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.
HARDWARE DESCRIPTION
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:
http://www.system16.com/hardware.php?id=870
Hyper Neo-Geo 64 (SNK Arcade system with 4MbRAM): A Possible port/emulate?
- Ro Magnus Larsson
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Re: Hyper Neo-Geo 64 (SNK Arcade system with 4MbRAM): A Possible port/emulate?
Wtf , some of these specs look weird. Anyways if you take the specs at face value you should have noticed it has 96 mb of memory for vertices and 16 mb for textures alone. That already many times more memory than what the Dreamcast has. You can't just pick and choose one pool of RAM and say it has less than the DC.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.
hyper64_pcb.jpg
HARDWARE DESCRIPTION
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...
xtremerally.jpg
For more info bout the system and its games go to:
http://www.system16.com/hardware.php?id=870
- dubcity
- Resident Evil
- Posts: 1753
Re: Hyper Neo-Geo 64 (SNK Arcade system with 4MbRAM): A Possible port/emulate?
3D Branch: 96 MB Vertex Memory, 16 MB maximum Texture Memory
2D Sprite Branch: 60 frames per second animation, 128 MB Character Memory
Scrolling Branch: Up to 4 game planes, 64 MB Character Memory
I agree with Cloofoofoo. Prolly not gonna happen on DC friend as a straight emulation port.
Fatal Fury Wild ambition was the only game ported to PSX so check to see if it has been bleemed.
2D Sprite Branch: 60 frames per second animation, 128 MB Character Memory
Scrolling Branch: Up to 4 game planes, 64 MB Character Memory
I agree with Cloofoofoo. Prolly not gonna happen on DC friend as a straight emulation port.
Fatal Fury Wild ambition was the only game ported to PSX so check to see if it has been bleemed.
- Vgesoterica
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Re: Hyper Neo-Geo 64 (SNK Arcade system with 4MbRAM): A Possible port/emulate?
Those specs are a misnomer
Hyper NG64 only has 4MB of traditional "RAM"...the other memory specs are the chips on the game carts themselves. The boards treat the ROM chips almost as an extension of RAM.
https://www.youtube.com/watch?v=fcIBsjE ... ex=8&t=46s
I did a video on this with a hardware engineer that helped me break it down
Hyper NG64 only has 4MB of traditional "RAM"...the other memory specs are the chips on the game carts themselves. The boards treat the ROM chips almost as an extension of RAM.
https://www.youtube.com/watch?v=fcIBsjE ... ex=8&t=46s
I did a video on this with a hardware engineer that helped me break it down

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