Taito B System
The Taito B System is a 16-bit arcade system board released by Taito in 1988. It was used by various arcade video games from 1988 up until 1994. The hardware is similar to the Taito F2 System.[1]
Specifications
- Main CPU: Motorola MC68000 @ 12 MHz[1] (16/32-bit instructions @ 2.1 MIPS[2])
- Sound CPU: Zilog Z80 @ 4–6 MHz[3] (8/16-bit instructions @ 0.58–0.87 MIPS[2])
- Sound chips:
- Main sound chip: Yamaha YM2610/YM2610B[1] @ 8 MHz or YM2203 @ 3 MHz[3]
- Yamaha YM2610: 4 FM synthesis channels, 3 SSG channels, 6 ADPCM channels @ 12-bit (18.5 kHz), 1 ADPCM channel @ 16-bit (1.85–55 kHz)[4]
- Yamaha YM2610B: 6 FM synthesis channels, 3 SSG channels, 6 ADPCM channels @ 12-bit (18.5 kHz), 1 ADPCM channel @ 16-bit (1.85–55 kHz)
- Yamaha YM2203: 3 FM synthesis channels, 3 SSG channels
- Sound communication chip: Taito TC0140SYT[5]
- Optional: Oki MSM6295 @ 1.056 MHz[3] (×1 or ×2)[1] (4-8 ADPCM channels,[6] 8–32 kHz sampling rate,[7] 12-bit audio[4])
- Main sound chip: Yamaha YM2610/YM2610B[1] @ 8 MHz or YM2203 @ 3 MHz[3]
- GPU chipset:
- Video display processor: Taito TC0180VCU @ 27.164 MHz[3]
- Palette chip: Taito TC0260DAR[1][8]
- I/O chip: Taito TC0220IOC or TC0510NIO[3][8]
- RAM: 356 KB[3]
- 68000 main RAM: 32 KB
- 68000 video RAM: 46 KB (8 KB palette, 36 KB tilemaps, 2 KB scrolling)
- TC0180VCU video RAM: 270 KB (7808 bytes main, 6528 bytes sprite attributes, 256 KB framebuffer)
- Z80 sound RAM: 8 KB
- Video resolution: 320×224[1] to 512×256[3] pixels, progressive scan
- Refresh rate: 60 Hz (V-sync)[3]
- Colors:
- Color palette depth: 4096 (12-bit RGB), or 32,768 (15-bit RGB)[3]
- Colors on screen: 4096 (palette RAM)[3]
- Graphical layers:
- Tilemap planes: 3 tile layers, 64×64 tiles resolution, 16 colors (4-bit) per tile[3]
- Background layer: 16×16 pixels per tile, 1024×1024 pixels resolution, scrolling, line scrolling
- Foreground layer: 16×16 pixels per tile, 1024×1024 pixels resolution, scrolling, line scrolling
- Pageable text layer: 8×8 pixels per tile, 512×512 pixels resolution
- Sprite plane: 408 sprites on screen (6528 bytes sprite attributes,[3] 16 bytes per sprite[9]), 16×16[3] to 256×256[9] pixels per sprite, 16[3] to 64[9] colors per sprite
- Buffering: Dual 512×256 framebuffers,[9] double buffering
- Sprite pixels: 27.164 MHz video clock cycles (60 Hz refresh),[3] 452,733 pixels per frame (256 scanlines), 1768 sprite pixels per scanline, 110 sprites per scanline
- Hardware capabilities: Sprite flipping (horizontal & vertical),[9] sprite scaling/zooming (shrinking, horizontal & vertical, 0 to 256 pixels)[1]
- Optional pixel bitmap plane[3][9]
- Tilemap planes: 3 tile layers, 64×64 tiles resolution, 16 colors (4-bit) per tile[3]
Games
- Rastan Saga II (1988)
- Crime City (1989)
- Master of Weapon (1989)
- Rambo III (video game) (1989)
- Tetris (1989)
- Violence Fight (1989)
- Ashura Blaster (1990)
- Hit the Ice (1990)
- Sonic Blast Man (1990)
- Sel Feena (1991)
- Silent Dragon (1992)
- Quiz Sekai wa Show by shobai (1993)
- Ryujin (1993)
- Puzzle Bobble (1994)
- Real Puncher (1994)
- Space Invaders DX (1994)
See also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 http://system16.com/hardware.php?id=660
- ↑ 2.0 2.1 http://www.drolez.com/retro/
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 3.10 3.11 3.12 3.13 3.14 3.15 https://github.com/mamedev/mame/tree/master/src/mame/drivers/taito_b.c
- ↑ 4.0 4.1 https://wiki.neogeodev.org/index.php?title=YM2610
- ↑ https://github.com/mamedev/mame/tree/master/src/mame/drivers/taito_f2.c
- ↑ http://www.ec66.com/market/sheet/MSM6295.pdf
- ↑ http://www.usbid.com/assets/datasheets/57/msm6295.pdf
- ↑ 8.0 8.1 https://github.com/mamedev/mame/tree/master/src/mame/drivers/taito_z.c
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 https://github.com/mamedev/mame/tree/master/src/mame/video/taito_b.c
External links
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