Sega Hang-On hardware

From Sega Retro

SpaceHarrierHardware motherboard.jpg
Sega Hang-On hardware
Manufacturer: Sega
Release Date RRP Code

Sega Hang-On hardware is an arcade system produced by Sega in 1985. It has no official name, but debuted with Hang-On (from which the name comes from) and went on to power several bike racing games of the mid-to-late 1980s. An upgraded version is the Sega Space Harrier hardware, based on Space Harrier which released later in 1985.

The system specifications are similar to those of the later Sega System 16, but has a stronger focus on graphics, with a second 68000 processor and a separate video board with a powerful graphics chipset. Sega Hang-On hardware acts primarily as an advancement over the VCO Object board - it was designed to scale a large number of sprites/textures in real-time, allowing for the creation of three-dimensional graphics, with a player moving towards the screen. It was also capable of Z-buffering and depth mapping, manipulating sprites/textures in a manner similar to later texture-mapped polygons. At the time of release, this technology was considered groundbreaking, the first in the Super Scaler series of arcade systems, and it would go on to fuel the Sega OutRun hardware specification as well as the X Board and Y Board systems.

As this board was designed to serve one purpose, only five games were produced to make use of this system, all of which opt for the third-person perspective.

Hardware

Designed by Sega AM2's Yu Suzuki, this was the first in Sega's Super Scaler series of three-dimensional arcade hardware. At the time of its release, this was the most powerful game system. The three-dimensional sprite/texture scaling was handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s, including the use of Z-buffering and depth mapping.[1] In an interview with 1UP, Yu Suzuki stated:[2]


My designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to 2D. So I was always thinking in 3D.

— Yu Suzuki


Hang-On was controlled using a video game arcade cabinet resembling a motorbike, which the player moved with their body. This began the "Taikan" trend, the use of motion-controlled arcade cabinets in many arcade games of the late 1980s, two decades before motion controls became popular on game consoles. [1]

Technical Specifications

Sega Hang-On

Sound

Graphics

  • GPU: Sega Super Scaler 834‑5668 Video Board @ 12.5874 MHz (16 processors)[4][7][8][9]
    • 315‑5011 sprite line comparator: 16‑bit, 12.5874 MHz (12.5874 MHz sprite line buffer render clock, 6.2937 MHz sprite line buffer scan/erase)
    • 315‑5012 sprite generator control: 8‑bit, 12.5874 MHz
    • 6× 315‑5025 custom road graphics bit extraction devices: 24‑bit (3× 8‑bit), 5.882353 MHz[10]
    • 2× 315‑5049 tilemap generators: 16‑bit (2× 8‑bit), 2× 8.333333 MHz[11][12]
    • 2× 315‑5107 (PAL16R6) horizontal timing control: 16‑bit internal (2× 8‑bit),[13] 10‑bit external
    • 315‑5108 (PAL16R6) vertical timing control: 8‑bit[13]
    • 315‑5122 (PAL16R4) timing processor: 8‑bit[13]
    • 2× CK2605 FPGA: 16‑bit (2× 8‑bit)[14][15]
  • Fixed-point arithmetic capabilities: Z-buffering, depth map[1]
  • Video resolution: 320×224 (display), 400×262 (overscan)[4]
  • Refresh rate: 59.998141 Hz,[7] 60.054389 Hz[4]
    • Frame rate: 59.998141 to 60.054389 frames per second
  • Color depth: 32,768 (15‑bit RGB high color)
    • Colors on screen: 6144[4]
  • Graphical planes: 5 layers
    • 2 tilemap planes
    • 1 text plane
    • 1 sprite plane
    • 1 road plane
  • Sprite plane: Hardware sprite‑scaling, 128 sprites on screen per frame, 7680 sprites/textures scaled per second, dual line buffers, double buffering, sprite flipping[7]
    • Sprite sizes: 8 to 256 pixels width, 8 to 256 pixels height[16]
    • Colors per sprite: 16 colors (4‑bit)[17]
    • Line buffer resolution: 512 pixels (per scanline)
    • Sprite fillrate: 12.5874 million pixels/texels per sec, 209,796 pixels/texels per frame
    • Fillrate per scanline: 800 pixels/texels (800.75 ticks) per scanline, 100 sprites/textures per scanline
  • Tilemap planes: 2 tilemap layers, row/column scrolling, 8×8 tiles[4][18]
    • Colors per tile: 16 colors (4‑bit), 12 colors (3‑bit)
    • Tilemap resolution: 512×256 (1024×512 virtual resolution)
    • Unique tiles on screen: 2048 tiles per frame (16 KB tilemap RAM, 8 bytes per tile entry)
    • Tilemap fillrate: 8.333333 million pixels/sec, 138,893 pixels per frame, 530 pixels per scanline
  • Road plane: 512×256 resolution,[1] bitmap/texture
    • Road fillrate: 8.823529 million (17.647059 MB/s) pixels/texels per sec, 147,063 pixels/texels per frame, 561 pixels/texels per scanline

Memory

  • Memory: 1.5 MB (656 KB main, 771.5 KB video, 82.25 KB sound)
  • RAM: 85.75 KB SRAM[4][9]
    • Main RAM: 48 KB (16 KB work RAM, 32 KB sub‑RAM)
    • VRAM: 35.5 KB (1.5 KB sprite line buffers,[7] 2 KB sprite attributes, 16 KB tiles,[11] 4 KB tilemaps,[12] 4 KB text, 4 KB colors, 8 KB roads)
    • Sound RAM: 2.25 KB
  • ROM: 1424 KB EPROM (608 KB main, 736 KB video, 80 KB sound)[9]
    • CPU Board: 416 KB main (224 KB,[10] 192 KB)[19]
    • Video Board: 152 KB video (96 KB roads,[10] 8 KB,[20] 48 KB)[19]
    • ROM Board: 856 KB (192 KB main, 584 KB video, 80 KB sound),[21]

Bandwidth

  • RAM bandwidth:[9][4]
    • Main RAM: 25.1748 MB/s (32‑bit, 6.2937 MHz)
    • VRAM: 81.095533 MB/s (72‑bit)
      • 2016: 16.666667 MB/s (16‑bit, 8.333333 MHz, 120 ns)[12]
      • 2064: 13.333333 MB/s (16‑bit, 6.666667 MHz, 150 ns)[11]
      • 2148‑55: 37.7622 MB/s (24‑bit, 12.5874 MHz, 55 ns)[22]
      • CXK5808P: 13.333333 MB/s (16‑bit, 6.666667 MHz, 150 ns)
    • Sound RAM: 4 MB/s (8‑bit, 4 MHz)
  • ROM bandwidth:
    • Video Board: 17.647059 MB/s (24‑bit, 5.882353 MHz)[10]
    • ROM Board: 21 MB/s (29‑bit, 5.882353 MHz)[7][10]

Sega Space Harrier

The Sega Space Harrier hardware added the following upgrades in late 1985:[23]

  • Board composition: CPU Board, Video/Control Board, Sound Board, ROM Board
  • Main CPU: 2× 68000 @ 10 MHz[4]
    • Motorola MC68000 @ 10 MHz
    • Hitachi FD1094 (68000) @ 10 MHz
    • Performance: 16/32‑bit instructions, 32‑bit (2× 16‑bit) bus width, 3.5 MIPS (2× 1.75 MIPS)
  • MCU: Intel i8751 @ 8 MHz (8‑bit instructions, 8 MIPS)
  • CPU Board PAL: Sega 315‑5164, 315‑5165, 315‑5166, 315‑5167[24]

Sound

  • Sound chips: 2 chips (24 channels)
    • FM sound chip: Yamaha YM2151 @ 4 MHz (8 FM synthesis channels)[25]
    • PCM sound chip: SegaPCM (315‑5218) @ 4 MHz (16 PCM channels)

Graphics

  • GPU: Sega Super Scaler 171‑5320 Video Board @ 12.5874 MHz (16 processors)[24][7]
    • 315‑5011 sprite line comparator: 16‑bit
    • 315‑5012 sprite generator control: 8‑bit
    • 6× 315‑5025 custom road graphics bit extraction devices: 24‑bit
    • 2× 315‑5049 tilemap generators: 16‑bit
    • 3× PAL16R6 (315‑5106, 315‑5107, 315‑5108) PAL: 24‑bit (3× 8‑bit)
    • 3× CK2605 (315‑5168, 315‑5169, 315‑5171) FPGA: 24‑bit (3× 8‑bit)
  • Color palette: 98,304
    • 16‑bit color palette: 15‑bit RGB high color depth (32,768 colors), 1‑bit shadow & highlight triples up to 98,304 colors[18][26]
  • Sprite plane: Translucent shadows
  • Tilemap planes:
    • Unique tiles on screen: 4096 tiles per frame (8 bytes per tile, 32 KB tile memory)

Memory

  • Memory: Up to 2.6 MB (992 KB main, 1461.75 KB video, 194.25 KB sound)
  • RAM: 196 KB SRAM[4][27]
    • Main RAM: 64 KB (16 KB work RAM, 48 KB sub‑RAM)
    • VRAM: 125.75 KB (1.5 KB sprite line buffers, 2 KB sprite attributes, 32 KB tiles, 4 KB tilemaps, 4 KB text, 4 KB colors, 8 KB roads)
    • Sound RAM: 2.25 KB
  • ROM: Up to 2456 KB EPROM (928 KB main, 1336 KB video, 80 KB sound)
    • CPU Board: 416 KB main
    • Video Board: 152 KB video
    • ROM Board: Up to 1888 KB (512 KB main,[28] 1184 KB video,[29] 192 KB sound)[30]

Bandwidth

  • RAM bandwidth:
    • Main RAM: 33.333333 MB/s (32‑bit)
      • 68000 IC31: 20 MB/s (16‑bit, 10 MHz, 70 ns)
      • 68000 IC57: 13.333333 MB/s (16‑bit, 6.666667 MHz, 150 ns)
    • VRAM: 92.937 MB/s (72‑bit)
      • 2016: 16.666667 MB/s (16‑bit, 8.333333 MHz, 120 ns)[12]
      • IC113/IC118: 13.333333 MB/s (16‑bit, 6.666667 MHz, 150 ns)[11]
      • CXK5808P‑50: 62.937 MB/s (40‑bit, 12.5874 MHz, 50 ns)[31]
    • Sound RAM: 4 MB/s (8‑bit, 4 MHz)
  • ROM bandwidth:
    • Video Board: 17.647059 MB/s (24‑bit, 5.882353 MHz)
    • ROM Board: 24 MB/s (32‑bit, 5.882353 MHz)

Gallery

List of Games

References


Sega arcade boards
Originating in arcades









Console-based hardware








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