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