Difference between revisions of "Sega 32X"

From Sega Retro

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** 16bpp: 18.181818 [[Pixel|MPixels/s]] (1 [[pixel]]/cycle){{fileref|32XUSHardwareManual.pdf|page=76}}
 
** 16bpp: 18.181818 [[Pixel|MPixels/s]] (1 [[pixel]]/cycle){{fileref|32XUSHardwareManual.pdf|page=76}}
 
** 8bpp: 36.363636 MPixels/s (2 pixels/cycle){{fileref|32XUSHardwareManual.pdf|page=42}}{{fileref|32XUSHardwareManual.pdf|page=53}}
 
** 8bpp: 36.363636 MPixels/s (2 pixels/cycle){{fileref|32XUSHardwareManual.pdf|page=42}}{{fileref|32XUSHardwareManual.pdf|page=53}}
* 3D geometry engine: Assuming single SH-2 used for geometry (23.01136 MOPS){{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA96 ''Design of Digital Systems and Devices'' (page 95)]}}{{fileref|32XUSHardwareManual.pdf|page=77}}
+
* 3D geometry engine: Assuming single SH-2 used for geometry (23.01136 MOPS/cycles){{ref|1=[https://books.google.co.uk/books?id=iAvHt5RCHbMC&pg=PA96 ''Design of Digital Systems and Devices'' (page 95)]}}{{fileref|32XUSHardwareManual.pdf|page=77}}
 
** Flat shading calculations: 148 cycles/poly (32 SDRAM cycles, 116 [[wikipedia:Transform and lighting|T&L]] ops), 155,482 polys/sec
 
** Flat shading calculations: 148 cycles/poly (32 SDRAM cycles, 116 [[wikipedia:Transform and lighting|T&L]] ops), 155,482 polys/sec
 
** Gouraud shading calculations: 224 cycles/poly (44 SDRAM cycles, 180 T&L ops), 102,729 polys/sec
 
** Gouraud shading calculations: 224 cycles/poly (44 SDRAM cycles, 180 T&L ops), 102,729 polys/sec
 
** SDRAM data: 102 KB flat-shaded polys (40 bytes/poly, 2592 polys), 81 KB Gouraud-shaded polys (48 bytes/poly, 1712 polys)
 
** SDRAM data: 102 KB flat-shaded polys (40 bytes/poly, 2592 polys), 81 KB Gouraud-shaded polys (48 bytes/poly, 1712 polys)
* 3D rendering engine: Assuming other SH-2 used for rendering (23.01136 MHz){{fileref|32XUSHardwareManual.pdf|page=76}}
+
* 3D rendering engine: Assuming other SH-2 used for rendering (23.01136 MPixels/s 8bpp, 11.50568 MPixels/s 16bpp){{fileref|32XUSHardwareManual.pdf|page=76}}
** Write fillrate: 23.01136 MPixels/s (8bpp, 2 bytes/cycles per pixel), 11.50568 MPixels/s (16bpp, 1 byte/cycle per pixel)
 
 
** Flat shading: 155,482 polys/sec, 148-pixel 8bpp polys, 74-pixel 16bpp polys
 
** Flat shading: 155,482 polys/sec, 148-pixel 8bpp polys, 74-pixel 16bpp polys
 
** Gouraud shading: 102,729 polys/sec, 224-pixel 8bpp polys, 112-pixel 16bpp polys
 
** Gouraud shading: 102,729 polys/sec, 224-pixel 8bpp polys, 112-pixel 16bpp polys

Revision as of 04:57, 21 October 2016

32X US.jpg
Sega 32X
Manufacturer: Sega
Release Date RRP Code
Sega 32X
JP
¥16,80016,800 HMA-0001
Sega 32X
US
$159.99159.99 84001
Sega 32X
EU
MK-84201-50
Sega 32X
SE
Sega 32X
AU
$349349[1]
Sega 32X
BR
Sega 32X
KR
₩199,000199,000
Sega 32X
TW
MK-84202-16
Sega 32X
AS
MK-84202-07

The Sega 32X (スーパー32X) codenamed Project Mars, is a hardware add-on to the Sega Mega Drive created by Sega. It is the second of two major add-ons for the system, the other being the Sega Mega-CD, and was released worldwide in late 1994. The 32X was designed to extend the Mega Drive's lifespan by giving it significantly more powerful 32-bit processing and texture-mapped 3D polygon capabilities. It was thus seen as a logical upgrade to the 16-bit processing and 2D capabilities of the Mega Drive and its main rival, the Super Nintendo Entertainment System. The 32X was succeeded by the Sega Saturn.

In the interests of simplicity, Sega Retro uses a simplified "Sega 32X" name for the unit, though the official name differs depending on regions of the world. In Japan, it was distributed under the name Sega Super 32X, in North America, the Sega Genesis 32X, in Europe, Australia and Asia, the Sega Mega Drive 32X, in Brazil, the Mega 32X and in South Korea, the Super 32X.

Hardware

The Sega 32X is a large and heavy "mushroom-shaped" unit which plugs into the Mega Drive's cartridge slot. The 32X also plays its own cartridges which are designed to take advantage of the enhancements of the system - cartridges which will not physically fit in a standard Mega Drive. The 32X cannot function as an independent machine, but unlike the Power Base Converter it was designed to be a permanent addition to the Mega Drive setup, doubling up as a passthrough device allowing normal Mega Drive games to still be played. The 32X came with ten coupons and a plastic spacer, ensuring it can work with most versions of the Mega Drive console.

As an aside, the 32X's video encoder is of a slightly higher build quality than those usually found in later iterations of the Mega Drive, potentially resulting in a slightly clearer image when playing Mega Drive titles.

Numerous factors led to the criticism over the 32X, but one of the major issues is encountered before the system is even switched on. The device requires its own AC adaptor, and a second physical connection to the Mega Drive console from the back of the unit. If the user also has a Mega-CD, this means no less than three power adapters are required (plus a fourth for a television). Both the AC adaptor and 32X Connector Cable are bespoke units - the AC adaptor is more common as it is identical to that seen with the Mega Drive 2 (though is not often covered by universal AC adaptors), but the 32X connector cable is unique to the 32X and was not sold separately (though third parties variants exist).

Furthermore, Sega's AC adaptors of the day were designed so that the transformer was located around the plug area, resulting in several bulky units obstructing surrounding sockets. Due to the extra space required just to plug the console into the wall, Sega eventually released their own Sega Power Strip in North America.

The 32X brings significant visual upgrades to the Mega Drive, including being able to display more colors on-screen (32,768 at once, which was an important requirement for games featuring 3D graphics and full-motion video and had hence been a common complaint with the Mega-CD), scaling and rotation, and significantly enhanced 3D graphics capabilities provided by its two Hitachi SH-2 32-bit RISC processors (also used for the Saturn) and 32X VDP.

Audio capabilities were also upgraded, including the addition of QSound technology, which enables multidimensional sound that allows a regular stereo audio signal to approximate the 3D sounds heard in everyday life (similar to binaural recording).

The 32X is compatible with the Sega Mega-CD, allowing the user to play one of six enhanced Sega Mega-CD 32X games.

North American marketing pitched the 32X as being 40 times more powerful than the Super NES and 6 times more powerful than the 3DO. This is true in terms of CPU performance, as the 32X's dual SH-2 are capable of processing nearly 60 MIPS, compared to the Super Nintendo's Ricoh 5A22 which processes 1.5 MIPS and the 3DO's ARM60 which processes 10 MIPS. In terms of 3D polygon performance, the 32X is capable of calculating and rendering more than 150,000 flat-shaded polygons/sec, and 50,000 textured polygons/sec. In comparison, the 3DO renders 20,000 textured polygons/sec,[5] and the Super Nintendo's Super FX cartridge enhancement chip renders less than 1000 flat-shaded polygons/sec,[6] thus the 32X renders more than 150 times as many flat-shaded polygons as the Super FX chip and more than twice as many textured polygons as the 3DO. Compared to other systems at the time, the Atari Jaguar renders 10,000 textured polygons/sec,[7] while a Pentium 60 PC calculates 30,000–50,000 flat-shaded polygons/sec[8] and renders 6000 textured polygons/sec.[9] The 32X was generally the most powerful home system released to the Western world in 1994, since the more powerful Saturn and PlayStation were only released in Japan at the time.

Models

Main article: 32X consoles.

Contrary to popular belief, the Sega 32X doesn't employ any regional lockout technology per se, instead relying on the region of the Mega Drive to determine the region of the unit. It does however have a set Genlock frequency which stops 50Hz (PAL) games from working on 60Hz (NTSC) units and vice versa. Due to the 32X only differentiating between frequencies and not region, the Japanese Super 32X and Genesis 32X are identical, and will work on either NTSC console. Much like region modifications on the Mega Drive and Saturn, this is easily changed with slight modifications to the unit, allowing for universal support of all games.

Technical specifications

See Sega Mega Drive specifications for base Mega Drive hardware specifications
  • System master clock rate: 53.693175 MHz (NTSC), 53.203424 MHz (PAL)[10]

CPU

  • Main CPU: Twin Hitachi SH-2 (SH7095) 32-bit RISC processors
    • Clock speed: 23.01136 MHz (NTSC), 22.801467 MHz (PAL)[10]
    • Performance: 1.3 MIPS per MHz,[11] 59.829537 MIPS (NTSC, 29.914768 MIPS per SH-2), 59.283814 MIPS (PAL, 29.641907 MIPS per SH-2)
    • DSP: Fixed‑point geometry math processor, 1 fixed-point operation per cycle,[12] 46.022721 MOPS (NTSC, 23.01136 MOPS per SH-2), 45.602934 MOPS (PAL, 22.801467 MOPS per SH-2)
    • Clock cycles: 46.022721 MHz (NTSC, 23.01136 MHz per SH-2), 45.602934 MHz (PAL, 22.801467 MHz per SH-2)
  • CPU co-processors: Overlay processors
    • Mega Drive CPU:
      • Motorola M68000 — 7.670453 MHz (NTSC), 7.600489 MHz (PAL),[10] 16/32-bit instructions, 32-bit internal data bus, 16-bit external data bus, 1.342329 MIPS (NTSC), 1.330085 MIPS (PAL)
      • Zilog Z80 — 3.579545 MHz (NTSC), 3.546894 MHz (PAL), 8/16-bit instructions, 8-bit data bus, 0.519034 MIPS (NTSC), 0.514299 MIPS (PAL)
    • Sega CD CPU: Motorola M68000 — 12.5 MHz, 2.1875 MIPS

Graphics

  • 32X graphics processor: Sega 32X VDP (Sega Custom LSI) @ 23.01136 MHz (NTSC), 22.801467 MHz (PAL)[13][10]
    • Features: 3D polygon graphics, flat shading, Gouraud shading, texture mapping, more sprites, quicker animation[14]
    • Data bus width: 32-bit (16-bit per framebuffer)
    • Word length: 16-bit
  • Overlay graphics processors:
    • Mega Drive VDP — 13.423294 MHz (NTSC), 13.300856 MHz (PAL), 8/16-bit data bus
    • Sega CD ASIC — 12.5 MHz, 32-bit (2x 16-bit) data bus
  • Color palette: 32,768 colors[15]
  • Double-buffered framebuffer with three modes:[16]
    • 8bpp "packed pixel" mode: 256 simultaneous colors on screen; each pixel is an index into CRAM (can use full screen)
    • 16bpp "run length" mode: 256 simultaneous colors on screen; each pixel is both a number of pixels to display and the index of CRAM (limits screen size)
    • 16bpp "direct color" mode: 32,768 simultaneous colors on screen; each pixel is the color value (limits screen size)
  • VRAM: 256 KB, split into two 128 KB segments for each framebuffer. A priority system allows partial overlaying/underlaying of Mega Drive/Mega-CD graphics.
    • Sprites, polygons and textures accessed from 256 KB main SDRAM and 4–8 MB ROM cartridge.
  • Resolutions: 320×224, 320×240,[16] 320×204 (direct color),[17] 320×408 (8bpp)[18]
    • Scanlines: 262 (NTSC),[19] 312 (PAL)
    • Refresh rate: 60 Hz (NTSC), 50 Hz (PAL)
    • Maximum frame rate: 60 FPS (NTSC), 50 FPS (PAL)
  • Framebuffer bandwidth: 72.727272 MB/s (36.363636 MB/s per framebuffer)[20][21]
    • VDP read: 36.363636 MB/s (2 bytes/cycle)
    • SH-2 read/write: 36.363636 MB/s (23.01136 MB/s per SH-2, 1 byte/cycle)[22]
    • Mega Drive 68000 read/write: 1.917613 MB/s (4 cycles/byte)
    • Sega CD 68000 read/write: 3.125 MB/s (4 cycles/byte)
  • Framebuffer fillrate: 18.181818 MHz (16-bit per framebuffer)[20]
  • 3D geometry engine: Assuming single SH-2 used for geometry (23.01136 MOPS/cycles)[25][26]
    • Flat shading calculations: 148 cycles/poly (32 SDRAM cycles, 116 T&L ops), 155,482 polys/sec
    • Gouraud shading calculations: 224 cycles/poly (44 SDRAM cycles, 180 T&L ops), 102,729 polys/sec
    • SDRAM data: 102 KB flat-shaded polys (40 bytes/poly, 2592 polys), 81 KB Gouraud-shaded polys (48 bytes/poly, 1712 polys)
  • 3D rendering engine: Assuming other SH-2 used for rendering (23.01136 MPixels/s 8bpp, 11.50568 MPixels/s 16bpp)[21]
    • Flat shading: 155,482 polys/sec, 148-pixel 8bpp polys, 74-pixel 16bpp polys
    • Gouraud shading: 102,729 polys/sec, 224-pixel 8bpp polys, 112-pixel 16bpp polys
    • Texture mapping: 50,000 polys/sec[27]
  • 2D sprite/tile engine: Scaling and rotation, alpha blending[28][21]
    • Colors per sprite/tile: 128 (8bpp), 256 (8bpp), 8192 (16bpp), 32,768 (16bpp)
    • Tile size: 8×8 texels, 64 bytes (8bpp), 128 bytes (16bpp)
    • Sprite sizes: 8×8 to 320×240 texels, 64 bytes to 150 KB
    • Maximum sprites/tiles per frame: 3800 sprites/tiles (8bpp, 8×8, 237.5 KB), 1900 sprites/tiles (16bpp, 8×8, 237.5 KB)
    • Maximum sprites/tiles per scanline: 1463 texels, 182 sprites/tiles (8×8)
  • Underlay/Overlay Mega Drive VDP planes: 512–1536 color palette, 61–512 colors on screen
    • Sprite plane: 80 sprites per frame, 8×8 to 32×32 pixels per sprite, 16 colors per sprite, maximum 1280 sprite tiles per frame
    • Background planes: 2 tiled scrolling background layers, 8×8 pixels per tile, 16 colors per tile, 320×224 tilemaps, maximum 1808 tiles per frame
    • Fillrate: 6.934358 MPixels/s (read), 6.41376 MPixels/s (write), 6.934358–36.325644 MPixels/s (effective tile fillrate)
  • Underlay/Overlay Sega CD ASIC planes: Enhanced Mega Drive VDP planes, enhanced FMV plane
    • Sprite/Tile planes: 128–1536 colors on screen, sprite/tile scaling and rotation
    • FMV plane: Full motion video, 32,768 colors on screen
    • Fillrate: 6.934358 MPixels/s (read/write), 6.934358–36.325644 MPixels/s (effective tile fillrate)

Sound

  • Sound chip: Q-Sound PWM @ 23.01136 MHz (NTSC), 22.801467 MHz (PAL)[29]
    • Stereo PWM (Pulse Wave Modulation) mixing with Mega Drive sound; additional 2 channels (12 channels in total)
    • 11-bit PWM, stereo PCM output,[15] surround sound

Memory

  • System RAM: 648.5–1368.5 KB total, 512 KB (4 MBit) additional RAM to Mega Drive or Sega CD memory[14]
    • Main RAM: 256 KB SDRAM
    • VRAM: 256 KB FPM DRAM (dual 128 KB framebuffers)[29]
    • Mega Drive RAM: 136 KB (64 KB main, 64 KB video, 8 KB sound)
    • Sega CD RAM: 856 KB (512 KB main, 256 KB video, 64 KB audio)
  • RAM Clear Hardware: 512 bytes (used for flat-shaded polygons)[22]
  • Internal processor cache: 5 KB
    • SH-2: 4 KB (2 KB per CPU)[14]
    • 32X VDP: 1 KB,[30] including 512 bytes (256 words) color palette RAM (CRAM)[31]
  • Cartridge ROM: 4–8 MB[32]

Bandwidth

  • System RAM bandwidth: 164.772712 MB/s (NTSC), 163.93314 MB/s (PAL), 3 data buses, 64-bit data bus width[13][21]
    • Main RAM: 92.04544 MB/s (32-bit, NTSC, 23.01136 MHz), 91.205868 MB/s (32-bit, PAL, 22.801467 MHz)[33]
    • VRAM: 72.727272 MB/s (32-bit, 18.181818 MHz, 55 ns, 16-bit per framebuffer, 36.363636 MB/s per framebuffer)[20]
  • Cartridge bandwidth:[32][21]
    • Game ROM: 13.333333 MB/s (16-bit, 6.666666 MHz, 150 ns) to 23.256 MB/s (16-bit, 11.628 MHz, 86 ns)[21]
    • Non-volatile SRAM: 6.666666 MB/s (6.666666 MHz, 150 ns) to 14.285714 MB/s (14.285714 MHz, 70 ns)
  • Internal processor cache bandwidth:
    • SH-2: 184.09088 MB/s (92.04544 MB/s per CPU)
    • VDP: 92.04544 MB/s (32-bit, 23.01136 MHz), including 46.02272 MB/s (16-bit, 23.01136 MHz) color palette RAM[34]

Storage

  • Cartridge: Compatible with all Mega Drive models, JVC Wondermega can store save game/score information.
  • CD-ROM: If you have a Sega Mega-CD; speed same as Sega Mega-CD compatible with audio CD, CD&G, SegaCD and JVC WonderMega

Input/Output

  • I/O: Same as Mega Drive; 32X upgradable; can upgrade the 32X

Cartridges

Main article: Sega 32X cartridges.

History

Main article: History of the Sega 32X.

Games

List of games

Main article: List of 32X games.

Games marked with asterisks(*) are enhanced versions of previous Sega Mega-CD-only games, taking advantage of the 32X's improved graphics, which require both the 32X and Mega-CD in order to be played (see Sega Mega-CD 32X).

Launch titles

Japan

North America

Europe

Magazine articles

Main article: Sega 32X/Magazine articles.

Promotional material

Print advertisements

Logo-pdf.svg
Print advert in Electronic Gaming Monthly (US) #62: "September 1994" (1994-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Sega Visions (US) #21: "October/November 1994" (1994-xx-xx)
also published in:
  • GamePro (US) #64: "November 1994" (1994-xx-xx)[35]
  • EGM² (US) #5: "November 1994" (1994-1x-xx)[36]
Logo-pdf.svg
Logo-pdf.svg
Print advert in Next Generation (US) #1: "Premiere Issue 1995" (1994-12-08)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Next Generation (US) #2: "February 1995" (1995-01-24)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Sega Visions (US) #24: "May 1995" (1995-xx-xx)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Sega Pro (UK) #57: "May 1996" (1996-03-21)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Joypad (FR) #36: "Novembre 1994" (1994-1x-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Mega Force (FR) #34: "Décembre 1994" (1994-12-02)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Consoles + (FR) #42: "Avril 1995" (1995-0x-xx)
Logo-pdf.svg

Television advertisements

Artwork

External links

References

  1. File:Hyper AU 014.pdf, page 16
  2. File:SegaForce SE 1994 0708.pdf, page 37
  3. File:PlayerOne FR 046.pdf, page 37
  4. File:HobbyConsolas ES 037.pdf, page 31
  5. Need for Speed Comparison
  6. Old games that felt next-gen (GamesRadar)
  7. Atari Jaguar 64-bit (The Atari Times)
  8. 3D Misconceived (PC Graphics Report)
  9. Spatial Multimedia and Virtual Reality, page 145
  10. 10.0 10.1 10.2 10.3 File:32XUSHardwareManual.pdf, page 54
  11. File:SH-2A.pdf, page 2
  12. File:Hitachi SuperH Programming Manual.pdf
  13. 13.0 13.1 File:Genesis32XUSManual.pdf, page 7
  14. 14.0 14.1 14.2 File:Genesis32XUSOverview.pdf
  15. 15.0 15.1 File:32XUSHardwareManual.pdf
  16. 16.0 16.1 File:Genesis32XUSOverview.pdf, page 7
  17. File:32XUSHardwareManual.pdf, page 49
  18. File:32XUSHardwareManual.pdf, page 50
  19. File:32XUSHardwareManual.pdf, page 55
  20. 20.0 20.1 20.2 File:TC511664B datasheet.pdf
  21. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 File:32XUSHardwareManual.pdf, page 76
  22. 22.0 22.1 File:Genesis32XUSOverview.pdf, page 9
  23. File:32XUSHardwareManual.pdf, page 42
  24. File:32XUSHardwareManual.pdf, page 53
  25. Design of Digital Systems and Devices (page 95)
  26. File:32XUSHardwareManual.pdf, page 77
  27. Service Games: The Rise and Fall of SEGA, page 154
  28. Sprite engine for the Sega 32X
  29. 29.0 29.1 File:Genesis32XUSManual.pdf
  30. File:32XUSHardwareManual.pdf, page 41
  31. File:32XUSHardwareManual, page 13
  32. 32.0 32.1 Dr. DevSter's Guide to The Sega 32X
  33. File:UPD4504161 datasheet.pdf
  34. File:Genesis32XUSManual, page 7
  35. GamePro, "November 1994" (US; 1994-xx-xx), page 185
  36. EGM², "November 1994" (US; 1994-1x-xx), page 48
  37. Game Players, "Vol. 8 No. 2 February 1995" (US; 1995-0x-xx), page 4
  38. Sega Visions, "February/March 1995" (US; 199x-xx-xx), page 8
  39. VideoGames, "June 1995" (US; 1995-0x-xx), page 4
  40. Game Players, "Vol. 8 No. 7 July 1995" (US; 1995-0x-xx), page 4
  41. CD Consoles, "Janvier 1995" (FR; 199x-xx-xx), page 15


Sega Mega Drive
Topics Technical specifications (Hardware comparison) | History | List of games | Magazine articles | Promotional material | Merchandise | Cartridges | TradeMark Security System
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Add-ons Game Box | Power Base Converter | Mega-CD | 32X (Mega-CD 32X) | Mega Modem | Demo System DS-16
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Controllers Control Pad | Six Button Control Pad | 6 Button Arcade Pad | Arcade Power Stick 6B | Konami Justifier | MK-1470
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Network services Sega Channel | Sega Game Toshokan | Mega Anser | Mega Net | TeleBradesco Residência | XB∀ND
Development tools ERX 308P | ERX 318P | Sprobe | SNASM68K | SNASM2 (Mega Drive) | SNASM2 (32X) | PSY-Q Development System (Mega Drive) | PSY-Q Development System (32X) | 32X CartDev | Sega Mars Development Aid System | Sega 32X Development Target
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