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Game Cube Info


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Here are some game cube pictures:

NINTENDO GAMECUBE(When I say we or it sounds like I made it I mean sort of like its er I don't really know why I said it)(Ok then I got this from http://www.nintendo.ca )
Many people have wondered whether the NINTENDO GAMECUBE is going to be a home multimedia device, or an exclusive game machine. Our answer is clear: the NINTENDO GAMECUBE focuses on game play. It is the ultimate TV game machine and the first of its kind.

Drawing on our long experience in game console development, we understand that a single-minded focus on creating the most technologically-advanced hardware can also create development challenges for software producers. Flexibility and scalability in system design are essential keys to minimizing development time and cost, while still maximizing design options and ease of use.

We have kept this in mind in our creation of the NINTENDO GAMECUBE. Our goal is to realize the highest level of hardware performance while at the same time enhancing the productivity of software development. As a result, we have created a developer-friendly game machine with the superior capabilities that players have come to expect from Nintendo. This is our vision of what a "next generation" game machine should be.

Stay tuned to nintendo.com for the latest NINTENDO GAMECUBE news.


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)
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 Subpixel Anti-aliasing, Multi-texture Mapping/Bump/Environment, MIPMAP, Real-time Texture Decompression, Real-time Decompression
Other Real-time Decompression of Display List, HW 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
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, HW Lighting Total)
Actual Display Capability 6 million to 12 million polygons/second
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 Data Transfer Speed 16 Mpbs to 25 Mbps
Media 8cm NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology
Media 8cm NINTENDO GAMECUBE Optical Disc 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)


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