GameCube: Difference between revisions

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Official Name
Official Name
NINTENDO GAMECUBE
NINTENDO GAMECUBE


MPU ("Microprocessor Unit")*
MPU ("Microprocessor Unit")*
IBM Power PC "Gekko"
IBM Power PC "Gekko"


Manufacturing Process
Manufacturing Process
0.18 microns Copper Wire Technology
0.18 microns Copper Wire Technology


Clock Frequency
Clock Frequency
405 MHz
405 MHz


CPU Capacity
CPU Capacity
925 Dmips (Dhrystone 2.1)
925 Dmips (Dhrystone 2.1)


Internal Data Precision
Internal Data Precision
32bit Integer & 64bit Floating-point
32bit Integer & 64bit Floating-point


External Bus Bandwidth
External Bus Bandwidth
1.6GB/second (Peak)
1.6GB/second (Peak)


External Bus Bandwidth
External Bus Bandwidth
1.6GB/second (Peak) (32bit address, 64bit data bus 202.5MHz)
1.6GB/second (Peak) (32bit address, 64bit data bus 202.5MHz)


Internal Cache
Internal Cache
L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)
Internal Cache
L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)
L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)


System LSI
System LSI
"Flipper"
"Flipper"


Manufacturing Process
Manufacturing Process
0.18 microns NEC Embedded DRAM Process
0.18 microns NEC Embedded DRAM Process


Clock Frequency
Clock Frequency
202.5MHz
202.5MHz


Embedded Frame Buffer
Embedded Frame Buffer
Approx. 2MB
Approx. 2MB


Embedded Frame Buffer
Embedded Frame Buffer
Approx. 2MB Sustainable Latency: 5ns (1T-SRAM)
Approx. 2MB Sustainable Latency: 5ns (1T-SRAM)


Embedded Texture Cache
Embedded Texture Cache
Approx. 1MB Sustainable Latency: 5ns (1T-SRAM)
Approx. 1MB Sustainable Latency: 5ns (1T-SRAM)


Texture Read Bandwidth
Texture Read Bandwidth
12.8GB/second (Peak)
12.8GB/second (Peak)


Main Memory Bandwidth
Main Memory Bandwidth
3.2GB/second (Peak)
3.2GB/second (Peak)


Color, Z Buffer
Color, Z Buffer
Each is 24bits
Each is 24bits


Image Processing Function
Image Processing Function
Fog, Subpixel Anti-aliasing, HW Light x8, Alpha Blending, Virtual Texture Design, Multi-texture Mapping/Bump/Environment Mapping, MIPMAP, Bilinear Filtering, Real-time Texture Decompression (S3TC), etc.
Fog, Subpixel Anti-aliasing, HW Light x8, Alpha Blending, Virtual Texture Design, Multi-texture Mapping/Bump/Environment Mapping, MIPMAP, Bilinear Filtering, Real-time Texture Decompression (S3TC), etc.


Other
Other
Real-time Decompression of Display List, Hardware Motion Compensation Capability
Real-time Decompression of Display List, Hardware Motion Compensation Capability


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Sound Processor
Sound Processor
Special 16bit DSP
Special 16bit DSP


Instruction Memory
Instruction Memory
8KB RAM + 8KB ROM
Instruction Memory
8KB RAM + 8KB ROM
8KB RAM + 8KB ROM


Data Memory
Data Memory
8KB RAM + 4KB ROM
8KB RAM + 4KB ROM


Clock Frequency
Clock Frequency
101.25 MHz
101.25 MHz


Maximum Number of Simultaneously Produced Sounds
Maximum Number of Simultaneously Produced Sounds
ADPCM: 64ch
ADPCM: 64ch


Sampling Frequency
Sampling Frequency
48KHz
48KHz


System Floating-point Arithmetic Capability
System Floating-point Arithmetic Capability
13.0GFLOPS (Peak) (MPU, Geometry Engine, Hardware Lighting & Transform Total)
13.0GFLOPS (Peak) (MPU, Geometry Engine, Hardware Lighting & Transform Total)


Actual Display Capability
Actual Display Capability
6 million to 12 million polygons/second
Actual Display Capability
6 million to 12 million polygons/second
6 million to 12 million polygons/second


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System Main Memory
System Main Memory
24MB Sustainable Latency: 10ns or lower (1T-SRAM)
24MB Sustainable Latency: 10ns or lower (1T-SRAM)


A-Memory
A-Memory
16MB (100MHz DRAM)
16MB (100MHz DRAM)


Disc Drive
Disc Drive
CAV (Constant Angular Velocity) System
CAV (Constant Angular Velocity) System


Disc Drive
Average Access Time Data Transfer Speed
 
CAV (Constant Angular Velocity) System Average Access Time Data Transfer Speed
 
16Mbps to 25Mbps 128ms
16Mbps to 25Mbps 128ms


Media
Media
8cm NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology, Approx. 1.5GB Capacity
 
8cm NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology
 
Approx. 1.5GB Capacity


Input/Output
Input/Output
Controller Port x4
Controller Port x4
Digicard Slot x2
Digicard Slot x2
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Power Supply
Power Supply
AC Adapter DC12V x 3.5A
AC Adapter DC12V x 3.5A


Main Unit Dimensions
Main Unit Dimensions
150mm(W) x 110mm(H) x 161mm(D)
150mm(W) x 110mm(H) x 161mm(D)
6.8in(W) x 5in(H) x 7.3in(D)
6.8in(W) x 5in(H) x 7.3in(D)

Revision as of 20:48, 16 June 2015

From Wikipedia, the free encyclopedia

The GameCube (Japanese: ゲームキューブ Hepburn: Gēmukyūbu?, officially called the Nintendo GameCube, abbreviated NGC in Japan and GCN in Europe and North America) is a home video game console released by Nintendo on September 14, 2001, in Japan and on November 18, 2001, in North America. It was later released worldwide in 2002. The sixth-generation console is the successor to the Nintendo 64 and competed with Sony's PlayStation 2, and Microsoft's Xbox.

The GameCube is the first Nintendo console to use optical discs for its primary storage medium. The discs are similar to the miniDVD format, and as a result of their smaller size, the system was not designed to play standard DVD's or audio CD's. Nintendo presents a variety of connectivity options for the GameCube. It supports online gaming for a small number of games via the broadband or modem adapter, sold separately; it also connects to the Game Boy Advance, allowing players to access exclusive in-game features using the handheld as a second screen and controller.

Contemporary reception of the GameCube was generally positive. Some praised the extensive software library and high-quality games, while others criticized the console's exterior design and lack of features. Nintendo sold 21.74 million GameCube units worldwide before being discontinued in 2007. Its successor, the Wii, was released in November 2006.

NINTENDO GAMECUBE Specifications

The peak figures listed are all for maximum instantaneous performance and cannot be achieved with the actual game.

However, following the conventions in the game industry they are listed for your reference.

Official Name

NINTENDO GAMECUBE

MPU ("Microprocessor Unit")* IBM Power PC "Gekko"

Manufacturing Process 0.18 microns Copper Wire Technology

Clock Frequency 405 MHz

CPU Capacity 925 Dmips (Dhrystone 2.1)

Internal Data Precision 32bit Integer & 64bit Floating-point

External Bus Bandwidth 1.6GB/second (Peak)

External Bus Bandwidth 1.6GB/second (Peak) (32bit address, 64bit data bus 202.5MHz)

Internal Cache L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)

System LSI "Flipper"

Manufacturing Process 0.18 microns NEC Embedded DRAM Process

Clock Frequency 202.5MHz

Embedded Frame Buffer Approx. 2MB

Embedded Frame Buffer Approx. 2MB Sustainable Latency: 5ns (1T-SRAM)

Embedded Texture Cache Approx. 1MB Sustainable Latency: 5ns (1T-SRAM)

Texture Read Bandwidth 12.8GB/second (Peak)

Main Memory Bandwidth 3.2GB/second (Peak)

Color, Z Buffer Each is 24bits

Image Processing Function Fog, Subpixel Anti-aliasing, HW Light x8, Alpha Blending, Virtual Texture Design, Multi-texture Mapping/Bump/Environment Mapping, MIPMAP, Bilinear Filtering, Real-time Texture Decompression (S3TC), etc.

Other

Real-time Decompression of Display List, Hardware Motion Compensation Capability

The Gekko MPU integrates the power PC CPU into a custom, game-centric chip.

(The following sound related functions are all incorporated into the System LSI)

Sound Processor Special 16bit DSP

Instruction Memory 8KB RAM + 8KB ROM

Data Memory 8KB RAM + 4KB ROM

Clock Frequency 101.25 MHz

Maximum Number of Simultaneously Produced Sounds ADPCM: 64ch

Sampling Frequency 48KHz

System Floating-point Arithmetic Capability 13.0GFLOPS (Peak) (MPU, Geometry Engine, Hardware Lighting & Transform Total)

Actual Display Capability 6 million to 12 million polygons/second

(Display capability assuming actual game with complexity model, texture, etc.)

System Main Memory 24MB Sustainable Latency: 10ns or lower (1T-SRAM)

A-Memory 16MB (100MHz DRAM)

Disc Drive CAV (Constant Angular Velocity) System

Average Access Time Data Transfer Speed 16Mbps to 25Mbps 128ms

Media 8cm NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology, Approx. 1.5GB Capacity

Input/Output Controller Port x4 Digicard Slot x2 Analog AV Output x1 Digital AV Output x1 High-Speed Serial Port x2 High-speed Parallel Port x1

Power Supply AC Adapter DC12V x 3.5A

Main Unit Dimensions 150mm(W) x 110mm(H) x 161mm(D) 6.8in(W) x 5in(H) x 7.3in(D)