Difference between revisions of "Sega Master System"

From Sega Retro

m (Text replacement - " {{fileref|" to "{{fileref|")
Line 19: Line 19:
 
| sms_rrp_it=300,000
 
| sms_rrp_it=300,000
 
| sms_date_uk=1987-08{{fileref|CVG UK 073.pdf|page=132}}
 
| sms_date_uk=1987-08{{fileref|CVG UK 073.pdf|page=132}}
| sms_rrp_uk=99.95 {{fileref|ACE UK 01.pdf|page=19}}{{fileref|CVG UK 073.pdf|page=132}}{{fileref|CVG UK 077.pdf|page=26}}
+
| sms_rrp_uk=99.95{{fileref|ACE UK 01.pdf|page=19}}{{fileref|CVG UK 073.pdf|page=132}}{{fileref|CVG UK 077.pdf|page=26}}
 
| sms_date_fr=1987-09
 
| sms_date_fr=1987-09
 
| sms_rrp_fr=990
 
| sms_rrp_fr=990
Line 93: Line 93:
  
 
===Technical specifications===
 
===Technical specifications===
* System master clock rate: 53.693175 MHz ([[NTSC]]), 53.203424 MHz ([[PAL]]) {{fileref|SMSServiceManualEU.pdf}}{{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
+
* System master clock rate: 53.693175 MHz ([[NTSC]]), 53.203424 MHz ([[PAL]]){{fileref|SMSServiceManualEU.pdf}}{{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
 
** Master clock cycles per frame: 896,040 (NTSC), 1,070,460 (PAL){{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
 
** Master clock cycles per frame: 896,040 (NTSC), 1,070,460 (PAL){{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
 
** Master clock cycles per scanline: 3420{{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
 
** Master clock cycles per scanline: 3420{{ref|https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h}}
Line 111: Line 111:
 
====Graphics====
 
====Graphics====
 
{{multicol|
 
{{multicol|
* Graphics processor (GPU): Sega [[VDP]] {{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}
+
* Graphics processor (GPU): Sega [[VDP]]{{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}
 
** Revisions: Sega 315‑5124 / Yamaha YM2602 (Mark III, Master System), Sega 315‑5246 / NEC UPD9004G (Master System II)
 
** Revisions: Sega 315‑5124 / Yamaha YM2602 (Mark III, Master System), Sega 315‑5246 / NEC UPD9004G (Master System II)
 
** Note: An evolution of the [[TMS9918]]
 
** Note: An evolution of the [[TMS9918]]
Line 118: Line 118:
 
** Bus width: 16‑bit (16‑bit VRAM bus, 8‑bit Z80/ROM bus)
 
** Bus width: 16‑bit (16‑bit VRAM bus, 8‑bit Z80/ROM bus)
 
** Memory bus clock rate: 5.3693175 MHz (NTSC), 5.3203424 MHz (PAL)
 
** Memory bus clock rate: 5.3693175 MHz (NTSC), 5.3203424 MHz (PAL)
** Registers: 8‑bit and 16‑bit {{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf}}{{intref|Sega Master System VDP documentation (2002-11-12)}}
+
** Registers: 8‑bit and 16‑bit{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf}}{{intref|Sega Master System VDP documentation (2002-11-12)}}
 
** Memory access: VDP directly addresses [[VRAM]], has its own internal CRAM and sprite line buffer, and has access to cartridge ROM. It can be commanded and programmed by Z80.
 
** Memory access: VDP directly addresses [[VRAM]], has its own internal CRAM and sprite line buffer, and has access to cartridge ROM. It can be commanded and programmed by Z80.
* Color TV signal encoder: [[wikipedia:Rohm|Rohm]] BA7230LS{{intref|Sega Mark-III Hardware Notes (2008-11-14)}} / [[Sony]] [http://console5.com/wiki/V7040 V7040 RGB Encoder] / Sony CXA1145 {{fileref|CXA1145P datasheet.pdf}} / [[Fujitsu]] MB3514 {{fileref|MB3514 datasheet.pdf}} / Sony V7040 / [[Motorola]] MC1377{{ref|[http://www.smspower.org/Development/VideoOutput Sega Master System Video Output]}}{{ref|[http://www.smspower.org/Development/Documents Sega Master System Documents]}}
+
* Color TV signal encoder: [[wikipedia:Rohm|Rohm]] BA7230LS{{intref|Sega Mark-III Hardware Notes (2008-11-14)}} / [[Sony]] [http://console5.com/wiki/V7040 V7040 RGB Encoder] / Sony CXA1145{{fileref|CXA1145P datasheet.pdf}} / [[Fujitsu]] MB3514{{fileref|MB3514 datasheet.pdf}} / Sony V7040 / [[Motorola]] MC1377{{ref|[http://www.smspower.org/Development/VideoOutput Sega Master System Video Output]}}{{ref|[http://www.smspower.org/Development/Documents Sega Master System Documents]}}
 
** Color burst clock input: 3.579545 MHz (NTSC),{{intref|Sega Mark-III Hardware Notes (2008-11-14)}} 3.546895 MHz (PAL)
 
** Color burst clock input: 3.579545 MHz (NTSC),{{intref|Sega Mark-III Hardware Notes (2008-11-14)}} 3.546895 MHz (PAL)
 
* Screen [[resolution]]s: 256x192 and 256x224. PAL/SECAM also supports 256x240.
 
* Screen [[resolution]]s: 256x192 and 256x224. PAL/SECAM also supports 256x240.
Line 130: Line 130:
 
* Characters/Tiles: 8x8 pixel characters/tiles, 16 colors per tile, maximum 488 unique characters/tiles on screen (due to VRAM space limitation), horizontal & vertical background tile flipping (up to 1792 flipped tiles in VRAM)
 
* Characters/Tiles: 8x8 pixel characters/tiles, 16 colors per tile, maximum 488 unique characters/tiles on screen (due to VRAM space limitation), horizontal & vertical background tile flipping (up to 1792 flipped tiles in VRAM)
 
* Background: [[wikipedia:Tile engine|Tilemap]] playfield, 8x8 tiles, horizontal & vertical tile flipping, up to 448 tiles/patterns in VRAM used by background,{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=8}} up to 1792 flipped tiles in VRAM used by background, definable priorities for individual background tiles{{intref|Sega Master System VDP documentation (2002-11-12)}}
 
* Background: [[wikipedia:Tile engine|Tilemap]] playfield, 8x8 tiles, horizontal & vertical tile flipping, up to 448 tiles/patterns in VRAM used by background,{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=8}} up to 1792 flipped tiles in VRAM used by background, definable priorities for individual background tiles{{intref|Sega Master System VDP documentation (2002-11-12)}}
* [[Sprite]]s: Maximum 64 sprites on screen, 8 sprites per scanline, 16 colors (15 opaque, 1 transparent) per sprite, up to 256 tiles/patterns in VRAM used by sprites,{{intref|Sega Master System VDP documentation (2002-11-12)}} [http://www.smspower.org/Development/CollisionDetection collision detection] {{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=6}}
+
* [[Sprite]]s: Maximum 64 sprites on screen, 8 sprites per scanline, 16 colors (15 opaque, 1 transparent) per sprite, up to 256 tiles/patterns in VRAM used by sprites,{{intref|Sega Master System VDP documentation (2002-11-12)}} [http://www.smspower.org/Development/CollisionDetection collision detection]{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=6}}
 
** Sprite pixel sizes: 8x8, 8x16, 16x16
 
** Sprite pixel sizes: 8x8, 8x16, 16x16
 
** Sprite zoom pixel sizes: 16x16, 16x32, 32x32
 
** Sprite zoom pixel sizes: 16x16, 16x32, 32x32
Line 139: Line 139:
 
** Modes 1–3: 256x192 resolution, 8x8 and 16x16 sprites, 16x16 and 32x32 zoomed sprites, SG-1000 compatibility
 
** Modes 1–3: 256x192 resolution, 8x8 and 16x16 sprites, 16x16 and 32x32 zoomed sprites, SG-1000 compatibility
 
** Mode 4: 256x192, 256x224 and 256x240 resolutions, 8x8 and 8x16 sprites, 16x16 and 16x32 zoomed sprites
 
** Mode 4: 256x192, 256x224 and 256x240 resolutions, 8x8 and 8x16 sprites, 16x16 and 16x32 zoomed sprites
* [[VRAM]] screen map: 2 KB to 2.25 KB {{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=8}}
+
* [[VRAM]] screen map: 2 KB to 2.25 KB{{fileref|SoftwareReferenceManualForSegaMarkIIIEU.pdf|page=8}}
 
** [[Sprite]] attribute table: 256 [[byte]]s (2 [[Bit|Kbits]]), including 64 byte tile/pattern data
 
** [[Sprite]] attribute table: 256 [[byte]]s (2 [[Bit|Kbits]]), including 64 byte tile/pattern data
 
** Background name table: 1.75 [[Byte|KB]] (14 Kbits) or 2 KB (16 Kbits),{{intref|Sega Master System VDP documentation (2002-11-12)}} 16‑bit per tile{{intref|Sega Master System Technical Documentation (1998-06-10)}}
 
** Background name table: 1.75 [[Byte|KB]] (14 Kbits) or 2 KB (16 Kbits),{{intref|Sega Master System VDP documentation (2002-11-12)}} 16‑bit per tile{{intref|Sega Master System Technical Documentation (1998-06-10)}}
Line 195: Line 195:
 
=====Configuration=====
 
=====Configuration=====
 
{{multicol|
 
{{multicol|
* System memory buses: {{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}{{intref|Sega Master System VDP documentation (2002-11-12)}}
+
* System memory buses:{{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}{{intref|Sega Master System VDP documentation (2002-11-12)}}
 
** Z80, VDP <‑> Main RAM, System ROM, Cartridge ROM (8‑bit)
 
** Z80, VDP <‑> Main RAM, System ROM, Cartridge ROM (8‑bit)
 
** VDP <‑> VRAM (16‑bit)
 
** VDP <‑> VRAM (16‑bit)
* System RAM chips: {{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}{{ref|[http://www.smspower.org/Development/RAM Sega Master System RAM]}}{{ref|[http://www.smspower.org/Development/Documents Sega Master System Documents]}}
+
* System RAM chips:{{fileref|SMSServiceManualEU.pdf}}{{fileref|SMS2ServiceManualEU.pdf}}{{ref|[http://www.smspower.org/Development/RAM Sega Master System RAM]}}{{ref|[http://www.smspower.org/Development/Documents Sega Master System Documents]}}
** Main RAM: 8‑bit, [[wikipedia:Pseudostatic RAM|XRAM]]/[[SRAM]], 3.579545&nbsp;MHz (NTSC) or 3.546894&nbsp;MHz (PAL), 279/281&nbsp;[[wikipedia:Nanosecond|ns]] cycles {{fileref|UPD4168 datasheet.pdf}}{{fileref|KM6264B datasheet.pdf}}
+
** Main RAM: 8‑bit, [[wikipedia:Pseudostatic RAM|XRAM]]/[[SRAM]], 3.579545&nbsp;MHz (NTSC) or 3.546894&nbsp;MHz (PAL), 279/281&nbsp;[[wikipedia:Nanosecond|ns]] cycles{{fileref|UPD4168 datasheet.pdf}}{{fileref|KM6264B datasheet.pdf}}
** VRAM: 16‑bit (2x 8‑bit), XRAM/[[wikipedia:Pseudostatic RAM|PSRAM]], 3.846153&nbsp;MHz, 260&nbsp;ns cycles {{fileref|UPD4168 datasheet.pdf}}{{fileref|HM65256B datasheet.pdf}}
+
** VRAM: 16‑bit (2x 8‑bit), XRAM/[[wikipedia:Pseudostatic RAM|PSRAM]], 3.846153&nbsp;MHz, 260&nbsp;ns cycles{{fileref|UPD4168 datasheet.pdf}}{{fileref|HM65256B datasheet.pdf}}
 
* ROM chips: 8‑bit, 3.579545&nbsp;MHz (NTSC) or 3.546894&nbsp;MHz (PAL), 279/281&nbsp;ns cycles
 
* ROM chips: 8‑bit, 3.579545&nbsp;MHz (NTSC) or 3.546894&nbsp;MHz (PAL), 279/281&nbsp;ns cycles
** System ROM: [[wikipedia:Mask ROM|MROM]] {{fileref|SMSServiceManualEU.pdf}}{{fileref|CXK3864 datasheet.pdf}}  
+
** System ROM: [[wikipedia:Mask ROM|MROM]]{{fileref|SMSServiceManualEU.pdf}}{{fileref|CXK3864 datasheet.pdf}}  
 
** Cartridge ROM: MROM,{{ref|[http://www.smspower.org/Development/ROMPartNumbers ROM Part Numbers]}}{{fileref|MB831000 datasheet.pdf}}{{ref|[http://dreamjam.co.uk/emuviews/txt/smsmap.txt Memory Mapper Hardware Notes]}} [[EPROM]], [[wikipedia:Flash memory|Flash]]{{ref|[https://web.archive.org/web/20090205131908/consolasparasiempre.net/doc/SMSPinRom.txt SMS PINOUTs: ROMs]}}{{fileref|TMS27C512 datasheet.pdf}}{{fileref|AM29F040 datasheet.pdf}}
 
** Cartridge ROM: MROM,{{ref|[http://www.smspower.org/Development/ROMPartNumbers ROM Part Numbers]}}{{fileref|MB831000 datasheet.pdf}}{{ref|[http://dreamjam.co.uk/emuviews/txt/smsmap.txt Memory Mapper Hardware Notes]}} [[EPROM]], [[wikipedia:Flash memory|Flash]]{{ref|[https://web.archive.org/web/20090205131908/consolasparasiempre.net/doc/SMSPinRom.txt SMS PINOUTs: ROMs]}}{{fileref|TMS27C512 datasheet.pdf}}{{fileref|AM29F040 datasheet.pdf}}
 
}}
 
}}

Revision as of 20:57, 9 September 2016

MasterSystem1.jpg
Sega Master System
Manufacturer: Sega
Variants: Sega Mark III, Sega Master System II, Sega Game Box 9, Tectoy Master System Super Compact, Super Gam*Boy, Super Gam*Boy II, Sega System E
Add-ons: Demo Unit II, Telecon Pack, 3-D Glasses
Built-in games: Hang-On, Hang-On / Safari Hunt, Missile Defense 3-D, Alex Kidd in Miracle World, Sonic the Hedgehog
Release Date RRP Code
Sega Master System
JP
¥16,80016,800 MK-2000
Sega Master System
US
$150 (MS)150 (MS)
Sega Master System
DE
DM 298298
Sega Master System
FR
990F990
Sega Master System
UK
£99.9599.95[2][1][3]
Sega Master System
IT
300,000£300,000
Sega Master System
AU
Sega Master System
MX
Sega Master System
AR
Sega Master System
BR
R$1,5001,500
Sega Master System
KR
₩119,000119,000
Sega Master System
AS
Sega Master System
ZA

The Sega Master System (セガ・マスターシステム) or SMS, is a cartridge-based video game console manufactured by Sega. It is a rebranding of the Sega Mark III intended for western markets, which in turn was a successor to the SG-1000 and SG-1000 II. In South Korea the Master System was distributed by Samsung and known as the Gam*Boy (겜보이) and later Aladdin Boy (알라딘 보이). It was codenamed the Sega Mark IV during development.

The Sega Master System was the first of Sega's consoles to see widespread distribution outside of Japan, and went head-to-head with the Nintendo Famicom (Nintendo Entertainment System outside of Japan) across the world. Sega was unsuccessful at dethroning Nintendo in the key markets of Japan and North America. However, significant sales in Europe and South America saw the console outsell the NES in those regions, and supported as late as the mid-1990s in Europe and through to the present day in Brazil, receiving a large library of software in those regions. It is Sega's second most successful video game console of all time, with an estimated 19 million units sold worldwide, largely in Brazil and Europe.

The "Sega Master System" name is a relatively late creation, adopted towards the end of the 1980s after a series of price drops, new market launches and "improved" bundles forced the "Master System" name into use. Prior to this the console was simply known as the Sega System or just the Sega. It has also been (incorrectly) referred to as the Sega Master or Master, and depending on the package, potentially the Sega Base System, Sega Super System, Sega Video Game System or Sega SegaScope 3-D System, with the console unit itself being referred to as the Sega Power Base.

The Sega System E is an arcade board based on the Master System. The console was succeeded by the Sega Mega Drive (Genesis), which gained wider worldwide success.

Hardware

The Master System is essentially a rebadged Sega Mark III and so shares the majority of the same traits as Sega's earlier console. Like the Mark III and SG-1000, it is designed to play video games distributed on ROM cartridges (or Sega Card) through a compatible television.

The hardware builds on the design of the SG-1000, and so is completely backwards compatible with the older console. While on a technical level this also means a degree of SC-3000 support, no versions of the Master System were ever designed with the ability to expand into a home computer.

The Master System is a hybrid 8/16-bit console. Its CPU, a Zilog Z80 has an 8-bit data bus with both 8-bit and 16-bit registers, but its VDP is a 16-bit graphics processor, with a 16-bit data bus and using 8-bit and 16-bit registers. This combination of an 8-bit CPU with a 16-bit graphics processor is similar to the PC Engine (TurboGrafx-16).

In comparison, the NES is an 8-bit console, with an 8-bit Ricoh 2A03 CPU and 8-bit Ricoh PPU graphics chip, each with an 8-bit data bus. The Master System's Z80 has a higher clock rate than the 2A03, but both output a similar number of instructions per second. The higher clock rate of the Z80 and the 16-bit data bus of the VDP gives the Master System a higher memory bandwidth than the NES. The Master System also displays 16 colors per tile, like the Sega Mega Drive (Genesis), compared to 4 colors per tile for the NES. The Master System is thus a more powerful console than the NES.

Models

Main article: Master System consoles.

Master System

The original 1986 model Sega Master System took a radically different approach to its outward design to the Mark III, released a year prior. The main unit, commonly referred to as the "Power Base" is a black 3D trapezium with red/orange highlights, measuring 143/8 inches in width, 65/8 inches deep and 23/4 inches in height. After a one-inch base, the machine is formed upward and inward to form the cartridge slot plateau.

The Master System takes much of its design cues from the Nintendo Entertainment System (NES), released in 1983 in Japan and 1985 in the US, with detachable controllers and power and reset buttons. But like prior Sega consoles (and virtually all cartridge-based systems going forward), the Master System is a top-loading machine. It also contains a card slot for the handful of games distributed on Sega Card, and curiously, a diagram or vague instructions as to how the system works (i.e. insert a cartridge, power the system on, and use the control pads to manipulate an image on a television screen). The Master System also has a built-in "pause" button for stopping play.

The Master System has an introduction screen which appears each time the system is turned on (with or without a game inserted). The Sega logo slowly "slides" into view mid-screen (with accompanying sound effect), and the text "Master System" appears underneath, with the two-tone "Sega" tune also being played during this sequence.

Unlike the NES, the Master System displays an instructional screen if the system is turned on without having a cart or card inserted, though as Sega moved to using built-in software, the console instead began to automatically load the built-in game instead. Early original Master Systems also contain the "easter egg" Snail Maze minigame - these earlier revisions of the console's BIOS are known to have trouble playing some later cartridges, including games published by Codemasters and later Brazillian releases by Tec Toy.

The 1987 Japanese release, whose design was also brought to South Korea, makes a number of important changes. Aside from adjusting the the cartridge slot, it has the Mark III's FM Sound Unit built-in from the get go, and supports the 3D Glasses without the need for an adapter (which usually plugs into the card slot).

Japanese Master Systems are quite difficult to spot, even though the cartridge size is smaller. They can be identified by the text on the left hand side of the unit - Western models read "Master System/Power Base", while Japanese systems simply read "Master System".

Master Systems have an expansion slot on the base of the system, in anticipation of future add-ons should Sega choose to release some. No such peripherals were ever released, and by mid-1990 Sega had conceded that the port had no practical purpose[4].

Master System II

After a period of decline and the rise of the newly-released Sega Mega Drive, Sega constructed the Sega Master System II for overseas markets. There is virtually no resemblance to the earlier model, opting for smooth curves and rounded corners more akin to the Mega Drive, and is a great deal smaller (and, as a result, cheaper to manufacture).

The Master System II removes many features (usually unpopular ones) in an effort to cut costs. There is no card port (and by extension, no 3D Glasses support), the unused expansion port was removed and the reset button has been omitted in favour of a larger pause button. The swinging, hinged cartridge slot doors of the original model are replaced with a sliding cover (which cannot be closed with a cartridge inserted), and the number of video output options reduced (usually to just RF). Also missing is a power LED and the BIOS screen introducing the console when powered on.

Each region has its own set of cosmetic differences. In Brazil the system is known as the Master System III Compact, and in South Korea it was released twice, first as the Super Gam*Boy II and later the Aladdin Boy.

All Master System IIs either included Alex Kidd in Miracle World as a built-in game, or Sonic the Hedgehog, which arrived in 1991.

Technical specifications

  • System master clock rate: 53.693175 MHz (NTSC), 53.203424 MHz (PAL)[5][6]
    • Master clock cycles per frame: 896,040 (NTSC), 1,070,460 (PAL)[6]
    • Master clock cycles per scanline: 3420[6]

Processors

  • Main CPU: NEC 780C (based on Zilog Z80)[7]
  • Bus width: 8‑bit
  • Clock rate: 3.579545 MHz (NTSC), 3.54689493 MHz (PAL/SECAM)
    • Instruction performance: 0.519034025 MIPS (NTSC), 0.5142997653 MIPS (PAL)[8]
    • CPU clock cycles per frame: 59,736 (NTSC), 71,364 (PAL)
    • CPU clock cycles per scanline: 228
  • CPU memory access: Z80 directly addresses program RAM and ROM, but only addresses VRAM through VDP hardware ports.[5] It can access VRAM by commanding/programming VDP.[9]

Graphics

  • Graphics processor (GPU): Sega VDP[5][10]
    • Revisions: Sega 315‑5124 / Yamaha YM2602 (Mark III, Master System), Sega 315‑5246 / NEC UPD9004G (Master System II)
    • Note: An evolution of the TMS9918
    • Clock rate: 10.738635 MHz
    • Pixel clock rate: 5.3693175 MHz (NTSC), 5.3203424 MHz (PAL)[11]
    • Bus width: 16‑bit (16‑bit VRAM bus, 8‑bit Z80/ROM bus)
    • Memory bus clock rate: 5.3693175 MHz (NTSC), 5.3203424 MHz (PAL)
    • Registers: 8‑bit and 16‑bit[12][9]
    • Memory access: VDP directly addresses VRAM, has its own internal CRAM and sprite line buffer, and has access to cartridge ROM. It can be commanded and programmed by Z80.
  • Color TV signal encoder: Rohm BA7230LS[7] / Sony V7040 RGB Encoder / Sony CXA1145[13] / Fujitsu MB3514[14] / Sony V7040 / Motorola MC1377[15][16]
    • Color burst clock input: 3.579545 MHz (NTSC),[7] 3.546895 MHz (PAL)
  • Screen resolutions: 256x192 and 256x224. PAL/SECAM also supports 256x240.
    • Overscan resolution: 342x262 (NTSC), 342x313 (PAL)[9]
    • Scanlines: 262 (NTSC), 313 (PAL)
  • Refresh rate: 59.922743 Hz (NTSC), 49.701459 Hz (PAL)
    • Maximum frame rate: 59.922743 frames/sec (NTSC), 49.701459 frames/sec (PAL)
  • Colors: Up to 32 simultaneous colors (16 for sprites, 16 for background) available from a palette of 64 colors (6‑bit RGB), 16 colors (4‑bit) per pixel/tile/sprite, mid‑frame palette swap allows up to 64 simultaneous colors
  • Characters/Tiles: 8x8 pixel characters/tiles, 16 colors per tile, maximum 488 unique characters/tiles on screen (due to VRAM space limitation), horizontal & vertical background tile flipping (up to 1792 flipped tiles in VRAM)
  • Background: Tilemap playfield, 8x8 tiles, horizontal & vertical tile flipping, up to 448 tiles/patterns in VRAM used by background,[17] up to 1792 flipped tiles in VRAM used by background, definable priorities for individual background tiles[9]
  • Sprites: Maximum 64 sprites on screen, 8 sprites per scanline, 16 colors (15 opaque, 1 transparent) per sprite, up to 256 tiles/patterns in VRAM used by sprites,[9] collision detection[18]
    • Sprite pixel sizes: 8x8, 8x16, 16x16
    • Sprite zoom pixel sizes: 16x16, 16x32, 32x32
    • Sprite line buffer: VDP contains internal sprite line buffer for 8 sprites per scanline, prevents delay while VDP reads VRAM, sprite priority determined by order of sprites in buffer[9]
  • Scrolling: Smooth hardware scrolling, horizontal & vertical scrolling, diagonal scrolling, line scrolling, partial screen scrolling[19]
  • IRQ raster interrupt capabilities:[19] Interrupt per frame, interrupt per scanline,[9] mid‑frame palette swap, transparency effect, line scrolling, partial screen scrolling
  • VDP display modes:[9]
    • Modes 1–3: 256x192 resolution, 8x8 and 16x16 sprites, 16x16 and 32x32 zoomed sprites, SG-1000 compatibility
    • Mode 4: 256x192, 256x224 and 256x240 resolutions, 8x8 and 8x16 sprites, 16x16 and 16x32 zoomed sprites
  • VRAM screen map: 2 KB to 2.25 KB[17]
    • Sprite attribute table: 256 bytes (2 Kbits), including 64 byte tile/pattern data
    • Background name table: 1.75 KB (14 Kbits) or 2 KB (16 Kbits),[9] 16‑bit per tile[19]
      • 256x192 resolution: 1.75 KB, 32x28 table (256x224 pixels), 896 tiles (768 visible)
      • 256x224resolution: 2 KB, 32x32 table (256x256 pixels), 1024 tiles (896 visible)
      • 256x240 resolution: 2 KB, 32x32 table (256x256 pixels), 1024 tiles (960 visible)
  • VDP pixel bandwidth:
    • Read bandwidth: 4-bit per pixel, 2.684658 MB/s (NTSC), 2.660171 MB/s (PAL)
    • Write bandwidth: Byte per 11 CPU cycles (OUT instruction), 325.413 KB/s (NTSC), 322.444 KB/s (PAL)
  • VDP pixel fillrate: 4-bit per pixel
    • Read fillrate: 5.369317 MPixels/s (NTSC), 5.320342 MPixels/s (PAL)
    • Write fillrate: 650,826 pixels/s (NTSC), 644,889 pixels/s (PAL)
  • VDP tile fillrate: 32 bytes per tile
    • Read fillrate: 83,895 tiles/sec (NTSC), 83,130 tiles/sec (PAL)
    • Write fillrate: 12,428 tiles/sec (NTSC), 12,315 tiles/sec (PAL)
  • VDP Modes 1-3: See SG-1000 for more details
    • Tiles: 832 tiles (768 background tiles, 64 sprite tiles), 2 colors per tile
    • Pixel write fillrate: 1-bit per pixel, 1.789772 MPixels/s (NTSC), 1.773446 MPixels/s (PAL)
    • Tile write fillrate: 8 bytes per tile, 27,965 tiles/sec (NTSC), 27,710 tiles/sec (PAL)

Sound

  • PSG sound chip: Sega PSG (SN76496) @ 3.579545 MHz[7][20]
    • 4 channel mono sound[19]
      • 3 square wave sound generator tone channels: 4–10 octaves, 16 volume levels, 1024 (10‑bit) frequencies, 122 Hz to 125 kHz frequency range
      • 1 noise generator channel: White noise, periodic noise, 16‑bit LSFR, 16‑bit ring buffer, 3 preset frequencies (7.8 to 19.5 kHz), can match frequency of 3rd tone channel
    • PCM/PWM sampling: Uses 3 tone channels, 1‑bit to 8‑bit audio depth, 5–64 kHz sampling rate, up to 16 KB per sample
    • Based on TI SN76489
  • FM sound chip: Yamaha YM2413[19]
    • 9 mono FM synthesis channels
    • 2‑operator FM synthesis sound
    • Instruments: 15 pre‑defined instruments and user‑defined sound
    • Rhythm mode: 3 channels can be used for percussion sounds
    • Built into Japanese Master System
    • Available as plug‑in module for Mark III
    • Supported by certain games only

Memory

  • System RAM: 24 KB (most models) or 40 KB (some models)[21][7]
    • Main/Program RAM: 8 KB (64 Kbits)
      • Note: Since Z80 reads program code directly from ROM, program RAM is primarily used for general program data (such as state information).[22]
    • VRAM: 16 KB (128 Kbits, most models) or 32 KB (256 Kbits, some models)[16]
  • VDP internal memory: 64 bytes (512 bits)[9]
    • Color RAM (CRAM): 32 bytes (256 bits, 32x 8-bit entries)
    • Sprite line buffer: 32 bytes (256 bits, 8x 32-bit entries)
  • System ROM: 8 KB (64 Kbits) to 256 KB (2 Mbits), depending on built‑in game
  • Cartridge ROM: 8 KB to 32 KB (Sega Card), 128 KB to 4 MB (Cartridge)[22]
    • Note: Z80 can read program code directly from ROM, allowing program RAM to be used for general program data (such as state information).
  • Cartridge battery backup SRAM: 8 KB (64 Kbits) to 32 KB (256 Kbits)[23]
Configuration
Bandwidth
  • System RAM bandwidth: 11.271851 MB/s (NTSC), 11.2392 MB/s (PAL), 2 buses (24-bit bus width)
    • Main RAM: 3.579545 MB/s (NTSC), 3.546894 MB/s (PAL), 8-bit bus
    • VRAM: 7.692306 MB/s, 16-bit bus
  • ROM bandwidth: 3.579545 MB/s (NTSC), 3.546894 MB/s (PAL), 8-bit bus
  • Internal processor bandwidth:
    • Z80: 3.579545 MB/s (NTSC), 3.546894 MB/s (PAL), 8-bit
    • VDP: 10.738635 MB/s (NTSC), 10.6406848 MB/s (PAL), 16-bit
      • CRAM: 5.3693175 MB/s (NTSC), 5.3203424 MB/s (PAL), 8-bit
      • Sprite line buffer: 5.3693175 MB/s (NTSC), 5.3203424 MB/s (PAL), 8-bit

Game slot

  • Game Card slot (Mark III and original Master System only)
  • Game Cartridge slot
    • Japanese and South Korean consoles use 44‑pin cartridges, same shape as the SG‑1000
    • Western consoles use 50‑pin cartridges with a different shape
    • The difference in cartridge style is most likely a form of regional lockout
  • Expansion slot

Internals

RF Converter: MGB3-VU3401, 8E388        
PCB Component Side Markings: (c) SEGA 1988         
:       SEGA (R) M4  POWERBASE / NTSC  171-5533-01       
:       837-6629  19 AUG 1988         
CON2: 35 Pin Card Slot  209-5020 K16R         
CON3: 50 Pin Cartridge Slot  PSB4D255-4R1 M18R         
CON4: 50 Pin Card Edge         
IC1:  Zilog Z0840004PSC Z80CPU 8828 SL0965         
IC2:  0821EX SEGA MPR-11460 W46         
IC3:  NEC JAPAN D4168C-20 8829P5007         
IC4:  SEGA (R) 315-5216 120U 8820 Z79         
IC5:  SEGA 315-5124 2602B 84 18 89 B         
IC6:  NEC JAPAN D4168C-15-SG 8828XX215         
IC7:  NEC JAPAN D4168C-15-SG 8828XX215
IC9:  SONY 8M09 CXA1145

SMS Control Pad Information:

  • female plug on end view:
5 4 3 2 1 
 9 8 7 6        
  • pin 1: Up
  • pin 2: Down
  • pin 3: Left
  • pin 4: Right
  • pin 5: No Connection
  • pin 6: Button 1 (Start)
  • pin 7: No Connection
  • pin 8: Common (Ground)
  • pin 9: Button 2

Sega Game Gear comparison

As was tradition with Sega consoles at the time, the handheld Sega Game Gear is backwards compatible with the Master System and can run Master System carts through an adapter. The only hardware difference known between the two on a chip level is that the Game Gear can define 4096 possible colors, while the Master System can only define 64 colors. As the GG has more colors, it has a different method of setting each of the color registers than the SMS did; the SMS color can be determined by one byte and hence only needed one register, whereas a number from 0 to 4095 needs two bytes, and so the GG VDP has two color registers. Game Gear games which use the expanded graphics mode will run on an Master System, but with scrambled colors.

The lack of a "Start" button on a Master System also prevents many Game Gear games from being played without minor changes, however in many cases Game Gear titles are identical to their Master System counterparts, resolution included, meaning it was very common to see both Master System and Game Gear releases of games in regions such as Europe.

History

Main article: History of the Sega Master System.

Sega RGB Cable

In France, the original Master System (and the SMS II, which had the A/V port instead of RF jack) were sold with an RGB lead (model 3085). One end plugs into the SMS, the other into the SCART/Peritel socket on a TV, via a small box in the lead, labeled 'Adapteur R.V.B.'. As it utilizes RGB, it gives a sharper and more vibrant picture compared to RF or composite video. The box contains a small PCB, the purpose of which is to provide the blanking and function switching signals, so that the TV can automatically switch to RGB input.

Games

List of games

Main article: List of Master System games.

Launch titles

Japan

North America

United Kingdom

Magazine articles

Main article: Sega Master System/Magazine articles.

Promotional material

Print advertisements

Logo-pdf.svg
Print advert in Sega Visions (US) #6: "Fall 1991" (1991-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Electronic Gaming Monthly (US) #27: "October 1991" (1991-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Computer & Video Games (UK) #71: "September 1987" (1987-08-15)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in ACE (UK) #7: "April 1988" (1988-xx-xx)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Computer & Video Games (UK) #85: "November 1988" (1988-10-15)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Computer & Video Games (UK) #90: "April 1989" (1989-03-16)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in ACE (UK) #22: "July 1989" (1989-06-01)
Logo-pdf.svg
Logo-pdf.svg
Print advert in S: The Sega Magazine (UK) #3: "February 1990" (1990-01-04)
Logo-pdf.svg
Logo-pdf.svg
Print advert in S: The Sega Magazine (UK) #6: "May 1990" (1990-04-05)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Sega Power (UK) #13: "December 1990" (1990-11-01)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Computer & Video Games (UK) #113: "April 1991" (1991-03-16)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in The Complete Guide to Sega (UK) #1 (1991-05-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Arcades (FR) #1: "Octobre 1987" (1987-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Arcades (FR) #4: "Janvier 1988" (198x-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Hobby Consolas (ES) #2: "Noviembre 1991" (1991-1x-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Guida Video Giochi (IT) #3: "Settembre 1989" (1989-0x-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Guida Video Giochi (IT) #12: "Giugno 1990" (1990-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Guida Video Giochi (IT) #16: "Novembre 1990" (1990-1x-xx)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in K (IT) #24: "Gennaio 1991" (199x-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in K (IT) #26: "Marzo 1991" (1991-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in K (IT) #27: "Aprile 1991" (1991-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in K (IT) #31: "Settembre 1991" (1991-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in K (IT) #31: "Settembre 1991" (1991-xx-xx)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Game Power (IT) #6: "Maggio 1992" (1992-0x-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Game Power (IT) #7: "Giugno 1992" (1992-0x-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Mega Force (PT) #3: "Agosto 1993" (1993-0x-xx)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Ação Games (BR) #1: "Maio 1991" (1991-05-21)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Ação Games (BR) #4: "Agosto 1991" (1991-08-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Ação Games (BR) #5: "Setembro 1991" (1991-09-xx)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Ação Games (BR) #7: "Novembro 1991" (199x-11-xx)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Action Games (AR) #2: "Julio 1992" (1992-xx-xx)
also published in:
Logo-pdf.svg

Retailers

Logo-pdf.svg
Toys 'R' Us print advert in Sega Challenge: The Team Sega Newsletter (US) #6: "April 1989" (1989-xx-xx)
Logo-pdf.svg

Pamphlets

Television advertisements

External links

References

  1. 1.0 1.1 File:CVG UK 073.pdf, page 132
  2. File:ACE UK 01.pdf, page 19
  3. File:CVG UK 077.pdf, page 26
  4. File:SegaVisions US 01.pdf, page 9
  5. 5.0 5.1 5.2 5.3 5.4 5.5 File:SMSServiceManualEU.pdf
  6. 6.0 6.1 6.2 https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/system.h
  7. 7.0 7.1 7.2 7.3 7.4 Sega Mark-III Hardware Notes (2008-11-14)
  8. 8.0 8.1 Obsolete Microprocessors
  9. 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 Sega Master System VDP documentation (2002-11-12)
  10. 10.0 10.1 10.2 File:SMS2ServiceManualEU.pdf
  11. https://github.com/mamedev/mame/blob/master/src/mame/drivers/sms.cpp
  12. File:SoftwareReferenceManualForSegaMarkIIIEU.pdf
  13. File:CXA1145P datasheet.pdf
  14. File:MB3514 datasheet.pdf
  15. Sega Master System Video Output
  16. 16.0 16.1 16.2 Sega Master System Documents
  17. 17.0 17.1 File:SoftwareReferenceManualForSegaMarkIIIEU.pdf, page 8
  18. File:SoftwareReferenceManualForSegaMarkIIIEU.pdf, page 6
  19. 19.0 19.1 19.2 19.3 19.4 Sega Master System Technical Documentation (1998-06-10)
  20. Sega SN76489
  21. 21.0 21.1 Sega Master System RAM
  22. 22.0 22.1 SMSARCH: A Sega Master System Cartridge Archiver
  23. Sega Mappers
  24. 24.0 24.1 File:UPD4168 datasheet.pdf
  25. File:KM6264B datasheet.pdf
  26. File:HM65256B datasheet.pdf
  27. File:CXK3864 datasheet.pdf
  28. ROM Part Numbers
  29. File:MB831000 datasheet.pdf
  30. Memory Mapper Hardware Notes
  31. SMS PINOUTs: ROMs (Wayback Machine: 2009-02-05 13:19)
  32. File:TMS27C512 datasheet.pdf
  33. File:AM29F040 datasheet.pdf
  34. Computer & Video Games, "October 1987" (UK; 1987-09-15), page 153
  35. The Games Machine, "October/November 1987" (UK; 1987-09-17), page 28
  36. ACE, "November 1987" (UK; 1987-10-01), page 85
  37. Computer & Video Games, "April 1988" (UK; 1988-03-15), page 26
  38. Computer & Video Games, "December 1988" (UK; 1988-11-xx), page 162
  39. Computer & Video Games, "January 1989" (UK; 1988-12-16), page 145
  40. Computer & Video Games, "May 1989" (UK; 1989-04-11), page 84
  41. ACE, "May 1989" (UK; 1989-04-06), page 68
  42. Computer & Video Games, "June 1989" (UK; 1989-05-16), page 89
  43. ACE, "June 1989" (UK; 1989-05-04), page 76
  44. S: The Sega Magazine, "June 1990" (UK; 1990-05-03), page 2
  45. S: The Sega Magazine, "July 1990" (UK; 1990-06-07), page 2
  46. Computer & Video Games, "May 1991" (UK; 1991-04-14), page 33
  47. Guida Video Giochi, "Dicembre 1990" (IT; 1990-1x-xx), page 2
  48. Game Power, "Dicembre 1991" (IT; 1991-1x-xx), page 6
  49. Bestial!, "xxxx xxxx" (PT; 1993-xx-xx), page 9
  50. Ação Games, "Junho 1991" (BR; 1991-06-19), page 20
  51. Ação Games, "Julho 1991" (BR; 1991-07-xx), page 12
  52. Supergame, "Julho 1991" (BR; 1991-07-xx), page 20
  53. Ação Games, "Outubro 1991" (BR; 199x-10-xx), page 2
  54. Ação Games, "Dezembro 1991" (BR; 199x-12-xx), page 14
  55. Action Games, "Agosto 1992" (AR; 1992-xx-xx), page 56
Sega Home Video Game Systems
83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00 01 02 03 04 05 06 07 08 09 10 11
SG-1000 SG-1000 II Mega Drive Mega Drive II
SC-3000 Mega-CD Mega-CD II Genesis 3
Sega Mark III 32X Dreamcast
Master System Master System II
AI Computer Game Gear
Saturn
Pico Beena


Sega Master System
Topics Sega Master System | Technical Specifications (Hardware Comparison) | History | Boot ROM | Magazine articles | Promotional material | Merchandise
Hardware Asia | North America | Western Europe | Eastern Europe | South America | Australasia | Africa

Sega Mark III | Sega Game Box 9 | Master System Girl | Master System Super Compact | Kiosk | Sega System E

Add-ons Demo Unit II | Telecon Pack | FM Sound Unit | 3-D Glasses
Controllers SJ-152 | Control Pad | 3-D Glasses | Control Stick | Handle Controller | Light Phaser | Paddle Control | Rapid Fire Unit | Sports Pad | SG Commander
Misc. Hardware Action Replay | Card Catcher | Action Case | Freedom Connection | Playkit
Unreleased Floppy Disk Drive
Consoles-on-a-chip Arcade Gamer Portable | TF-DVD560 | DVD Karaoke Game DVT-G100 | Fun Play 20-in-1 | Handheld Electronic Games | Master System 3 Collection | Master System 3 | Master System Evolution | Master System Handy | PlayPal Plug & Play | Poga