回复主题: 猪头大餐:街机主板大巡礼.续 3D的魅力
作者:快乐猪头

61.2、NAMCO SYSTEM 22

SYSTEM21是以16位处理器架构超常规的堆叠来实现多边形演算的,而这款SYSTEM22则使用了32位的68EC020处理器。我们之前曾看到KONAMI、彩京、TAITO等厂商也都使用过该处理器,不过都是用于2D处理,而NAMCO不仅起步更早,而且走得更快。有了更强的处理器,SYSTEM22在图像方面就更加游刃有余了。


硬件规格:
CPU : Motorola 68EC020 32-bit @ 24.576 MHz
Sound CPUs : 2 x Namco C74 (M37702 based 16-bit) @ 16.384 MHz
3D DSPs : 2 x Texas Instruments TMS320C25 16-bit fixed point DSP @ 49.152 MHz
Sound chip : Namco C352 32 channel 42KHz stereo supported 8-bit linear and 8-bit muLaw PCM - 4 channel output
Colours : 16.7 million colours onscreen
Features : Texture mapping, Gouraud shading, Translucency effects, Depth-cueing, Up to 240000 polygons/sec.
Board composition : Crate containing many PCB's
Hardware Notes :
- coprocessor and BIOS to handle sound and inputs
- a character layer: 64x64 8x8 256 color pixel tiles
- polygons, which are rendered by the DSP coprocessors

The main CPU describes a set of objects in 3d space by writing a scene description to shared memory. This includes:
- a list of opcodes, transformations, and object parameters
- attributes for up to 8 windows

Each window defines:
- projection paramaters
- clipping information
- optional camera viewing transforms
- priority
- light source data

The graphics coprocessors take as input:
- the scene description from the main CPU
- a table of 3d objects encoded in "Point ROMs"
- a single giant 256 color tilemap encoded in texture ROMs, that the object models reference
- parameters for depth cueing (fog effects)

The coprocessors render the scene and acknowledge when they are done.
The actual number and arrangement of DSPs can change from game to game, but from the main CPU's point of view it's talking to a single slave using a consistant API.
Aside from the status bits and self tests, communication is strictly one-way. The slave CPU doesn't report collision detection, for example.
The polygon layer consists of a large number of quads, and the texture source is a single huge tilemap, with 8 pens per pixel. The part of the master palette that is used is specified per quad.
There's also a set of 2d sprites, which can be zoomed but don't rotate. They have a z coordinate that interacts with
the zbuffer to decide whether they appear in front or behind polygon pixels.
Finally, there's a single tilemap that has priority over everything.
Board Pictures (HUGE) : CPU - Video - Video Rom - I/O - Point Rom - System
Emulators : Viva Nonno (HLE/Partial) - MAME (Preliminary)
活跃时间:1993-1996



Sim Drive 1992
1052736
以等比的马自达Eunos RoadStar为框体的赛车游戏,曾经在当年的街机AM展中出现过,不过后来并未正式上市。


Ridge Racer 1993.10
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《山脊赛车》,NAMCO的赛车代表作。作为街机版本身,虽然被世嘉不久后的《梦游美国》以强大的技术力所压制,但其PS移植版随主机首发,精良的品质则获得了一致好评。如果说PS版《山脊赛车》的移植度可以评9分的话(大概也就是帧数由60FPS变为30FPS),SS版《梦游美国》连7分都得不到。


Ridge Racer 2 1994.6
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引入了通信对战机能的续集。后来PS版《山脊赛车 革命》同样引入了联机对战功能,游戏获得了FAMI通39分的绝赞评价,与SS版《VR战士2》并驾齐驱。

Ridge Racer Full Scale
1052741
这种烧钱的框体国内恐怕很难见到

Ridge Racer Three Monitor Version
1052742

Cyber Commando 1994.10
1052743
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这是《Cyber Sled》的续集,依旧使用双摇杆控制

Ace Driver 1994.10
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这部作品可以支持最大8人进行通信对战,获得了第76届美国国际游乐园及景点设备展(IAAPA)的最佳街机游戏奖,这是全球历史最悠久的游乐产品展会,诞生于1918年。


Rave Racer 1995.6
1052749
10527501052751
这是街机版《山脊赛车》系列的第三作

Ace Driver : Victory Lap 1996.2
10527521052753



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