Difference between revisions of "Sega Hikaru"
From Sega Retro
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===Sound=== | ===Sound=== | ||
{{multicol| | {{multicol| | ||
− | * [[wikipedia:Sound chip|Sound engine]]: 2× [[Yamaha Super Intelligent Sound Processor|Yamaha AICA Super Intelligent Sound Processor]] @ 67 MHz | + | * [[wikipedia:Sound chip|Sound engine]]: 2× [[Yamaha Super Intelligent Sound Processor|Yamaha AICA Super Intelligent Sound Processor]] (315‑6232) @ 67 MHz |
** Internal CPU: 2× 32‑bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz | ** Internal CPU: 2× 32‑bit [[wikipedia:ARM7|ARM7]] RISC CPU @ 45 MHz | ||
** CPU performance: 34 MIPS (2× 17 MIPS) | ** CPU performance: 34 MIPS (2× 17 MIPS) | ||
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{{multicol| | {{multicol| | ||
* Graphics Engine GPU: [[Sega]] Custom 3D GPU @ 250 MHz {{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu.c}}{{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu-cp.c}}{{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-memctl.c}} | * Graphics Engine GPU: [[Sega]] Custom 3D GPU @ 250 MHz {{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu.c}}{{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu-cp.c}}{{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-memctl.c}} | ||
− | ** | + | ** 5 core processors: {{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-renderer.c}} |
− | *** 2× Sega GPU Command Processors | + | *** 2× Sega GPU Command Processors: 256‑bit |
− | *** 2× Sega GPU DMA controllers | + | *** 2× Sega GPU DMA controllers: 64‑bit (2× 32‑bit) |
− | *** | + | *** Sega GPU 1A Image Generator rasterizer/renderer |
− | ** | + | ** 30 core units: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/hikaru.cpp}} |
*** 2× Sega PAL (Lattice GAL16V8) [[wikipedia:Generic array logic|GAL]] @ 250 MHz: 16 units (2× 8 units), 128‑bit (2× 64‑bit), DMA control, graphics processing {{fileref|GAL16V8 datasheet.pdf}} | *** 2× Sega PAL (Lattice GAL16V8) [[wikipedia:Generic array logic|GAL]] @ 250 MHz: 16 units (2× 8 units), 128‑bit (2× 64‑bit), DMA control, graphics processing {{fileref|GAL16V8 datasheet.pdf}} | ||
− | *** Sega 315‑6083A & 315‑6087 @ 250 MHz: 2 units, 64‑bit (2× 32‑bit) | + | *** Sega 315‑6083A & 315‑6087 @ 250 MHz: 2 units, 128‑bit |
+ | *** Sega 315‑6085 & 315‑6086 @ 200 MHz: 2 units, 64‑bit (2× 32‑bit) {{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru.c}} | ||
*** Sega 315‑6202 (Lattice CY37128) [[wikipedia:Complex programmable logic device|CPLD]] @ 167 MHz: 8 units, 416‑bit internal (8× 52‑bit), 128‑bit external (8× 16‑bit) {{fileref|CY37 datasheet.pdf}} | *** Sega 315‑6202 (Lattice CY37128) [[wikipedia:Complex programmable logic device|CPLD]] @ 167 MHz: 8 units, 416‑bit internal (8× 52‑bit), 128‑bit external (8× 16‑bit) {{fileref|CY37 datasheet.pdf}} | ||
− | |||
*** 2× Analog Devices ADV7120 Video [[wikipedia:Digital-to-analog converter|DAC]] @ 80 MHz: 2 units, 48‑bit (2× 24‑bit) {{fileref|ADV7120 datasheet.pdf}} | *** 2× Analog Devices ADV7120 Video [[wikipedia:Digital-to-analog converter|DAC]] @ 80 MHz: 2 units, 48‑bit (2× 24‑bit) {{fileref|ADV7120 datasheet.pdf}} | ||
− | ** [[#Bandwidth|Bus width]]: | + | ** [[#Bandwidth|Bus width]]: 784‑bit internal, 448‑bit external |
** Geometry Processors: 2× Sega GPU Command Processors | ** Geometry Processors: 2× Sega GPU Command Processors | ||
*** Hardware T&L: Transform, clipping, lighting | *** Hardware T&L: Transform, clipping, lighting | ||
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** Framebuffer: 496×384 to 2048×2048 (default 2048×2048) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/hikaru.cpp}} | ** Framebuffer: 496×384 to 2048×2048 (default 2048×2048) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/hikaru.cpp}} | ||
* GPU computation: {{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu-cp.c}} | * GPU computation: {{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu-cp.c}} | ||
− | ** Clock rates: | + | ** Clock rates: 6.4 billion cycles/sec (16× 250 MHz, 2× 250 MHz, 2× 200 MHz, 8× 167 MHz, 2× 80 MHz) |
− | ** Fixed-point arithmetic: | + | ** Fixed-point arithmetic: 19.1 billion operations/sec ([[#Bandwidth|19.1 GB/sec]], 1 byte per operation) |
− | ** Floating‑point operations: | + | ** Floating‑point operations: 10 GFLOPS (2 bytes per FLOPS) |
* Geometric performance: {{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu-cp.c}} | * Geometric performance: {{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu-cp.c}} | ||
− | ** | + | ** 280 million polygons/sec, raw performance ([[#Bandwidth|8 GB/sec]], 28 bytes per polygon) |
** 100 million polygons/sec, with 1 light and 1 texture (80 bytes per polygon) | ** 100 million polygons/sec, with 1 light and 1 texture (80 bytes per polygon) | ||
** 30 million polygons/sec, with 1024 lights, 16,384 textures and Phong shading (250 bytes per polygon) | ** 30 million polygons/sec, with 1024 lights, 16,384 textures and Phong shading (250 bytes per polygon) | ||
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===Memory=== | ===Memory=== | ||
{{multicol| | {{multicol| | ||
− | * Memory: Up to | + | * Memory: Up to 465 [[Byte|MB]] {{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/hikaru.cpp}} |
** Main memory: 130 MB (64 MB RAM, 66 MB ROM) | ** Main memory: 130 MB (64 MB RAM, 66 MB ROM) | ||
− | ** Video memory: | + | ** Video memory: 286.25 MB (30.25 MB RAM, 256 MB ROM) |
** Sound memory: 48 MB (16 MB RAM, 32 MB ROM) | ** Sound memory: 48 MB (16 MB RAM, 32 MB ROM) | ||
** Other memory: 480 [[Byte|KB]] (384 KB RAM, 96 KB cache) | ** Other memory: 480 [[Byte|KB]] (384 KB RAM, 96 KB cache) | ||
− | * [[RAM]]: | + | * [[RAM]]: 110.625 MB {{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru.c}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/hikaru.cpp}} |
** Main RAM: 64 MB [[wikipedia:Synchronous dynamic random-access memory|SDRAM]] {{fileref|HM5264 datasheet.pdf}} (32 MB per SH‑4) | ** Main RAM: 64 MB [[wikipedia:Synchronous dynamic random-access memory|SDRAM]] {{fileref|HM5264 datasheet.pdf}} (32 MB per SH‑4) | ||
− | ** [[VRAM]]: | + | ** [[VRAM]]: 30.25 MB {{fileref|HY57V161610D datasheet.pdf}}{{ref|https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu.c}} |
− | *** 8 MB framebuffer | + | *** 4 MB Command RAM (2× 315‑6197) |
+ | *** 8 MB texture banks (2× 315‑6084) | ||
+ | *** 8 MB framebuffer SDRAM (IC 44‑47) | ||
+ | *** 10 MB other SDRAM (1 MB Geometry Processor, 1 MB Image Generator SDRAM) | ||
+ | *** 256 KB Synchronous [[SRAM]] {{fileref|UPD432232 datasheet.pdf}} | ||
** Sound RAM: 16 MB SDRAM (8 MB per AICA) | ** Sound RAM: 16 MB SDRAM (8 MB per AICA) | ||
** Other Main Board RAM: 128 KB [[SRAM]] {{fileref|HM62256B datasheet.pdf}} | ** Other Main Board RAM: 128 KB [[SRAM]] {{fileref|HM62256B datasheet.pdf}} | ||
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===Bandwidth=== | ===Bandwidth=== | ||
{{multicol| | {{multicol| | ||
− | * Internal processor bandwidth: | + | * Internal processor bandwidth: 26.433 GB/sec {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/hikaru.cpp}} |
** SH‑4 cache: 3.2 GB/sec (128‑bit, 200 MHz) | ** SH‑4 cache: 3.2 GB/sec (128‑bit, 200 MHz) | ||
− | ** Sega Custom 3D GPU: | + | ** Sega Custom 3D GPU: 19.1 GB/sec (784‑bit) |
*** GAL: 4 GB/sec (128‑bit, 250 MHz) {{fileref|GAL16V8 datasheet.pdf}} | *** GAL: 4 GB/sec (128‑bit, 250 MHz) {{fileref|GAL16V8 datasheet.pdf}} | ||
*** CPLD: 9 GB/sec (416‑bit, 167 MHz) {{fileref|CY37 datasheet.pdf}} | *** CPLD: 9 GB/sec (416‑bit, 167 MHz) {{fileref|CY37 datasheet.pdf}} | ||
− | *** 315‑6083A & 315‑6087: | + | *** 315‑6083A & 315‑6087: 4 GB/sec (128‑bit, 250 MHz) |
− | *** | + | *** 315‑6085 & 315‑6086: 1.6 GB/sec (2× 32‑bit, 200 MHz) |
*** DAC: 480 MB/sec (48‑bit, 80 MHz) {{fileref|ADV7120 datasheet.pdf}} | *** DAC: 480 MB/sec (48‑bit, 80 MHz) {{fileref|ADV7120 datasheet.pdf}} | ||
** AICA Sound Processor: 268 MB/sec (32‑bit, 67 MHz) | ** AICA Sound Processor: 268 MB/sec (32‑bit, 67 MHz) | ||
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** Network Board 68000: 80 MB/sec (16‑bit, 40 MHz) | ** Network Board 68000: 80 MB/sec (16‑bit, 40 MHz) | ||
** Network Board FPGA: 720 MB/sec (32‑bit, 180 MHz) {{fileref|PLSI2032 datasheet.pdf}} | ** Network Board FPGA: 720 MB/sec (32‑bit, 180 MHz) {{fileref|PLSI2032 datasheet.pdf}} | ||
− | * RAM/ROM memory bandwidth: | + | * RAM/ROM memory bandwidth: 24.043 GB/sec (20.043 GB/sec RAM, 4 GB/sec ROM) |
** Main memory: 6.4 GB/sec (2.4 GB/sec RAM, 4 GB/sec ROM) | ** Main memory: 6.4 GB/sec (2.4 GB/sec RAM, 4 GB/sec ROM) | ||
− | ** Video memory: | + | ** Video memory: 21.2 GB/sec (17.2 GB/sec RAM, 4 GB/sec ROM) |
** Sound memory: 268 MB/sec | ** Sound memory: 268 MB/sec | ||
** Other memory: 443 MB/sec | ** Other memory: 443 MB/sec | ||
− | * RAM bandwidth: | + | * RAM bandwidth: 20.043 GB/sec {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/hikaru.cpp}} |
** Main RAM: 2.4 GB/sec (192‑bit, 100 MHz, 6 [[wikipedia:Nanosecond|ns]]) {{fileref|HM5264 datasheet.pdf}} | ** Main RAM: 2.4 GB/sec (192‑bit, 100 MHz, 6 [[wikipedia:Nanosecond|ns]]) {{fileref|HM5264 datasheet.pdf}} | ||
*** SH‑4: 1.6 GB/sec (128‑bit) | *** SH‑4: 1.6 GB/sec (128‑bit) | ||
*** Memory Controllers: 800 MB/sec (64‑bit) | *** Memory Controllers: 800 MB/sec (64‑bit) | ||
− | ** VRAM: | + | ** VRAM: 17.2 GB/sec (448‑bit, 4.5 ns) {{fileref|HY57V161610D datasheet.pdf}} |
− | *** | + | *** 315‑6197 Command RAM: 8 GB/sec (256‑bit, 250 MHz) |
− | *** | + | *** 315‑6084 Texture RAM: 1.6 GB/sec (2× 32‑bit, 200 MHz) |
+ | *** Framebuffer SDRAM: 3.2 GB/sec (4× 32‑bit, 200 MHz, 4.5 ns) {{fileref|HY57V161610D datasheet.pdf}} | ||
+ | *** Other SDRAM: 4 GB/sec (5× 32‑bit, 200 MHz, 4.5 ns) | ||
*** Synchronous SRAM: 400 MB/sec (32‑bit, 100 MHz, 5 ns) {{fileref|UPD432232 datasheet.pdf}} | *** Synchronous SRAM: 400 MB/sec (32‑bit, 100 MHz, 5 ns) {{fileref|UPD432232 datasheet.pdf}} | ||
** Sound RAM: 268 MB/sec (2× 16‑bit, 67 MHz, 6 ns) {{fileref|K4S641632 datasheet.pdf}} | ** Sound RAM: 268 MB/sec (2× 16‑bit, 67 MHz, 6 ns) {{fileref|K4S641632 datasheet.pdf}} |
Revision as of 07:49, 20 December 2015
Sega Hikaru | |||||
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Manufacturer: Sega | |||||
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The Sega Hikaru is a successor of the Sega NAOMI and Sega Model 3 arcade systems that was developed in 1998 and debuted in 1999. The Hikaru was used for a handful of deluxe dedicated-cabinet games, beginning with 1999's Brave Fire Fighters, in which the flame and water effects were largely a showpiece for the hardware.
It was significantly more powerful and expensive than the NAOMI. The Hikaru featured a custom Sega GPU with advanced graphical capabilities, additional CPU and sound processors, various custom processors, increased memory, and faster bandwidth. It was the first game platform capable of effective hardware Phong shading and was capable of the most complex lighting and particle effects of its time.
It was the most powerful game system of its time, but very expensive. Since it was comparatively expensive to produce, Sega soon abandoned the Hikaru in favor of continued NAOMI development. It was succeeded by the NAOMI 2, which was not as powerful, but more affordable.
Contents
Development
According to Sega in 1999: [1]
“ | Brave Firefighters utilizes a slightly modified Naomi Hardware system called Hikaru. Hikaru incorporates a custom Sega graphics chip and possesses larger memory capacity then standard Naomi systems. "These modifications were necessary because in Brave Firefighters, our engineers were faced with the daunting challenge of creating 3d images of flames and sprayed water," stated Sega's Vice President of Sales and Marketing, Barbara Joyiens. "If you stop and think about it, both have an almost infinite number of shapes, sizes, colors, levels of opaqueness, shadings and shadows. And, when you combine the two by simulating the spraying of water on a flame, you create an entirely different set of challenges for our game designers and engineers to overcome; challenges that would be extremely difficult, if not impossible to overcome utilizing existing 3D computers. Hikaru has the horsepower to handle these demanding graphic challenges with clarity, depth and precision." | „ |
In addition, the Hikaru also uses two Hitachi SH-4 CPU processors, two Yamaha AICA sound engine processors, a Motorola 68000 network CPU, and a dual GPU setup. The Hikaru hardware was largely complete in 1998, before it was released to the public in 1999. [2]
Specifications
- Board composition: Main Board, ROM Board, AICA Sound Board, I/O Board, Filter Board, Network Board [2]
- Operating systems:
- Sega native operating system
- Custom Windows CE, with DirectX 6.0, Direct3D and OpenGL support
- Extensions: communication, 4‑channel surround audio, PCI, MIDI, RS‑232C
- Connection: JAMMA Video compliant, VGA
Main Processors
- Main CPU: 2× Hitachi SH‑4 @ 200 MHz
- Features: 2× 128‑bit SIMD @ 200 MHz, 2× floating‑point units, graphic functions
- Bus width: 128‑bit (64‑bit per SH‑4)
- SH‑4 performance: 720 MIPS, 2.8 GFLOPS, more than 20 million polygons/sec geometry & lighting calculations
- Note: With Sega Custom 3D GPU geometry processors, the SH‑4's 128‑bit SIMD matrix unit can be dedicated to game physics, artificial intelligence, collision detection, overall game code, and/or further enhancing graphics.
- MIE bridge MCU: Sega 315‑6146 Maple‑JVS MCU (Zilog Z80) [5][6] @ 14.7456 MHz [2] (8/16‑bit instructions, 8‑bit bus, 2.14 MIPS)
- Memory controllers: 2× Sega 315‑6154 Memory Controller @ 200 MHz (2× 32‑bit, DMA capabilities) [3][2][7]
- Network Board processors: [2]
- ROM Board processors: [2]
Sound
- Sound engine: 2× Yamaha AICA Super Intelligent Sound Processor (315‑6232) @ 67 MHz
- Internal CPU: 2× 32‑bit ARM7 RISC CPU @ 45 MHz
- CPU performance: 34 MIPS (2× 17 MIPS)
- PCM/ADPCM: 16‑bit depth, 48 kHz sampling rate (DVD quality), 128 channels
- Bus width: 32‑bit (2× 16‑bit)
- Other features: DSP, sound synthesizer
Graphics
- Graphics Engine GPU: Sega Custom 3D GPU @ 250 MHz [11][12][3]
- 5 core processors: [13]
- 2× Sega GPU Command Processors: 256‑bit
- 2× Sega GPU DMA controllers: 64‑bit (2× 32‑bit)
- Sega GPU 1A Image Generator rasterizer/renderer
- 30 core units: [2]
- 2× Sega PAL (Lattice GAL16V8) GAL @ 250 MHz: 16 units (2× 8 units), 128‑bit (2× 64‑bit), DMA control, graphics processing [14]
- Sega 315‑6083A & 315‑6087 @ 250 MHz: 2 units, 128‑bit
- Sega 315‑6085 & 315‑6086 @ 200 MHz: 2 units, 64‑bit (2× 32‑bit) [7]
- Sega 315‑6202 (Lattice CY37128) CPLD @ 167 MHz: 8 units, 416‑bit internal (8× 52‑bit), 128‑bit external (8× 16‑bit) [15]
- 2× Analog Devices ADV7120 Video DAC @ 80 MHz: 2 units, 48‑bit (2× 24‑bit) [16]
- Bus width: 784‑bit internal, 448‑bit external
- Geometry Processors: 2× Sega GPU Command Processors
- Hardware T&L: Transform, clipping, lighting
- Materials: Flat shading, Gouraud shading, Phong shading, diffuse, ambient, specular, unlit
- Fog: Color, transparency, density, depth blend, translucency
- Rendering: Double‑buffered 3D rendering (odd & even frames), depth cueing, depth buffer, depth bias, face culling, static meshes, dynamic meshes
- Shading: Flat shading, Gouraud shading, Phong shading, diffuse, ambient, specular, linear
- Modelview matrix: Instanced drawing, multiple instances, shared attributes between models,[17] modelview stack
- Object memory: 8 viewports, 256 modelviews, 16,384 materials (256 LOD levels), 16,384 textures/texheads (256 LOD levels), 1024 lights (256 light sets)
- Texture processors: 2× Sega GPU DMA controllers
- GPU IDMA (Indirect DMA) controller: Loads texture data from MaskROM (via external bus) into texture banks (with metadata), allows CPU access to texture banks
- DMA controller: Moves textures around in framebuffer, transfers bitmap data to bitmap layers, allows CPU access to framebuffer
- Texture banks: 2 texture banks (stored as 2× 2048×1024 sheets), stores textures from MaskROM (with 16‑byte metadata per texture in Command Processor RAM)
- Texturing capabilities: 16×16 to 512×512 texture sizes, mipmapping, mipmap trees, texture panning, multi‑texturing, bump mapping, texture filtering, bilinear filtering, trilinear filtering, environment mapping [18]
- Lighting: 1024 lights per scene, 4 lights per polygon, 256 light sets per scene (4 lights per set), 8 window surfaces
- Light types: Diffuse, ambient, specular, horizontal, spot
- Emission types: Constant, linear, infinite linear, square, reciprocal, reciprocal squared
- Object types: Lights (with individual position, direction and emission properties), lightsets (a set of up to 4 lights that share a mesh)
- Framebuffer: 2048×2048 sheet (can be partitioned into framebuffer, tile data, and/or 1‑2 bitmap layers), handled by 2 GPU 1A Image Generator rasterizers/renderers (double‑buffering), accessible by DMA controller
- Other effects: Stencil, shadows, motion blur, particle effects, fire effects, water effects,[1] fog, alpha blending, anti‑aliasing, specular effects [18]
- Other capabilities: 2 bitmap layers, calendar, 16,384 vertices per mesh [19]
- 5 core processors: [13]
- Color depth: 32‑bit ARGB, 16,777,216 colors (24‑bit color) with 8‑bit (256 levels) alpha blending, YUV and RGB color space, color key overlay
- Display resolution: 31 kHz horizontal sync, 60 Hz refresh rate, 80 MHz Video DAC, JAMMA/VGA output, progressive scan [2][16]
- Single monitor display: 496×384 to 800×608 (default 640×480)
- Dual monitor display: 992×384 to 1600×608 (default 1280×480)
- Video output: 496×384 to 1968×1080 (default 640×480)
- Framebuffer: 496×384 to 2048×2048 (default 2048×2048) [2]
- GPU computation: [12]
- Clock rates: 6.4 billion cycles/sec (16× 250 MHz, 2× 250 MHz, 2× 200 MHz, 8× 167 MHz, 2× 80 MHz)
- Fixed-point arithmetic: 19.1 billion operations/sec (19.1 GB/sec, 1 byte per operation)
- Floating‑point operations: 10 GFLOPS (2 bytes per FLOPS)
- Geometric performance: [12]
- 280 million polygons/sec, raw performance (8 GB/sec, 28 bytes per polygon)
- 100 million polygons/sec, with 1 light and 1 texture (80 bytes per polygon)
- 30 million polygons/sec, with 1024 lights, 16,384 textures and Phong shading (250 bytes per polygon)
- Fillrate:
- Rendering: 6 billion pixels/sec (opaque polygons), 3 billion pixels/sec (translucent polygons)
- Textures: 3 billion texels/sec
Memory
- Memory: Up to 465 MB [20]
- Main memory: 130 MB (64 MB RAM, 66 MB ROM)
- Video memory: 286.25 MB (30.25 MB RAM, 256 MB ROM)
- Sound memory: 48 MB (16 MB RAM, 32 MB ROM)
- Other memory: 480 KB (384 KB RAM, 96 KB cache)
- RAM: 110.625 MB [7][2]
- ROM: Up to 354 MB
- Cache: 96 KB (48 KB per SH‑4 CPU) [28]
Bandwidth
- Internal processor bandwidth: 26.433 GB/sec [2]
- SH‑4 cache: 3.2 GB/sec (128‑bit, 200 MHz)
- Sega Custom 3D GPU: 19.1 GB/sec (784‑bit)
- AICA Sound Processor: 268 MB/sec (32‑bit, 67 MHz)
- Z80 MIE MCU: 15 MB/sec (8‑bit, 14.7456 MHz)
- 315‑6154 Memory Controllers: 1.6 GB/sec (64‑bit, 200 MHz)
- ROM Board PLD: 1.45 GB/sec (2× 32‑bit, 180/182 MHz)
- Network Board 68000: 80 MB/sec (16‑bit, 40 MHz)
- Network Board FPGA: 720 MB/sec (32‑bit, 180 MHz) [8]
- RAM/ROM memory bandwidth: 24.043 GB/sec (20.043 GB/sec RAM, 4 GB/sec ROM)
- Main memory: 6.4 GB/sec (2.4 GB/sec RAM, 4 GB/sec ROM)
- Video memory: 21.2 GB/sec (17.2 GB/sec RAM, 4 GB/sec ROM)
- Sound memory: 268 MB/sec
- Other memory: 443 MB/sec
- RAM bandwidth: 20.043 GB/sec [2]
- Main RAM: 2.4 GB/sec (192‑bit, 100 MHz, 6 ns) [21]
- SH‑4: 1.6 GB/sec (128‑bit)
- Memory Controllers: 800 MB/sec (64‑bit)
- VRAM: 17.2 GB/sec (448‑bit, 4.5 ns) [22]
- Sound RAM: 268 MB/sec (2× 16‑bit, 67 MHz, 6 ns) [29]
- HM62256 SRAM: 193 MB/sec (72‑bit, 45 ns) [24]
- MIE RAM: 15 MB/sec (8‑bit, 14.7456 MHz)
- Backup RAM: 44.444444 MB/sec (16‑bit, 22.222222 MHz)
- Network Board RAM: 133.333333 MB/sec (48‑bit, 22.222222 MHz)
- ROM Board RAM: 250 MB/sec (16‑bit, 125 MHz, 8 ns) [25]
- Main RAM: 2.4 GB/sec (192‑bit, 100 MHz, 6 ns) [21]
- ROM bandwidth: 4 GB/sec [2]
Hardware Images
List of Games
- Brave FireFighters (1999)
- NASCAR Arcade (2000)
- Planet Harriers (2000)
- Star Wars Racer Arcade (2000)
- Air Trix (2001)
- Cyber Troopers Virtual-On Force (2001)
- Cyber Troopers Virtual-On Force Ver.7.7 (2002)
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Originating in arcades |
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Console-based hardware |
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PC-based hardware |
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