Sega Naomi Gd-rom
Posted : admin On 4/29/2019From Sega Retro
Some Sega NAOMI games were distributed on GD-ROMs. Pages in category 'NAOMI GD-ROM games'. The following 54 pages are in this category, out of 54.
Sega NAOMI | ||||||||||||||||
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Manufacturer:Sega | ||||||||||||||||
Variants:Sega NAOMI GD-ROM, Sega NAOMI Multiboard, Sega Dreamcast, Atomiswave, Sega Aurora | ||||||||||||||||
Add-ons:GD-ROM | ||||||||||||||||
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The NAOMI (New Arcade Operation Machine Idea) is an arcade system released by Sega in 1998. It was designed as a successor to Sega Model 3 hardware, using a similar architecture to the Sega Dreamcast.
- Will a NAOMI GD-ROM work in a Dreamcast? Sega Naomi Compact Flash GD-ROM Replacement - Common Problems - Duration: 13:45.
- 1st printing feb. 01 manual no. 420 - 6620 -01 sega enterprises, inc. Usa naomi gd-rom system service manual tm.
The NAOMI was succeeded by the Sega Hikaru and Sega NAOMI 2 boards, though having out-lasted the NAOMI 2, Hikaru and Sega Aurora. The Sega Chihiro, or possibly even the Sega Lindbergh, could also be seen as successors.
- 2Technical Specifications
- 2.1NAOMI Specifications
- 2.2NAOMI GD-ROM Specifications
- 2.3NAOMI Multiboard Specifications
- 3List of games
- 3.1NAOMI
- 3.2NAOMI GD-ROM
- 6Photo gallery
Hardware
The NAOMI shares the same basic system architecture as the Dreamcast, with both systems using the same HitachiSH-4 CPU and YamahaAICA based sound system, along with different revisions of the PowerVR Series 2 GPU architecture. While the CPU of the NAOMI and Dreamcast operate at the same clock frequency, the NAOMI packs twice as much system and graphics memory, four times as much sound memory, a faster PowerVR2 graphics processor, faster VRAM bandwidth,[n 1] and FPGA with additional processing. Multiple NAOMI boards can also be 'stacked' together to achieve better graphics performance, or for a multi-monitor setup.
After The House of the Dead 2, a newer revision of the PowerVR2 graphics chip was used in subsequent NAOMI systems.[2] According to VideoLogic's president and CEO, Hossein Yassaie, in September 1998: 'With Dreamcast, PowerVR set out to create a new standard in 3D graphics for console gaming; now with Sega’s Naomi, we will deliver unprecedented levels of 3D performance to arcade systems'.[4]
Another key difference between NAOMI and Dreamcast lies in the game-media - the NAOMI primarily uses ROM PC (printed circuit) boards (i.e. large game cartridges) with up to 168 MB of usable data (more expensive but with faster loading), while the Dreamcast uses GD-ROM optical-storage with up to 1GB of storage (at the expense of load times). The NAOMI was extended in 1999 so that it could interface with GD-ROM-based arcade games. This system uses standard PC SDR-DIMM modules which are battery backed-up for storing game data. The game data is read from the GD-ROM at bootup, stored onto the SDR RAM to which the NAOMI reads from during game. This leaves less wear on the GD-ROM drive as it's only used when the memory is empty or corrupted, else it will use the SDR RAM for boot-up every subsequent power on after checking the data integrity. If the battery fails, the system is left turned off for several days or the game GD-ROM is changed, the game will be reloaded from the GD-ROM drive.
Along with the standard version, three more variants also exist:
- First Edition — The initial release of NAOMI hardware was housed in an aluminium shell, similar in design to some versions of the earlier Model 2 and Model 3 system hardware. This version is known to be used in House of the Dead 2 arcade machines, with the game ROM board pre-installed inside the case. It is unknown whether this is a unique hardware variant specifically for House of the Dead 2, or whether it is compatible with later NAOMI releases. This prototype uses an earlier revision of the PowerVR2 graphics processor.[2]
- Multiboard — Several NAOMI motherboards joined onto a single board which connects the multiple boards together to created a more powerful parallel processing system.
- Satellite Terminal — independent NAOMI cabinets connected to a master one, used first by Derby Owners Club.
NAOMI boards can be used in special game cabinets (NAOMI Universal Cabinet) where a theoretical maximum of sixteen boards can be used in a parallel processing format.
The NAOMI multiboard setup uses a different BIOS chip than a regular NAOMI to handle all the boards but the whole system only uses one copy of the game cartridge, of which only four games were released.
Technical Specifications
NAOMI Specifications
See Sega Dreamcast technical specifications for more details on the capabilities of the general Dreamcast/Naomi hardware architecture, though the specifications for the Naomi differ from the Dreamcast in various ways, as listed below.[2]
- Board composition: Motherboard, Internal ROM Board, Filter Board
- 1999 revision: Motherboard, Internal ROM Board, Filter Board, I/O Board
- Operating systems:
- Sega native operating system
- Custom Windows CE, with DirectX 6.0, Direct3D and OpenGL support
Main
- Main CPU: Hitachi SH-4 @ 200 MHz[5][6]
- Units: 128‑bitSIMD vector unit with graphic functions, 64‑bit floating‑point unit, 32‑bit fixed‑point unit
- Bus width: 128‑bit internal, 64‑bit external
- Bandwidth: 3.2 GB/s internal, 1.6 GB/s external
- Fixed‑point performance: 360 MIPS[n 2]
- Floating‑point performance: 1.4 GFLOPS[n 3]
- MCU:
- Main MCU: Sega Custom Z80 @ 21.333 MHz (8/16‑bit instructions @ 3.093 MIPS)[7]
- I/O Board MCU: Toshiba TMP90PH44 @ 14.745 MHz (8‑bit instructions @ 3.68625 MIPS)[8]
- Optional cartridge MCU: Microchip PIC12C508A/PIC16C621A @ 4/40 MHz (8‑bit RISC instructions @ 1/5 MIPS)[9][10]
- FPGA: 2× FPGA[2]
- Altera FLEX EPF8452AQC160‑3 FPGA @ 125 MHz[11]
- Sega 315‑6188 (Altera EPC1064PC8) FPGA Configuration Device @ 6 [12]
Graphics
- GPU: 2 core processors (SH‑4 SIMD, PowerVR2)
- Cores: 6 cores (SH‑4 SIMD, 5 PowerVR2 cores)
- GPU geometry processor: Hitachi SH-4 SIMD @ 200 MHz
- GPU rasterizer: NEC-VideoLogicPowerVR2 @ 100 MHz[13]
- Revision: Newer revision of PowerVR2 used in NAOMI systems (after The House of the Dead 2),[13] rendering performance doubled[n 4]
- Cores: TA (Tile Accelerator), 2x ISP (Image Synthesis Processors), TSP (Texture & Shading Processor), Triangle Setup FPU, RAMDAC
- Units: 88 rendering units (74 ISP units, 10 TSP units, 3 FPU units, 1 RAMDAC)
- ISP units: 2x ISP Precalc Units, 2x ISP PE Arrays (64 PE processor elements), 2x Depth Accumulation Buffers, 2x Span RLC, 2x Span Sorters, 2x ISP Parameter Cache
- TSP units: TSP Precalc, Parameter Cache, Texture Cache, Iterator Array, Pixel Processing Engine, Tile Accumulation Buffer, Secondary Accumulation Buffer, Combine & Bump Map Unit, Fog Unit, Alpha Blending Unit[17]
- Triangle Setup FPU: 3 FPU rendering units, 1 GFLOPS
- 2x ISP Setup FPU: 100 MHz, 728 MFLOPS, surface and culling processing for polygons, 14,285,714 polygons/sec[n 5]
- TSP Setup FPU: 100 MHz, 364 MFLOPS, shading and texture processing[18] for tiles processed by ISP[15]
- RAMDAC: 230 MHz
- Buses: 2 buses at 125 MHz, 64-bit TA Bus for transferring polygons and textures (1 GB/s), 32-bit PVRIF Bus for register memory (500 MB/s)
- Features: Bump mapping, fog, alpha blending, mipmapping, anti-aliasing, environment mapping, specular effects,[5]normal mapping, tiled rendering, deferred rendering, back‑face culling, hidden surface removal. See Sega Dreamcast Technical Specifications for more details on PowerVR2 graphics system.
- DAC: Sega 315‑6145 (Rohm BU1426KS) @ 35.4695 MHz[20]
- Bus width: 24‑bit
- Display resolution: 320×240 to 800×608 pixels, progressive scan, JAMMA/VGA
- Internal resolution: 320×240 to 1600×1200 pixels
- Color depth: 16-bit RGB to 32‑bitARGB, 65,536 to 16,777,216 colors (24‑bit color) with 8‑bit (256 levels) alpha blending, YUV and RGB color space, color key overlay
- Framebuffer:
- Full framebuffer: 320×240×16‑bit (150 KB) to 1600×1200×24‑bit (5625 KB)
- Strip/Tile buffer: 32×32×16‑bit (4 KB) to 32×32×24‑bit (8 KB)[21]
- VRAM: 16 MB (effectively up to 42–127 MB with texture compression)
- Framebuffer: 300–5625 KB (optional), average 1200–1800 KB (640×480, 16/24-bit color, double-buffered)
- Polygons: Stored in double-buffered display lists,[22][23] 22 bytes per shaded triangle,[n 6] 31 bytes per textured triangle,[n 7] 36 bytes per bump-mapped triangle,[n 8] 38 bytes per volume-modified triangle,[n 9] 96 bytes per sprite[n 10][24]
- Textures: 32 KB[n 11] to 16 MB (effectively 42–127 MB with texture compression), average 5–10 MB (effectively 40–60 MB with texture compression), 32 bytes[n 12] to 386 KB[n 13][25] or 1026 KB[n 14] per texture[26]
- VRAM bandwidth: 1 GB/s (effectively up to 3–7 GB/s with texture compression)
- Note: Main RAM also used to store polygon display lists. Textures transferred directly to VRAM. Textures can be streamed directly from high-speed ROM cartridge.[27] Main RAM can also optionally be used to store textures.
- Floating-point performance: 2.4 GFLOPS
- SH-4 SIMD: 1.4 GFLOPS geometry
- PowerVR2: 1 GFLOPS rendering
- Geometry pipeline: SH‑4 SIMD
- Geometry bandwidth: 3.2 GB/s
- Floating‑point performance: 1.4 GFLOPS
- Rendering fillrate:
- 6 GPixels/s: Maximum fillrate for opaque polygons[n 15]
- 1 GPixel/s: Average fillrate for translucent and opaque polygons[4][n 16]
- 200 MPixels/s: Minimum fillrate for translucent polygons with hardware sort depth of 60[n 17]
- Texture fillrate:[n 18]
- 6 GTexels/s: Maximum fillrate for opaque polygons
- 1 GTexel/s: Average fillrate for translucent and opaque polygons
- 200 MTexels/s: Minimum fillrate for translucent polygons with hardware sort depth of 60
- SH-4 Polygon T&L Geometry: 1.4 GFLOPS
- Matrix transformations: 50 million vertices/s
- Perspective transformations: 16.6 million vertices/sec, 16 million polygons/s
- 1 light source: 14.2 million vertices/s, 14 million polygons/s
- 4 light sources: 6.89 million vertices/s, 6.8 million polygons/s
- CLX2 polygon rendering: Front‑facing polygons drawn on screen, not including overdrawn and back‑facing polygons
- 16 million vertices/s[n 19]
- 14 million polygons/s: Lighting, flat shading[n 20]
- 12 million polygons/s: Lighting, texture mapping[n 21]
- 10 million polygons/s: Lighting, texture mapping, shadows, modifier volumes[n 22]
- 8.3 million polygons/s: Lighting, texture mapping, Gouraud shading, shadows, modifier volumes, bump mapping[n 23]
- 8.2 million polygons/s: Lighting, texture mapping, anisotropic filtering[n 24]
- 6.2 million polygons/s: Lighting, texture mapping, Gouraud shading, shadows, modifier volumes, bump mapping, anisotropic filtering, translucent polygons[n 25]
- 2D sprite capabilities: Sprites rendered as textured translucent quad polygons
- Colors per sprite: 16 colors (4-bit color) to 16,777,216 colors (24-bit color)
- Sprite sizes: 8×8 texels (224 bytes) to 1024×1024 texels (386.2 KB)
- Sprite fillrate: 200 MTexels/s
- Maximum sprites per frame: 52,083 sprites (8×8, 60 FPS)
- Maximum texels per scanline: 13,888 texels (60 FPS)
- Maximum sprites per scanline: 1736 sprites (60 FPS)
Sound
- Sound engine: Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
- Internal CPU: 32‑bit ARM7 RISC CPU @ 45 MHz
- CPU performance: 40 MIPS
- PCM/ADPCM: 16‑bit depth, 48 kHz sampling rate (DVD quality), 64 channels
- Other features: DSP, sound synthesizer
Memory
- Overall memory: 92–506 MB
- Internal processor cache: 120.076 KB[n 26][21]
- SH4 CPU cache: 25.564 KB[n 27]
- PowerVR2 GPU cache: 46 KB[n 28]
- AICA audio cache: 32.011 KB[n 29]
- I/O Board MCU: 16.5 KB[n 30]
- System RAM: 57,408 KB (56.0625 MB)
- Main RAM: 32 MB SDRAM
- VRAM: 16 MB SDRAM (unified framebuffer/polygon/texture memory)
- Sound RAM: 8 MB SDRAM
- SRAM: 64 KB
- System ROM: 2048.125 KB (2 MB BIOSEPROM, 128 bytes EEPROM)
- Cartridge ROM: 34–448 MB
- Sega 1998/1999 format: 34–184 MB (32–176 MB FlashROM/MROM, 0–4 MB EPROM)
- Namco 2000 format: 136–400 MB (136–256 MB FlashROM, 0–144 MB MROM)
- Sega 2005 format: 128–448 MB (128–448 MB FlashROM, 0–40 MB EPROM,[32] 128 KB Flash PROM)[33]
- Cartridge RAM: 32–64 KB SRAM
- Optional cartridge MCU memory: 793/1888 bytes (25/96 bytes SRAM, 768/1792 bytes EPROM)[9][10]
Bandwidth
- Internal processor cache bandwidth:
- SH4: 3.2 GB/s[n 31]
- PowerVR2: 28 GB/s[n 32]
- AICA: 256 MB/s[n 33]
- RAM/ROM memory bandwidth: 2.636–3.224 GB/s
- System RAM bandwidth: 2 GB/s
- Main RAM: 800 MB/s[n 34]
- VRAM: 1 GB/s[n 35]
- Sound RAM: 132 MB/s[n 36]
- SRAM: 44 MB/s[n 37]
- System ROM bandwidth: 24 MB/s
- EPROM: 20 MB/s[n 38]
- EEPROM: 4 MB/s[n 39]
- Cartridge ROM bandwidth: 612 MB/s to 1.2 GB/s[n 40]
- Sega 1998 format: 612 MB/s[n 41]
- Sega 1999/2005 format: 900 MB/s[n 42]
- Namco 2000 format: 1.2 GB/s[n 43]
- Note: High-speed access allows ROM cartridge to effectively be used as RAM.[27]
- Cartridge RAM bandwidth: 28–100 MB/s[n 44]
NAOMI GD-ROM Specifications
The NAOMI GD-ROM, released in 1999, is identical to the standard NAOMI, but uses GD-ROM discs for storage instead of ROM cartridges. It comes with a DIMM Board, which is very similar to a ROM cartridge, but with RAM instead of ROM. When a game is installed, the GD ROM content is loaded onto the DIMM Board RAM, so that the game data runs from the DIMM Board rather than the GD-ROM disc.
- Board composition: Motherboard, Internal ROM Board, Filter Board, I/O Board, DIMM Board
- Storage: GD-ROM disc drive @ 12× speed, 1 GB per GD-ROM disc
- GD-ROM transfer rate: 1800 KB/s
Memory
- Overall memory: 66–570 MB
- System RAM: 57,408 KB (56.0625 MB)
- Internal processor cache: 110,286 bytes (107.701 KB)
- System ROM: 2048.125 KB (2.0001 MB)
- DIMM Board RAM: 8–512 MB DIMM SDRAM[43]
Bandwidth
- RAM bandwidth: 3 GB/s
- Main RAM: 800 MB/s
- VRAM: 1 GB/s
- Sound RAM: 132 MB/s
- SRAM: 44 MB/s
- DIMM RAM: 1.064–2.128 GB/s[n 45]
NAOMI Multiboard Specifications
The NAOMI Multiboard, released in 1999, stacks together multiple NAOMI system boards for parallel processing in a single arcade system, ranging from 2 to 16 system boards. Since the 16‑board variant is not known to have been used by any games, the following specifications are for the 2‑board and 4‑board variants:
- Board composition: 2–4 NAOMI system boards
Main
- CPU: 2–4× Hitachi SH-4 @ 200 MHz
- Performance: 720–1440 MIPS, 2.8–5.6 GFLOPS
- MCU: 2–4× Sega Custom Z80 @ 21.333 MHz (8‑bit & 16‑bit instructions @ 6–12 MIPS)
- FPGA: 4–8× FPGA
- 2–4× Altera FLEX EPF8452AQC160‑3 FPGA @ 125 MHz
- 2–4× Sega 315‑6188 (Altera EPC1064PC8) FPGA Configuration Device @ 6 MHz
Graphics
- GPU: 4–8 core processors (2–4 SH‑4 SIMD, 2–4 PowerVR2)
- Cores: 12–24 cores (2–4 SH‑4 SIMD, 10–20 PowerVR2 cores)
- Display resolution: 2–3 monitors, 640×240 to 2400×608, progressive scan, widescreen JAMMA/VGA
- Internal resolution: 640×240 to 1600×1200 pixels per board
- Floating-point performance: 4–9 GFLOPS
- SH-4 SIMD: 2.8–5.6 GFLOPS geometry
- PowerVR2: 2–4 GFLOPS rendering
- Geometry pipeline: 2–4 SH‑4 SIMD
- Geometry bandwidth: 6–12 GB/s
- Floating‑point performance: 2.8–5.6 GFLOPS
- Rendering fillrate:
- 12–24 GPixels/s: Maximum fillrate for opaque polygons
- 2–4 GPixels/s: Average fillrate for translucent and opaque polygons
- 400–800 MPixels/s: Minimum fillrate for translucent polygons with hardware sort depth of 60
- Texture fillrate:
- 12–24 GTexels/s: Maximum fillrate for opaque polygons
- 2–4 GTexels/s: Average fillrate for translucent and opaque polygons
- 400–800 MTexels/s: Minimum fillrate for translucent polygons with hardware sort depth of 60
- SH-4 polygon T&L geometry:
- Matrix transformations: 100–200 million vertices/s
- Perspective transformations: 32–64 million polygons/s
- Lighting calculations: 28–56 million polygons/s
- CLX2 polygon rendering:
- 32–64 million vertices/sec
- 28–56 million polygons/s: Lighting, flat shading
- 24–48 million polygons/s: Lighting, texture mapping
- 20–40 million polygons/s: Lighting, texture mapping, shadows, modifier volumes
- 16–32 million polygons/s: Lighting, texture mapping, Gouraud shading, shadows, modifier volumes, bump mapping
- 16–32 million polygons/s: Lighting, texture mapping, anisotropic filtering
Sound
- Sound engine: 2–4× Yamaha AICA Super Intelligent Sound Processor @ 67 MHz
- Internal CPU: 2–4× 32‑bit ARM7 RISC CPU @ 45 MHz
- CPU performance: 80–160 MIPS
- PCM/ADPCM: 128–512 channels
Memory
- System RAM: 112–224 MB
- Main RAM: 64–128 MB
- VRAM: 32–64 MB
- Sound RAM: 16–32 MB
- SRAM: 64–128 KB
- Internal processor cache: 220,572–441,144 bytes (215.402–430.804 KB)
- System ROM: 4096.25–8192.5 KB (4–8 MB BIOSEPROM, 256–512 bytes EEPROM)
Bandwidth
- System RAM bandwidth: 4–8 GB/s
- Main RAM: 1.6–3.2 GB/s[n 46]
- VRAM: 2–4 GB/s[n 46]
- Sound RAM: 264–528 MB/s[n 47]
- SRAM: 88–176 MB/s[n 47]
- Internal processor cache bandwidth:
- SH4: 3.2–6.4 GB/s[n 46]
- PowerVR2: 41–83 GB/s
- AICA: 512–1024 MB/s[n 48]
- System ROM bandwidth: 48–96 MB/s
- EPROM: 40–80 MB/s[n 47]
- EEPROM: 8–16 MB/s[n 47]
List of games
NAOMI
- Dynamite Baseball NAOMI (1998)
- Dynamite Baseball '99 (1998)
- F1 World Grand Prix (1998)
- The House of the Dead 2 (1998)
- The Typing of the Dead (1999)
- Zombie Revenge (1998)
- 18 Wheeler: American Pro Trucker (1999)
- Charge'N'Blast (1999)
- Crazy Taxi (1999)
- Dead or Alive 2 (1999)
- Dead or Alive 2 Millennium (2000)
- Dengen Tenshi Taisen Janshi Shangri-la (1999)
- Formation Battle In May (1999)
- Giant Gram: Zen Nihon Pro Wres 2 in Nihon Budoukan (1999)
- Giant Gram 2000: Zen Nihon Pro Wres 3 Eikou no Yuushatachi (2000)
- Idol Janshi Suchie-Pai 3 (1999)
- Jambo! Safari (1999)
- Kasei Channel Mars TV (1999)
- Outtrigger (1999)
- Pocket Shooting (1999)
- Puyo Puyo Da! (1999)
- Puyo Puyo Fever (2003)
- Puzzle Kurutto Stone (1999)
- Ring Out 4x4 (1999)
- Samba de Amigo (1999)
- Samba de Amigo Ver.2000 (2000)
- Sega Marine Fishing (1999)
- Sega Tetris (1999)
- Touch de Uno! (1999)
- Touch de Uno! 2 (2000)
- Toy Fighter/Waffupu (1999)
- Virtua Tennis/Power Smash (1999)
- World Series 99/Super Major League 99 (1999)
- Boat Race Ocean Heats (2000)
- Crackin' DJ (2000)
- Crackin' DJ 2 (2001)
- Cyber Troopers Virtual-On: Oratorio Tangram M.S.B.S. Ver. 5.66 (2000)
- Death Crimson OX (2000)
- Fish Live (2000)
- Guilty Gear X (2000)
- Quiz Ah Megamisama!/Quiz Ah My Goddess! (2000)
- Slash Out (2000)
- Star Horse (2000)
- StarHorse 2001 (2001)
- StarHorse 2002 (2002)
- Tokyo Bus Guide (2000)
- Virtua NBA (2000)
- Virtua Striker 2 Ver.2000 (2000)
- Virtua Tennis 2/Power Smash 2 (2001)
- Wave Runner GP (2000)
- WWF Royal Rumble (2000)
- Cosmic Smash (2001)
- Inu no Osanpo (2001)
- Zero Gunner 2 (2001)
- Mushiking: The King of Beetles (2003)
- Rhythm Tengoku (2007)
- Shooting Love 2007 (2007)
- Manic Panic Ghosts (2007)
- Akatsuki Denkou Senki (2008)
- Illmatic Envelope (2008)
- Mamoru-kun wa Norowarete Shimatta! (2008)
- Melty Blood Actress Again (2008)
- Radirgy Noa (2009)
Distributed by Capcom
- Power Stone (1999)
- Power Stone 2 (2000)
- Spawn (1999)
- Cannon Spike/Gunspike (2000)
- Capcom vs. SNK: Millennium Fight 2000 (2000)
- Gigawing 2 (2000)
- Marvel vs. Capcom 2 (2000)
- Project Justice/Moero! Justice Gakuen (2000)
- Heavy Metal: Geomatrix (2001)
- Kidou Senshi Gundam: Renpou vs. Zeon (2001)
Distributed by Namco
- Shin Nihon Pro Wrestling Toukon Retsuden 4 Arcade Edition (2000)
- Gun Survivor 2: Biohazard CODE:Veronica (2001)
- Ninja Assault (2001)
- World Kicks (2001)
- Mazan: Flash Of The Blade (2002)
NAOMI GD-ROM
- Virtua Tennis/Power Smash (1999)
- Virtua Tennis/Power Smash 2 (2001)
- Confidential Mission (2000)
- Shakka to Tambourine! (2000)
- Shakka to Tambourine! 2001 (2001)
- Shakka to Tambourine! 2001 Power Up! (2001)
- Alien Front (2001)
- Crackin' DJ 2 (2001)
- Doki Doki Idol Star Seeker (2001)
- Get Bass 2 / Sega Bass Fishing 2 (2001)
- Ikaruga (2001)
- La Keyboard XYU (2001)
- Lupin the 3rd: The Shooting (2001)
- Lupin the 3rd: The Typing (2002)
- Monkey Ball (2001)
- Spikers Battle (2001)
- Sports Jam (2001)
- Virtua Golf/Dynamic Golf (2001)
- World Series Baseball/Super Major League (2001)
- Guilty Gear XX: The Midnight Carnival (2002)
- Guilty Gear XX#Reload (2003)
- Guilty Gear XX Slash (2005)
- Guilty Gear XX Accent Core (2006)
- Moeru Casinyo (2002)
- Musapey no Choco Marker (2002)
- Quiz Keitai Q mode (2002)
- Shootout Pool (2002)
- Shootout Pool Prize (2003)
- The Maze of the Kings (2002)
- Virtua Athletics/Virtua Athlete (2002)
- Border Down (2003)
- Dragon Treasure (2003)
- Dragon Treasure II (2004)
- Chaos Field (2004)
- Tetris Kiwamemichi (2004)
- Dragon Treasure III (2005)
- KyoryuKing (2005)
- Melty Blood: Act Cadenza Ver. A (2005)
- Melty Blood: Act Cadenza Version B (2006)
- Melty Blood: Act Cadenza Version B2 (2007)
- Radirgy (2005)
- Senko no Ronde (2005)
- Senko no Ronde New Version (2005)
- Senko no Ronde SP (2006)
- Super Shanghai 2005 (2005)
- Under Defeat (2005)
- Jingi Storm: The Arcade (2005)
- Karous (2006)
- Kuru Kuru Chameleon (2006)
- Noukone Puzzle Takoron (2006)
- Trigger Heart Exelica (2006)
- Project Cerberus (moved to PlayStation Portable during development; last seen on NAOMI in 2009)
Distributed by Capcom
- Capcom vs. SNK: Millennium Fight 2000 Pro (2000)
- Capcom vs. SNK 2: Millionaire Fighting 2001 (2001)
- Kidou Senshi Gundam: Renpou vs. Zeon (2001)
- Kidou Senshi Gundam: Renpou vs. Zeon DX (2001)
- Street Fighter Zero 3 Upper (2001)
Distributed by Taito
- Azumanga Daioh Puzzle Bobble (2002)
- Cleopatra Fortune Plus (2001)
- ExZeus (2005)
- Pochi to Nyaa (2002)
- Psyvariar 2 (2003)
- Rabbit 2 (2003)
- Shikigami no Shiro II/The Castle of Shikigami II (2003)
- Trizeal (2004)
- Usagi: Yasei no Touhai: Yamashiro Mahjong Hen (2003)
NAOMI Multiboard
- Airline Pilots (1999)
- F355 Challenge (1999)
- F355 Challenge 2: International Course Edition (2001)
- Sega Strike Fighter (2000)
- Mazan: Flash Of The Blade (2002)
NAOMI Satellite Terminal
- Derby Owners Club (2000)
- Derby Owners Club 2000 (2000)
- Derby Owners Club World Edition (2001)
- Derby Owners Club 2 (2001)
- Derby Owners Club 2 Ver.2 (2001)
- Derby Owners Club 2 Ver.2.1 (2001)
- MJ (2003)
- The Quiz Show (2004)
History
The NAOMI debuted at a time when traditional arcades were on a decline, and so was engineered to be a mass-produced, cost-effective machine reliant on large game ROMcartridges which could be interchanged by the arcade operator. This is contrary to systems such as the Model 3, in which each board, despite sharing largely the same specifications, would be bespoke, with the built-in ROMs being flashed with games during the manufacturing process. This is not the first time such an idea was utilised by Sega, but never before had technology been used for a cutting-edge Sega arcade specification.
Unlike most hardware platforms in the arcade industry, NAOMI was widely licensed for use by other manufacturers, many of which were former rivals to Sega, such as Taito, Capcom and Namco. It is also one of the longest-serving arcade boards, being supported from 1998 to 2009. It is a platform where many top-rated Sega franchises were born, including Virtua Tennis, Samba de Amigo, Crazy Taxi and Monkey Ball.
Promotional material
Press Kit (1998)
Photo gallery
First Edition
Sockets, with open lid
Inside, internal ROM board removed
Model number
Outer case, back
Outer case, right
Outer case, left
Motherboard, top
Motherboard, bottom
Motherboard, side
Main version
Top of the motherboard
Bottom of the motherboard
Sockets
Full System
NAOMI Case
GD-ROM slot
DIMM Module + Key
Notes
- ↑ 125 MHz,[2][3] compared to the Dreamcast's 100 MHz
- ↑ 2 instructions per cycle
- ↑ 7 floating-point operations per cycle
- ↑ Scaled for high-end arcade technology,[14] with parallel ISP cores and increased PE processing elements within processor.[15] NAOMI has average fillrate of 1 gigapixel/sec,[4] twice that of the Dreamcast's average 500 megapixels/sec fillrate.[16]
- ↑ 14 cycles/polygon per ISP FPU, 51 floating-point operations per polygon, 102 floating-point operations per 14 cycles[18][19]
- ↑ Flat/Gouraud shading, 43 bytes double-buffered
- ↑ Gouraud shading, 62 bytes double-buffered
- ↑ Textured, Gouraud shading, bump mapping, 72 bytes double-buffered
- ↑ Textured, Gouraud shading, modifier volumes, 75 bytes double-buffered
- ↑ Sprite, quad, 192 bytes double-buffered
- ↑ 8×8 texture, 16 colors
- ↑ 8×8×4-bit
- ↑ 1024×1024×24-bit
- ↑ 2048×2048×16-bit
- ↑ 32 pixels/cycle per ISP,[28] 1 pixel per PE (processor element),[15][29] 64 PE (32 PE per ISP), 3.2 gigapixels/sec per ISP[30]
- ↑ 10 pixels per cycle, 6 PEs (processor elements) per pixel, 500 megapixels/sec per ISP
- ↑ 60 layers depth, 2 pixels per cycle, 32 PEs per pixel, 100 megapixels/sec per ISP
- ↑ Same as pixel rendering fillrate
- ↑ 14 cycles per 3 vertices, per ISP FPU
- ↑ 14 cycles/polygon per ISP FPU, 200,000–317,000 polygons per scene, 100–400 pixels per polygon
- ↑ Bump mapping, 200,000–260,000 polygons per scene, 100–500 texels per polygon
- ↑ Bump mapping, 100,000–219,000 polygons per scene, 100–600 texels per polygon
- ↑ 138,888 polygons per scene, 100–700 texels per polygon
- ↑ 137,664 polygons per scene,[31] 100–700 texels per polygon
- ↑ 103,000–137,000 polygons per scene, 32 texels per polygon
- ↑ 122,958 bytes
- ↑ 26,178 bytes: 8 KB instruction cache, 16 KB data cache, 64 bytes store queue cache, 1538 bytes registers
- ↑ 47,104 bytes: 8.25 KB register memory, 24.5 KB ISP cache, 13 KB TSP cache, 256 bytes FIFO buffer
- ↑ 32,780 bytes: 32 KB sound registers, 8 bytes RTC registers, 4 bytes FIFO buffer
- ↑ 16,896 bytes: 512 bytes RAM, 16 KB ROM[8]
- ↑ 128‑bit, 200 MHz
- ↑ 2304‑bit, 100 MHz: 32-bit TA tile buffer,[34] 2x 32-bit ISP registers, 32-bit TSP registers,[35] 2x 1024-bit ISP PE Arrays,[15] 64-bit TSP Texture Cache,[28] 32-bit TSP Tile Accumulation Buffer, 32-bit Secondary Accumulation Buffer
- ↑ 32‑bit, 67 MHz
- ↑ 64‑bit, 100 MHz, Hitachi HM5264165FTT‑A60[36]
- ↑ 64‑bit, 125 MHz, Hynix HY57V161610DTC‑8[3]
- ↑ 16‑bit, 66 MHz,[21]Samsung KM416S4030[37]
- ↑ 16‑bit, 22 MHz, Hitachi HM62256[38]
- ↑ 16‑bit, 10 MHz[21]
- ↑ 16‑bit, 2 MHz[39]
- ↑ 2× 64‑bit connectors, 1× 16‑bit connector
- ↑ 34 MHz
- ↑ 50 MHz[40]
- ↑ 66.666667 MHz[41][42]
- ↑ 8/16‑bit, 28–50 MHz
- ↑ 1/2× 64‑bit, 133 MHz[43][44]
- ↑ 46.046.146.2 128/256‑bit
- ↑ 47.047.147.247.3 32/64‑bit
- ↑ 64/128‑bit
References
Sega Naomi Gd Rom
- ↑NAOMI Technical Overview
- ↑ 2.02.12.22.32.4Sega NAOMI (MAME)
- ↑ 3.03.1File:HY57V161610D datasheet.pdf
- ↑ 4.04.14.2Press release: 1998-09-17: SEGA SELECTS POWERVR SERIES2 AS 3D GRAPHICS TECHNOLOGY FOR NEW ARCADE SYSTEM
- ↑ 5.05.1File:NAOMI 1998 Press Release JP.pdf
- ↑File:SH-4 Software Manual.pdf
- ↑Obsolete Microprocessors
- ↑ 8.08.1File:TMP90PH44 datasheet.pdf
- ↑ 9.09.1File:PIC12C508A datasheet.pdf
- ↑ 10.010.1File:PIC16C621A datasheet.pdf
- ↑File:EPF8452A datasheet.pdf
- ↑File:EPC1064 datasheet.pdf
- ↑ 13.013.1Sega NAOMI (Historic MAME)
- ↑File:PowerVR.pdf, page 2
- ↑ 15.015.115.215.3File:PowerVR.pdf, page 3
- ↑File:Edge UK 067.pdf, page 11
- ↑File:DreamcastDevBoxSystemArchitecture.pdf, page 110
- ↑ 18.018.1File:DreamcastDevBoxSystemArchitecture.pdf, page 95
- ↑File:DreamcastDevBoxSystemArchitecture.pdf, page 203
- ↑File:BU142 datasheet.pdf
- ↑ 21.021.121.221.3File:DreamcastDevBoxSystemArchitecture.pdf
- ↑File:DreamcastDevBoxSystemArchitecture.pdf, page 102
- ↑File:DreamcastDevBoxSystemArchitecture.pdf, page 152
- ↑File:DreamcastDevBoxSystemArchitecture.pdf, page 199
- ↑File:PowerVR2DCFeaturesUnderWindowsCE.pdf, page 9
- ↑File:DreamcastDevBoxSystemArchitecture.pdf, page 144
- ↑ 27.027.1Hideki Sato Sega Interview (Edge)
- ↑ 28.028.1File:DreamcastDevBoxSystemArchitecture.pdf, page 96
- ↑File:Patent US20030025695.pdf
- ↑Sega Dreamcast: Implementation (IEEE)
- ↑Homebrew Test
- ↑Asian Dynamite (MAME)
- ↑File:XCF01S datasheet.pdf
- ↑File:DreamcastDevBoxSystemArchitecture.pdf, page 165
- ↑PowerVR (Dreamcast Hardware)
- ↑File:HM5264 datasheet.pdf
- ↑File:KM416S4030C datasheet.pdf
- ↑File:HM62256B datasheet.pdf
- ↑File:AT93C46 datasheet.pdf
- ↑File:S29GL-N datasheet.pdf
- ↑Sega NAOMI (ROM Dumping)
- ↑File:DA28F640J5 datasheet.pdf
- ↑ 43.043.1Sega NAOMI DIMM board and GD-ROM
- ↑File:M366S3323CT0 datasheet.pdf
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Fonz | Galaxian | Zaxxon | Appoooh | X Board | Model 2 | Hikaru | Atomiswave | |||||||||||||||||||||||||
Blockade | G80 | Hang-On / Space Harrier | Model 1 | H1 | Model 3 | NAOMI 2 | ||||||||||||||||||||||||||
VIC Dual | System 1 | System 24 | NAOMI | |||||||||||||||||||||||||||||
VCO Object | LaserDisc | System SP | ||||||||||||||||||||||||||||||
System 2 | System 18 | |||||||||||||||||||||||||||||||
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OutRun | System 32 | |||||||||||||||||||||||||||||||
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SG-1000 | System E | System C | Triforce | Europa-R | RingEdge 2 | |||||||||||||||||||||||||||
Mega-Tech System | Sega Titan Video | Chihiro | Nu | |||||||||||||||||||||||||||||
Mega Play | Lindbergh | |||||||||||||||||||||||||||||||
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Discrete logic systems | Super Scaler series | Post-NAOMI systems | ||||||||||||||||||||||||||||||
Pre-System boards | Sega Model series |
Sega Dreamcast | |
---|---|
Topics | Technical Specifications (Hardware Comparison) History (Development Release Decline and Legacy) List of Games |
Hardware | Dreamcast consoles in Japan (Special) Overseas |
Add-ons | Dreamcast Karaoke Dreameye |
Controllers | Controller Arcade Stick Fishing Controller Gun (Dream Blaster) Race Controller Maracas Controller Twin Stick Keyboard Mouse Third-party |
Controller Add-ons | Jump Pack (Third Party) Microphone VMU (4x Memory Card Third Party) |
Controller Connectors | DC Tsunaident 123 Dream Connection 2 in 1 Dream Connection 4 in 1 Dream Connection II Super Converter 3 Total Control Total Control 2 Total Control Plus Total Control 3 Total Control 5 |
Development Hardware | Dev.Box Controller Box Controller Function Checker Sound Box GD-Writer C1/C2 Checker Dev.Cas GD-ROM Duplicator |
Online Services/Add-ons | Dreamarena SegaNet WebTV for Dreamcast Modem Modular Cable Modular Extension Cable Broadband Adapter Dreamphone |
Connector Cables | Onsei Setsuzoku Cable RF Adapter Scart Cable S Tanshi Cable Stereo AV Cable VGA Box Dreamcast MIDI Interface Cable Neo Geo Pocket/Dreamcast Setsuzoku Cable Taisen Cable |
Misc. Hardware | Action Replay CDX Code Breaker Kiosk MP3 DC MP3 DC Audio Player Treamcast Third-party |
Unreleased Accessories | DVD Player Zip Drive Swatch Access for Dreamcast VMU MP3 Player |
Arcade Variants | NAOMI Atomiswave Sega Aurora |
From Sega Retro
The GD-ROM (Gigabyte Disc Read Only Memory) is the optical media used by the SegaDreamcast console (as opposed to a standard compact disc), as well as the Sega NAOMI, NAOMI 2, Triforce, and Chihiroarcade systems. GD-ROMs have the capability of holding a maximum of 1 GB of data, rather than the standard 650-700 MB of a CD.
Developed by Yamaha, the GD-ROM is a proprietary format which works by packing the pits on the disc closer together to store more data. Along with more storage, the GD-ROMs provide an extra level of copy protection as they cannot be reproduced using a standard CD-Writer.
Regions of a GD-ROM Disc
The are 3 distinct regions when you look at the data (reflective) side of a GD-ROM disc.
- The low-density inner track (dark gray) is in the standard CD format, and contains about 35 MB (4 mins) of data. In most cases, this contains an audio track with a warning that the disc is for use on a Dreamcast, not an ordinary CD player. The CD section also contains a data segment, readable in PCs (though most discs only contain text files identifying the game, its copyright and bibliography). Some games, however, contain some bonus material for home computer users.
Sega Naomi Roms
- The outer track (light gray) contains about 1 GB (112 mins) of data but is written in a high density format which cannot be accessed by normal CD-readers. This section contains the game data.
Sega Naomi Forums
- The area between the two tracks (black) does not contain data and acts as a border. In this ring, the following text is stored. CDDA can also be stored here (with actual audio tracks such as Quake 3 uses) but the CDDA here cannot be read by a normal CD player (most games use ADX files for music though and save the rest of the disc space for more game data.)
- 'Produced by or under license from SEGA Enterprises LTD'
- 'Trademark SEGA'
A normal CD reader will only read the first inner track and will not read past the black area, because according to the TOC read by the normal CD-reader there is no data there. With a modified firmware that looks for a second TOC in the high-density region it is possible to read data from the high-density region even on a normal CD-reader. One can also utilize a 'swap-trick' by first letting the CD-reader read the TOC off a normal CD with a large track and then swap that disc with a GDROM in a way that avoids alerting the CD-reader that a new disc with a new TOC has been inserted. It is then be possible to read as much data from the high-density region as the TOC from the first disc indicates.
The details of the high-density region aren't really known, but most likely the pits are just packed tighter than normal but still within tolerance since there is no problem to get astandard CD-ROM to read data. Claims that SEGA dispensed with error correction as a way to increase the payload are not true. GDROMs use the same error correction as standard CDs but since data is packed tighter, scratches will affect more data and thus be more detrimental.