Difference between revisions of "Sega System 32"

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{{stub}}'''Sega System 32''' is the name of an arcade platform released by [[Sega]] first seen in 1991. It was a successor to the [[Sega System 16]] and [[Sega System 24]] boards, and contains a 32-bit RISC processor at 16 MHz, hence its name.
+
{{stub}}'''Sega System 32''' is the name of an arcade platform released by [[Sega]] that debuted in 1990. It was a successor to the [[Sega System 16]] and [[Sega System 24]] boards, and contains a 32-bit RISC processor at 16 MHz, hence its name.
  
 
It was the last board to be released under the "Sega System" naming scheme - the "Sega Model" series would begin in 1992 with the [[Sega Model 1]]. Whereas Model 1 hardware was designed specifically with 3D games in mind, System 32 primarily catered for 2D games. Like the [[Sega X Board]] and [[Sega Y Board]] it is capable of scaling many sprites in real-time, resulting in several "pseudo-3D" games.
 
It was the last board to be released under the "Sega System" naming scheme - the "Sega Model" series would begin in 1992 with the [[Sega Model 1]]. Whereas Model 1 hardware was designed specifically with 3D games in mind, System 32 primarily catered for 2D games. Like the [[Sega X Board]] and [[Sega Y Board]] it is capable of scaling many sprites in real-time, resulting in several "pseudo-3D" games.
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A variant of this hardware, '''System Multi 32''' was created for use with twin cabinets, specifically for games that where more than one player could play on separate screens.
 
A variant of this hardware, '''System Multi 32''' was created for use with twin cabinets, specifically for games that where more than one player could play on separate screens.
  
Unlike other Sega arcade hardware from this period, few System 32 games have ever been ported to home consoles. A re-imagining of ''[[Air Rescue (Master System)|Air Rescue]]'' hit European [[Sega Master System]]s in 1992 (which although shares the same name, is almost completely different in design to the [[Air Rescue (Arcade)|arcade version]]), ''[[OutRunners]]'' saw a vastly reduced port to the [[Sega Mega Drive]] by [[Data East]] and ''[[Rad Mobile]]'' was heavily tweaked and turned into ''[[Gale Racer]]'' for the [[Sega Saturn]]. Everything else seems to have been deemed "too good" for the Mega Drive and "not good enough" for the Saturn.
+
Unlike other Sega arcade hardware from this period, few System 32 games have ever been ported to home consoles. A re-imagining of ''[[Air Rescue (Master System)|Air Rescue]]'' hit European [[Sega Master System]]s in 1992 (which although shares the same name, is almost completely different in design to the [[Air Rescue|arcade version]]), ''[[OutRunners]]'' saw a vastly reduced port to the [[Sega Mega Drive]] by [[Data East]] and ''[[Rad Mobile]]'' was heavily tweaked and turned into ''[[Gale Racer]]'' for the [[Sega Saturn]]. Everything else seems to have been deemed "too good" for the Mega Drive and "not good enough" for the Saturn.
  
 
==Hardware==
 
==Hardware==
*CPU: [[NEC]] V60 @ 16.107950MHz
+
It succeeded the [[Sega Y Board|Y Board]] and [[Sega System 24|System 24]], combining features from both. It used a [[NEC]] [[wikipedia:NEC V60|V60]] processor at 16.10795 MHz, supporting 32-bit fixed-point instructions as well as 32-bit and 64-bit floating-point instructions. It used a new custom Sega graphics chipset combining the Y Board's [http://gaming.wikia.com/wiki/Two-and-a-half-dimensional pseudo-3D] Super Scaler capabilities with the System 24's sprite rendering system.
*Video:
 
**320x224 screen with 4 background planes and a number of sprites limited by RAM (hard limit unknown)
 
**Hardware scaling, line scrolling, and alpha blending
 
**Sprites can use up to 16 of 16,384 colors, but colors are not selected directly, but rather through a lookup table
 
**Global color brightness control
 
*Sound:
 
**CPU: [[Z80]] @ 8.053975MHz
 
**2x Yamaha [[YM3438]]
 
**1x Ricoh [[RF5C68]]
 
  
==List of System 32 games==
+
There was another version of the System 32 hardware, called ''System Multi 32'' or ''System 32 Multi'', released in 1992. This was similar to the original, but had a [http://www.giantbomb.com/dual-monitor-arcade-games/3015-3686/ dual-monitor] display, a new [[wikipedia:NEC V70|NEC V70]] processor at 20 MHz, a new Sega MultiPCM sound chip, more RAM, and other improvements. This was the last of Sega's Super Scaler series of pseudo-3D arcade system boards.
 +
 
 +
==Technical Specifications==
 +
===System 32 Specifications===
 +
* Main [[wikipedia:Central processing unit|CPU]]: [[NEC]] [[wikipedia:NEC V60|V60]] @ 16.10795 MHz
 +
** [[wikipedia:Fixed-point arithmetic|Fixed-point arithmetic]]: [[wikipedia:32-bit|32-bit]] [[wikipedia:Reduced instruction set computing|RISC]] [[wikipedia:Instruction set|instructions]] @ 3.524 [[wikipedia:Instructions per second|MIPS]] (million instructions per second)
 +
** [[wikipedia:Floating-point unit|Floating-point unit]]: [[wikipedia:Single-precision floating-point format|32-bit]] and [[wikipedia:Double-precision floating-point format|64-bit operations]]
 +
* Sound CPU: [[Zilog]] [[Zilog Z80|Z80]] @ 8.053975 MHz (8-bit & 16-bit instructions @ 1.168 MIPS)
 +
* [[wikipedia:Sound chip|Sound chips]]:
 +
** [[wikipedia:Chiptune|FM synthesis]] chips: 2× [[Yamaha]] [[YM3438]] (based on [[YM2612]]) @ 8.053975 MHz (12 FM channels)
 +
** [[Pulse-code modulation|PCM]] [[wikipedia:Sampling (signal processing)|sampling]] chip: [[wikipedia:Ricoh|Ricoh]] [[wikipedia:Ricoh RF5c68|RF5c68]] (ASSP 5C105){{ref|http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c}} @ 12.5 MHz (8 PCM channels)
 +
* [http://gaming.wikia.com/wiki/Graphics_processing_unit GPU]: Sega Super Scaler 317-5964 chipset (315-5242 video [[wikipedia:Digital-to-analog converter|DAC]]/color encoder, 315-5385 system controller/timer, 315-5386/315-5386A tilemap generator, 315-5387 sprite generator, 315-5388 video mixer/color blender){{ref|http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c}}{{ref|http://www.system16.com}}{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c}}
 +
* [[wikipedia:Random-access memory|RAM]]: 1844.125 [[wikipedia:Kibibyte|KB]]
 +
** V60 main RAM: 584 KB (64 KB work, 8 KB shared, 512 KB random number generator){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c}}
 +
** V60 video RAM: 320.125 KB (128 KB video, 128 KB sprite attributes, 64 KB palette, 128 [[wikipedia:Byte|bytes]] mixer){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c}}
 +
** GPU [[wikipedia:Video memory|video RAM]]: 864 KB
 +
*** 315-5385 controller/timer [[wikipedia:Static random-access memory|SRAM]]: 32 KB (4× 8 KB [[Fujitsu]] MB8464){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c}}{{ref|http://www.datasheetarchive.com/dlmain/Prices-89/catalog_526.pdf}}
 +
*** 315-5388 mixer/color SRAM: 64 KB (2× 32 KB Fujitsu MB84256){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c}}{{ref|http://www.datasheetarchive.com/dlmain/Prices-89/catalog_526.pdf}}
 +
*** 315-5386 tilemap [[wikipedia:Dual-ported RAM|DP]] [[wikipedia:VRAM|VRAM]]: 128 KB (4× 32 KB [[NEC]] uPD42264){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c}}{{ref|http://www.datasheetarchive.com/dlmain/Datasheets-22/DSA-431594.pdf}}
 +
*** 315-5387 sprite DP VRAM: 128 KB (4× 32 KB NEC uPD42264){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c}}{{ref|http://www.datasheetarchive.com/dlmain/Datasheets-22/DSA-431594.pdf}}
 +
*** [[wikipedia:Framebuffer|Framebuffer]] DP VRAM: 512 KB (16× 32 KB Hitachi HM53461ZP-12){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c}}{{ref|http://pdf1.alldatasheet.com/datasheet-pdf/view/122826/HITACHI/HM53461ZP-12.html}}
 +
** Z80 sound RAM: 12 KB (4 KB RF5c68, 8 KB shared){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c}}
 +
*** Z80 SRAM: 8 KB (Fujitsu MB8464){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c}}{{ref|http://www.datasheetarchive.com/dlmain/Prices-89/catalog_526.pdf}}
 +
** RF5c68 sound [[wikipedia:Pseudostatic RAM|PSRAM]]: 64 KB (2× 32 KB [[Hitachi]] HM65256){{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c}}{{ref|http://www.andysarcade.net/store/images/datasheets/HM65256B.pdf}}
 +
* [http://gaming.wikia.com/wiki/Display_resolution Video resolution]: 320×224 (display), 416×262{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c}} (overscan), [[wikipedia:Progressive scan|progressive scan]]
 +
* [[wikipedia:Frame rate|Frame rate]]: 60 frames per second, 60 Hz [[wikipedia:Refresh rate|refresh rate]]{{ref|https://github.com/mamedev/mame/tree/master/src/mame/drivers/segas32.c}}
 +
* Graphical capabilities: Color rotations, different levels of luminosity, 7 levels of global [http://gaming.wikia.com/wiki/List_of_RGB_palettes RGB] color brightness control, fading & lighting, shadow & highlight, 8 levels of [[wikipedia:Alpha blending|alpha blending]], tile flipping, [http://www.giantbomb.com/parallax-scrolling/3015-2915/ line & row scrolling], palette indirection, dynamic priorities, per-color priority, per-component color control
 +
* [http://gaming.wikia.com/wiki/List_of_color_palettes Color palette] lookup table: 2,097,152 (4096 palette banks with 512 colors each) to 16,777,216 (with shadow & highlight and 7 levels of RGB brightness control)
 +
* Colors on screen: 49,152 (16,384{{ref|http://www.system16.com}} with shadow & highlight{{ref|http://web.archive.org/web/20130104202207/http://mamedev.org/source/src/mame/video/segas32.c.html}}), to 71,680 (320×224) with luminosity and alpha blending
 +
* Graphical planes:
 +
** 4 [[wikipedia:Tile engine|tilemap]] background planes: Hardware scaling, line-scrolling, line selection, line zoom, alpha blending, window [[wikipedia:Clipping (computer graphics)|clipping]]
 +
** 1 tilemap text layer
 +
** 1 [[wikipedia:Bitmap|bitmap]] layer
 +
** 1 background layer
 +
** 2 sprite layers
 +
* [http://graphics.wikia.com/wiki/Sprite Sprite] capabilities: [[wikipedia:Linked list|Linked lists]] of sprites, [[wikipedia:Double buffering|double buffering]], dual [[wikipedia:Framebuffer|framebuffers]], technically infinite sprites of arbitrary size, hardware sprite-scaling, sprite rotation, jumping & clipping capabilities, advanced [[wikipedia:Hot spot (computer programming)|hot-spot]] positioning, [[Sega System 24|System 24]] sprite rendering system{{ref|https://web.archive.org/web/20140318183124/http://cgfm2.emuviews.com/new/s24hw.txt}}
 +
** Sprite size: 8 to 1024{{ref|https://web.archive.org/web/20140318183124/http://cgfm2.emuviews.com/new/s24hw.txt}} or 2048 (11-[[bit]]){{ref|http://web.archive.org/web/20130104202207/http://mamedev.org/source/src/mame/video/segas32.c.html}} pixels in width/height
 +
** Colors per sprite: 16 to 512
 +
** Sprites per frame: 128 KB sprite attribute RAM, 16 bytes per sprite, 8192 sprites per frame
 +
** [[wikipedia:Texel (graphics)|Sprite pixels/texels]] per [[wikipedia:Scan line|scanline]]: 4096{{ref|https://web.archive.org/web/20140318183124/http://cgfm2.emuviews.com/new/s24hw.txt}}{{ref|http://web.archive.org/web/20130104202207/http://mamedev.org/source/src/mame/video/segas32.c.html}}
 +
** Sprites per scanline: 512
 +
 
 +
===System Multi 32 Specifications===
 +
Sega System Multi 32 included the following upgrades in 1992:
 +
 
 +
* Main CPU: [[NEC]] [[wikipedia:NEC V70|V70]] @ 20 MHz
 +
** Fixed-point arithmetic: 32-bit RISC instructions @ 6.6 MIPS
 +
** Floating-point unit: 32-bit and 64-bit operations
 +
* Sound CPU: 2× Zilog Z80 @ 8.053975 MHz (8-bit & 16-bit instructions @ 2.336 MIPS)
 +
* Sound chips:
 +
** FM synthesis chip: Yamaha YM3438 @ 8.053975 MHz (6 FM channels)
 +
** PCM sampling chip: Sega MultiPCM{{ref|http://www.quarterarcade.com/tech/MAME/src/system32.c.html.aspx}} (28 PCM channels)
 +
* GPU: 2× Sega Super Scaler 317-5964 chipset
 +
* Video resolution: [http://www.giantbomb.com/dual-monitor-arcade-games/3015-3686/ Dual monitor], 640×224 (display), 832×262 (overscan), progressive scan
 +
* Color palette: 4,194,304 (2,097,152 per screen) to 16,777,216 (with shadow & highlight and RGB brightness control)
 +
* Colors on screen: 98,304 (49,152 per screen) to 143,360 (71,680 per screen)
 +
* Graphical planes: 4 sprite layers
 +
* Sprite capabilities: [[wikipedia:Multiple buffering|Multiple buffering]], 4 framebuffers
 +
 
 +
==List of Games==
 +
===System 32 Games===
 +
*''[[Rad Mobile]]'' (1990)
 +
*''[[F1 Exhaust Note]]'' (1991)
 +
*''[[Rad Rally]]'' (1991)
 +
*''[[Spider-Man: The Video Game]]'' (1991)
 
*''[[Air Rescue]]'' (1992)
 
*''[[Air Rescue]]'' (1992)
*''[[Alien 3: The Gun]]'' (1993)
 
 
*''[[Arabian Fight]]'' (1992)
 
*''[[Arabian Fight]]'' (1992)
*''[[Burning Rival]]'' (1993)
 
 
*''[[Dark Edge]]'' (1992)
 
*''[[Dark Edge]]'' (1992)
*''[[Dragon Ball Z V.R.V.S.]]'' (1994)
 
*''[[F1 Exhaust Note]]'' (1991)
 
 
*''[[F1 Super Lap]]'' (1992)
 
*''[[F1 Super Lap]]'' (1992)
 
*''[[Golden Axe: The Revenge of Death Adder]]'' (1992)
 
*''[[Golden Axe: The Revenge of Death Adder]]'' (1992)
 
*''[[Holosseum]]'' (1992)
 
*''[[Holosseum]]'' (1992)
 +
*''[[SegaSonic the Hedgehog]]'' (1992)
 +
*''[[Alien 3: The Gun]]'' (1993)
 +
*''[[Burning Rival]]'' (1993)
 +
*''[[Dragon Ball Z V.R.V.S.]]'' (1994)
 
*''[[Jurassic Park (Arcade)|Jurassic Park]]'' (1994)
 
*''[[Jurassic Park (Arcade)|Jurassic Park]]'' (1994)
*''[[Rad Mobile]]'' (1990)
+
*''[[Super Visual Football]]'' / ''[[Super Visual Soccer]]'' / ''[[The J. League 1994]]'' (1994)
*''[[Rad Rally]]'' (1991)
 
*''[[SegaSonic the Hedgehog]]'' (1992)
 
 
*''[[Slipstream]]'' (Capcom) (1995)
 
*''[[Slipstream]]'' (Capcom) (1995)
*''[[Spider-Man: The Video Game]]'' (1991)
 
*''[[Super Visual Football]]'' / ''[[Super Visual Soccer]]'' / ''[[The J. League 1994]]'' (1994)
 
  
==List of System Multi 32 games==
+
===System Multi 32 Games===
*''[[Hard Dunk]]'' (1994)
 
 
*''[[OutRunners]]'' (1992)
 
*''[[OutRunners]]'' (1992)
 
*''[[Stadium Cross]]'' (1992)
 
*''[[Stadium Cross]]'' (1992)
 
*''[[Title Fight]]'' (1992)
 
*''[[Title Fight]]'' (1992)
 +
*''[[Hard Dunk]]'' (1994)
  
 
==Hardware Images==
 
==Hardware Images==

Revision as of 00:21, 22 February 2015

System32.jpg
Sega System 32
Manufacturer: Sega
Release Date RRP Code

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Sega System 32 is the name of an arcade platform released by Sega that debuted in 1990. It was a successor to the Sega System 16 and Sega System 24 boards, and contains a 32-bit RISC processor at 16 MHz, hence its name.

It was the last board to be released under the "Sega System" naming scheme - the "Sega Model" series would begin in 1992 with the Sega Model 1. Whereas Model 1 hardware was designed specifically with 3D games in mind, System 32 primarily catered for 2D games. Like the Sega X Board and Sega Y Board it is capable of scaling many sprites in real-time, resulting in several "pseudo-3D" games.

A variant of this hardware, System Multi 32 was created for use with twin cabinets, specifically for games that where more than one player could play on separate screens.

Unlike other Sega arcade hardware from this period, few System 32 games have ever been ported to home consoles. A re-imagining of Air Rescue hit European Sega Master Systems in 1992 (which although shares the same name, is almost completely different in design to the arcade version), OutRunners saw a vastly reduced port to the Sega Mega Drive by Data East and Rad Mobile was heavily tweaked and turned into Gale Racer for the Sega Saturn. Everything else seems to have been deemed "too good" for the Mega Drive and "not good enough" for the Saturn.

Hardware

It succeeded the Y Board and System 24, combining features from both. It used a NEC V60 processor at 16.10795 MHz, supporting 32-bit fixed-point instructions as well as 32-bit and 64-bit floating-point instructions. It used a new custom Sega graphics chipset combining the Y Board's pseudo-3D Super Scaler capabilities with the System 24's sprite rendering system.

There was another version of the System 32 hardware, called System Multi 32 or System 32 Multi, released in 1992. This was similar to the original, but had a dual-monitor display, a new NEC V70 processor at 20 MHz, a new Sega MultiPCM sound chip, more RAM, and other improvements. This was the last of Sega's Super Scaler series of pseudo-3D arcade system boards.

Technical Specifications

System 32 Specifications

  • Main CPU: NEC V60 @ 16.10795 MHz
  • Sound CPU: Zilog Z80 @ 8.053975 MHz (8-bit & 16-bit instructions @ 1.168 MIPS)
  • Sound chips:
  • GPU: Sega Super Scaler 317-5964 chipset (315-5242 video DAC/color encoder, 315-5385 system controller/timer, 315-5386/315-5386A tilemap generator, 315-5387 sprite generator, 315-5388 video mixer/color blender)[1][2][3]
  • RAM: 1844.125 KB
    • V60 main RAM: 584 KB (64 KB work, 8 KB shared, 512 KB random number generator)[3]
    • V60 video RAM: 320.125 KB (128 KB video, 128 KB sprite attributes, 64 KB palette, 128 bytes mixer)[3]
    • GPU video RAM: 864 KB
      • 315-5385 controller/timer SRAM: 32 KB (4× 8 KB Fujitsu MB8464)[3][4]
      • 315-5388 mixer/color SRAM: 64 KB (2× 32 KB Fujitsu MB84256)[3][4]
      • 315-5386 tilemap DP VRAM: 128 KB (4× 32 KB NEC uPD42264)[3][5]
      • 315-5387 sprite DP VRAM: 128 KB (4× 32 KB NEC uPD42264)[3][5]
      • Framebuffer DP VRAM: 512 KB (16× 32 KB Hitachi HM53461ZP-12)[3][6]
    • Z80 sound RAM: 12 KB (4 KB RF5c68, 8 KB shared)[3]
      • Z80 SRAM: 8 KB (Fujitsu MB8464)[3][4]
    • RF5c68 sound PSRAM: 64 KB (2× 32 KB Hitachi HM65256)[3][7]
  • Video resolution: 320×224 (display), 416×262[3] (overscan), progressive scan
  • Frame rate: 60 frames per second, 60 Hz refresh rate[3]
  • Graphical capabilities: Color rotations, different levels of luminosity, 7 levels of global RGB color brightness control, fading & lighting, shadow & highlight, 8 levels of alpha blending, tile flipping, line & row scrolling, palette indirection, dynamic priorities, per-color priority, per-component color control
  • Color palette lookup table: 2,097,152 (4096 palette banks with 512 colors each) to 16,777,216 (with shadow & highlight and 7 levels of RGB brightness control)
  • Colors on screen: 49,152 (16,384[2] with shadow & highlight[8]), to 71,680 (320×224) with luminosity and alpha blending
  • Graphical planes:
    • 4 tilemap background planes: Hardware scaling, line-scrolling, line selection, line zoom, alpha blending, window clipping
    • 1 tilemap text layer
    • 1 bitmap layer
    • 1 background layer
    • 2 sprite layers
  • Sprite capabilities: Linked lists of sprites, double buffering, dual framebuffers, technically infinite sprites of arbitrary size, hardware sprite-scaling, sprite rotation, jumping & clipping capabilities, advanced hot-spot positioning, System 24 sprite rendering system[9]
    • Sprite size: 8 to 1024[9] or 2048 (11-bit)[8] pixels in width/height
    • Colors per sprite: 16 to 512
    • Sprites per frame: 128 KB sprite attribute RAM, 16 bytes per sprite, 8192 sprites per frame
    • Sprite pixels/texels per scanline: 4096[9][8]
    • Sprites per scanline: 512

System Multi 32 Specifications

Sega System Multi 32 included the following upgrades in 1992:

  • Main CPU: NEC V70 @ 20 MHz
    • Fixed-point arithmetic: 32-bit RISC instructions @ 6.6 MIPS
    • Floating-point unit: 32-bit and 64-bit operations
  • Sound CPU: 2× Zilog Z80 @ 8.053975 MHz (8-bit & 16-bit instructions @ 2.336 MIPS)
  • Sound chips:
    • FM synthesis chip: Yamaha YM3438 @ 8.053975 MHz (6 FM channels)
    • PCM sampling chip: Sega MultiPCM[10] (28 PCM channels)
  • GPU: 2× Sega Super Scaler 317-5964 chipset
  • Video resolution: Dual monitor, 640×224 (display), 832×262 (overscan), progressive scan
  • Color palette: 4,194,304 (2,097,152 per screen) to 16,777,216 (with shadow & highlight and RGB brightness control)
  • Colors on screen: 98,304 (49,152 per screen) to 143,360 (71,680 per screen)
  • Graphical planes: 4 sprite layers
  • Sprite capabilities: Multiple buffering, 4 framebuffers

List of Games

System 32 Games

System Multi 32 Games

Hardware Images

System 32 Hardware

System Multi 32 Hardware

External links


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