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List of SEGA arcade system boards
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List of SEGA arcade system boards
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==SEGA Laserdisc== The ''SEGA Laserdisc'' hardware was released by SEGA in 1983 as the first system dedicated to producing [[laserdisc video game]]s. The first game to use it was ''[[Astron Belt]]'' (1983) and the last to use it was the [[holography|holographic]] game ''[[Time Traveler (video game)|Time Traveler]]'' (1991). It used one of four laserdisc players, either a [[Pioneer (company)|Pioneer]] LD-V1000 or LD-V1001, or a [[Hitachi, Ltd.|Hitachi]] VIP-9500SG or VIP-9550. Two different versions of the laser disc itself were also pressed, a single-sided version by Pioneer and a double-sided version by SEGA. However, both discs have the same information and may be used in any of the four players. The hardware combines [[LaserDisc|laserdisc]] footage with a [[Real-time computer graphics|real-time]] [[2D computer graphics]] plane. The real-time graphics plane was overlaid by imitating a [[Matte (filmmaking)|matting]] technique. As the [[Cathode ray tube|CRT]] monitor [[Scan line|scans]] horizontally across the screen, it is fed information from the laserdisc up until the point where it is fed information from the [[computer graphics]] system, after which information coming from the laserdisc stops, creating a black mask into which a [[Sprite (computer graphics)|sprite]] is inserted. It uses a [[collision detection]] system where both the laderdisc and sprite planes can interact with each other. Each frame of the laserdisc footage is coded with a hit detection spot stored in [[Read-only memory|ROM]] [[Computer memory|memory]]. The [[Zilog Z80]] [[Central processing unit|CPU]] [[microprocessor]] reads the number of the laserdisc frame, and checks the laserdisc hit spots with the shots fired by the player, and if the coordinates correspond, it instructs the laserdisc player to display an explosion sequence. For sections where the player must navigate between walls, the walls in the laserdisc footage are also coded and use collision detection.<ref>http://www.dragons-lair-project.com/community/related/articles/allgames/pic4.gif</ref> ===Specifications=== * [[Central processing unit|CPU]]: [[Zilog Z80]] @ 5 MHz<ref name=segald>https://github.com/mamedev/mame/tree/master/src/mame/drivers/segald.c</ref> (8-bit & 16-bit instructions @ 0.725 MIPS)<ref name=retro/> * [[Japan Amusement Machinery Manufacturers Association|JAMMA]] board: SEGA PCB CN1<ref name=segald/> * [[Sound card|Audio board]]: SEGA PCB CN2 ([[Stereophonic sound|stereo]] output)<ref name=segald/> * [[Laserdisc player]]: [[Hitachi]]-SEGA VIP-9500SG,<ref>http://www.system16.com/hardware.php?id=691</ref> or Hitachi VIP-9550, or [[Pioneer (company)|Pioneer]] LD-V1000, or Pioneer LD-V1001 ** [[List of common resolutions#Television|Video resolution]]: [[480i|580Γ480]] (580 dots, 480 lines), 525 [[Scan line|scanlines]] (480 visible),<ref>http://www.blam1.com/LaserDisc/FAQ/</ref> [[interlaced video]] ** [[Refresh rate]]: 59.94 Hz<ref name=segald/> ** [[Frame rate]]: 29.97 frames per second ** [[Color depth]]: 16,777,216 ([[True Color|24-bit true color]]) ** Audio: [[LaserDisc]], stereo output * [[Real-time computer graphics|Real-time]] [[Computer graphics|2D graphics]] overlay:<ref name=segald/> ** [[Display resolution]]: 256Γ256 [[pixel]]s, [[wikipedia:Progressive scan|progressive scan]] ** Refresh rate: 59.94 Hz ** [[List of color palettes|Color palette]] [[Colour look-up table|table]]: 512 ([[Programmable read-only memory|PROM]]) ** [[Color depth|Colors on screen]]: 256 ([[Video memory|color RAM]]) ** [[Tile engine|Tilemap]] plane: *** Tile size: 8Γ8 pixels *** Tilemap size: 32Γ32 (1024) tiles, 256Γ256 pixels *** Colors per tile: 2 ** [[Sprite (computer graphics)|Sprite]] plane: *** Sprite sizes: 8Γ8 to 256Γ8 pixels *** Sprites on screen: 32 sprites per scanline, 256 [[Texel (graphics)|sprite pixels/texels]] per scanline
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