Ro Magnus Larsson wrote:HYPER NEO-GEO 64
Hi: i just wanted to post this for developers/programmers to ask them if this SNK's Arcade system is possible to port it to Dreamcast, the hardware specifications seems good: 4Mb RAM, and it seems the system has no more capability than our Dreamcast.
CPU : NEC VR4300 (64-bit MIPS III architecture based) @ 100 MHz with 4 MB RAM and 64 MB Program Memory
Audio I/O CPU: Custom V53 @ 16 MHz 16-bit microcontroller (NEC V33 based)
Communications I/O CPU: Custom KL5C80A12CFP @ 12.5 MHz 8-bit microcontroller (Z80 compatible)
Sound chip: 32-channel PCM wavetable audio, with maximum sampling frequency of 44.1 kHz (CD-quality) and 32 MB of wavetable RAM
Color Palette: 16.7 million
Maximum Colors On-Screen: 4,096
3D Branch: 96 MB Vertex Memory, 16 MB maximum Texture Memory
2D Sprite Branch: 60 frames per second animation, 128 MB Character Memory
-Main Functions: Scaling, montage, chain, mosaic, mesh, action, up/down, right/left reverse
Scrolling Branch: Up to 4 game planes, 64 MB Character Memory
-Main Functions: Scaling, revolution, morphing; horizontal/vertical screen partitioning and line scrolling
There are 4 known types of Neogeo Hyper64 motherboard available;
"Fighting" boards will ONLY play the fighting games, there are 2 revisions of this board, the second revision had a standard neogeo harness instead of a custom one.
"Racing" boards will ONLY play the 2 racing games.
"Shooter" boards will ONLY play Beast Busters: Second Nightmare.
"Korean" boards will ONLY play the 2 Samurai Shodown games.
If you put a game cartridge in a motherboard that does not support it, it will report a (MACHINE CODE ERROR). If you have the racing board and do not connect all of the analog inputs before bootup it will also throw up an error.
A Hyper Neo-Geo 64 game looks like...
For more info bout the system and its games go to:
Users browsing this forum: No registered users