Difference between revisions of "Sega Hikaru"

From Sega Retro

Line 178: Line 178:
 
*** 315‑6197 Command RAM: 4 GB/s (128‑bit, 250 MHz)
 
*** 315‑6197 Command RAM: 4 GB/s (128‑bit, 250 MHz)
 
*** 315‑6084 texture banks: 8 GB/s (2× 128‑bit, 250 MHz)
 
*** 315‑6084 texture banks: 8 GB/s (2× 128‑bit, 250 MHz)
*** Framebuffer SDRAM: 3.2 GB/s (4× 32‑bit, 200 MHz, 4.5 ns) {{fileref|HY57V161610D datasheet.pdf}}
+
*** SDRAM: 7.2 GB/s ( 32‑bit, 200 MHz, 4.5 ns) {{fileref|HY57V161610D datasheet.pdf}}
*** Other SDRAM: 4 GB/s (5× 32‑bit, 200 MHz, 4.5 ns) {{fileref|HY57V161610D datasheet.pdf}}
 
 
*** 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 16:25, 20 December 2015

Hikaru mainPCB.jpg
Sega Hikaru
Manufacturer: Sega
Release Date RRP Code

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.

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

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]
    • Network CPU: Motorola 68000 @ 40 MHz (16/32‑bit instructions, 16‑bit bus, 7 MIPS) [2]
    • Network PLD: FPGA @ 180 MHz (32‑bit),[8]PAL @ 40 MHz, Sega 315‑5804 CPLD @ 40 MHz
    • Network processors: 2× Sega 315‑5917 @ 40 MHz
  • ROM Board processors: [2]
    • ROM Board PLD: FPGA @ 180 MHz (32‑bit),[8] CPLD/PAL @ 182 MHz (32‑bit) [9][10]
    • Security IC: Sega 315-5881 @ 28 MHz

Sound

Graphics

  • Graphics Engine GPU: Sega Custom 3D GPU @ 250 MHz [11][12][3]
    • 5 core processors: [13]
      • 2× Sega GPU 15 Command Processors
      • 2× Sega GPU DMA controllers
      • Sega GPU 1A Image Generator rasterizer/renderer
    • 34 core units: [2][14]
      • 2× Sega PAL (Lattice GAL16V8) GAL @ 250 MHz: 16 units (2× 8 units), 128‑bit (2× 64‑bit), DMA control, graphics processing [15]
      • Sega 315‑6083A, 315‑6085, 315‑6086, 315‑6087, 2× 315‑6084 @ 250 MHz: 6 units, 768‑bit (6× 128‑bit)
      • 2× Sega 315‑6197 @ 250 MHz: 2 units, 128‑bit (2× 64‑bit)
      • Sega 315‑6202 (Lattice CY37128) CPLD @ 167 MHz: 8 units, 416‑bit internal (8× 52‑bit), 128‑bit external (8× 16‑bit) [16]
      • 2× Analog Devices ADV7120 Video DAC @ 80 MHz: 2 units, 48‑bit (2× 24‑bit) [17]
    • Bus width: 1488‑bit internal, 704‑bit external
    • Geometry Processors: 2× Sega GPU Command Processors
      • Instruction set: 32/64/128/256‑bit instructions, 32‑bit words
      • 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,[18] 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 [19]
    • 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 [19]
    • Other capabilities: 2 bitmap layers, calendar, 16,384 vertices per mesh [20]
  • 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][17]
    • 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 cycles: 7.5 billion cycles/sec (24× 250 MHz, 8× 167 MHz, 2× 80 MHz)
    • Internal bandwidth: 41 GB/s
    • Fixed‑point instructions: 10 GIPS (32‑bit), 1.3 GIPS (256‑bit)
    • Floating‑point operations: 16 GFLOPS (20‑bit), 10 GFLOPS (32‑bit)
  • Geometric performance: [12]
    • 200 million polygons/sec: raw performance (4 GB/s, 20 bytes/poly)
    • 100 million polygons/sec: 1 light, 1 texture (40 bytes/poly)
    • 20 million polygons/sec: 1024 lights, 16,384 textures, Phong shading (150 bytes/poly)
  • Rendering fillrate:
    • 16-bit color: 4 billion pixels/texels per sec (8 GB/s)
    • 24-bit color: 2.6 billion pixels/texels per sec

Memory

  • Memory: Up to 465 MB [21]
    • 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]
    • Main RAM: 64 MB SDRAM [22] (32 MB per SH‑4)
    • VRAM: 30.25 MB [23][11]
      • 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 [24]
    • Sound RAM: 16 MB SDRAM (8 MB per AICA)
    • Other Main Board RAM: 128 KB SRAM [25]
    • Network Board RAM: 192 KB SRAM [25]
    • ROM Board RAM: 64 KB SRAM [26]
  • ROM: Up to 354 MB
    • Boot ROM: 2 MB EPROM [2]
    • Game ROM Board: Up to 352 MB (64 MB main ROM, 256 MB video MaskROM,[27] 32 MB sound ROM)
    • Note: High‑speed access allows ROM to effectively be used as RAM, with polygons and textures streamed directly from game ROM Board. [28]
  • Cache: 96 KB (48 KB per SH‑4 CPU) [29]

Bandwidth

  • Internal processor bandwidth: [2]
    • SH‑4 cache: 3.2 GB/s (128‑bit, 200 MHz)
    • Sega Custom 3D GPU: 41.5 GB/s (1488‑bit)
      • GAL: 4 GB/s (128‑bit, 250 MHz) [15]
      • 315‑6083A, 315‑6085, 315‑6086, 315‑6087, 2× 315‑6084: 24 GB/s (768‑bit, 250 MHz)
      • 315‑6197: 4 GB/s (128‑bit, 250 MHz)
      • CPLD: 9 GB/s (416‑bit, 167 MHz) [16]
      • DAC: 480 MB/sec (48‑bit, 80 MHz) [17]
    • 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/s (64‑bit, 200 MHz)
    • ROM Board PLD: 1.45 GB/s (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: 26.311 GB/s (22.311 GB/s RAM, 4 GB/s ROM)
    • Main memory: 6.4 GB/s (2.4 GB/s RAM, 4 GB/s ROM)
    • Video memory: 24 GB/s (20 GB/s RAM, 4 GB/s ROM)
    • Sound memory: 268 MB/sec
    • Other memory: 443 MB/sec
  • RAM bandwidth: 22.311 GB/s [2]
    • Main RAM: 2.4 GB/s (192‑bit, 100 MHz, 6 ns) [22]
      • SH‑4: 1.6 GB/s (128‑bit)
      • Memory Controllers: 800 MB/sec (64‑bit)
    • VRAM: 20 GB/s (704‑bit, 4.5 ns)
      • 315‑6197 Command RAM: 4 GB/s (128‑bit, 250 MHz)
      • 315‑6084 texture banks: 8 GB/s (2× 128‑bit, 250 MHz)
      • SDRAM: 7.2 GB/s (9× 32‑bit, 200 MHz, 4.5 ns) [23]
      • Synchronous SRAM: 400 MB/sec (32‑bit, 100 MHz, 5 ns) [24]
    • Sound RAM: 268 MB/sec (2× 16‑bit, 67 MHz, 6 ns) [30]
    • HM62256 SRAM: 193 MB/sec (72‑bit, 45 ns) [25]
      • 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) [26]
  • ROM bandwidth: 4 GB/s [2]
    • Boot ROM: 800 MB/sec (64‑bit, 100 MHz) [31]
    • ROM Board PLD: 1.45 GB/s (2× 32‑bit, 180/182 MHz) [8][9][10]
    • ROM Board Connectors: 1.5 GB/s ( 32‑bit, 182 MHz)

Hardware Images

List of Games


Sega arcade boards
Originating in arcades








  1. 1.0 1.1 http://www.goodcowfilms.com/farm/games/news-archive/Sega%20Confirms%20Hikaru%20DOES%20Exist....htm
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 https://github.com/mamedev/mame/blob/master/src/mame/drivers/hikaru.cpp
  3. 3.0 3.1 3.2 https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-memctl.c
  4. https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-aica.c
  5. 5.0 5.1 https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-mie.c
  6. http://demul.emulation64.com
  7. 7.0 7.1 https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru.c
  8. 8.0 8.1 8.2 8.3 File:PLSI2032 datasheet.pdf
  9. 9.0 9.1 File:M4A3 datasheet.pdf
  10. 10.0 10.1 File:MACH111 datasheet.pdf
  11. 11.0 11.1 https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu.c
  12. 12.0 12.1 12.2 https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu-cp.c
  13. https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-renderer.c
  14. File:Hikaru rombd upright.jpg
  15. 15.0 15.1 File:GAL16V8 datasheet.pdf
  16. 16.0 16.1 File:CY37 datasheet.pdf
  17. 17.0 17.1 17.2 File:ADV7120 datasheet.pdf
  18. http://ogldev.atspace.co.uk/www/tutorial33/tutorial33.html
  19. 19.0 19.1 File:NAOMI 1998 Press Release JP.pdf
  20. https://github.com/stefanoteso/valkyrie/blob/master/src/mach/hikaru/hikaru-gpu-private.h
  21. https://github.com/mamedev/mame/tree/master/src/mame/drivers/hikaru.cpp
  22. 22.0 22.1 File:HM5264 datasheet.pdf
  23. 23.0 23.1 File:HY57V161610D datasheet.pdf
  24. 24.0 24.1 File:UPD432232 datasheet.pdf
  25. 25.0 25.1 25.2 File:HM62256B datasheet.pdf
  26. 26.0 26.1 File:CY7C199 datasheet.pdf
  27. http://www.mamedb.com/game/pharrier
  28. http://farm6.staticflickr.com/5471/12172411045_18bfc5912f_c.jpg
  29. http://info.sonicretro.org/File:SH-4_32-bit_CPU_Core_Architecture.pdf
  30. File:K4S641632 datasheet.pdf
  31. http://pdf.datasheetcatalog.com/datasheets2/19/194530_1.pdf


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