The Taito B System is a 16-bit arcade system board released by Taito in 1988. It was used by various arcade video games from 1988 up until 1994. The hardware is similar to the Taito F2 System.
Main CPU: Motorola MC68000 @ 12 MHz (16/32-bit instructions @ 2.1 MIPS)
Sound CPU: Zilog Z80 @ 4–6 MHz (8/16-bit instructions @ 0.58–0.87 MIPS)
Sound chips:
Main sound chip: Yamaha YM2610/YM2610B @ 8 MHz or YM2203 @ 3 MHzYamaha YM2610: 4 FM synthesis channels, 3 SSG channels, 6 ADPCM channels @ 12-bit (18.5 kHz), 1 ADPCM channel @ 16-bit (1.85–55 kHz)
Yamaha YM2610B: 6 FM synthesis channels, 3 SSG channels, 6 ADPCM channels @ 12-bit (18.5 kHz), 1 ADPCM channel @ 16-bit (1.85–55 kHz)
Yamaha YM2203: 3 FM synthesis channels, 3 SSG channels
Sound communication chip: Taito TC0140SYT
Optional: Oki MSM6295 @ 1.056 MHz (×1 or ×2) (4-8 ADPCM channels, 8–32 kHz sampling rate, 12-bit audio)
GPU chipset:
Video display processor: Taito TC0180VCU @ 27.164 MHz
Palette chip: Taito TC0260DAR
I/O chip: Taito TC0220IOC or TC0510NIO
RAM: 356 KB68000 main RAM: 32 KB
68000 video RAM: 46 KB (8 KB palette, 36 KB tilemaps, 2 KB scrolling)
TC0180VCU video RAM: 270 KB (7808 bytes main, 6528 bytes sprite attributes, 256 KB framebuffer)
Z80 sound RAM: 8 KB
Video resolution: 320×224 to 512×256 pixels, progressive scan
Refresh rate: 60 Hz (V-sync)
Colors:
Color palette depth: 4096 (12-bit RGB), or 32,768 (15-bit RGB)
Colors on screen: 4096 (palette RAM)
Graphical layers:
Tilemap planes: 3 tile layers, 64×64 tiles resolution, 16 colors (4-bit) per tileBackground layer: 16×16 pixels per tile, 1024×1024 pixels resolution, scrolling, line scrolling
Foreground layer: 16×16 pixels per tile, 1024×1024 pixels resolution, scrolling, line scrolling
Pageable text layer: 8×8 pixels per tile, 512×512 pixels resolution
Sprite plane: 408 sprites on screen (6528 bytes sprite attributes, 16 bytes per sprite), 16×16 to 256×256 pixels per sprite, 16 to 64 colors per sprite
Buffering: Dual 512×256 framebuffers, double buffering
Sprite pixels: 27.164 MHz video clock cycles (60 Hz refresh), 452,733 pixels per frame (256 scanlines), 1768 sprite pixels per scanline, 110 sprites per scanline
Hardware capabilities: Sprite flipping (horizontal & vertical), sprite scaling/zooming (shrinking, horizontal & vertical, 0 to 256 pixels)
Optional pixel bitmap plane
Rastan Saga II (1988)
Crime City (1989)
Master of Weapon (1989)
Rambo III (video game) (1989)
Tetris (1989)
Violence Fight (1989)
Ashura Blaster (1990)
Hit the Ice (1990)
Sonic Blast Man (1990)
Sel Feena (1991)
Silent Dragon (1992)
Quiz Sekai wa Show by shobai (1993)
Ryujin (1993)
Puzzle Bobble (1994)
Real Puncher (1994)
Space Invaders DX (1994)
Taito B System Wikipedia (Text) CC BY-SA