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Hyper Neo Geo 64

Arcade system From Wikipedia, the free encyclopedia

Hyper Neo Geo 64
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The Hyper Neo Geo 64 is an arcade system board created by SNK and released in 1997. Planned as a successor of the popular Neo Geo, it never managed to match its success.[1] Only seven games were produced, none of which proved particularly popular.[2] It was the only SNK arcade board capable of 3D rendering, conceived to bring SNK into the 3D era that had arisen during the mid-1990s.

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History

The system was first announced in late 1995, and planned for release in late 1996.[3] It was officially unveiled at the February 1997 AOU show, though all that was demonstrated at the show was a videotape containing a few seconds of footage of Samurai Shodown 64, which SNK announced would be the first game for the system.[4] By mid-1997 test units were on display in Japan.[5]

The system was released, only in arcade form, in September 1997, featuring a custom 64-bit RISC processor, 4 megabytes of program memory, 64 megabytes of 3D and texture memory, and 128 megabytes of memory for 2D characters and backgrounds.[6] The first title released for the system was Road's Edge, with Samurai Shodown 64 following soon after. Neither was particularly well received. The system was a failure[7] and by 1999 was discontinued, with only seven games released in total. SNK resumed releasing games on their older Neo Geo system.[8]

A home console version was rumored to be in production,[9] but was never confirmed by SNK.[citation needed]

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Specifications

  • Processors:
    • CPU #1 (main): 100 MHz NEC VR4300 (64-bit MIPS III)
    • CPU #2 (auxiliary, handles audio I/O): NEC V53@16 MHz 16-bit microcontroller (V33 superset)
    • CPU #3 (auxiliary, handles communications I/O): KL5C80A12CFP@12.5 MHz 8-bit microcontroller (Z80 compatible)
  • Memory layout:
    • 0x00000000..0x00FFFFFF: mainboard RAM (16 MiB)
    • 0x04000000..0x05FFFFFF: cartridge RAM (16 MiB)
    • 0x1FC00000..0x1FC7FFFF: ROM (512 KiB)
    • Cartridge ROM mapping is variable.
  • Sound chip:
    • L7A1045 L6028 DSP-A: 32-channel PCM audio, with maximum sampling frequency of 44.1 kHz (CD-quality) and 32 MB of sample RAM[10]
  • Display:
    • Color palette: 16.7 million[11]
    • Maximum onscreen color palette: 4,096
    • 3D branch: 96 MB vertex memory, 16 MB maximum texture memory[11]
    • 2D sprite branch: 60 frames per second animation, 128 MB character memory[11]
      • Main functions: scaling, montage, chain, mosaic, mesh, action, up/down, right/left reverse
      • Sprites per frame: 1,536 sprites[12]
    • 2D scrolling branch: Up to 4 game planes, 64 MB character memory[11]
      • Main functions: scaling, revolution, morphing; horizontal/vertical screen partitioning and line scrolling
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List of games

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See also

References

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