Overclocking Your Sega Genesis/MegaDrive
Deven "Epicenter" Gallo writes "I've recently been working on a project to alleviate the slowdown inherent in older game systems. How you ask? By overclocking them! I've managed to perfect overclocking the Sega Genesis / MegaDrive. The processor (a Motorola 68000, running at a stock speed of 7.6 MHz) can be pushed to 16.0 MHz in my experience, and I am still working on higher. The machine doesn't overheat and is entirely stable at these higher speeds."
keeping up with Sonic ;)
I'm going to overclock my Timex Sinclair!!!
I, for one, welcome our new robot overlords
... as the time I slapped a Type-R sticker on my Casio FX-1000 solar-powered calculator. Before I did that, it took 950 milliseconds to calculate 69! Afterward, it calculated 69! in 940 milliseconds flat.
Or, wait, maybe it was because the sun came out.
I wonder how many games out there assumed they were running on a 7.6MHz machine and now run too fast...
If you can overclock it so much with a noticeable performance, then why didn't Sega set it like that already, if it's so stable? Certainly it would have given them an edge...
Pushing a 7.6 --> 16MHz is over 100% more than the original! I have yet to see most people get anywhere near that on normal processors.
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Someone needs to recreate this with a NeoGeo. Metal Slug needs to be played free of all that ridiculous slowdown. =]
I don't recall exactly, but I think you could 'overclock' the genesis in older emulators like Genecyst, so perhaps that would be a good way to check to see how well games run overclocked before you actually futz with your real Genny. I would think that many games would have timing problems at a speed greater than stock, particularly those that use raster effects. I can't say for certain, but I know my old Gameboy Color raster effects would break completely if I overclocked them. I would wager that racing games would probably suffer the worst.
Granted, it's nice for the coolness factor, but unlike PCs, newer and flashier games only come out for beefier platforms and can't be run on the old ones anyway, no matter how fast they're going.
Whenever I would play Road Rash 2 in split screen mode, the Genesis was noticeably slower. I was always disappointed with this, shame I don't have it anymore.
- Sherman
for those of you who don't know, 'genesis' is the north american term whilst 'mega drive' is the UK (and european?) term
here are the specs and some history
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well, if you're trying to run an old DOS game you can do that with DOSBox, which comes in handy a lot of the time.
The site, including the videos, are convieniently mirrored to sq7.org
Colin Davis
16mhz is what the Palm Zire runs at too. That means if someone ports Palm OS 4.1 and you attach a VGA/LCD thingy you can have a Sega brand PDA. True, you are sacrificing portability, but hey, I think there are some kids at my school with pockets big enough for a Genesis.
So now kids will start bragging about how many frames per second they get on Flashback, eh? That's just what we needed right there.
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as to how high his cute little hit counter registers before his server reaches critical mass? maybe he should've turbocharged that machine first...
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It's obvious that this could be done, after all the Genesis has Blast Processing
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It's a shame he didn't overclock his server to twice it's original speed. Those 10-25MB .avi's really don't help.
- Sherman
Most (if not all) of them, I'd assume.
When you're developing a game for a specific platform that will never change, why would developers use any sort of time-based algorithm to determine game speed? You'd end up with a smoother/prettier game if you merely used the limits of the hardware to control the speed of your game.
Especially back in those days where most of the games really DID push the limits of the hardware. Almost any game would slow down with too many sprites on the screen, etc.
I'd assume almost any Genesis game would play very, very quickly on an overclocked system.
Sig.i>
Plug it into the 220 outlet behind the stove. It'll run really fast for a couple of seconds and then you can get on with your life.
- - - If the sun is a star, why can't I see it at night?
Now here's an interesting thought. What would happen if you hooked one of these overclocked Genesis into the Sega CD or 32X attachments? As I recall the whole process of getting the Genesis and Sega CD to work together in parallel was a challenge to begin with because of different clock speeds between the two CPUs in each device.
My guess is he hasn't tried it or it doesn't work, as he doesn't elaborate on it.
Just no slowdown! :)
Slowdown is an integral part of older consoles. Modern day emulators that can easily push these consoles with no slowdown at 60FPS impliment a technique to fake "slowdown." It's a lot easier to just grab a genesis emulator for your Dreamcast or Xbox than attempt a hardware mod like this.
While in High School I was always coding various things in BASIC on it and one day when I demonstrating how to map 3D objects by placing the sonic sensor on an overhead cart and rolling it under light fixtures, this kid in my calc class goes "you expect that thing to act like a Pentium." I used TI-BASIC to learn how to do 2D translation and rotation and touched on some 3D. I made the first and possibly only graphical adventure game for it complete with text entry and a cursor to click on objects.
A few years ago I gave it to a friend who needed a TI but I'm pretty sure the Intel Inside Pentium MMX sticker is still on the back of it.
Ben
Work Safe Porn
It works great .. only thing is, DO NOT boot the Sega/Mega CD over 12 MHz or it will get panicky. The best method is to boot at 7.6, run the game. Then once at the title screen halt and go to the higher speed. The 32x works great in my experience as it doesn't rely on the 68000 much .. it uses a pair of its own SH-2 chips.
I wonder if the author of the article at Epic Gaming read the Japanese article and got the idea from there?
NTSC does 60Hz, PAL does 50Hz. Most games update the screen every frame, a few will do it on two's. This actually has a use with all games that are programmed correctly, especially those which rely on raw CPU time.
It'd also be nice to play around with in a C64-styled demo, banging on the VDP with the increased cycles available at the higher clock speed. I wonder what happens when you try to hit the VDP too fast. To compare, with a SCPU-equipped C64, the 65816 simply blocks until the 1MHz bus frees up, if it needs to.
FC Closer
The machine doesn't overheat and is entirely stable at these higher speeds.
...
... ...work ?
The machine doesn't overheat and is entirely stable...
The machine doesn't overheat
The machine doesn't
i remembered having massive slowdowns in streetfighter - especially if you're using guile and execute any combo more than 4 hits
my favorite combo... but lags in SNES...
jumping fierce + close fierce uppercut + sonic boom + referse fierce + sonic boom.
ironically this was under SF2 TURBO
my blog
Finally, we can recreate the glorious console wars of the 16-bit era!
I'm going to overclock my Super NES.
I'm not going to let those Sega fanboys get the upper hand on this. They already taunted us SNES owners about their "blast processing" in the early 90s.
"You spoony bard!" -Tellah
Meanwhile, anyone in the Perth area that wants a Mega Drive to try this on, you can have one of mine if you'll convert a second for me.
The Sega Genesis is a dual processor system containing both a 68K and Z80. Some games are sensative to the timing between the two processors. If you overclock one and not the other some assumptions about the timing is going to break. In the cases of his tests it appears to produce problems with the music since that is what the Z80 gets used for in Sonic. But in other games the Z80 is also used for video effects such as flashing icons. Even if you can get the 68K another 50% faster, you still haven't gotten the entire system correctly clocked at the new rate unless the Z80 can also handle being clocked another 50% faster.
http://www.vuni.ne.jp/~tamari/megadrive/md.html here's where the original information was stolen from. It's a fairly common item, that's been passed on in SEGA development communities since 1999, when this article first surfaced. So Epicenter's "work" basicly means "copy and paste".
" ... as the time I slapped a Type-R sticker on my Casio FX-1000 solar-powered calculator. Before I did that, it took 950 milliseconds to calculate 69! Afterward, it calculated 69! in 940 milliseconds flat."
Personally, I prefer my sixty-nine bangs to take a little longer than that...
Do not look into laser with remaining eye.
I am glad to see this as a root post. Anyone who has ever dug into the internals of the Amiga, Mac, or Atari ST hardware has found that moving to faster 680x0 CPUs did not affect game speed, only the amount of lag (we called it "bog") in a game.
;) Hell, we might still be able to see that just for kicks.
I have nearly two decades of experience with the 680x0 CPUs in the Amiga systems. I remember being absolutely thrilled when Sega used the 68000 CPU in the Genesis. I hacked an original unit which had the 68-pin package with a 68010. Honestly, I do not remember the full results, but I recall I was still able to play the majority of my collection (two carts at the time, hahahaha.)
I also toyed with the idea to replace the 68000 with an MTec 68020 accelerator pulled from my Amiga 500. I never tried it, and I still am not so sure it would have worked anyway. If the AmigaOS was a little less hard-wired to the Amiga hardware architecture, given a little work, we might could have seen AmigaOS running on a Genny
Having gone from 68000 to 68040 in all its discernable steps (I still dream of a 68060/PPC accelerator for my A4000,) I have been able to bring all of my games with me. The only problem I have is with expected timing of the OCS chipset versus the AGA chipset. But there are a number of great hard drive installers which over come this, as well as system "degraders" which place the computer in a state almost identical to the original Amiga hardware.
In any case, I'm inspired by this article and look forward to dropping a 12MHz clock generator in my Sega II (provided its CPU will support it.)
(climbing up on soap box) It is also worth mentioning that us old-hat gamers take a lot of shit for being so nostalgic and blah blah blah, aching for an era long-past. I got news for those who cast stones, many of those games were FUN, and down-right phuqn great. I will not say that none of my collections are nostalgic -- I have a number of Atari 2600 carts which I never played then and do not play now other than for testing, simply because they are Atari. But the majority of the games I collect (Amiga, Atari, Sega, NES, TI, C64, and others) WERE fun, and are STILL FUN.
How many people are still playing a "dead" console because the games rocked and you cannot get them for "modern" consoles? PS1 is almost 10 years old, and yet it still has a large following. I bet in 10 years there will still be a large faction of people playing the original XBox because some of the titles will not be available on newer consoles, or just will not play the same. (I do wonder how game play of XBox 1 games will be on the XBox 2...)
Well, enough of that.
END OF LINE
Rather than overclocking the 68000, he should consider upgrading the CPU. The Motorola 68010 is both pin and insstruction compatible and it has a slightly higher range of operational clock speeds. Way back in the day (I've always wanted to say that!) I upgrade dozens of Amiga 1000s without a problem. And yes, the upgrade was, for all intents and purposes, useless. I would tell people that and they would still want the upgrade so I let commerce take its natural course.
Seeing that the 32X removed all of the slowdown from all of my games anyhow, I really don't see the point of any of this.
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Gives you time to go "ARGH!", punch something, and recover
Many, if not most, games drive their logic using the vertical refresh interrupt. This tells them that the scanline is not in a visible part of the screen, so that now is a good time to do redrawing and so forth.
The logic parts of the game (AI and so forth) are usually done asynchronously, then the redraw is done on that edge so as to avoid tearing.
It's much the same as modern day graphics cards frequency lock settings, except that in older games everything tends to be dependant on the graphics refresh.
it's kind'a hard to tell the difference when we're looking at an AVI file with a set frame rate.
"Things are more moderner than before- bigger, and yet smaller- it's computers-- San Dimas High School football RULES!"
First off, this place is for discussion and it is generally a good idea to counter opinions with your own rather than trying to censure people. Let moderators decide what is and isn't appropriate. That's what the system is for.
Secondly, it appears as if you've created multiple accounts so you can make posts supporting yourself without it appearing as if you're doing (even though it's patently obvious). If this is not the case, I find it to be a remarkable coincidence that three new users with almost consecutive IDs, you (761169), laggerzero (761187) and Light Serif (761190) all commented in the same thread right after one another. Further, those comments were the only ones those users ever made. Quite a coincidence indeed.
Last but not least, and please take this as a constructive suggestion and not an insult: Take a deep breath and try to relax. You're working yourself into a lather unnecessarily and in the process, making yourself look a tad silly. Remember, this isn't a popularity contest. It's just Slashdot.
You're off by at least a decade. Maybe the original Pong and Atari 2600 were cycle-counters. Everything made after that used VBI timing. Newer arcade boxes like the NeoGeo used 68020s, which of course had instruction caches that made cycle-counting impossible.
I'd love to get an Atari ST emulator up and running Spectrum Holobyte's Falcon, overclocked. It would be cool to see it running at a smooth frame rate.
As I recall, by the end of life the Motorola 68000s were all made as 16MHz parts. The slower parts were simply not made or sold any more. Also, even when they were genuine 8MHz parts, they were pretty reliable with 50% overclocking; we did this sort of thing all the time in Atari STs before the 68020 and 68030 upgrades got popular.
There were limits to what you could gain though, since the 68000 had no on-chip caches of any kind and the system bus generally couldn't handle as much of a speedup. The better upgrades included a memory cache with the accelerated 68000 on a daughterboard that plugged into the original CPU socket, to allow the processor to run at full speed without disturbing the rest of the system. It was all a dicey job though; the tolerances in the rest of the system were pretty ragged. I remember having to desolder a bunch of 74LS series buffers and replace with 74HC or AS series or somesuch that worked at faster clock rates, more noise immunity, etc., adding tantalum capacitors everywhere, etc... Ah, the good old days.
-- *My* journal is more interesting than *yours*...
At least with the SNES. Take Gradius 4 for example - one of the first releases for the SNES. The slowdown in that damn game was unbelievable at times and yet you look at something like Pilotwings or Mario and you'd never see it.
Why?
Well, as it turns out, Nintendo underpowered the SNES' processor BIG TIME. In the first releases only Nintendo was permitted to use cartridge-based 'assist' chips that assisted with animation of larger objects. This explains why Nintendo's games always looked so golden on SNES.
Later Nintendo licensed the chips for 3rd parties but really screwed them for it. This was back in the day when Nintendo made all the games themselves, chose which ones would see the light of day (yes, even 3rd party ones!), and charged an arm an a leg for those assist chips.
"...Well, there's egg and bacon; egg sausage and bacon; egg and spam; egg bacon and spam; egg bacon sausage and spam..."
A lot of SNES stuff had 'assist' chips in the cartridges. Most were basic 'blitter' chips, but there were some that actually had co-processing on board for 3D graphics (SuperFX). Games like Starfox and Stunt Race FX simply would not have been possible on that console otherwise.
I wonder if you're thinking of a special version of Ecco that ran on the 32X Genesis co-processor.
"...Well, there's egg and bacon; egg sausage and bacon; egg and spam; egg bacon and spam; egg bacon sausage and spam..."
A game with a varying number of on-screen objects which achieves consistent speed without relying on an external timebase is somewhat difficult to code because the execution time of every routine must be taken into account to determine the proper delay until the next frame. It's unlikely that the overall frame rate of a game would be normally determined by CPU cycles used (it will be when there is too much to process in the usual frame interval). In addition, video hardware on some consoles only allows access between frames (during vertical blanking). Even where it doesn't, if the game's frame rate isn't synchronized with the video frame rate, when updates are made in the middle of the video frame, the next completed video frame will have a split across the middle with the old frame on top and the new frame on the bottom.
Depending on the CPU speed for short self-contained routines which access hardware in a time-critical way is probably more common, and not bad practice, since the older consoles were kept compatible at the hardware level. Keeping hardware the same across board revisions allowed elimination of a cycle-consuming software abstraction layer.
Overclocking 8-bit computers like Atari 800XL is very good thing, because these computers where often used to keep your legs warm in winter (if you don't believe me, ask older collegue, who had 8-bit computer), so additional overheating can only help :-)
Stability is of course different problem. Overclocked Atari may work almost as badly as Windows XP.
Thanks for the thought.
I think it's ironic, in an industry where the common practice was to build chips targeted at a particular speed, and sell the ones that didn't pass certification as slower parts, that Motorola was stuck selling perfectly good 16MHz chips as 8MHz chips just to keep that price point open. (There was absolutely no difference between an 8MHz and 16MHz chip by the end of their product life.) And there were people routinely running their 16MHz chips at 32MHz, because the fact was that they were produced off the same process used to make the 25MHz 68020s, and that core was the same as the 32MHz 68030. It was all the same silicon, all of it good enough for 32MHz.
-- *My* journal is more interesting than *yours*...
The real question is, can it overclock my Ballz?
Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
I don't know about anyone else, but I actually appreciated it when my NES or genesis would slow down. It usually happened in a particularly difficult spot, and it allowed for quicker response on my part. Such slowdown is the only reason I ever managed to beat Super Mario Brothers.
:)
Since I couldn't afford a game genie, it was a nice substitute at times.
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Is it possible to desolder the 68000 and replace it with a 68010? The '10 had better integer performance and had an identical pinout.
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Why not pull the 68000 out and replace it with a 68010 chip, which is pin compatible, faster at the same clockrate and able to run at higher clock rates anyway...
I always thought the megadrive 68000 cpu was clocked at 12mhz anyway, it was the Amiga 500/600 series machines which used 7mhz 68000, and one cheap upgrade path was to pull the 12mhz cpu out of a megadrive
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