Difference between revisions of "VCO Object"

From Sega Retro

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==Hardware==
 
==Hardware==
It was the first system specifically designed for [[2.5D|pseudo-3D]] [[Sprite (computer graphics)|sprite]]-scaling graphics, using an analog scaling technique, with Voltage Controlled Oscillators (VCOs) generating [[clock signal]]s controlling the data fetched from the sprite/object [[Read-only memory|ROM]]; the slower the clock signal, the larger the sprite on screen.{{ref|http://www.system16.com}} In 1982, ''[[SubRoc-3D]]'' also introduced an [[active shutter 3D system]], jointly developed by Sega with [[Panasonic|Matsushita]] (now Panasonic).{{ref|http://flyers.arcade-museum.com}}
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It was the first system specifically designed for [http://gaming.wikia.com/wiki/Two-and-a-half-dimensional pseudo-3D] [http://graphics.wikia.com/wiki/Sprite sprite]-[http://www.giantbomb.com/sprite-scaling/3015-7122/ scaling] graphics, using an analog scaling technique, with Voltage Controlled Oscillators (VCOs) generating [[wikipedia:Clock signal|clock signals]] controlling the data fetched from the sprite/object [[wikipedia:Read-only memory|ROM]]; the slower the clock signal, the larger the sprite on screen.{{ref|http://www.system16.com}} In 1982, ''[[SubRoc-3D]]'' also introduced an [[wikipedia:Active shutter 3D system|active shutter 3D system]], jointly developed by Sega with [[wikipedia:Panasonic|Matsushita]] (now Panasonic).{{ref|http://flyers.arcade-museum.com}}
  
 
==Technical Specifications==
 
==Technical Specifications==

Revision as of 16:00, 21 February 2015

VCO Object arcade hardware was used by Sega for a brief period between 1981 and 1983. It was Sega's earliest attempt at creating hardware specifically designed for sprite scaling, something that would be widely used in the Super Scaler series of arcade hardware (Sega Hang-On, Sega OutRun, Sega X Board, Sega Y Board, Sega System 32), and a handful of Sega System boards in between.

The hardware debuted with the release of Turbo, and is often known as "Turbo Hardware" because of this. It is also known as "Sega Z80-3D" system.[1]

All VCO Object games rely on external LED displays for parts of the HUD. This means extra precautions must be taken when attempting to emulate VCO Object games.

Hardware

It was the first system specifically designed for pseudo-3D sprite-scaling graphics, using an analog scaling technique, with Voltage Controlled Oscillators (VCOs) generating clock signals controlling the data fetched from the sprite/object ROM; the slower the clock signal, the larger the sprite on screen.[2] In 1982, SubRoc-3D also introduced an active shutter 3D system, jointly developed by Sega with Matsushita (now Panasonic).[3]

Technical Specifications

List of VCO Object Games

Only three games make use of VCO Object hardware:


Sega arcade boards
Originating in arcades









Console-based hardware








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PC-based hardware








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