Nintendo GameCube

From the Super Mario Wiki, the Mario encyclopedia
Revision as of 19:40, September 25, 2006 by Paper Jorge (talk | contribs) (It's for the Wii now. The Gamecube died.)
Jump to navigationJump to search
File:Gamecube.PNG
Beautiful isn't she?

The Nintendo GameCube is a console system developed by (obviously) Nintendo. The GameCube has room for two memory cards and four controllers. It has three buttons on top: Open, Reset, and Power. It has two serial ports and one hi-speed port on the bottom; their respective functions remain a mystery. The Nintendo GameCube utilizes mini-disks.

Operation of the Nintendo GameCube is subject to the following conditions: (1) This device may not cause harmful interference, and (2) This device must accept any interference received, including interference that may cause undesired operations.

Many popular Mario games were made for this system, including: Super Mario Sunshine, Paper Mario: The Thousand-Year Door, Super Smash Bros. Melee, Mario Kart: Double Dash!! and Mario Superstar Baseball.

Details

  • MPU ("Microprocessor Unit")*: Custom IBM Power PC "Gekko"
  • Manufacturing process: 0.18 micron IBM copper wire technology
  • Clock frequency: 485 MHz
  • CPU capacity: 1125 Dmips (Dhrystone 2.1)
  • Internal data precision : 32-bit Integer & 64-bit floating-point
  • External bus: 1.3GB/second peak bandwidth (32-bit address space, 64-bit data bus 162 MHz clock)
  • Internal cache L1: instruction 32KB, data 32KB (8 way) L2: 256KB (2 way)
  • System LSI: Custom ATI/Nintendo "Flipper"
  • Embedded frame buffer: Approx. 2MB sustainable latency : 6.2ns (1T-SRAM)
  • Embedded texture cache: Approx. 1MB sustainable latency : 6.2ns (1T-SRAM)
  • Texture read bandwidth: 10.4GB/second (Peak)
  • Main memory bandwidth: 2.6GB/second (Peak)
  • Pixel depth: 24-bit color, 24-bit Z buffer
  • Image processing functions: Fog, subpixel anti-aliasing, 8 hardware lights, alpha blending, virtual texture design, multi-texturing, bump mapping, environment mapping, MIP mapping, bilinear filtering, trilinear filtering, anisotropic filtering, real-time hardware texture decompression (S3TC), real-time decompression of display list, HW 3-line deflickering filter.