https://www.segasaturno.com/portal/viewtopic.php?f=11&t=2465&p=14035#p14035 ----------------------------------- UltimateX 31 Enero 2008, 11:48 AM Re: Emuladores De Placas ARCADE ----------------------------------- Siempre he tenido esta duda: Como es posible que una maquina como NeoGeo sea mejor en las 2D que Saturn y PSX? SNK MVS Neo-Geo: Main CPU: MC68000 @ 12MHz Sound CPU: Z80 @ 4MHz Sound hardware: YM2610 @ 8MHz Sound Capability: Stereo up to 56KHz, 4 channels FM (4 operators + LFO) + 3 PSG + 1 noise + 7 4-bit ADPCM Video hardware: 2 palette banks with 4096 (15-bit) colours each. Simple (4-bit) tile layer + 380 zoomable, linkable sprite-strips. Sprite-strips consist of upto 32 16x16 (4-bit) tiles each. Resolution: 320x224. Main RAM: 64KB Sound RAM: 2KB Video RAM: 128KB (only 68KB is used) Main ROM: 128KB on-board (BIOS) + upto 8MB on cartridges Sound ROM: 128KB on-board (only less then 32KB used) + upto 512KB on cartridges Sprite ROM: up to 64MB Tile ROM: 128KB on-board + 128KB on cartridges, later cartridges use a portion of sprite ROM that can be larger. Sound ROM: up to 16MB Backup RAM: 64KB Clock/calender: NEC uPD4990a Memory Cards: JEIDA 3.0 compliant. PCB Configuration : Available in 1 Slot, 2 Slot, 4 Slot and 6-slot variants. Some later games also came on dedicated boards.Revisons : There are 6 revisions of the 1 slot board, MV-1, MV-1A, MV-1B, MV-1C, MV-1F, MV-1FZ. If you have a choice, the MV-1 and MV-1F boards are the ones to pick, having stereo support and joystick ports, the MV-1 board is also the only 1 slot board to support for the MV-IC memory board. The multislot PCBs are MV-2F, MV-4F and MV-6F and have most if not all features. The 6 slot board is notoriously unreliable, but then it's more complicated and a lot larger than the rest. Comparandola con lo que seria una Saturn en arcade (un poco mejorada): Main CPUs : 2 x Hitachi SH-2 @ 28.6364 MHz Sound CPU : MC68000 @ 11.45456 MHz Sound chip : SCSP/YMF292-F (315-5687)/"LAKE" @ 11.3MHz, 32 PCM (Pulse Code Modulation) Channels, 44.1 khz Sampling Rate Secondary CPUs; SCU DSP : fixed point maths coprocessor, up to 4 parallel instructions. VDP 1 : 32-bit video display processor : sprite and polygon, dual 256KB frame buffers for rotation and scaling effects, Texture Mapping, Goraud Shading, 512KB cache for textures VDP 2 : 32-bit background and scroll plane video display processor, 2 Windows for special calculations, transparency, shadowing, background engine, 5 simulataneous scrolling backgrounds, 2 simultaneous rotating playfields, up to 60 frames per second animation Main RAM : 2 Megabytes (16 megabits) VRAM : 1.54 Megabytes (12 megabits) Audio RAM : 512 Kilobytes (4 megabits) Rendering Speed : 200,000 Texture Mapped Polygons/Second, 500,000 Flat Shaded Polygons/Second Colours : 24-bit true color graphics, 16. Million Available Colors Resolution : 320x224, 640x224, and 720x576 horizontal and 240, 448, and 480 vertical Board composition : Main board + Game cartridge (one or more in the same time) Game Cartridge Size : Max size = 384mbit (48meg) Other infos : This board is Jamma and uses a standard resolution monitorSystem Pictures : STV Mother Board - Lot of Carts - Unit - One Cart - Video Board - STV ManualNotes : The STV system is based on the Saturn Sega's home console with different control maps, and there were 2 versions, the Japanese one (most common) and the USA one, which wasnt very popular. They each had their own bios's and would mostly only play their own regions cartridges, I have listed where possible the compatibilities of each game. COMO ES POSIBLE? En algunas especificaciones tecnica llega incluso a triplicar a la Neo-Geo...Y encima para igualar las conversiones "pixel perfect" de saturn requerian de MAS memoria RAM adicional... Tanto rinde la Neo-Geo? Supongo que sera un cumulo de factores, como la programacion dificultosa en Saturn, aun asi PSX era mas facil de programar y aun asi las conversiones de psx eran peores... No he puesto las especificaciones tecnicas porque ahor amismo no encuentro la "equivalente" en arcade de Playstation...