipedia:Z-order|Z-order]]
 
** Two sprite planes with fixed [[wikipedia:Z-order|Z-order]]
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* Graphical planes: Three layers
 
* Graphical planes: Three layers
 
** B-sprite (front plane) layer: Priority on top, based on [[Sega System 16|System 16B]] (line buffer) sprite system
 
** B-sprite (front plane) layer: Priority on top, based on [[Sega System 16|System 16B]] (line buffer) sprite system
** Y-sprite (back plane) layer: Plugs into a full-screen rotation, large [[wikipedia:Fillrate|fillrate]], dual [[wikipedia:Framebuffer|framebuffers]] (based on X Board) that can be fully rotated
+
** Y-sprite (back plane) layer: Plugs into a full-screen rotation, large [[wikipedia:Fillrate|fillrate]], double-buffered [[wikipedia:Framebuffer|framebuffers]] (based on X Board) that can be fully rotated{{intref|Sega "X-Board" hardware notes (2004-12-03)}}
 
** Sky gradient (background) layer: [[wikipedia:Bitmap|Bitmap]] plane
 
** Sky gradient (background) layer: [[wikipedia:Bitmap|Bitmap]] plane
* [[Sprite (computer graphics)|Sprite]]/texture capabilities: [[wikipedia:Linked list|Linked list]] of sprites, shadow & highlight, palette fade, color rotations, different levels of luminosity, full sprite zooming & scaling on both sprite planes, full sprite & framebuffer rotation on Y-sprite plane, [[wikipedia:Double buffering|double buffering]], dual line buffers on B-plane (512 sprite pixels/texels per line), dual [[wikipedia:Framebuffer|framebuffers]] on Y-plane
+
* [[Sprite|Sprite/texture]] capabilities: [[wikipedia:Linked list|Linked list]] of sprites, shadow & highlight, palette fade, color rotations, different levels of luminosity, full sprite zooming & scaling on both sprite planes, full sprite framebuffer rotation on Y-sprite plane, [[wikipedia:Double buffering|double buffering]], double-buffered line buffer on B-plane (512 pixels), double-buffered [[wikipedia:Framebuffer|framebuffer]] on Y-plane{{intref|Sega System 16B hardware notes (2003-01-12)}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}}{{ref|[https://github.com/bji/libmame/blob/master/old/src/mame/video/segaic16.c Sega 16‑Bit Common Hardware], [[MAME]]}}
** Sprite size/resolution: 8×8 to 512×512 [[wikipedia:Pixel|pixels]]
+
** Sprite size/resolution: 8×8 to 512×512 [[wikipedia:Pixel|pixels]]{{ref|[https://github.com/bji/libmame/blob/master/src/mame/video/segaybd.c Sega Y-Board Hardware (Video)], [[MAME]]}}
 
** Colors per sprite/texture: 16 to 512
 
** Colors per sprite/texture: 16 to 512
** Sprites/textures per frame: 68 KB [[VRAM|sprite RAM]] allows up to 2176 sprites/textures on screen (when they are 8x8 pixels size and [[wikia:w:c:gaming:List of color palettes|16 colors]] each)
+
* Sprites/textures per frame: 2176
** Sprites/textures per second: 129,769 (at 59.6368 Hz) to 130,560 (at 60 Hz)
+
** Y sprites: 2048 sprites/textures, 64 KB attribute RAM (32 KB bank per framebuffer), 16 bytes per entry{{intref|Sega "X-Board" hardware notes (2004-12-03)}}
** Video clock cycles: 50 MHz
+
** B sprites: 256 sprites/textures, 4 KB attribute RAM, 16 bytes per entry{{intref|Sega System 16B hardware notes (2003-01-12)}}
** Fillrate: 50 million pixels/texels per second
+
** Sprites/textures per second: 2176 (1 FPS) to 130,560 (60 FPS)
** [[wikipedia:Texel (graphics)|Sprite pixels/texels]] per frame: 833,333 (at 60 Hz) to 838,408 (at 59.6368 Hz)
+
* Y-plane framebuffer [[fillrate]]: 50 [[Pixel|MPixels/s]]
** Sprite pixels/texels per scanline: 3180 to 3200
+
** Y-plane clock rate: 50 MHz
** Sprites/textures per scanline: 397 to 400
+
** Maximum texels per scanline: 3200
 +
** Maximum sprites/textures per scanline: 400
 +
* B-plane line buffer fillrate: 12.5874 MPixels/s{{intref|Sega System 16B hardware notes (2003-01-12)}}{{intref|Sega Pre-System 16 hardware notes (2004-03-29)}}
 +
** B-plane clock rate: 12.5874 MHz
 +
** Maximum texels per scanline: 800
 +
** Maximum sprites/textures per scanline: 100
 +
* Overall fillrate: 62.5874 MPixels/s
 +
** Maximum sprites/textures per scanline: 4000
 +
** Maximum texels per scanline: 500
 +
}}
 +
 
 +
===''Galaxy Force II'' specifications===
 +
''[[Galaxy Force II]]'' featured the following upgrades in mid-1988:{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}}
 +
 
 +
{{multicol|
 +
* CPU:
 +
** Main CPU: 3× [[Motorola 68000|MC68000]] @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
 +
** Sound CPU: [[Zilog Z80|Z80]] @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS)
 +
** Motor CPU: Z80 @ 8 MHz (8-bit & 16-bit instructions @ 1.16 MIPS)
 +
* Memory: Up to 21.4 [[Byte|MB]] (1232 [[Byte|KB]] main, 18.584 MB video, 1618 KB sound, 32 KB motor)
 +
** [[RAM]]: 856 KB, including 778 KB high-speed [[SRAM]] (Static RAM){{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}}
 +
*** Main RAM: 208 KB
 +
*** [[VRAM|Video RAM]]: 598 KB SRAM
 +
*** Sound RAM: 18 KB SRAM
 +
*** Motor RAM: 32 KB
 +
** [[ROM]]: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound)
 +
}}
 +
 
 +
===''Power Drift'' specifications===
 +
''[[Power Drift]]'' featured the following upgrades in late 1988:{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}}
 +
 
 +
{{multicol|
 +
*Board composition: CPU Board + Video Board + Network/Link Board (16 MHz)
 +
* CPU:
 +
** Main CPU: 3× [[Motorola 68000|MC68000]] @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
 +
** Sound CPU: [[Zilog Z80|Z80]] @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS)
 +
** Link CPU: Z80 @ @ 8 MHz (8-bit & 16-bit instructions @ 1.16 MIPS)
 +
*Link [[wikipedia:Microcontroller|MCU]]: Fujitsu Multi-Protocol Controller (including DMA controller and Interrupt controller)
 +
* Memory: Up to 21.4 [[Byte|MB]] (1232 [[Byte|KB]] main, 18.584 MB video, 1618 KB sound, 10.25 KB link)
 +
** [[RAM]]: 834.25 KB, including 788.25 KB high-speed [[SRAM]] (Static RAM){{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/segaybd.cpp}}
 +
*** Main RAM: 208 KB
 +
*** [[VRAM|Video RAM]]: 598 KB SRAM
 +
*** Sound RAM: 18 KB SRAM
 +
*** Link RAM: 10.25 KB SRAM (8 KB SRAM, 2 KB [[wikipedia:Dual-ported RAM|Dual-Port]] SRAM)
 +
** [[ROM]]: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound)
 +
}}
  
==List of Games==
+
==List of games==
 
* ''[[Galaxy Force]]'' (1988)
 
* ''[[Galaxy Force]]'' (1988)
 
* ''[[Galaxy Force II]]'' (1988)
 
* ''[[Galaxy Force II]]'' (1988)
Line 67: Line 120:
 
* ''[[Strike Fighter]]'' (1991)
 
* ''[[Strike Fighter]]'' (1991)
  
==Gallery==
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==Magazine articles==
 +
{{mainArticle|{{PAGENAME}}/Magazine articles}}
 +
 
 +
==Photo gallery==
 
<gallery>
 
<gallery>
File:YBoard topPCB.jpg|PCB (top)
+
YBoard topPCB.jpg|PCB (top)
File:YBoard bottomPCB.jpg|PCB (bottom)
+
YBoard bottomPCB.jpg|PCB (bottom)
 
</gallery>
 
</gallery>
 +
 +
==References==
 +
{{multicol|
 +
<references />
 +
}}
  
 
{{Sega Arcade Boards}}
 
{{Sega Arcade Boards}}
 
[[Category:Sega System series]]
 
[[Category:Sega System series]]

Revision as of 21:10, 26 August 2017

YBoard topPCB.jpg
Sega Y Board
Manufacturer: Sega
Release Date RRP Code

The Sega Y Board is an arcade system board released by Sega in 1988 as a successor to the Sega X Board. Like the X Board before it, the Y Board was known for its 3D sprite/texture manipulation capabilities. It is the fourth in the Super Scaler series of arcade boards, after the Sega Hang-On hardware, Sega OutRun hardware and X Board.

The Y Board is quite different to the X Board in terms of design, offering a third CPU and more advanced video hardware. The Y Board allows for real-time rotation of sprites as well as scaling. It also has more memory and a higher fillrate than its predecessor, and can display significantly more sprites/textures on screen. Unusually, the system uses no tile layers (but only a single bitmap plane is used for the background), so graphics are rendered using only sprites/textures (a design taken by SNK for their Neo-Geo hardware in 1990).

The Y Board debuted with Galaxy Force in early 1988. It was succeeded by the Sega System 32 in 1990.

Technical specifications

Y Board specifications

  • Board composition: CPU Board + Video Board
  • CPU:
    • Main CPU: 3× MC68000 @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
      • The first 68000 ("main" in MAME) has access to the sound hardware, I/O hardware, and 64KB RAM
      • The second 68000 ("subx" in MAME) has access to the ysprites hardware, backup RAM and 16KB RAM
      • The third 68000 ("suby" in MAME) has access to the bsprites hardware, ysprites full plane rotation, bsprites palette RAM, and 64KB RAM
      • The three CPUs share 64KB of separate RAM for communication as well as the multiplier/divider hardware
    • Sound CPU: Zilog Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS) with 2KB RAM
  • Sound chips:
  • GPU: Sega Super Scaler chipset[1]
    • Graphics board: Sega 837-6566 Video Board @ 50 MHz (315-5196 sprite generator, 315-5213 sprite chip, 315-5242 color encoder, 315-5305 sprite generator, 2× 315-5306 video sync & rotation, 315-5312 video mixer)
    • Math processors: 315-5248 hardware multiplier, 315-5249 hardware divider
  • Fixed-point arithmetic capabilities: Z-buffering, depth map[2]
  • Memory: Up to 21.3672 MB (1232 KB main, 18.584 MB video, 1618 KB sound)
    • RAM: 824 KB, including 778 KB high-speed SRAM (Static RAM)[1][3]
      • Main RAM: 208 KB (64 KB CPU 1, 16 KB CPU 2, 64 KB CPU 3, 64 KB shared)
      • Video RAM: 598 KB SRAM (64 KB Y-sprites, 4 KB B-sprites, 512 KB dual sprite framebuffers, 2 KB rotation, 16 KB color)
      • Sound RAM: 18 KB SRAM (2 KB Z80, 16 KB SegaPCM)
    • ROM: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound)[4]
  • Video resolution: 320×224 (display), 342×262 (overscan),[1] progressive scan
  • Refresh rate: 59.6368–60 Hz (V-sync)[1]
    • Maximum frame rate: 59.6368–60 FPS
  • Color palette: 2,097,152 (4096 palette banks with 512 colors each), to 16,777,216 with effects (shadow & highlight, luminosity, palette fade)
    • Colors on screen: 24,576 (unique colors), to 71,680 (320×224) with luminosity and palette fade[1]
  • Video hardware:
    • Two sprite planes with fixed Z-order
    • Lower sprite plane ("ysprites" in MAME): full scaling and rotation; also the entire plane can be rotated as a whole
      • Palettes are stored alongside the sprite table; sprite table entries hold a pointer to the palette, which itself is stored as an table of palette indirection values (?)
    • Higher sprite plane ("bsprites" in MAME): standard Sega System 16B sprite plane
  • Graphical planes: Three layers
    • B-sprite (front plane) layer: Priority on top, based on System 16B (line buffer) sprite system
    • Y-sprite (back plane) layer: Plugs into a full-screen rotation, large fillrate, double-buffered framebuffers (based on X Board) that can be fully rotated[5]
    • Sky gradient (background) layer: Bitmap plane
  • Sprite/texture capabilities: Linked list of sprites, shadow & highlight, palette fade, color rotations, different levels of luminosity, full sprite zooming & scaling on both sprite planes, full sprite framebuffer rotation on Y-sprite plane, double buffering, double-buffered line buffer on B-plane (512 pixels), double-buffered framebuffer on Y-plane[6][1][7]
    • Sprite size/resolution: 8×8 to 512×512 pixels[8]
    • Colors per sprite/texture: 16 to 512
  • Sprites/textures per frame: 2176
    • Y sprites: 2048 sprites/textures, 64 KB attribute RAM (32 KB bank per framebuffer), 16 bytes per entry[5]
    • B sprites: 256 sprites/textures, 4 KB attribute RAM, 16 bytes per entry[6]
    • Sprites/textures per second: 2176 (1 FPS) to 130,560 (60 FPS)
  • Y-plane framebuffer fillrate: 50 MPixels/s
    • Y-plane clock rate: 50 MHz
    • Maximum texels per scanline: 3200
    • Maximum sprites/textures per scanline: 400
  • B-plane line buffer fillrate: 12.5874 MPixels/s[6][9]
    • B-plane clock rate: 12.5874 MHz
    • Maximum texels per scanline: 800
    • Maximum sprites/textures per scanline: 100
  • Overall fillrate: 62.5874 MPixels/s
    • Maximum sprites/textures per scanline: 4000
    • Maximum texels per scanline: 500

Galaxy Force II specifications

Galaxy Force II featured the following upgrades in mid-1988:[1]

  • CPU:
    • Main CPU: 3× MC68000 @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
    • Sound CPU: Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS)
    • Motor CPU: Z80 @ 8 MHz (8-bit & 16-bit instructions @ 1.16 MIPS)
  • Memory: Up to 21.4 MB (1232 KB main, 18.584 MB video, 1618 KB sound, 32 KB motor)
    • RAM: 856 KB, including 778 KB high-speed SRAM (Static RAM)[1]
      • Main RAM: 208 KB
      • Video RAM: 598 KB SRAM
      • Sound RAM: 18 KB SRAM
      • Motor RAM: 32 KB
    • ROM: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound)

Power Drift specifications

Power Drift featured the following upgrades in late 1988:[1]

  • Board composition: CPU Board + Video Board + Network/Link Board (16 MHz)
  • CPU:
    • Main CPU: 3× MC68000 @ 12.5 MHz (16-bit & 32-bit instructions @ 6.563 MIPS)
    • Sound CPU: Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS)
    • Link CPU: Z80 @ @ 8 MHz (8-bit & 16-bit instructions @ 1.16 MIPS)
  • Link MCU: Fujitsu Multi-Protocol Controller (including DMA controller and Interrupt controller)
  • Memory: Up to 21.4 MB (1232 KB main, 18.584 MB video, 1618 KB sound, 10.25 KB link)
    • RAM: 834.25 KB, including 788.25 KB high-speed SRAM (Static RAM)[1]
      • Main RAM: 208 KB
      • Video RAM: 598 KB SRAM
      • Sound RAM: 18 KB SRAM
      • Link RAM: 10.25 KB SRAM (8 KB SRAM, 2 KB Dual-Port SRAM)
    • ROM: Up to 20.5625 MB (1 MB main, 18 MB video, 1600 KB sound)

List of games

Magazine articles

Main article: Sega Y Board/Magazine articles.

Photo gallery

References


Sega arcade boards
Originating in arcades









Console-based hardware








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