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发表于 2018-2-14 22:17 · 吉林
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钢铁机器猫 发表于 2018-2-14 17:47
看过PS编程的文档,前前后后都没有说到活动块的内容,不像超任GBA等等传统2D机器,土星编程手册没见过, ...
转自TGFC KainX
Sega Y Board每帧最多能处理2176个活动块;土星和System32一样、每帧最多有8192个活动块(http://en.wikipedia.org/wiki/Lis ... m_32_specifications),
NEOGEO同屏最多能显示380个活动块(http://en.wikipedia.org/wiki/Neo_Geo_(system))、完全不是一个级别的。
这样看来就不难解释为什么很多SS的3D游戏要用活动块以假乱真了
Sega System 32[edit]
System 32 is an arcade platform released by Sega in 1990. It succeeded the Y Board and System 24, combining features from both. It used a NEC V60 processor at 16.10795 MHz, supporting 32-bit fixed-point instructions as well as 32-bit and 64-bit floating-point instructions. It used a new custom Sega graphics chipset combining the Y Board's pseudo-3D Super Scaler capabilities with the System 24's sprite rendering system. Notable titles included Golden Axe: The Revenge of Death Adder, Rad Mobile, OutRunners, and SegaSonic the Hedgehog.
There was another version of the System 32 hardware, called System Multi 32 or System 32 Multi, released in 1992. This was similar to the original, but had a dual monitor display, a new NEC V70 processor at 20 MHz, a new Sega MultiPCM sound chip, more RAM, and other improvements. This was the last of Sega's Super Scaler series of pseudo-3D arcade system boards.
System 32 specifications[edit]
Main CPU: NEC V60 @ 16.10795 MHz[59]
Fixed-point arithmetic: 32-bit CISC[60] instructions @ 3.524 MIPS (million instructions per second)[61]
Floating-point unit: 32-bit and 64-bit operations[62]
Sound CPU: Zilog Z80 @ 8.053975 MHz[59] (8-bit & 16-bit instructions @ 1.168 MIPS[2])
Sound chips:
FM synthesis chips: 2× Yamaha YM3438 (based on Yamaha YM2612) @ 8.053975 MHz (12 FM channels)
PCM sampling chip: Ricoh RF5c68 @ 12.5 MHz (8 PCM channels)
GPU: Sega Super Scaler 317-5964 chipset (315-5242 video DAC/color encoder, 315-5386 tilemap generator, 315-5387 sprite generator, 315-5388 video mixer/color blender)[59]
RAM: 1684.125 KB
V60 main RAM: 584 KB (64 KB work, 8 KB shared, 512 KB random number generator)[citation needed]
V60 video RAM: 320.125 KB (128 KB video, 128 KB sprite attributes, 64 KB palette, 128 bytes mixer)[citation needed]
Framebuffer DP VRAM: 768 KB (16× 32 KB Hitachi HM53461ZP-12,[63] 8× 32 KB NEC uPD42264[64])
Z80 sound RAM: 12 KB (4 KB RF5c68, 8 KB shared)[citation needed]
Display resolution: 320×224 to 416×262 pixels, progressive scan[citation needed]
Frame rate: 60 frames per second[citation needed]
Graphical capabilities: Color rotations, different levels of luminosity,[59] 7 levels[citation needed] of global RGB brightness control,[59][65] fading & lighting,[66] shadow & highlight, 8 levels of alpha blending, tile flipping, line & row scrolling,[citation needed] palette indirection, dynamic priorities, per-color priority, per-component color control[citation needed]
Color palette: 2,097,152 (4096 palette banks with 512 colors each[59]) to 16,777,216 (with shadow & highlight and 7 levels of RGB brightness control)
Colors on screen: 49,152 (16,384[59] with shadow & highlight[citation needed]) to 786,432 (with luminosity and 8 levels of alpha blending)
Graphical planes:
4 tilemap[citation needed] background planes: Scaling, line-scrolling,[59] line selection, line zoom, alpha blending, window clipping[citation needed]
1 tilemap text layer[citation needed]
1 bitmap layer[citation needed]
1 background layer[citation needed]
2 sprite layers[citation needed]
Sprite capabilities: Linked lists of sprites,[citation needed] double buffering, dual framebuffers,[citation needed] technically infinite sprites of arbitrary size, sprite-scaling,[59] sprite rotation,[67][68] jumping & clipping capabilities, advanced hot-spot positioning,[citation needed] System 24 sprite rendering system[36]
Sprite size: 8[36] to 2048 pixels in width/height[citation needed]
Colors per sprite: 16 to 512[59]
Sprites per frame: 128 KB sprite attribute RAM,[citation needed] 16 bytes per sprite,[citation needed] 8192 sprites per frame
Sprite pixels per scanline: 4096[36][citation needed]
Sprites per scanline: 512
System Multi 32 specifications[edit]
Sega System Multi 32 included the following upgrades in 1992:
Main CPU: NEC V70 @ 20 MHz[69]
Fixed-point arithmetic: 32-bit CISC instructions @ 6.6 MIPS[61]
Floating-point unit: 32-bit and 64-bit operations[62]
Sound CPU: 2× Zilog Z80 @ 8.053975 MHz (8-bit & 16-bit instructions @ 2.336 MIPS[2])
Sound chips:
FM synthesis chip: Yamaha YM3438 @ 8.053975 MHz (6 FM channels)
PCM sampling chip: Sega MultiPCM[citation needed] (28 PCM channels)
GPU: 2× Sega Super Scaler 317-5964 chipset
Display resolution: Dual monitor,[69] 640×448 to 832×262 pixels, progressive scan
Color palette: 4,194,304 (2,097,152 per screen) to 16,777,216 (with shadow & highlight and RGB brightness control)
Colors on screen: 98,304 (49,152 per screen) to 1,572,864 (786,432 per screen)
Graphical planes: 4 sprite layers[citation needed]
Sprite capabilities: Multiple buffering, 4 framebuffers[citation needed] |
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