Analogue Mega Sg JPN Version |
Today,
Analogue has made an announcement of its next FPGA retro console.
This was a reveal which had been long expected. When the console was
revealed as an implementation of the Sega Genesis/Mega Drive, it came
as no great surprise to observers like myself familiar with
Analogue’s history. Let’s explore some of that history, the
specifications of the unit, what you will get for the $189.99 retail
price and how this console may fare in today’s increasingly-crowded
retro-console market.
The
Analogue Story So Far, the Short Version
The
CEO of Analogue (and also CMO of 8bitdo) is Christopher Taber. In
the 1990s he had a Sega Genesis and it was his first console. Any
person who has formed a lifelong love of video games never forgets
their first console, even if their favorite games were found on later
consoles. However, the Genesis was not his passport to making money
off retro consoles. When he started Analogue, it was making
consolized Neo Geo MVS systems in wooden enclosures. Looking for a
more popular console to sell, Analogue acquired CPU and PPU chips
used in the NES and Famicom. Using these chips, they designed a PCB
around them with the NESRGB mod, placed it in an aluminum shell and
pre-sold it as the Analogue Nt in 2015.
When
Analogue had taken preorders for the Analogue Nt, it had advertised
an RGB option and an HDMI option. Unfortunately it discovered that
the available solutions were not designed to give a high-quality,
lag-free experience for a 240p console until Analogue came across
Kevin “kevtris” Horton’s Hi-Def NES Mod. They struck up a
working relationship where kevtris sold Analogue Hi-Def NES Mod
boards that would work with the Analogue Nt’s PCB. Customers who
pre-ordered the HDMI option eventually received their consoles.
In
October of 2016, Analogue revealed the Analogue Nt Mini. Unlike the
Nt, this NES-compatible console was designed for both high quality
analog and digital video and audio output. Instead of using old
chips, it recreated all the functionality of the NES with a Field
Programmable Gate Array (FPGA) chip. Analogue had hired kevtris to
design the PCB and to write the NES core which would tell the FPGA to
function like a NES. Kevtris had written a FPGA NES core over a
decade ago, so he could migrate much of his existing work to the new
console. The console was shipping to customers in February of 2017.
While
the Analogue Nt Mini was cheaper than its predecessors, it still cost
$449.00 to purchase. The high price put it out of reach of many,
despite the publicity and praised lavished on the console. The next
console, the Super Nt, followed in the footsteps of the Nt Mini by
recreating the SNES in an FPGA. But when it was announced in October
of 2017, its price tag of $189.00 was far more reasonable to retro
gamers. That decrease dropped analogue output from the console and
required using a plastic enclosure instead of some exotic material,
but I would suggest it is beyond dispute that more Super Nts have
been sold than all of Analogue’s previous products combined. Like
with the Nt Mini, Analogue hit its target delivery date of February,
2018.
Since
the release of the Super Nt, Analogue has been quiet about other
projects. They did mention that the Super Nt would have an adapter
to provide analog AV outputs from the HDMI port, but that has yet to
be given a release date. Having seen a pattern of October
announcements followed by February releases, people have speculated
that the next console announcement would come this month. Kevtris
mentioned that he was working on a new secret project and his many
fans have speculated on what that project could have been.
Building
the Genesis on an FPGA
When
interviewed for the Super Nt, Taber mentioned his love for the
Genesis and toyed with the idea
that they were working on an FPGA Genesis then. However, kevtris was a Nintendo-kid, so it made sense for him to
work on a system which he knew, had prior experience with and would
sell. His experience with the Genesis was pretty much playing the
Sonic the Hedgehog series and not much else. But he did design the
Sega Master System and Sega Game Gear cores found in the Nt Mini’s
jailbreak firmware. The Genesis is built on the Master System, so he
already had something of a beginning to start his foray into the
realm of 16-bit Sega gaming.
The
Genesis consists of three main chips, the 68000 CPU, the Z80 CPU and
the Visual Display Processor (VDP). All three chips are bus masters
and can interrupt each other to take control of the bus. They are
assisted in this by a custom chip in the Genesis called the Bus
Arbitration Unit. This helps the Genesis CPUs talk to the audio
chips, the YM2612 used for FM Synthesis chip and SN76489-based
Programmable Sound Generator. It also allows the CPUs to read from
the I/O chip, which is another custom Sega chip which handles input
and output like reading the Control Pads.
Kevtris
already had the Z80 under his belt, but the 68000 would require
writing an FPGA implementation of it from scratch. He had surveyed the
existing open source 68000 cores and emulator implementations of the
68000 and was not impressed. He did not believe these
implementations accurately reflected the CPU’s behavior. The
68000 was pushed to its limits to make demos for home computers like
the Commodore Amiga and especially the Atari ST. There have also
been several “how could they do that” demos released for the Sega
Genesis. His goal is for all of them to work.
Analogue Mega Sg EUR Version |
The
68000 core took over two months to write on its own. He had to test
every instruction with every mode and implement most of the CPU’s
other features and quirks like its interrupt system and its
instruction pipeline. Then he had to tackle the tile and sprite
engines of the VDP and get all three bus masters working as they
would on the real Genesis. After that he had to write the YM2612
implementation. While he had written a YM2413 implementation in the
past, that was a two operator FM Synthesis chip and the YM2612 was a
four operator FM Synthesis chip.
Kevtris
has had two decades of designing printed circuit boards. Compared to
the Nt Mini, the Super Nt was a smaller and much more streamlined
board. Part of the cost savings were achieved by omitting the analog
video and audio connectors. That led to a much more streamlined
design. These design principles will be continued into the Mega Sg.
Features
of the Mega Sg
Analogue Mega Sg White Version |
The
Mega Sg have the following ports and connectors, the 64-pin cartridge
slot, two 9-pin Genesis controller ports, the 60-pin expansion port
card edge and a stereo headphone jack. Video output will be HDMI
only. There will be an SD card slot for firmware updates and perhaps
more. The power port will be a micro-USB port like the Super Nt.
The
Mega Sg is intended to be as comprehensive in terms of compatibility
as possible. In addition to the Genesis, it will also run SG-1000,
Master System and Game Gear games. It will come with a Master System
cartridge converter. Unlike the Nt Mini, which could only manage a
5x scale, the Mega Sg can expand the Game Gear’s 160x144 native
graphical resolution to a 7x scale. There will be cartridge adapters
for the Mark III, the Sega Card, Game Gear, SG-1000 & SC-3000 (which uses a keyboard) for
$9.99 each. Kevtris did design cartridge adapters for the Nt Mini
but never found the time to implement them, now he will have the
opportunity he needs.
The
Mega Sg will be compatible with all models of the Sega & Mega
CDs, as shown by the inclusion of the expansion port. The FPGA will not simulate the CD add-on. The Sega 32x,
however, is another story. The Sega 32x mixes the RGB video output
from the Genesis with its own video before sending the combined
signal to a display, but the Mega Sg’s video is digital in nature. The 32x takes the sync signal from the Genesis' VDP, so connecting the 32x on its own will usually show a rolling picture. Analogue has considered trying to implement the 32x in an FPGA but
the add-on is more complex in many ways compared to the underlying
Genesis. Here are its specs from wikipedia :
"The 32X contains two Hitachi SH2 32-bit RISC processors with a clock speed of 23 MHz, which Sega claimed would allow the system to work 40 times faster than a stand-alone Genesis. Its graphics processing unit is capable of producing 32,768 colors and rendering 50,000 polygons per second, which provides a noticeable improvement over the polygon rendering of the Genesis. The 32X also includes 256 kilobytes of random-access memory (RAM), along with 256 kilobytes of video RAM. Sound is supplied through a pulse-width modulation sound source."
I do not believe they will go this route, it would take way too much time to master this new hardware and recreate it in an FPGA, assuming the FPGA in the Mega Nt (Altera Cyclone V E A4) has sufficient resources when it also has to function as a full Genesis. While the 32x has some impressive games, there were only 34 cartridge games and 6 CD games released across all regions.
Analogue has designed a DAC to work with the Super Nt and Mega Nt. kevtris was working on the DAC in between development of the Super Nt and Mega Nt. The DAC would provide all analog video outputs like they were made available on the Nt Mini. It could make the Sega 32x compatible with the Mega Sg and solve light gun issues for both systems. In interviews today Chris Taber indicated that releasing "99.9 done" DAC would be the top priority after the launch of the Mega Sg next April.
https://www.polygon.com/2018/10/16/17979024/sega-genesis-mega-drive-mega-sg-release-date-analogue-super-nt
"The 32X contains two Hitachi SH2 32-bit RISC processors with a clock speed of 23 MHz, which Sega claimed would allow the system to work 40 times faster than a stand-alone Genesis. Its graphics processing unit is capable of producing 32,768 colors and rendering 50,000 polygons per second, which provides a noticeable improvement over the polygon rendering of the Genesis. The 32X also includes 256 kilobytes of random-access memory (RAM), along with 256 kilobytes of video RAM. Sound is supplied through a pulse-width modulation sound source."
I do not believe they will go this route, it would take way too much time to master this new hardware and recreate it in an FPGA, assuming the FPGA in the Mega Nt (Altera Cyclone V E A4) has sufficient resources when it also has to function as a full Genesis. While the 32x has some impressive games, there were only 34 cartridge games and 6 CD games released across all regions.
Analogue has designed a DAC to work with the Super Nt and Mega Nt. kevtris was working on the DAC in between development of the Super Nt and Mega Nt. The DAC would provide all analog video outputs like they were made available on the Nt Mini. It could make the Sega 32x compatible with the Mega Sg and solve light gun issues for both systems. In interviews today Chris Taber indicated that releasing "99.9 done" DAC would be the top priority after the launch of the Mega Sg next April.
https://www.polygon.com/2018/10/16/17979024/sega-genesis-mega-drive-mega-sg-release-date-analogue-super-nt
If
the Super Nt is anything to go by, the current line of Krikzz Mega
EverDrives, the V2/X7, X5 and X3, will be supported. I have few
worries that my Mega EverDrive V1 will not work in a Mega Sg.
Similarly, Analogue promises maximum compatibility, so games that
like to break those cheap atgames clones like the Game Genie, Sonic &
Knuckles or Virtua Racing will be tested to work on the Mega Sg.
The
output will be similar to the Super Nt in that 480p, 720p and 1080p
will be supported, with 1080p up to 5x vertical scale. Great
features from the Super Nt like the interpolation will return. The
Genesis often relied on the color blending effects of a composite
video signal, so kevtris may introduce an option to simulate that
effect. The Genesis supported a 320x224 graphic mode and a 256x224
graphic mode at sixty frames per second. Switching between those
modes, as games like Castlevania frequently do, is seamless on a CRT.
Kevtris intends to make them as seamless as he can on the Mega Sg.
The interlaced video modes used in games like Sonic 2 and Combat Cars
will also be supported.
There
will be options to change the region settings (Japanese/US & EUR)
and NTSC and PAL modes. PAL modes are important to run demos as most
take advantage of the longer vertical blanking time when the screen
is being redrawn only fifty times per second. Compatibility will be
equivalent to a Genesis Model 1 with the High Definition Graphics
text, so games that are best heard with an YM2612 and require the TAS
instruction to be buggy will work in the Mega Sg. Fortunately it
will not support Sega’s TMSS lockout functions which break
compatibility with several early games.
Due
to its use of HDMI, the only accessories and peripherals the Mega Sg
will not support are the light guns released for the system or its
predecessor, the Sega Menacer, the Konami Justifier and the Light
Phaser guns. Similarly, the Sega 3-D glasses requires the
synchronization to an analog display and a card adapter. When the
analog adapter is released, these incompatibilities should be
removed.
In
addition, Analogue will be offering special 8bitdo 6-button
controllers for the Genesis or Mega Sg. The controllers will come
with a 9-pin dongle that supports communication over 2.4GHz, but is
not Bluetooth compatible. This means that each dongle will only be
compatible with the controller it comes with, but this may also have
the benefit of reducing input lag. The loss of Bluetooth
compatibility means that 8bitdo can sell these controllers at $24.99
compared to the Super Nt’s SN30 controllers price of $39.99.
Krikzz sells a similar controller, the Joyzz, but that costs $65.00. I am sure someone will compare the two in a Wireless Genesis Controller Showdown.
The
Competition
Analogue Mega Sg Cartridge Adapters, Master System, Mark III, Game Gear & Sega Card |
The
Mega Sg will be introduced during a time when many hardware retro
consoles will be competing for gamers’ dollars. The PlayStation
Classic is likely to sell very well this holiday season. People have
been speculating since the release of the SNES Classic if Nintendo is
going to introduce an N64 or Game Boy Classic Edition mini console.
There has also been a Neo Geo Classic released in the shape of a
mini-arcade.
Analogue
caught something of a lucky break when Sega, who had announced the
release a Genesis Classic Mini-style console, reassigned development
of the console from atgames to a Japanese developer. atgames had
been making officially-licensed but junky clone consoles for years.
Its Genesis Flashback HD did not impress reviewers or the public
accustomed to the quality of the NES and SNES Classics. After years
of griping, Sega apparently decided its brand was worth more than its
product to be consigned to discount stores. Fortunately for
Analogue, Sega’s new direction means that the Genesis Classic will
not be released until next year.
Other
options that are less well-known to the general public include the
Ataribox, which purportedly received over three million dollars in
its Indiegogo campaign. Then there is the PolyMega, a console which
promised hybrid emulation combining ARM processing power with FPGA
capabilities but turned into a CD-based RetroN 5. Customer have
pre-ordered that device to the tune of half a million dollars.
Perhaps
the closest current competitor in terms of design is the
CollectorVision Phoenix, a crowdfunded FPGA console. While I could
offer a still more despicable opinion of that device and company that
is selling it, I will stand on the statements made, as amended,
in the last blog post.
The
MiSTer project uses a DE-10 Nano FPGA development board, sometimes
with two specially-designed expansion boards, to run video game
cores. The project is open source and it has a Genesis core ported
from the original MiST project. The Genesis core, until recently,
would give atgames’ products a run for their money in terms of
compatibility and audio quality. The core has seen several
improvements recently, some of them may have been in parallel with
kevtris’ core for all we know. The basic MiSTer development board
costs $130.00, but the expansion boards and a 3-D printed enclosure
will take a little effort to track down and will add significantly to
the total cost. MiSTer only supported USB input devices until
someone recently designed a controller add-on board and no cartridges
or expansion devices. There is a learning curve associated with MiSTer, so if you are the type who prefers to plug in a cartridge, turn the system on and start playing, the Mega Sg will be more your speed.
Conclusion
What Sets Analogue Apart from the Rest of the Crowd (All images in this article courtesy of and copyright by Analogue) |
After
the Super Nt, people speculated that, despite Taber’s
well-publicized comment about being a Sega fanboy, that the next
project would be a console other than a Genesis. People speculated
about the Neo Geo, after all it was their first product. But the Neo
Geo has many memory buses, expensive cartridge connectors and huge
games. The other alternative was the Turbo Grafx 16/PC Engine. That
was more feasible but the TG16 requires a very fast access time to
system RAM. Even modern DRAM cannot quite keep up with the TG16’s
CPU’s demand for instant access. Both systems are also rather
niche systems.
There
are four console enclosure variations offered for sale. The USA, EU
and JPN variations differ only by the color of their power and reset
buttons. They are black with a red and gray button (USA), black with
a white and gray button (EU) and black with a red and blue button
(JPN). As their color schemes suggest, they are meant to evoke the
color schemes of each region’s respective consoles. The fourth
color is a pure white. The renders show the headphone jack on the
front to the right of the controller ports. The SD card slot is on
the left side and the Expansion Connector must be on the right. The
rear has an HDMI port and a mini-USB port for power. There is
lettering around the circular edge of the console “[FPGA]NTSC/PAL
[A]48Khz 16-bit [V]1080/720/480p HD” This lettering will be in
white for the USA and EU consoles, Red for JPN consoles and Gold for
the White console. The RGB LED is contained in the Power Button.
Analogue
has announced the consoles to ship in April rather than in February
as the case had been for the Super Nt and Nt Mini. This will give
kevtris more time to test games and fix bugs. Do not forget that he has not one but four systems to manage this time around! Still, remember to patch your console with the obligatory launch day firmware update! There will be a
sizeable number of people who will pre-order this system, so Analogue
will use that time to ensure that there are no delays in shipping
orders when launch day comes. I also must note that shipping this time around may be a little cheaper for many customers than for the Super Nt or Nt Mini. The shipping calculator gave me a figure of $29.xx whereas I paid $39.xx to ship my Super Nt and Nt Mini. Analogue is using UPS for delivery in the continental United States, so shipping to P. O. Boxes will not be possible.
So, would I recommend pre-ordering a Mega Sg? If you have any interest in a high-quality Sega solution, of course. Will I be acquiring one, you bet. Analogue is one company worth supporting, the price you pay for the quality of the product you will receive is unmatched. Analogue already has three major system launches under their belt, so you are not dealing with a new startup or a snake oil salesman. Sega released many great games for its 8-bit and 16-bit consoles and they deserve a console worthy of them.
So, would I recommend pre-ordering a Mega Sg? If you have any interest in a high-quality Sega solution, of course. Will I be acquiring one, you bet. Analogue is one company worth supporting, the price you pay for the quality of the product you will receive is unmatched. Analogue already has three major system launches under their belt, so you are not dealing with a new startup or a snake oil salesman. Sega released many great games for its 8-bit and 16-bit consoles and they deserve a console worthy of them.
Great writeup as always. Love reading your stuff.
ReplyDeleteI do have a couple nitpicks though:
You call the Mega Sg "Mega Nt" a few times. You also suggest a "pattern of October announcements" which is not really the case. The Nt Mini was announced in August 2016, so I don't really see the pattern there. "Customer have pre-ordered" isn't grammatically correct. (Nitpicky I know but I hope you appreciate it like I would)
If you don't mind, could you explain what's the problem with the PCE RAM speed? Assuming it works at a speed comparable to the CPU, it would pose no problem to modern RAMs.
ReplyDeleteThanks in advance.
Hi!
ReplyDeleteI would have a "weird" request.
I was searching for a disk image of Castlevania, the crappy PC version, and I found in a old discussion on a forum that you have one, do you still have it?
In any case congratulations for this blog.
Ark
I guess the pattern was not as firmly established as I thought.
ReplyDeleteThe problem with the PC Engine is that it uses a 6502-based CPU. This CPU requires memory with a 60ns access time. The system was not designed with wait states in mind. Usually that memory access speed is only found in SRAM. Modern DRAM has difficulty with providing that kind of access speed, even though throughput and bandwidth is far superior to 1980s SRAM and Mask ROMs.
Search for the Total DOS Collection, you may find the PC disk image for Castlevania in there.
Thanks a lot. I didn't understand why other 6502-based systems could be replicated in an FPGA and not the PC-Engine. Now I can see the problem.
ReplyDeleteThanks a lot Great Hierophant.
ReplyDeleteThere isn't a common image file but is complete with the installer and worked great!
My apologies for the off topic request.
Ark
Do you think we will see a cheaper nt mini?
ReplyDelete