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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 Space Harrier=== ''SEGA Space Harrier'', also known as ''SEGA Hang-On'', was an early [[16-bit]] system released in 1985, originally designed for the [[racing game]] ''[[Hang-On]]'' and [[Third-person shooter|third-person]] [[rail shooter]] ''[[Space Harrier]]'' (1985). It was also used for the racing game ''[[Enduro Racer]]'' (1986). This was the first in SEGA's Super Scaler series of [[2.5D|pseudo-3D]] arcade hardware. At the time of its release, this was the most powerful game system.<ref>http://retro.ign.com/articles/974/974695p3.html</ref> The pseudo-3D [[Sprite (computer graphics)|sprite]]/[[Tile engine|tile]] scaling in SEGA's Super Scaler arcade games were handled in a similar manner to textures in later [[Texture mapping|texture-mapped]] [[3D computer graphics|polygonal 3D]] games of the 1990s.<ref name=pseudo>http://www.extentofthejam.com/pseudo/</ref> Designed by [[SEGA AM2]]'s [[Yu Suzuki]], he stated that his "designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to [[2D computer graphics|2D]]. So I was always thinking in 3D."<ref name=suzuki>http://web.archive.org/web/20131113174154/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=2</ref> ''Hang-On'' was controlled using a [[video game arcade cabinet]] resembling a [[motorbike]], which the player moved with their body. This began the "Taikan" trend, the use of [[Motion controller|motion-controlled]] hydraulic arcade cabinets in many arcade games of the late 1980s, two decades before motion controls became popular on [[video game console]]s.<ref>http://web.archive.org/web/20131113173854/http://www.1up.com/features/disappearance-suzuki-part-1?pager.offset=1</ref> ====Specifications==== * Main [[CPU]]: [[Motorola 68000|Motorola MC68000]] & [[Hitachi]] [[Motorola 68000|FD1094]] (Motorola 68000)<ref name=segahang>https://github.com/mamedev/mame/tree/master/src/mame/drivers/segahang.c</ref> @ 10 MHz<ref name=harrier>http://www.system16.com/hardware.php?id=696</ref> ([[16-bit]] & [[32-bit]] [[Instruction set|instructions]] @ 3.5 [[Instructions per second|MIPS]])<ref name=retro/> * [[Microcontroller|MCU]]: [[Intel MCS-51|Intel i8751]] @ 8 MHz (''Space Harrier'')<ref name=harrier/> ([[8-bit]] instructions @ 8 MIPS)<ref name=i8751/> * Sound CPU: Z80 @ 4 MHz<ref name=harrier/> (8-bit & 16-bit instructions @ 0.58 MIPS)<ref name=retro/> * [[Sound card|Sound board]]: SEGA 834-5670<ref name=segahang/> * [[Sound chip]]s: ** [[Frequency modulation synthesis|FM synthesis]] chip: [[Yamaha Corporation|Yamaha]] [[Yamaha YM2151|YM2151]] @ 4 MHz<ref name=harrier/> (8 FM channels) ** [[Pulse-code modulation|PCM]] chip: SEGAPCM<ref name=harrier/> (315-5218<ref name=segaorun/>) @ 4 MHz<ref name=segahang/> ([[Stereophonic|stereo]] output, 16 PCM channels, [[Audio bit depth|12-bit audio]],<ref name=loftech/> 31.25 kHz [[sampling rate]]<ref name=harrier/>) * [[Graphics processing unit|GPU]]: SEGA Super Scaler chipset ** Graphics chips: 315-5011 sprite line comparator, 315-5012 sprite generator, 2Γ 315-5049 [[Tile engine|tilemap]] chips, 2x 315-5107 horizontal timing control, 315-5108 vertical timing control, 315-5122 timing chip<ref name=segaic16>http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c</ref> ** Performance: 12.5874 [[Clock speed|MHz]] sprite line buffer render clock, 6.2937 MHz sprite line buffer scan/erase & pixel clock<ref name=p16tech/> * [[Display resolution|Video resolution]]: 320Γ224 (display), 400Γ262<ref name=segahang/> (overscan), [[progressive scan]] (non-[[Interlaced video|interlaced]]) * [[Frame rate]]: 60 frames per second<ref name=register>http://www.theregister.co.uk/2014/02/18/antique_code_show_space_harrier/</ref> * [[Palette (computing)|Color palette]]: 32,768 (''Hang-On''), or 98,304 (''Space Harrier'', ''Enduro Racer'')<ref name=sega16color>SEGA's 16-bit arcade color palette: [[List of monochrome and RGB palettes#15-bit RGB|15-bit RGB]] [[high color]] [[Color depth|depth]] (32,768 colors) and 1-bit shadow & highlight that triples up to 98,304 colors. [http://imame4all.googlecode.com/svn-history/r146/Reloaded/trunk/src/mame/video/segaic16.c] [https://web.archive.org/web/20140318183457/http://cgfm2.emuviews.com/txt/s16tech.txt] [https://web.archive.org/web/20140318183606/http://cgfm2.emuviews.com/txt/loftech.txt]</ref> * [[Color depth|Colors on screen]]: 6144<ref name=segahang/> * Graphical planes:<ref name=harrier/> ** 2 [[Tile engine|tilemap]] layers: [[parallax scrolling|Row & column scrolling]]<ref name=s16tech/> ** Text layer ** Sprite layer: Hardware sprite-scaling ** Road layer: 512Γ256 resolution<ref name=pseudo/> ** Translucent shadows (''Space Harrier'')<ref name=segaic16/> * [[Sprite (computer graphics)|Sprite]] capabilities: Hardware [[2.5D|sprite-scaling]], 128 sprites on screen per frame,<ref name=register/> thousands of sprites scaled per second,<ref name=theory>http://dallasdoan.com/misc/eBooks/GameDesignEbooksColletion/VideoGameTheory.pdf</ref> dual [[Framebuffer|line buffers]], [[double buffering]],<ref name=p16tech/> 800 [[Texel (graphics)|sprite pixels/texels]] (800.75 sprite processing [[Clock signal|ticks]]) per [[Scan line|scanline]], 100 sprites per scanline,<ref name=p16tech/> 8<ref name=segas16a/> to 256<ref name=p16tech/> width, 8<ref name=segas16a/> to 256<ref name=p16tech/> height
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