Editing GameCube

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 100: Line 100:
 
!  
 
!  
 
! Details
 
! Details
 +
! Source(s)
 
|-
 
|-
 
! [[Central processing unit|CPU]]
 
! [[Central processing unit|CPU]]
Line 123: Line 124:
 
** 256{{nbsp}}KB 2-way set-associative [[CPU cache#Multi-level caches|L2 cache]]
 
** 256{{nbsp}}KB 2-way set-associative [[CPU cache#Multi-level caches|L2 cache]]
 
* [[Front-side bus]]: 64-bit enhanced [[PowerPC 600#60x bus|60x bus]] to Flipper northbridge at 162 MHz clock with 1.3 GB/s peak bandwidth (32-bit address, 64-bit data bus)  
 
* [[Front-side bus]]: 64-bit enhanced [[PowerPC 600#60x bus|60x bus]] to Flipper northbridge at 162 MHz clock with 1.3 GB/s peak bandwidth (32-bit address, 64-bit data bus)  
 +
 +
| style="text-align:center" | <ref name="Specs - Anandtech">{{cite web|url=http://www.anandtech.com/show/858|title=Hardware Behind the Consoles - Part II: Nintendo's GameCube|last=Shimpi|first=Anand Lal|date=December 7, 2001|publisher=AnandTech|accessdate=July 9, 2013}}</ref><ref name="AcesHardwareGCN">{{cite web|accessdate=March 27, 2008|url=http://www.aceshardware.com/read.jsp?id=60000288|archiveurl=https://web.archive.org/web/20040208044032/http://www.aceshardware.com/read.jsp?id=60000288|archivedate=February 8, 2004|title=Game Consoles: A Look Ahead|date=December 14, 2003|publisher=Ace's Hardware}}</ref>
 
|-  
 
|-  
 
! [[Graphics processing unit|GPU]]
 
! [[Graphics processing unit|GPU]]
Line 153: Line 156:
 
*Image processing functions: [[Volumetric lighting|Volumetric]] fog, [[heat haze]], [[motion blur]], [[Bloom (shader effect)|bloom]], subpixel [[anti-aliasing]], [[per-vertex lighting]], 8 hardware [[Computer graphics lighting|lights]], alpha blending, hardware [[transform and lighting]] (T&L), virtual texture design, multi-texturing, emboss [[bump mapping]], Dot3 bump mapping ([[normal mapping]]), [[lightmap]]ping, [[shadow map]]ping, [[shadow volume]]s, planar projection shadows, [[environment mapping]], mipmapping, [[Level of detail|LOD]], [[depth of field]], perspective-correct texture mapping, [[bilinear filtering]], trilinear filtering, [[anisotropic filtering]], real-time hardware texture decompression (S3TC) (6:1 ratio), 8 simultaneous texture layers, 256 levels of transparency, alpha blending, [[Clipping (computer graphics)|clipping]], [[hidden surface removal]]/culling, Zfreeze, Zcomploc/early-Z reject, [[bounding box]], destination alpha test, alpha test, depth test, render to texture, TEV compare, color combiners, alpha combiners, texture combiners, transparency effects, framebuffer effects, post-processing effects, [[Gouraud shading]], [[cel shading]], [[dither]]ing, can emulate 1-bit [[stencil buffer]] through a Zfreeze function
 
*Image processing functions: [[Volumetric lighting|Volumetric]] fog, [[heat haze]], [[motion blur]], [[Bloom (shader effect)|bloom]], subpixel [[anti-aliasing]], [[per-vertex lighting]], 8 hardware [[Computer graphics lighting|lights]], alpha blending, hardware [[transform and lighting]] (T&L), virtual texture design, multi-texturing, emboss [[bump mapping]], Dot3 bump mapping ([[normal mapping]]), [[lightmap]]ping, [[shadow map]]ping, [[shadow volume]]s, planar projection shadows, [[environment mapping]], mipmapping, [[Level of detail|LOD]], [[depth of field]], perspective-correct texture mapping, [[bilinear filtering]], trilinear filtering, [[anisotropic filtering]], real-time hardware texture decompression (S3TC) (6:1 ratio), 8 simultaneous texture layers, 256 levels of transparency, alpha blending, [[Clipping (computer graphics)|clipping]], [[hidden surface removal]]/culling, Zfreeze, Zcomploc/early-Z reject, [[bounding box]], destination alpha test, alpha test, depth test, render to texture, TEV compare, color combiners, alpha combiners, texture combiners, transparency effects, framebuffer effects, post-processing effects, [[Gouraud shading]], [[cel shading]], [[dither]]ing, can emulate 1-bit [[stencil buffer]] through a Zfreeze function
 
*Other: Real-time decompression of [[display list]], hardware motion compensation capability, HW 3-line deflickering filter
 
*Other: Real-time decompression of [[display list]], hardware motion compensation capability, HW 3-line deflickering filter
 +
| style="text-align:center" | <ref name="Specs - Anandtech" /><ref name="AcesHardwareGCN"/><ref name="eetimes">[http://www.eetimes.com/document.asp?doc_id=1227977 GameCube clears path for game developers], ''[[EE Times]]'', 5/16/2001</ref>
 
|-
 
|-
 
! System Memory
 
! System Memory
Line 163: Line 167:
 
* [[Memory bandwidth]]: 1.3&nbsp;[[GB/s]] Gekko to Northbridge, 2.6&nbsp;[[GB/s]] Flipper to main system RAM, 10.4&nbsp;GB/s texture cache, 7.8&nbsp;GB/s framebuffer/Z-buffer, 81 MB/s audio RAM
 
* [[Memory bandwidth]]: 1.3&nbsp;[[GB/s]] Gekko to Northbridge, 2.6&nbsp;[[GB/s]] Flipper to main system RAM, 10.4&nbsp;GB/s texture cache, 7.8&nbsp;GB/s framebuffer/Z-buffer, 81 MB/s audio RAM
 
* [[CAS latency|Latency]]: Under 10&nbsp;[[Nanosecond|ns]] main memory, 5&nbsp;ns texture cache, 5&nbsp;ns [[framebuffer]] memory
 
* [[CAS latency|Latency]]: Under 10&nbsp;[[Nanosecond|ns]] main memory, 5&nbsp;ns texture cache, 5&nbsp;ns [[framebuffer]] memory
 +
| style="text-align:center" | <ref name="AcesHardwareGCN"/><ref name="NintendoGCNspecs">{{cite web |accessdate=March 28, 2008 |url=http://register.nintendo.com/techspecgcn |archiveurl=https://web.archive.org/web/20080502201300/http://register.nintendo.com/techspecgcn |archivedate=May 2, 2008|title=GCN Technical Specifications |publisher=Nintendo}}</ref><ref name="eetimes"/>
 
|-
 
|-
 
! Audio
 
! Audio
Line 176: Line 181:
 
** CPU can read/write blocks from RAM to ARAM through DMA; ARAM can be used for miscellaneous low-bandwidth purposes[https://blog.lse.epita.fr/articles/38-emulating-the-gamecube-audio-processing-in-dolphin.html]
 
** CPU can read/write blocks from RAM to ARAM through DMA; ARAM can be used for miscellaneous low-bandwidth purposes[https://blog.lse.epita.fr/articles/38-emulating-the-gamecube-audio-processing-in-dolphin.html]
 
* Stereo output (may contain 5.1-channel surround via [[Pro Logic|Dolby Pro Logic II]])
 
* Stereo output (may contain 5.1-channel surround via [[Pro Logic|Dolby Pro Logic II]])
 +
| style="text-align:center" | <ref name="Specs - Anandtech" /><ref name="NintendoGCNspecs" />
 
|-
 
|-
 
! Video Modes
 
! Video Modes
Line 198: Line 204:
 
*** [[RCA connector|RCA]] (NTSC-U), [[D-Terminal]] (NTSC-J)
 
*** [[RCA connector|RCA]] (NTSC-U), [[D-Terminal]] (NTSC-J)
 
** Stereophonic [[IΒ²S]] digital audio (not used by any cable)
 
** Stereophonic [[IΒ²S]] digital audio (not used by any cable)
 +
| style="text-align:center" | <ref name="Specs - Anandtech" />
 
|-
 
|-
 
! Storage  
 
! Storage  
Line 208: Line 215:
 
** Capacities: 512 KB (59 blocks), 2 MB (251 blocks), 8 MB (1019 blocks, incompatible with some games)
 
** Capacities: 512 KB (59 blocks), 2 MB (251 blocks), 8 MB (1019 blocks, incompatible with some games)
 
** 8&nbsp;KB sectors
 
** 8&nbsp;KB sectors
 +
| style="text-align:center" | <ref name="Specs - Anandtech" /><ref name="NintendoGCNspecs" /><ref>{{cite web |url=https://www.nintendo.co.uk/NOE/en_GB/systems/accessories_1222.html |title=Nintendo GameCube Accessories |publisher=Nintendo |accessdate=July 3, 2009 |deadurl=yes |archiveurl=https://archive.is/20120911060746/http://www.nintendo.co.uk/NOE/en_GB/systems/accessories_1222.html |archivedate=September 11, 2012 |df=mdy-all }} (dead)</ref>
 
|-
 
|-
 
! Other
 
! Other
Line 215: Line 223:
 
** 3.25&nbsp;A
 
** 3.25&nbsp;A
 
* Dimensions: {{Convert|4.3|in|abbr=on}} (H) &times; {{Convert|5.9|in|abbr=on}} (W) &times; {{Convert|6.3|in|abbr=on}} (D)
 
* Dimensions: {{Convert|4.3|in|abbr=on}} (H) &times; {{Convert|5.9|in|abbr=on}} (W) &times; {{Convert|6.3|in|abbr=on}} (D)
 +
| style="text-align:center" | <ref name="NintendoGCNspecs" />
 
|}
 
|}
  

Please note that all contributions to Mod My Classic Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see Mod My Classic Wiki:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)