https://modmyclassic.com/wiki/index.php?title=Nintendo_64&feed=atom&action=historyNintendo 64 - Revision history2024-03-29T12:53:01ZRevision history for this page on the wikiMediaWiki 1.31.1https://modmyclassic.com/wiki/index.php?title=Nintendo_64&diff=2725&oldid=prevScureuil: /* Video */2019-02-05T19:26:58Z<p><span dir="auto"><span class="autocomment">Video</span></span></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The system allows for video output in two formats: [[composite video]] and [[S-Video]]. This is accomplished through the proprietary "MULTI OUT" connector on the rear of the system, which was carried over from the SNES and later reused on the GameCube. Although the [[digital-to-analog converter]] chip used in early models had the capability to produce [[RGB color model|RGB]] video, it was not connected by default for this purpose, and later revisions lacked the pin connections for this purpose entirely.  </div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The system allows for video output in two formats: [[composite video]] and [[S-Video]]. This is accomplished through the proprietary "MULTI OUT" connector on the rear of the system, which was carried over from the SNES and later reused on the GameCube. Although the [[digital-to-analog converter]] chip used in early models had the capability to produce [[RGB color model|RGB]] video, it was not connected by default for this purpose, and later revisions lacked the pin connections for this purpose entirely.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The system came bundled with a [[RCA connector|composite cable]] (labeled Stereo A/V cable by Nintendo). Available separately (and included with the system in the UK)<del class="diffchange diffchange-inline">{{Citation needed|date=June 2013}} </del>were a [[RF connector|RF]] [[RF modulator|modulator]] and switch set (for connection to older televisions) and an official S-Video cable, although the latter was only sold at retail stores in Japan. In the U.S., the official S-Video cable could only be ordered direct from Nintendo of America, while in PAL territories, no S-Video cable was officially sold altogether. Furthermore, Nintendo omitted several components from the S-Video signal path in PAL consoles, meaning that using an unmodified NTSC S-Video cable will result in an overbright, garish image, or no image at all.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The system came bundled with a [[RCA connector|composite cable]] (labeled Stereo A/V cable by Nintendo). Available separately (and included with the system in the UK) were a [[RF connector|RF]] [[RF modulator|modulator]] and switch set (for connection to older televisions) and an official S-Video cable, although the latter was only sold at retail stores in Japan. In the U.S., the official S-Video cable could only be ordered direct from Nintendo of America, while in PAL territories, no S-Video cable was officially sold altogether. Furthermore, Nintendo omitted several components from the S-Video signal path in PAL consoles, meaning that using an unmodified NTSC S-Video cable will result in an overbright, garish image, or no image at all.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The system supports [[standard-definition television|standard-definition]] resolutions up to [[480i]] ([[576i]] for PAL units). Few games make use of this mode, and most of those which do also require use of the [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]] RAM upgrade. Most games instead use the system's [[Low-definition television|low-definition 240p]] (288p for PAL models) modes. A number of games also support widescreen display ratios using either [[anamorphic widescreen]] or [[Letterboxing (filming)|letterboxing]]. Games with support for this include ''[[Banjo-Tooie]]'', ''[[Donkey Kong 64]]'', ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'', ''[[007: The World Is Not Enough (Nintendo 64)|007: The World Is Not Enough]]'', ''[[Jet Force Gemini]]'', ''[[Perfect Dark]]'', ''[[Starshot: Space Circus Fever]]'', ''[[Turok 2: Seeds of Evil]]'', ''[[Turok 3: Shadow of Oblivion]]'', ''[[Mission: Impossible (1998 video game)|Mission Impossible]]'', ''[[Hybrid Heaven]]'', and ''[[South Park (video game)|South Park]]''.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The system supports [[standard-definition television|standard-definition]] resolutions up to [[480i]] ([[576i]] for PAL units). Few games make use of this mode, and most of those which do also require use of the [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]] RAM upgrade. Most games instead use the system's [[Low-definition television|low-definition 240p]] (288p for PAL models) modes. A number of games also support widescreen display ratios using either [[anamorphic widescreen]] or [[Letterboxing (filming)|letterboxing]]. Games with support for this include ''[[Banjo-Tooie]]'', ''[[Donkey Kong 64]]'', ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'', ''[[007: The World Is Not Enough (Nintendo 64)|007: The World Is Not Enough]]'', ''[[Jet Force Gemini]]'', ''[[Perfect Dark]]'', ''[[Starshot: Space Circus Fever]]'', ''[[Turok 2: Seeds of Evil]]'', ''[[Turok 3: Shadow of Oblivion]]'', ''[[Mission: Impossible (1998 video game)|Mission Impossible]]'', ''[[Hybrid Heaven]]'', and ''[[South Park (video game)|South Park]]''.</div></td></tr>
</table>Scureuilhttps://modmyclassic.com/wiki/index.php?title=Nintendo_64&diff=2724&oldid=prevScureuil: /* Central processing unit */2019-02-05T19:25:32Z<p><span dir="auto"><span class="autocomment">Central processing unit</span></span></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The Nintendo 64's [[central processing unit]] (CPU) is the [[NEC]] VR4300, a licensed variant of the [[64-bit computing|64-bit]] [[MIPS Technologies]] [[R4200#R4300i|R4300i]], itself a cost-reduced derivative of the MIPS R4200. Built by NEC on a 0.35&nbsp;[[micrometre|µm]] [[Semiconductor device fabrication|process]], the VR4300 is a [[Reduced instruction set computing|RISC]] 5-stage [[Scalar processor|scalar]] [[Out-of-order execution#In-order processors|in-order execution]] processor, internal 24&nbsp;[[Kilobyte|KB]] direct-mapped [[CPU cache|L1 cache]] (16&nbsp;KB for instructions, 8&nbsp;KB for data). Although a floating-point unit exists as a logical coprocessor, there is no dedicated physical FPU datapath on the VR4300; instead, the integer pipeline is shared for this purpose, meaning that floating-point instructions will stall the pipeline. The 4.6 million [[transistor]] CPU is cooled passively by an [[Aluminium|aluminum]] heatspreader that makes contact with a [[steel]] [[heat sink]] above.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The Nintendo 64's [[central processing unit]] (CPU) is the [[NEC]] VR4300, a licensed variant of the [[64-bit computing|64-bit]] [[MIPS Technologies]] [[R4200#R4300i|R4300i]], itself a cost-reduced derivative of the MIPS R4200. Built by NEC on a 0.35&nbsp;[[micrometre|µm]] [[Semiconductor device fabrication|process]], the VR4300 is a [[Reduced instruction set computing|RISC]] 5-stage [[Scalar processor|scalar]] [[Out-of-order execution#In-order processors|in-order execution]] processor, internal 24&nbsp;[[Kilobyte|KB]] direct-mapped [[CPU cache|L1 cache]] (16&nbsp;KB for instructions, 8&nbsp;KB for data). Although a floating-point unit exists as a logical coprocessor, there is no dedicated physical FPU datapath on the VR4300; instead, the integer pipeline is shared for this purpose, meaning that floating-point instructions will stall the pipeline. The 4.6 million [[transistor]] CPU is cooled passively by an [[Aluminium|aluminum]] heatspreader that makes contact with a [[steel]] [[heat sink]] above.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>With a [[clock rate]] of 93.75&nbsp;MHz, the N64's VR4300 is generally considered to be the most powerful console CPU of the [[History of video game consoles (fifth generation)|fifth generation of video game consoles]]. Except for its narrower 32-bit system bus, the VR4300 retains the computational abilities of the 64-bit MIPS R4200, though few titles take advantage of 64-bit [[Significant figures|data precision]] operations. N64 game titles generally use faster and more compact 32-bit data-operations,<del class="diffchange diffchange-inline">{{self-published source|date=May 2015}} </del>as these are sufficient to generate 3D scene data for the console's RSP (Reality Signal Processor) unit. In addition, 32-bit code executes faster and requires less storage space, which came at a premium with contemporary technology. The CPU is constrained by a 250&nbsp;MB/s bus to the system RAM, and in order to access the [[Random-access memory|RAM]], the CPU must go through the [[#Reality Coprocessor|Reality Coprocessor]] (RCP), and can not use [[Direct memory access|DMA]] to do so as the RCP can. This issue is further compounded by the [[RDRAM]]'s high access latency.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>With a [[clock rate]] of 93.75&nbsp;MHz, the N64's VR4300 is generally considered to be the most powerful console CPU of the [[History of video game consoles (fifth generation)|fifth generation of video game consoles]]. Except for its narrower 32-bit system bus, the VR4300 retains the computational abilities of the 64-bit MIPS R4200, though few titles take advantage of 64-bit [[Significant figures|data precision]] operations. N64 game titles generally use faster and more compact 32-bit data-operations, as these are sufficient to generate 3D scene data for the console's RSP (Reality Signal Processor) unit. In addition, 32-bit code executes faster and requires less storage space, which came at a premium with contemporary technology. The CPU is constrained by a 250&nbsp;MB/s bus to the system RAM, and in order to access the [[Random-access memory|RAM]], the CPU must go through the [[#Reality Coprocessor|Reality Coprocessor]] (RCP), and can not use [[Direct memory access|DMA]] to do so as the RCP can. This issue is further compounded by the [[RDRAM]]'s high access latency.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Programs [[video game console emulator|emulating]] the Nintendo 64 benefit from the scarcity of 64-bit operations in the game's executable code, especially when running with a 32-bit machine architecture as a host. Most of these emulators perform the majority of calculations at 32-bit precision and [[trap (computing)|trap]] the few subroutines that actually make use of 64-bit instructions.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Programs [[video game console emulator|emulating]] the Nintendo 64 benefit from the scarcity of 64-bit operations in the game's executable code, especially when running with a 32-bit machine architecture as a host. Most of these emulators perform the majority of calculations at 32-bit precision and [[trap (computing)|trap]] the few subroutines that actually make use of 64-bit instructions.</div></td></tr>
</table>Scureuilhttps://modmyclassic.com/wiki/index.php?title=Nintendo_64&diff=2499&oldid=prevScureuil: /* Regional lockout */2019-01-15T21:35:23Z<p><span dir="auto"><span class="autocomment">Regional lockout</span></span></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Regional lockout ==</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Regional lockout ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Nintendo initially stated that while the Nintendo 64 units for each region use essentially identical hardware design, [[regional lockout]] chips would prevent games from one region from being played on a Nintendo 64 console from a different region. Following the North American launch, however, they admitted that the cartridges contain no such chips, and the regional lockout is enforced by differing notches in the back of the cartridges.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Nintendo initially stated that while the Nintendo 64 units for each region use essentially identical hardware design, [[regional lockout]] chips would prevent games from one region from being played on a Nintendo 64 console from a different region. Following the North American launch, however, they admitted that the cartridges contain no such chips, and the regional lockout is enforced by differing notches in the back of the cartridges.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Category:Nintendo consoles]]</ins></div></td></tr>
</table>Scureuilhttps://modmyclassic.com/wiki/index.php?title=Nintendo_64&diff=2463&oldid=prevScureuil at 17:50, 15 January 20192019-01-15T17:50:35Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 17:50, 15 January 2019</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| compatibility=  </div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| compatibility=  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| predecessor  = [[Super Nintendo Entertainment System]]</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| predecessor  = [[Super Nintendo Entertainment System]]</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| successor    = [[GameCube]]</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>| successor    = [[<ins class="diffchange diffchange-inline">Gamecube|</ins>GameCube]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>}}</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>}}</div></td></tr>
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</table>Scureuilhttps://modmyclassic.com/wiki/index.php?title=Nintendo_64&diff=2007&oldid=prevScureuil at 23:12, 8 January 20192019-01-08T23:12:03Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| name        = Nintendo 64</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| name        = Nintendo 64</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| aka          = Project Reality (code name), Ultra 64 (planned product name)</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| aka          = Project Reality (code name), Ultra 64 (planned product name)</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| logo        = <del class="diffchange diffchange-inline">[[File:</del>Nintendo_64_Logo.png<del class="diffchange diffchange-inline">|frameless|upright=0.5]]</del></div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>| logo        = Nintendo_64_Logo.png</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| image        = Nintendo-64-wController-L.jpg</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| image        = Nintendo-64-wController-L.jpg</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| caption      = A [[charcoal]] grey Nintendo 64 console and grey [[Nintendo 64 controller|controller]]</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| caption      = A [[charcoal]] grey Nintendo 64 console and grey [[Nintendo 64 controller|controller]]</div></td></tr>
</table>Scureuilhttps://modmyclassic.com/wiki/index.php?title=Nintendo_64&diff=2006&oldid=prevScureuil: /* Reality Coprocessor */2019-01-08T23:11:12Z<p><span dir="auto"><span class="autocomment">Reality Coprocessor</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 23:11, 8 January 2019</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Reality Coprocessor ==</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Reality Coprocessor ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">{{Anchor|Reality Co-Processor}}</del></div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">{{Main|Reality Coprocessor}}</del></div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[File:RCP-NUS 01.jpg|thumb|right|RCP-NUS "Reality Coprocessor"]]</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[File:RCP-NUS 01.jpg|thumb|right|RCP-NUS "Reality Coprocessor"]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
</table>Scureuilhttps://modmyclassic.com/wiki/index.php?title=Nintendo_64&diff=2005&oldid=prevScureuil: /* Central processing unit */2019-01-08T23:10:41Z<p><span dir="auto"><span class="autocomment">Central processing unit</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 23:10, 8 January 2019</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l91" >Line 91:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>With a [[clock rate]] of 93.75&nbsp;MHz, the N64's VR4300 is generally considered to be the most powerful console CPU of the [[History of video game consoles (fifth generation)|fifth generation of video game consoles]]. Except for its narrower 32-bit system bus, the VR4300 retains the computational abilities of the 64-bit MIPS R4200, though few titles take advantage of 64-bit [[Significant figures|data precision]] operations. N64 game titles generally use faster and more compact 32-bit data-operations,{{self-published source|date=May 2015}} as these are sufficient to generate 3D scene data for the console's RSP (Reality Signal Processor) unit. In addition, 32-bit code executes faster and requires less storage space, which came at a premium with contemporary technology. The CPU is constrained by a 250&nbsp;MB/s bus to the system RAM, and in order to access the [[Random-access memory|RAM]], the CPU must go through the [[#Reality Coprocessor|Reality Coprocessor]] (RCP), and can not use [[Direct memory access|DMA]] to do so as the RCP can. This issue is further compounded by the [[RDRAM]]'s high access latency.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>With a [[clock rate]] of 93.75&nbsp;MHz, the N64's VR4300 is generally considered to be the most powerful console CPU of the [[History of video game consoles (fifth generation)|fifth generation of video game consoles]]. Except for its narrower 32-bit system bus, the VR4300 retains the computational abilities of the 64-bit MIPS R4200, though few titles take advantage of 64-bit [[Significant figures|data precision]] operations. N64 game titles generally use faster and more compact 32-bit data-operations,{{self-published source|date=May 2015}} as these are sufficient to generate 3D scene data for the console's RSP (Reality Signal Processor) unit. In addition, 32-bit code executes faster and requires less storage space, which came at a premium with contemporary technology. The CPU is constrained by a 250&nbsp;MB/s bus to the system RAM, and in order to access the [[Random-access memory|RAM]], the CPU must go through the [[#Reality Coprocessor|Reality Coprocessor]] (RCP), and can not use [[Direct memory access|DMA]] to do so as the RCP can. This issue is further compounded by the [[RDRAM]]'s high access latency.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Programs [[video game console emulator|emulating]] the Nintendo 64 benefit from the scarcity of 64-bit operations in the game's executable code, especially when running with a 32-bit machine architecture as a host. Most of these emulators perform the majority of calculations at 32-bit precision and [[trap (computing)|trap]] the few subroutines that actually make use of 64-bit instructions.<del class="diffchange diffchange-inline">{{self-published source|date=May 2015}}</del></div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Programs [[video game console emulator|emulating]] the Nintendo 64 benefit from the scarcity of 64-bit operations in the game's executable code, especially when running with a 32-bit machine architecture as a host. Most of these emulators perform the majority of calculations at 32-bit precision and [[trap (computing)|trap]] the few subroutines that actually make use of 64-bit instructions.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Reality Coprocessor ==</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Reality Coprocessor ==</div></td></tr>
</table>Scureuilhttps://modmyclassic.com/wiki/index.php?title=Nintendo_64&diff=2004&oldid=prevScureuil: /* Video */2019-01-08T23:10:06Z<p><span dir="auto"><span class="autocomment">Video</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 23:10, 8 January 2019</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l118" >Line 118:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The system came bundled with a [[RCA connector|composite cable]] (labeled Stereo A/V cable by Nintendo). Available separately (and included with the system in the UK){{Citation needed|date=June 2013}} were a [[RF connector|RF]] [[RF modulator|modulator]] and switch set (for connection to older televisions) and an official S-Video cable, although the latter was only sold at retail stores in Japan. In the U.S., the official S-Video cable could only be ordered direct from Nintendo of America, while in PAL territories, no S-Video cable was officially sold altogether. Furthermore, Nintendo omitted several components from the S-Video signal path in PAL consoles, meaning that using an unmodified NTSC S-Video cable will result in an overbright, garish image, or no image at all.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The system came bundled with a [[RCA connector|composite cable]] (labeled Stereo A/V cable by Nintendo). Available separately (and included with the system in the UK){{Citation needed|date=June 2013}} were a [[RF connector|RF]] [[RF modulator|modulator]] and switch set (for connection to older televisions) and an official S-Video cable, although the latter was only sold at retail stores in Japan. In the U.S., the official S-Video cable could only be ordered direct from Nintendo of America, while in PAL territories, no S-Video cable was officially sold altogether. Furthermore, Nintendo omitted several components from the S-Video signal path in PAL consoles, meaning that using an unmodified NTSC S-Video cable will result in an overbright, garish image, or no image at all.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The system supports [[standard-definition television|standard-definition]] resolutions up to [[480i]] ([[576i]] for PAL units). Few games make use of this mode, and most of those which do also require use of the [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]] RAM upgrade. Most games instead use the system's [[Low-definition television|low-definition 240p]] (288p for PAL models) modes. A number of games also support widescreen display ratios using either [[anamorphic widescreen]] or [[Letterboxing (filming)|letterboxing]]. Games with support for this include ''[[Banjo-Tooie]]'', ''[[Donkey Kong 64]]'', ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'', ''[[007: The World Is Not Enough (Nintendo 64)|007: The World Is Not Enough]]'', ''[[Jet Force Gemini]]'', ''[[Perfect Dark]]'', ''[[Starshot: Space Circus Fever]]'', ''[[Turok 2: Seeds of Evil]]'', ''[[Turok 3: Shadow of Oblivion]]'', ''[[Mission: Impossible (1998 video game)|Mission Impossible]]'', ''[[Hybrid Heaven]]'', and ''[[South Park (video game)|South Park]]''.<del class="diffchange diffchange-inline">{{Citation needed|date=May 2015}}</del></div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The system supports [[standard-definition television|standard-definition]] resolutions up to [[480i]] ([[576i]] for PAL units). Few games make use of this mode, and most of those which do also require use of the [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]] RAM upgrade. Most games instead use the system's [[Low-definition television|low-definition 240p]] (288p for PAL models) modes. A number of games also support widescreen display ratios using either [[anamorphic widescreen]] or [[Letterboxing (filming)|letterboxing]]. Games with support for this include ''[[Banjo-Tooie]]'', ''[[Donkey Kong 64]]'', ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'', ''[[007: The World Is Not Enough (Nintendo 64)|007: The World Is Not Enough]]'', ''[[Jet Force Gemini]]'', ''[[Perfect Dark]]'', ''[[Starshot: Space Circus Fever]]'', ''[[Turok 2: Seeds of Evil]]'', ''[[Turok 3: Shadow of Oblivion]]'', ''[[Mission: Impossible (1998 video game)|Mission Impossible]]'', ''[[Hybrid Heaven]]'', and ''[[South Park (video game)|South Park]]''.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Regional lockout ==</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Regional lockout ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Nintendo initially stated that while the Nintendo 64 units for each region use essentially identical hardware design, [[regional lockout]] chips would prevent games from one region from being played on a Nintendo 64 console from a different region. Following the North American launch, however, they admitted that the cartridges contain no such chips, and the regional lockout is enforced by differing notches in the back of the cartridges.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Nintendo initially stated that while the Nintendo 64 units for each region use essentially identical hardware design, [[regional lockout]] chips would prevent games from one region from being played on a Nintendo 64 console from a different region. Following the North American launch, however, they admitted that the cartridges contain no such chips, and the regional lockout is enforced by differing notches in the back of the cartridges.</div></td></tr>
</table>Scureuilhttps://modmyclassic.com/wiki/index.php?title=Nintendo_64&diff=2003&oldid=prevScureuil: /* Introduction */2019-01-08T23:09:18Z<p><span dir="auto"><span class="autocomment">Introduction</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 23:09, 8 January 2019</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l46" >Line 46:</td>
<td colspan="2" class="diff-lineno">Line 46:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The '''Nintendo 64''', stylized as '''NINTENDO<sup>64</sup>''' and abbreviated as '''N64''', is [[Nintendo]]'s third [[home video game console]] for the international market. Named for its [[64-bit computing|64-bit]] [[central processing unit]], it was released in June 1996 in Japan, September 1996 in North America and Brazil, March 1997 in Europe and Australia, and September 1997 in France. It is the last major home console to use the [[ROM cartridge|cartridge]] as its primary storage format until Nintendo's seventh console, the [[Nintendo Switch]], released in 2017. The console was discontinued in mid-2002 following the launch of its successor, the [[GameCube]], in 2001.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The '''Nintendo 64''', stylized as '''NINTENDO<sup>64</sup>''' and abbreviated as '''N64''', is [[Nintendo]]'s third [[home video game console]] for the international market. Named for its [[64-bit computing|64-bit]] [[central processing unit]], it was released in June 1996 in Japan, September 1996 in North America and Brazil, March 1997 in Europe and Australia, and September 1997 in France. It is the last major home console to use the [[ROM cartridge|cartridge]] as its primary storage format until Nintendo's seventh console, the [[Nintendo Switch]], released in 2017. The console was discontinued in mid-2002 following the launch of its successor, the [[GameCube]], in 2001.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Codenamed "Project Reality", the Nintendo 64 design was mostly complete by mid-1995, but its launch was delayed until 1996, when [[Time (magazine)|''Time'']] named it Machine of the Year. It was launched with three games: ''[[Super Mario 64]]'' and ''[[Pilotwings 64]]'' (worldwide) and ''[[Saikyō Habu Shōgi]]'' (exclusive to Japan). As part of the [[History of video game consoles (fifth generation)|fifth generation of gaming]], the system competed primarily with the [[PlayStation (console)|Sony PlayStation]] and the [[Sega Saturn]]. The [[suggested retail price]] at its United States launch was {{<del class="diffchange diffchange-inline">USD</del>|199.99}}, and 32.93 million units were sold worldwide. The console was released in a range of colors and designs over its lifetime. In 2015, [[IGN]] named it the 9th greatest video game console of all time.</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Codenamed "Project Reality", the Nintendo 64 design was mostly complete by mid-1995, but its launch was delayed until 1996, when [[Time (magazine)|''Time'']] named it Machine of the Year. It was launched with three games: ''[[Super Mario 64]]'' and ''[[Pilotwings 64]]'' (worldwide) and ''[[Saikyō Habu Shōgi]]'' (exclusive to Japan). As part of the [[History of video game consoles (fifth generation)|fifth generation of gaming]], the system competed primarily with the [[PlayStation (console)|Sony PlayStation]] and the [[Sega Saturn]]. The [[suggested retail price]] at its United States launch was {{<ins class="diffchange diffchange-inline">currency</ins>|199.99<ins class="diffchange diffchange-inline">|USD</ins>}}, and 32.93 million units were sold worldwide. The console was released in a range of colors and designs over its lifetime. In 2015, [[IGN]] named it the 9th greatest video game console of all time.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>= Specifications =</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>= Specifications =</div></td></tr>
</table>Scureuilhttps://modmyclassic.com/wiki/index.php?title=Nintendo_64&diff=2002&oldid=prevScureuil: /* Components */2019-01-08T23:07:51Z<p><span dir="auto"><span class="autocomment">Components</span></span></p>
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 23:07, 8 January 2019</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l64" >Line 64:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Components ==</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Components ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">{{See also|Nintendo 64 programming characteristics}}</del></div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[File:Nintendo-N64-Motherboard-Top.jpg|link=File:Nintendo-N64-Motherboard-Top.jpg|thumb|right|300px|The Nintendo 64 motherboard, showing CPU, RCP, and RDRAM]]</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[File:Nintendo-N64-Motherboard-Top.jpg|link=File:Nintendo-N64-Motherboard-Top.jpg|thumb|right|300px|The Nintendo 64 motherboard, showing CPU, RCP, and RDRAM]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* [[Central processing unit|CPU]]: 64-bit [[NEC]] VR4300 ([[R4200#R4300i|MIPS R4300i]]) with 24&nbsp;KB L1 cache, running at [[Clock rate|93.75&nbsp;MHz]].</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* [[Central processing unit|CPU]]: 64-bit [[NEC]] VR4300 ([[R4200#R4300i|MIPS R4300i]]) with 24&nbsp;KB L1 cache, running at [[Clock rate|93.75&nbsp;MHz]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>** Performance: 125&nbsp;MIPS ([[Instructions per second|million instructions per second]]), 93.75&nbsp;[[MFLOPS]] (million floating-point operations per second).</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>** Performance: 125&nbsp;MIPS ([[Instructions per second|million instructions per second]]), 93.75&nbsp;[[MFLOPS]] (million floating-point operations per second).</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>* [[Graphics processing unit|GPU]]: 64-bit [[Reality Coprocessor]], running at 62.5&nbsp;[[Megahertz|MHz]] and over 100&nbsp;[[MFLOPS]].<del class="diffchange diffchange-inline">< </del>It is a [[microcode]]-reprogrammable [[Transform, clipping, and lighting|T&L]] GPU, composed of two integrated processors: the Reality Signal Processor (RSP) and the Reality Display Processor (RDP).</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* [[Graphics processing unit|GPU]]: 64-bit [[Reality Coprocessor]], running at 62.5&nbsp;[[Megahertz|MHz]] and over 100&nbsp;[[MFLOPS]]. It is a [[microcode]]-reprogrammable [[Transform, clipping, and lighting|T&L]] GPU, composed of two integrated processors: the Reality Signal Processor (RSP) and the Reality Display Processor (RDP).</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>** Video Interface (VI) reads data from the frame buffer using a fixed time interval, and sends it to the DA (digital-to-analog) converter (video DAC) to produce the video output.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>** Video Interface (VI) reads data from the frame buffer using a fixed time interval, and sends it to the DA (digital-to-analog) converter (video DAC) to produce the video output.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>** Audio Interface (AI) reads data from the audio buffer using a fixed time interval, and sends it to the DA (digital-to-analog) converter (audio DAC) to produce the sound output.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>** Audio Interface (AI) reads data from the audio buffer using a fixed time interval, and sends it to the DA (digital-to-analog) converter (audio DAC) to produce the sound output.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>** Peak [[fillrate]]:</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>** Peak [[fillrate]]:</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*** 31.25 [[megapixel]]s/second (texturing, perspective correction, bilinear filtering, translucency, Z-buffering, mipmapping, fog).</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*** 31.25 [[megapixel]]s/second (texturing, perspective correction, bilinear filtering, translucency, Z-buffering, mipmapping, fog).</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*** 62.5<del class="diffchange diffchange-inline">{{</del>nbsp<del class="diffchange diffchange-inline">}}</del>MP/s (texturing, perspective correction, bilinear filtering, translucency, Z-buffering).</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*** 62.5<ins class="diffchange diffchange-inline">&</ins>nbsp<ins class="diffchange diffchange-inline">;</ins>MP/s (texturing, perspective correction, bilinear filtering, translucency, Z-buffering).</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>***125–250<del class="diffchange diffchange-inline">{{</del>nbsp<del class="diffchange diffchange-inline">}}</del>MP/s (fill mode, copy mode).</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>***125–250<ins class="diffchange diffchange-inline">&</ins>nbsp<ins class="diffchange diffchange-inline">;</ins>MP/s (fill mode, copy mode).</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Audio: 16-bit, stereo, [[CD quality]].</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* Audio: 16-bit, stereo, [[CD quality]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>** Number of [[ADPCM]] voices: 16–24 channels with pitch-shifting [[PCM]], up to 100 PCM channels theoretically possible.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>** Number of [[ADPCM]] voices: 16–24 channels with pitch-shifting [[PCM]], up to 100 PCM channels theoretically possible.</div></td></tr>
</table>Scureuil