The Sega Titan Video Game System (officially abbreviated as ST-V) was an arcade system board released in 1995.
Details[edit | edit source]
The ST-V is an arcade system board, but unlike the previous boards based on custom specs, it is based on the hardware specs of the Sega Saturn home console. However, the ST-V used ROM cartridges for its software titles instead of CD-ROMs.
A majority of the ST-V's software titles were exclusive to Japan, but a notable exception was Dynamite Deka, which was brought overseas into North America as Die Hard Arcade. Because of the shared hardware specs between the ST-V and the Saturn, very accurate ports of ST-V titles were released on the latter system.
History[edit | edit source]
The ST-V was first showcased at the 1994 AOU Show in early March 1994, and was given a worldwide release in 1995.
Radiant Silvergun[edit | edit source]
Regional Differences[edit | edit source]
- When the game is played on the Japanese BIOS, it had the Trial Ride Stage, a tutorial level on how to use the weapons with the three-button control scheme. On the U.S. BIOS, however, the game uses a simplified two-button control scheme.
Technical Specifications[edit | edit source]
For the full specifications, see Sega Saturn/Technical Specifications
- Main CPU: 2× Hitachi SH-2 (7604 32-Bit RISC) @ 28.6 MHz, in a master/slave configuration
- Fixed-point arithmetic: 32-bit RISC instructions @ 28 MIPS each, 56 MIPS combined
- DSP co-processor: Custom Saturn Control Unit (SCU)
- Fixed-point arithmetic: Up to 4 parallel instructions
- VPD 1: 32-bit Video Display Processor, handles sprite/texture and polygon drawing
- Framebuffers: Dual 256 KB framebuffers with rotation & scaling, three framebuffer sizes (512×256, 512×512, 1024×256)
- 3D Polygon Capabilities: Texture mapping, shading, flat shading, Gouraud shading
- Polygon rendering performance: 200,000 texture-mapped polygons per second, 500,000 flat-shaded polygons per second
- Sprite/Texture capabilities: Rotation & scaling, flipping, distortion, virtually unlimited color tables, virtually unlimited sprites, System 24 sprite rendering system
- Sprite/Texture memory cache: 512 KB
- Sprite/Texture size: 8×1 to 512×255 pixels
- Colors per sprite/texture: 16, 64, 128, 256, and 32,768
- Sprites/Textures per frame: 512 KB sprite/texture memory, 32 bytes per sprite/texture, 16,384 sprites/textures per frame
- Sprite/Texture pixels/texels per line: 4096
- Sprites/textures per line: 512
- Other features: Alpha blending, clipping, luminance, shadows, transparency, anti-aliasing
- VDP 2: 32-bit Video Display Processor, handles background and scroll planes
- Features: Transparency effects, shadowing, 2 windows for special calculations, 5 simultaneous scrolling backgrounds, 2 simultaneous rotating playfields, background scaling
- Tilemap planes: Up to 4 scrolling tilemaps @ 512×512 to 1024×1024 pixels and 2 rotating tilemaps @ 512×256 to 1024×512 pixels, two tile sizes (8×8 and 16×16), column/row/line scrolling
- Bitmap planes: Up to 2 scrolling bitmaps @ 512×256 to 1024×512 pixels and 1 rotating bitmap @ 512×256 to 512×512 pixels
- Sound CPU: Motorola 68000 @ 11.45456 MHz
- Sound chip: Yamaha YMF292-F SCSP @ 11.3 MHz
- PCM audio: 32 channels, 16-bit depth, 44.1 kHz sampling rate (CD quality)
- Other features: 128-step DSP, 32 FM synthesis channels, 32 MIDI channels, 32 LFO channels
- Main RAM: 4.04 MB
- Main RAM: 2 MB
- VRAM: 1.54 MB (including dual 256 KB framebuffers, 512 KB texture cache, and 512 KB background VRAM)
- Audio RAM: 512 KB
- Display resolution: 320×224 to 720×576
- Frame rate: Up to 60 frames per second
- Colors: 16,777,216 (24-bit true color) on screen, up to 32,768 (15-bit high color) per sprite/texture, up to 16,777,216 colors per background
Trivia[edit | edit source]
- Presumably, it is named after the moon Titan, a satellite of Saturn, which the Sega Saturn was named after.
- The manufacturer for the U.S. dedicated ST-V cabinets (which were made of plastic) was primarily a producer of waste storage containers and other molded plastic products.