Difference between revisions of "Sega Model 2"

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The '''Sega Model 2''' is an arcade system board originally debuted by Sega in 1993 as a successor to the [[Sega Model 1]] board. It is an extension of the Model 1 hardware, most notably introducing the concept of texture-mapped polygons, allowing for more realistic 3D graphics (for its time). The Model 2 board was an important milestone for the arcade industry, and helped launch several key arcade franchises of the 90s, including ''[[Daytona USA]]'', ''[[Virtua Cop]]'', ''[[Sega Rally Championship]]'', ''[[Dead or Alive]]'', ''[[Virtua Striker]]'', ''[[Cyber Troopers Virtual-On]]'' and ''[[The House of the Dead]]''.
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The '''Sega Model 2''' is an [[arcade]] system board originally debuted by [[Sega]] in 1993 as a successor to the [[Sega Model 1]] board. It is an extension of the Model 1 hardware, most notably introducing the concept of texture-mapped polygons, allowing for more realistic 3D graphics for its time. The Model 2 board was an important milestone for the arcade industry, and helped launch several key arcade franchises of the 1990s, including ''[[Daytona USA]]'', ''[[Virtua Cop]]'', ''[[Sega Rally Championship]]'', ''[[Dead or Alive]]'', ''[[Virtua Striker]]'', ''[[Cyber Troopers Virtual-On]]'' and ''[[The House of the Dead]]''.
  
The Model 2 was engineered with help from GE Aerospace (acquired by Martin Marietta in 1993, now part of [[Lockheed Martin]]), who designed the texture-mapping chip incorporated by the Model 2, which combined it with Sega's in-house polygon geometry engine.{{fileref|NextGeneration US 11.pdf|page=16}} The Model 2's development was led by famed game designer [[Yu Suzuki]]. The arcade board debuted along with ''[[Daytona USA]]'', a game which was finished and copyrighted in 1993, and debuted at the [[Amusement Machine Show 1993|JAMMA arcade show]] in August 1993. {{fileref|EGM US 051.pdf|page=222}}
+
The Model 2 was engineered with help from GE Aerospace (acquired by Martin Marietta in 1993, now part of [[Lockheed Martin]]), who designed the texture-mapping chip incorporated by the Model 2, which combined it with Sega's in-house polygon geometry engine.{{fileref|NextGeneration US 11.pdf|page=16}} The Model 2's development was led by famed [[Sega AM2]] game designer [[Yu Suzuki]]. The arcade board debuted along with ''[[Daytona USA]]'', a game which was finished and copyrighted in 1993, and debuted at the [[Amusement Machine Show 1993|JAMMA arcade show]] in August 1993. {{fileref|EGM US 051.pdf|page=222}}
  
There four versions of the system: the original Model 2 and the Model 2A-CRX, Model 2B-CRX and Model 2C-CRX variants. Model 2 and 2A-CRX used a custom DSP with internal code for the geometrizer while 2B-CRX and 2C-CRX used well documented DSPs and uploaded the geometrizer code at startup to the DSP.  The Model 2 was succeeded by the [[Sega Model 3]] in 1996.
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There are four versions of the system: the original Model 2, and the Model 2A-CRX, Model 2B-CRX and Model 2C-CRX variants. Model 2 and 2A-CRX used a custom DSP with internal code for the geometrizer, while 2B-CRX and 2C-CRX used well documented DSPs and uploaded the geometrizer code at startup to the DSP.  The Model 2 was succeeded in 1996 by the [[Sega Model 3]], which in turn was succeeded by the [[Sega NAOMI]], [[Sega Hikaru]] and [[Sega NAOMI 2]].
  
 
==History==
 
==History==
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===Model 2 Specifications===
 
===Model 2 Specifications===
 
{{multicol|
 
{{multicol|
*Board composition: CPU Board + Video Board + ROM Board + Feedback Driver Board {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
+
*Board composition: CPU Board, Video Board, Communication Board, ROM Board, Sound Board, Feedback Driver Board {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
 +
** Revisions: CPU Board 837-10071, Video Board 837-10072, Communication Board 837-10537, ROM Board 834-10798, Sound Board 837-8679, Drive Board 838-10646 {{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}
 
*Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:Intel i960|Intel i960-KB]] @ 25 MHz
 
*Main [[wikipedia:Central processing unit|CPU]]: [[wikipedia:Intel i960|Intel i960-KB]] @ 25 MHz
 
** [[wikipedia:Fixed-point arithmetic|Fixed-point arithmetic]]: [[wikipedia:32-bit|32-bit]] [[wikipedia:Reduced instruction set computing|RISC]] [[wikipedia:Instruction set|instructions]] @ 25 [[wikipedia:Instructions per second|MIPS]] {{fileref|I960 datasheet.pdf}}
 
** [[wikipedia:Fixed-point arithmetic|Fixed-point arithmetic]]: [[wikipedia:32-bit|32-bit]] [[wikipedia:Reduced instruction set computing|RISC]] [[wikipedia:Instruction set|instructions]] @ 25 [[wikipedia:Instructions per second|MIPS]] {{fileref|I960 datasheet.pdf}}
 
** [[wikipedia:Floating-point unit|Floating-point unit]]: [[wikipedia:Single-precision floating-point format|32-bit]], [[wikipedia:Double-precision floating-point format|64-bit]] and [[wikipedia:Extended precision|80-bit]] operations @ 13.6 MFLOPS {{fileref|80960KB datasheet.pdf}}
 
** [[wikipedia:Floating-point unit|Floating-point unit]]: [[wikipedia:Single-precision floating-point format|32-bit]], [[wikipedia:Double-precision floating-point format|64-bit]] and [[wikipedia:Extended precision|80-bit]] operations @ 13.6 MFLOPS {{fileref|80960KB datasheet.pdf}}
 
** Bus width: 32-bit
 
** Bus width: 32-bit
*Feedback Driver CPU: [[Zilog]] [[Z80]] @ 4 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}} (8-bit & 16-bit instructions @ 0.58 MIPS)
+
*Additional CPU: [[Zilog]] [[Z80]] (8-bit & 16-bit instructions @ 1.74 MIPS)
 +
**Communication Board: 8 MHz {{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}{{ref|http://pdf.datasheetarchive.com/indexerfiles/Scans-068/DSA2IH00225160.pdf}} (1.16 MIPS)
 +
**Feedback Driver: 4 MHz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}} (0.58 MIPS)
 
}}
 
}}
  
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{{multicol|
 
{{multicol|
 
* GPU: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}{{fileref|NextGeneration US 11.pdf|page=16}}
 
* GPU: {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}{{fileref|NextGeneration US 11.pdf|page=16}}
** [[wikipedia:Geometry pipelines|Geometry Engine]] [[wikipedia:Digital signal processor|DSP]] [[wikipedia:Coprocessor|coprocessors]]: 6× [[Fujitsu]] TGP MB86234 @ 16 MHz {{ref|http://members.iinet.net.au/~lantra9jp1/gurudumps/m2status/index.html}}{{fileref|MB86232 datasheet.pdf}}
+
** [[wikipedia:Geometry pipelines|Geometry Engine]] [[wikipedia:Digital signal processor|DSP]] [[wikipedia:Coprocessor|coprocessors]]: 6× [[Fujitsu]] TGP MB86234 @ 16 MHz {{ref|http://members.iinet.net.au/~lantra9jp1/gurudumps/m2status/index.html}}{{fileref|MB86232 datasheet.pdf}}{{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}
 +
*** Revisions: 315-5673, 315-5677, 2× 315-5678, 2× 315-5679 (later updated with 2× 315-5679B in 1994)
 
*** Coprocessor abilities: [[wikipedia:Decimal floating point|Floating decimal point]] operation function, axis rotation operation function, 3D [[wikipedia:Matrix (mathematics)|matrix operation]] function, [[wikipedia:Arithmetic logic unit|ALU]], [[wikipedia:Direct memory access|DMA]] controllers, T&L (transform, clipping, lighting) {{ref|http://wiki.mamedev.org/index.php/TGP:Index}}
 
*** Coprocessor abilities: [[wikipedia:Decimal floating point|Floating decimal point]] operation function, axis rotation operation function, 3D [[wikipedia:Matrix (mathematics)|matrix operation]] function, [[wikipedia:Arithmetic logic unit|ALU]], [[wikipedia:Direct memory access|DMA]] controllers, T&L (transform, clipping, lighting) {{ref|http://wiki.mamedev.org/index.php/TGP:Index}}
 
*** [[wikipedia:Floating point unit|Floating-point units]]: 32-bit operations @ 96 MFLOPS (16 MFLOPS each)
 
*** [[wikipedia:Floating point unit|Floating-point units]]: 32-bit operations @ 96 MFLOPS (16 MFLOPS each)
 
*** Fixed-point arithmetic: 32-bit instructions @ 96 MIPS (16 MIPS each)
 
*** Fixed-point arithmetic: 32-bit instructions @ 96 MIPS (16 MIPS each)
 
*** Bus width: 192-bit (32-bit each)
 
*** Bus width: 192-bit (32-bit each)
** [[wikipedia:Z-buffering|Z-Sort]] & [[wikipedia:Clipping (computer graphics)|Clip]] Hardware: [[Sega]] Z-Sort & Clip Hardware
+
*** Located on CPU Board
** [[wikipedia:Render output unit|Hardware Renderer]]: [[Lockheed Martin]] Custom [[wikipedia:Rasterization|rasterization]] & [[wikipedia:Texture mapping|texture mapping]] hardware
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** Graphics card: [[Sega]] Video Board 837-10072 @ 50 MHz {{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}{{ref|http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG}}
** [[wikipedia:Tile engine|Tilemap engine]]: [[Sega System 24]] tilemap engine
+
*** Graphics chipset: Sega 315-5292 (32 MHz), 315-5644 & 315-5645 (32 MHz), 315-5646 & 315-5647 (50 MHz), 315-5712 (40 MHz), 2× 315-5725 (50 MHz)
 +
*** [[wikipedia:Z-buffering|Z-Sort]] & [[wikipedia:Clipping (computer graphics)|Clip]] Hardware: Sega Z-Sort & Clip Hardware
 +
*** [[wikipedia:Render output unit|Hardware Renderer]]: [[Lockheed Martin]] Custom [[wikipedia:Rasterization|rasterization]] & [[wikipedia:Texture mapping|texture mapping]] hardware
 +
*** [[wikipedia:Tile engine|Tilemap engine]]: Sega 315-5292 tilemap generator ([[Sega System 24]] tilemap engine) {{ref|http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c}}
 
* Display resolution: 496×384 pixels, 24 Hz [[wikipedia:Horizontal scan rate|HSync]], [[wikipedia:Progressive scan|progressive scan]] (non-interlaced), double-buffering {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
 
* Display resolution: 496×384 pixels, 24 Hz [[wikipedia:Horizontal scan rate|HSync]], [[wikipedia:Progressive scan|progressive scan]] (non-interlaced), double-buffering {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
* Overscan resolution: 656×496 pixels
+
* Overscan resolution: 656×496
* [[wikipedia:Refresh rate|Refresh rates]]: 60 Hz, 30 Hz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
+
* [[wikipedia:Refresh rate|Refresh rate]]: 60 Hz, 30 Hz {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
** [[wikipedia:Frame rate|Frame rates]]: 30–60 frames/sec
+
** [[wikipedia:Frame rate|Frame rate]]: 30–60 frames/sec
* [[Palette|Color depth]]: 16,777,216 (24-bit [[wikipedia:True Color|true color]])
+
* Pixel clock rate: 19.523 MHz (656×496, 60 Hz)
 +
* [[Palette|Color depth]]: 16,777,216 ([http://www.gamezero.com/team-0/whats_new/past/news9504.html 24-bit]), 65,536 (16-bit)
 
* Graphical features: [[wikipedia:Flat shading|Flat shading]], [[wikipedia:Texture mapping|texture mapping]], [[wikipedia:Texture mapping#Perspective correctness|perspective correction]], [[wikipedia:Texture filtering|Texture filtering]], [[wikipedia:Spatial anti-aliasing|texture anti-aliasing]], [[wikipedia:Microtexture|microtexture]], [[wikipedia:Diffuse reflection|diffuse reflection]], [[wikipedia:Specular reflection|specular reflection]], [[wikipedia:Alpha blending|alpha blending]], [[wikipedia:Transparency (graphic)|transparency]], [[wikipedia:Rasterization|rasterization]], [[wikipedia:Mipmap|mipmapping]], [[wikipedia:Level of detail|level of detail]], [[wikipedia:Z-buffering|Z-sorting]], [[wikia:w:c:gaming:Transform, clipping, and lighting|T&L (transform, clipping, and lighting)]],{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{fileref|3DGraphicsProcessorChipSet.pdf}} [[wikipedia:Trilinear filtering|trilinear filtering]] {{ref|http://www.thg.ru/smoke/19991022/print.html}}
 
* Graphical features: [[wikipedia:Flat shading|Flat shading]], [[wikipedia:Texture mapping|texture mapping]], [[wikipedia:Texture mapping#Perspective correctness|perspective correction]], [[wikipedia:Texture filtering|Texture filtering]], [[wikipedia:Spatial anti-aliasing|texture anti-aliasing]], [[wikipedia:Microtexture|microtexture]], [[wikipedia:Diffuse reflection|diffuse reflection]], [[wikipedia:Specular reflection|specular reflection]], [[wikipedia:Alpha blending|alpha blending]], [[wikipedia:Transparency (graphic)|transparency]], [[wikipedia:Rasterization|rasterization]], [[wikipedia:Mipmap|mipmapping]], [[wikipedia:Level of detail|level of detail]], [[wikipedia:Z-buffering|Z-sorting]], [[wikia:w:c:gaming:Transform, clipping, and lighting|T&L (transform, clipping, and lighting)]],{{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}{{fileref|3DGraphicsProcessorChipSet.pdf}} [[wikipedia:Trilinear filtering|trilinear filtering]] {{ref|http://www.thg.ru/smoke/19991022/print.html}}
 
** [[wikipedia:Texture mapping|Texture map]] resolution: Up to 1024×2048 pixels
 
** [[wikipedia:Texture mapping|Texture map]] resolution: Up to 1024×2048 pixels
 
** [[wikipedia:Microtexture|Microtexture]] size: Up to 128×128 pixels
 
** [[wikipedia:Microtexture|Microtexture]] size: Up to 128×128 pixels
 
* [[wikipedia:Digital geometry|Geometric]] performance: [http://www.gamezero.com/team-0/whats_new/past/news9504.html 500,000] textured polygons/sec, 900,000 vectors/sec
 
* [[wikipedia:Digital geometry|Geometric]] performance: [http://www.gamezero.com/team-0/whats_new/past/news9504.html 500,000] textured polygons/sec, 900,000 vectors/sec
* Rendering [[wikipedia:Fillrate|fillrate]]: 72 million [[pixel]]s/sec (1.2 million pixels per frame)
+
* [[wikipedia:Fillrate|Fillrate]] performance:
 +
** Rendering fillrate: 82 million [[pixel]]s/sec (50 million pixels/sec polygons, 32 million pixels/sec tilemaps)
 +
** Texture fillrate: 50 million [[wikipedia:Texel (graphics)|texels]]/sec
 
}}
 
}}
  
 
====Memory====
 
====Memory====
 
{{multicol|
 
{{multicol|
*Memory: Up to 61.8 [[Byte|MB]] (10.625 MB main, 35,424 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
+
* Memory: Up to 61.8 [[Byte|MB]] (10.625 MB main, 35,424 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
 
* System [[RAM]]: 9776 KB (9.546875 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
 
* System [[RAM]]: 9776 KB (9.546875 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp}}
** Main RAM: 1152 KB (1024 KB work, 64 KB network, 64 KB serial)
+
** Main RAM: 1152 KB
** [[VRAM]]: 5984 KB (5.84375 MB)
+
** [[VRAM]]: 5984 KB (1 MB [[wikipedia:Framebuffer|framebuffer]] [[VRAM]], 64 KB coprocessor [[wikipedia:Data buffer|buffer]] [[SRAM]]/[[wikipedia:SDRAM|SDRAM]], 4 MB texture SRAM/SDRAM, 128 KB [[wikipedia:Luma (video)|luma]], 32 KB [[wikipedia:Digital geometry|geometry]], 576 KB [[wikipedia:Tiled rendering|tiles]], 64 KB colors)
*** [[wikipedia:Framebuffer|Framebuffer]]: 1024 KB [[VRAM]]
 
*** Coprocessor [[wikipedia:Data buffer|buffer]]: 64 KB [[SRAM]]/[[wikipedia:Synchronous dynamic random-access memory|SDRAM]]
 
*** Texture RAM: 4096 KB SRAM/SDRAM
 
*** [[wikipedia:Luma (video)|Luma]]: 128 KB
 
*** Other VRAM: 672 KB (32 KB [[wikipedia:Digital geometry|geometry]], 576 KB [[wikipedia:Tiled rendering|tiles]], 64 KB colors)
 
 
** Audio RAM: 576 KB
 
** Audio RAM: 576 KB
** Other RAM: 18 KB (16 KB Backup [[SRAM]]/[[wikipedia:Non-volatile random-access memory|NVRAM]], 2 MB Extra RAM)
+
** Other RAM: 18 KB (16 KB backup [[SRAM]]/[[wikipedia:Non-volatile random-access memory|NVRAM]], 2 MB extra RAM)
 +
* CPU cache: 768 bytes {{fileref|I960 datasheet.pdf}}
 
* Game [[ROM]]: Up to 54.25 MB ([http://mamedb.com/game/vcop 9.5 MB] main, [http://mamedb.com/game/daytona 28.75 MB] video, 16 MB audio)
 
* Game [[ROM]]: Up to 54.25 MB ([http://mamedb.com/game/vcop 9.5 MB] main, [http://mamedb.com/game/daytona 28.75 MB] video, 16 MB audio)
 +
}}
 +
 +
====Bandwidth====
 +
{{multicol|
 +
* CPU cache bandwidth: 95.4 MB/sec (32-bit, 25 MHz)
 +
* RAM bandwidth: 939.6 MB/sec
 +
** Main RAM bandwidth: 78.144091 MB/sec
 +
*** i960: 66.7 MB/sec (32-bit) {{fileref|80960KB datasheet.pdf}}
 +
*** Z80: 11.444091 MB/sec (2× 8-bit, 8 MHz & 4 MHz)
 +
** VRAM bandwidth: 842.419299 MB/sec {{ref|http://www.tvspels-nostalgi.com/pcb_sega.htm}}{{ref|http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG}}
 +
*** TGP: 366.210938 MB/sec (6× 32-bit, 16 MHz) {{fileref|TC5588P datasheet.pdf}}
 +
*** Video Board: 476.208361 MB/sec
 +
**** 315-5292 & 315-5644: 29.343826 MB/sec (2× 16-bit, 7.692308 MHz) {{fileref|TC518128CPL datasheet.pdf}}
 +
**** 315-5645: 27.247837 MB/sec (16-bit, 14.285714 MHz) {{ref|http://matthieu.benoit.free.fr/cross/data_sheets/MB84256A.pdf}}
 +
**** 315-5646 & 315-5647: 381.469726 MB/sec (2× 32-bit, 50 MHz)
 +
**** 315-5712: 38.146972 MB/sec (40 MHz) {{ref|http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-39/DSA-764435.pdf}}
 +
** Audio RAM bandwidth: 19.073486 MB/sec (16-bit, 10 MHz)
 
}}
 
}}
  
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*** Audio RAM: 576 KB
 
*** Audio RAM: 576 KB
 
*** Other RAM: 18 KB
 
*** Other RAM: 18 KB
 +
** CPU cache: 768 bytes
 
** Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video,{{ref|http://mamedb.com/game/dynamcop}} 16 MB audio)
 
** Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video,{{ref|http://mamedb.com/game/dynamcop}} 16 MB audio)
 
}}
 
}}
  
 
===Model 2B-CRX Specifications===
 
===Model 2B-CRX Specifications===
Model 2A-CRX, released in 1995, featured upgraded geometry engine DSP coprocessors and increased memory:
+
Model 2A-CRX, released in 1995, featured upgraded geometry engine DSP coprocessors and increased [[VRAM]]:
  
 
{{multicol|
 
{{multicol|
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** Tilemap engine: Sega System 24 tilemap engine
 
** Tilemap engine: Sega System 24 tilemap engine
 
* Rendering fillrate: 120 million pixels/sec (2 million pixels per frame)
 
* Rendering fillrate: 120 million pixels/sec (2 million pixels per frame)
* Memory: Up to 150.21 [[Byte|MB]] (35.125 MB main, 99,332 [[Byte|KB]] video, 16,960 KB audio, 16 KB backup, 2 MB extra)
+
* Memory: Up to 150.21 [[Byte|MB]] (35.125 MB main, 99,332 [[Byte|KB]] video, 16,960 KB audio, 18 KB other)
 
** System [[RAM]]: 18,388 KB (17.957031 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
 
** System [[RAM]]: 18,388 KB (17.957031 MB) {{ref|https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp}}
*** Main RAM: 1152 KB (1024 KB work, 64 KB network, 64 KB serial)
+
*** Main RAM: 1152 KB
*** [[VRAM]]: 14,596 KB (14.253906 MB)
+
*** [[VRAM]]: 14,596 KB (1.5 MB framebuffer [[VRAM]], 8228 KB coprocessor buffer [[SRAM]]/SDRAM, 4 MB texture SRAM/SDRAM, 64 KB luma, 32 KB geometry, 576 KB tiles, 64 KB colors)
**** Framebuffer [[VRAM]]: 1536 KB
 
**** Coprocessor buffer [[SRAM]]/SDRAM: 8228 KB
 
**** Texture RAM: 4096 KB SRAM/SDRAM
 
**** Luma: 64 KB
 
**** Other: 672 KB (32 KB geometry, 576 KB tiles, 64 KB colors)
 
 
*** Audio RAM: 576 KB
 
*** Audio RAM: 576 KB
*** Backup SRAM/NVRAM: 16 KB
+
*** Other RAM: 18 KB
*** Extra RAM: 2048 KB
+
** Internal processor memory: 512.75 KB
** Internal DSP RAM: 512 KB SRAM (256 KB per DSP) {{fileref|ADSP-2106 datasheet.pdf}}
+
*** CPU cache: 768 bytes
 +
*** DSP RAM: 512 KB SRAM (256 KB per DSP) {{fileref|ADSP-2106 datasheet.pdf}}
 
** Game [[ROM]]: Up to 132.25 MB (34 MB main, 82.25 MB video, 16 MB audio)
 
** Game [[ROM]]: Up to 132.25 MB (34 MB main, 82.25 MB video, 16 MB audio)
 
}}
 
}}
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*** Floating-point units: 32-bit & 40-bit operations @ 160 MFLOPS (80 MFLOPS each)
 
*** Floating-point units: 32-bit & 40-bit operations @ 160 MFLOPS (80 MFLOPS each)
 
*** Fixed-point arithmetic: 32-bit & [[wikipedia:64-bit computing|64-bit]] instructions @ 240 MIPS (120 MIPS each)
 
*** Fixed-point arithmetic: 32-bit & [[wikipedia:64-bit computing|64-bit]] instructions @ 240 MIPS (120 MIPS each)
*** Bus width: 192-bit (96-bit each: 64-bit SDRAM, 32-bit SRAM)
+
*** Bus width: 192-bit (96-bit each; 64-bit SDRAM, 32-bit SRAM)
 
** Tilemap engine: Sega System 24 tilemap engine
 
** Tilemap engine: Sega System 24 tilemap engine
 
* Graphical features: [[Gouraud shading]], [[wikipedia:Hidden surface determination|hidden surface]], [[wikipedia:Z-buffering|Z-buffering]], [[wikipedia:Nearest-neighbor interpolation|point sampling]], [[wikipedia:Bilinear filtering|bilinear filtering]], trilinear filtering {{fileref|3D-CG System with Video Texturing.pdf}}
 
* Graphical features: [[Gouraud shading]], [[wikipedia:Hidden surface determination|hidden surface]], [[wikipedia:Z-buffering|Z-buffering]], [[wikipedia:Nearest-neighbor interpolation|point sampling]], [[wikipedia:Bilinear filtering|bilinear filtering]], trilinear filtering {{fileref|3D-CG System with Video Texturing.pdf}}
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** 490,000 textured polygons/sec, with lighting and Gouraud shading (245,000 per GPU)
 
** 490,000 textured polygons/sec, with lighting and Gouraud shading (245,000 per GPU)
 
* Fillrate performance: {{fileref|3DGraphicsProcessorChipSet.pdf}}
 
* Fillrate performance: {{fileref|3DGraphicsProcessorChipSet.pdf}}
** Rendering fillrate: 190 million [[pixel]]s/sec (95 million pixels/sec per GPU)
+
** Rendering fillrate: 190 million pixels/sec (95 million pixels/sec per GPU)
** [[wikipedia:Texture mapping|Texture]] fillrate: 190 million [[wikipedia:Texel (graphics)|texels]]/sec (95 million texels/sec per GPU)
+
** Texture fillrate: 190 million texels/sec (95 million texels/sec per GPU)
 
* Optional MPEG sound board: DSB2
 
* Optional MPEG sound board: DSB2
 
** Additional sound CPU: Motorola 68000 (16-bit & 32-bit instructions)
 
** Additional sound CPU: Motorola 68000 (16-bit & 32-bit instructions)

Revision as of 17:20, 24 November 2015

Model2 cpu.jpg
Sega Model 2
Manufacturer: Sega
Release Date RRP Code

The Sega Model 2 is an arcade system board originally debuted by Sega in 1993 as a successor to the Sega Model 1 board. It is an extension of the Model 1 hardware, most notably introducing the concept of texture-mapped polygons, allowing for more realistic 3D graphics for its time. The Model 2 board was an important milestone for the arcade industry, and helped launch several key arcade franchises of the 1990s, including Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On and The House of the Dead.

The Model 2 was engineered with help from GE Aerospace (acquired by Martin Marietta in 1993, now part of Lockheed Martin), who designed the texture-mapping chip incorporated by the Model 2, which combined it with Sega's in-house polygon geometry engine.[1] The Model 2's development was led by famed Sega AM2 game designer Yu Suzuki. The arcade board debuted along with Daytona USA, a game which was finished and copyrighted in 1993, and debuted at the JAMMA arcade show in August 1993. [2]

There are four versions of the system: the original Model 2, and the Model 2A-CRX, Model 2B-CRX and Model 2C-CRX variants. Model 2 and 2A-CRX used a custom DSP with internal code for the geometrizer, while 2B-CRX and 2C-CRX used well documented DSPs and uploaded the geometrizer code at startup to the DSP. The Model 2 was succeeded in 1996 by the Sega Model 3, which in turn was succeeded by the Sega NAOMI, Sega Hikaru and Sega NAOMI 2.

History

It was a further advancement of the earlier Model 1 system. The most noticeable improvement was texture mapping, which enabled polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that Model 1 supported. The Model 2 also introduced the use of texture filtering and texture anti-aliasing,[1] as well as trilinear filtering.[3] It was the most powerful game system in its time, equivalent to the power of a PC graphics card in 1998, five years after the Model 2's release. [3]

Designed by Sega AM2's Yu Suzuki, he stated that the Model 2's texture mapping chip originated "from military equipment from Lockheed Martin, which was formerly General Electric Aerial & Space's textural mapping technology. It cost $2 million dollars to use the chip. It was part of flight-simulation equipment that cost $32 million. I asked how much it would cost to buy just the chip and they came back with $2 million. And I had to take that chip and convert it for video game use, and make the technology available for the consumer at 5,000 yen ($50)" ($84 in 2014) per machine. He said "it was tough but we were able to make it for 5,000 yen. Nobody at Sega believed me when I said I wanted to purchase this technology for our games."[4] Suzuki stated that, in "the end," it "was a hit and the industry gained mass-produced texture-mapping as a result." For Virtua Fighter 2, he also utilized motion capture technology, introducing it to the game industry. [5]

There were also issues working on the new CPU,[4] the Intel i960-KB, which had just released in 1993.[6] Suzuki stated that when working "on a brand new CPU, the debugger doesn't exist yet. The latest hardware doesn't work because it's full of bugs. And even if a debugger exists, the debugger itself is full of bugs. So, I had to debug the debugger. And of course with new hardware there's no library or system, so I had to create all of that, as well. It was a brutal cycle." [4]

In a late 1998 interview, Read3D's Jon Lenyo, a former employee of GE Aerospace (later Lockheed Martin), stated that Sega's development for the Model 2 can be traced back as early as November 1990, when he and other GE Aerospace employees visited Sega and demonstrated the trilinear texture filtering and shading capabilities of their technology. As Sega was already working on the Sega Model 1 internally, they eventually incorporated GE Aerospace's technology into the Model 2. [3]

Despite its high price tag of around $15,000 [3] (equivalent to $24489 in 2014), the Model 2 platform was very successful. It featured some of the highest grossing arcade games of all time: Daytona USA, Virtua Fighter 2, Cyber Troopers Virtual-On, The House of the Dead, and Dead or Alive, to name a few. Sega sold 65,000 units of the Model 2 annually,[3] and eventually sold over 130,000 units by 1996, amounting to over $1.95 billion revenue from hardware cabinet sales (130,000 units[7][8] at $15,000 each),[3][9] equivalent to over $3.18 billion in 2014, making it one of the best-selling arcade systems of all time.

According to Yu Suzuki, the Sega Model 2B-CRX arcade system board developed for Fighting Vipers "has a slightly faster processing speed" and "a higher response to displaying more polygons".[10]

Technical Specifications

Model 2 Specifications

Sound

Graphics

Memory

  • Memory: Up to 61.8 MB (10.625 MB main, 35,424 KB video, 16,960 KB audio, 18 KB other)
  • System RAM: 9776 KB (9.546875 MB) [17]
  • CPU cache: 768 bytes [13]
  • Game ROM: Up to 54.25 MB (9.5 MB main, 28.75 MB video, 16 MB audio)

Bandwidth

  • CPU cache bandwidth: 95.4 MB/sec (32-bit, 25 MHz)
  • RAM bandwidth: 939.6 MB/sec
    • Main RAM bandwidth: 78.144091 MB/sec
      • i960: 66.7 MB/sec (32-bit) [14]
      • Z80: 11.444091 MB/sec (2× 8-bit, 8 MHz & 4 MHz)
    • VRAM bandwidth: 842.419299 MB/sec [12][21]
      • TGP: 366.210938 MB/sec (6× 32-bit, 16 MHz) [24]
      • Video Board: 476.208361 MB/sec
        • 315-5292 & 315-5644: 29.343826 MB/sec (2× 16-bit, 7.692308 MHz) [25]
        • 315-5645: 27.247837 MB/sec (16-bit, 14.285714 MHz) [26]
        • 315-5646 & 315-5647: 381.469726 MB/sec (2× 32-bit, 50 MHz)
        • 315-5712: 38.146972 MB/sec (40 MHz) [27]
    • Audio RAM bandwidth: 19.073486 MB/sec (16-bit, 10 MHz)

Model 2A-CRX Specifications

Model 2A-CRX, released in 1994, featured upgraded sound capabilities and increased ROM capacity:

  • Sound CPU: Motorola 68000 @ 12 MHz (16-bit & 32-bit instructions @ 2.1 MIPS)
  • Sound chip: Yamaha SCSP
    • PCM channels: 56
    • PCM sample ROM: Up to 16 MB
    • PCM quality: 16-bit depth, 44.1 kHz sampling rate (CD quality)
    • SCSP features: 128-step DSP, 32 PCM/FM/MIDI/LFO channels
  • Memory: Up to 142 MB (35.125 MB main, 90,208 KB video, 16,960 KB audio, 18 KB other)
    • System RAM: 9776 KB (9.546875 MB)
      • Main RAM: 1152 KB
      • VRAM: 5984 KB
      • Audio RAM: 576 KB
      • Other RAM: 18 KB
    • CPU cache: 768 bytes
    • Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video,[28] 16 MB audio)

Model 2B-CRX Specifications

Model 2A-CRX, released in 1995, featured upgraded geometry engine DSP coprocessors and increased VRAM:

  • GPU: [17]
    • Geometry Engine DSP coprocessors: 2× Analog Devices ADSP-21062 SHARC [29]
      • Coprocessor abilities: Floating decimal point operation function, axis rotation operation function, 3D matrix operation function, SOC, ALU, T&L
      • Floating-point units: 32-bit & 40-bit operations @ 240 MFLOPS (120 MFLOPS each)
      • Fixed-point arithmetic: 32-bit instructions @ 80 MIPS (40 MIPS each)
      • Data bus width: 96-bit (48-bit each)
      • DMA controllers: 20 DMA channels (10 channels each), 480 MB/sec transfer rate (240 MB/sec each)
    • Z-Sort & Clip Hardware: Sega Z-Sort & Clip Hardware
    • Hardware Renderer: Lockheed Martin Custom rasterization & texture mapping hardware
    • Tilemap engine: Sega System 24 tilemap engine
  • Rendering fillrate: 120 million pixels/sec (2 million pixels per frame)
  • Memory: Up to 150.21 MB (35.125 MB main, 99,332 KB video, 16,960 KB audio, 18 KB other)
    • System RAM: 18,388 KB (17.957031 MB) [11]
      • Main RAM: 1152 KB
      • VRAM: 14,596 KB (1.5 MB framebuffer VRAM, 8228 KB coprocessor buffer SRAM/SDRAM, 4 MB texture SRAM/SDRAM, 64 KB luma, 32 KB geometry, 576 KB tiles, 64 KB colors)
      • Audio RAM: 576 KB
      • Other RAM: 18 KB
    • Internal processor memory: 512.75 KB
      • CPU cache: 768 bytes
      • DSP RAM: 512 KB SRAM (256 KB per DSP) [29]
    • Game ROM: Up to 132.25 MB (34 MB main, 82.25 MB video, 16 MB audio)

Model 2C-CRX Specifications

Model 2A-CRX, released in 1996, featured an upgraded GPU chipset and optional sound board:

  • GPU:
    • GPU coprocessors: 2× Fujitsu TGPx4 MB86235 [17][23]
      • Coprocessor abilities: Geometry Engine DSP, Z-sorters, clipping, hardware renderers, floating decimal point operation function, axis rotation operation function, 3D matrix operation function, ALU, DMA controllers, T&L
      • Floating-point units: 32-bit & 40-bit operations @ 160 MFLOPS (80 MFLOPS each)
      • Fixed-point arithmetic: 32-bit & 64-bit instructions @ 240 MIPS (120 MIPS each)
      • Bus width: 192-bit (96-bit each; 64-bit SDRAM, 32-bit SRAM)
    • Tilemap engine: Sega System 24 tilemap engine
  • Graphical features: Gouraud shading, hidden surface, Z-buffering, point sampling, bilinear filtering, trilinear filtering [30]
  • Geometric performance: [23]
    • 800,000 textured polygons/sec, with lighting and flat shading (400,000 per GPU)
    • 490,000 textured polygons/sec, with lighting and Gouraud shading (245,000 per GPU)
  • Fillrate performance: [23]
    • Rendering fillrate: 190 million pixels/sec (95 million pixels/sec per GPU)
    • Texture fillrate: 190 million texels/sec (95 million texels/sec per GPU)
  • Optional MPEG sound board: DSB2
    • Additional sound CPU: Motorola 68000 (16-bit & 32-bit instructions)
    • Additional sound chip: NEC µD65654GF102

List of Games

Model 2

Model 2A-CRX

Model 2B-CRX

Model 2C-CRX

Other

Gallery


Sega arcade boards
Originating in arcades








  1. 1.0 1.1 File:NextGeneration US 11.pdf, page 16
  2. File:EGM US 051.pdf, page 222
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 http://www.thg.ru/smoke/19991022/print.html
  4. 4.0 4.1 4.2 htt (Wayback Machine: 2013-11-13 17:41)
  5. http://www.gamasutra.com/view/news/228512/Yu_Suzuki_recalls_using_military_tech_to_make_Virtua_Fighter_2.php
  6. http://pdf.datasheetcatalog.com/datasheet/Intel/mXqwttu.pdf
  7. http://archive.today/XN3rz
  8. http://tinyurl.com/nyb7y3s
  9. http://www.assemblergames.com/forums/showthread.php?47028-Early-concept-of-Daytona-USA-at-Summer-CES-1993-Not-on-Model-2-but-Compu-Scene
  10. File:SSM_UK_02.pdf, page 21
  11. 11.0 11.1 11.2 11.3 https://github.com/mamedev/mame/blob/master/src/mame/drivers/model2.cpp
  12. 12.0 12.1 12.2 12.3 12.4 http://www.tvspels-nostalgi.com/pcb_sega.htm
  13. 13.0 13.1 File:I960 datasheet.pdf
  14. 14.0 14.1 File:80960KB datasheet.pdf
  15. http://pdf.datasheetarchive.com/indexerfiles/Scans-068/DSA2IH00225160.pdf
  16. File:ST-077-R2-052594.pdf
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 https://github.com/mamedev/mame/blob/master/src/mame/video/model2.cpp
  18. http://members.iinet.net.au/~lantra9jp1/gurudumps/m2status/index.html
  19. File:MB86232 datasheet.pdf
  20. http://wiki.mamedev.org/index.php/TGP:Index
  21. 21.0 21.1 http://hico-srv004.pixhotel.fr/sites/default/files/gamoovernet/20110520120039-lapin252-IMG-0112.JPG
  22. http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c
  23. 23.0 23.1 23.2 23.3 File:3DGraphicsProcessorChipSet.pdf
  24. File:TC5588P datasheet.pdf
  25. File:TC518128CPL datasheet.pdf
  26. http://matthieu.benoit.free.fr/cross/data_sheets/MB84256A.pdf
  27. http://pdf.datasheetarchive.com/datasheetsmain/Datasheets-39/DSA-764435.pdf
  28. http://mamedb.com/game/dynamcop
  29. 29.0 29.1 File:ADSP-2106 datasheet.pdf
  30. File:3D-CG System with Video Texturing.pdf


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