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Nintendo Game Cube (2001)

Originally code named Project Dolphin, and called “Star Cube” this console was released to Japan on the 14th of September 2001 under the name “GameCube”. It was then released to America on the 5th of November 2001 and in early 2002 in Australia.

It is a small 128-bit console which is more powerful than the Sony Playstation 2. The focus for this console was on creating fun, exciting games that are more playable. The games promise to get the player more involved and to be more realistic than ever before.

The GameCube continues the tradition of four controller ports, carried over from the Nintendo 64 with the controllers improving on the already excellent design of the N64 controllers, being easy to use and having a wide variety of functions. Adding to this console is the capability of attaching the Nintendo Game Boy Advance to the GameCube and thus having interfacing between the two consoles.

Specifications:
- MPU ("Micro Processing Unit"): Custom IBM Power PC "Gekko" manufactured with 0.18 micron
- IBM Copper Wire Technology, running at 485 MHz
- CPU Capacity: 1125 Dmips (Dhrystone 2.1)
- Internal Data Precision: 32-bit Integer & 64-bit Floating-point
- External Bus: 1.3 GB/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" manufactured with 0.18 micron NEC Embedded -DRAM Process
- Clock Frequency: 162 MHz
- Embedded Frame Buffer: Approx. 2 MB
- Sustainable Latency: 6.2ns (1T-SRAM)
- Embedded Texture Cache: Approx. 1 MB
- Sustainable Latency: 6.2 ns (1T-SRAM)
- Texture Read Bandwidth: 10.4 GB/second (Peak)
- Main Memory Bandwidth: 2.6 GB/second (Peak)
- Pixel Depth: 24-bit Colour, 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, Ansitropic Filtering, Real-time Hardware Texture Decompression (S3TC)
- Sound Processor: Custom Macronix 16-bit DSP
- Instruction Memory: 8KB RAM + 8KB ROM
- Data Memory: 8KB RAM + 4KB ROM
- Clock Frequency: 81 MHz
- Performance: 64 simultaneous channels, ADPCM & PCM encoding
- Sampling Frequency: 48KHz
- Floating-point Arithmetic Capability: 10.5 GFLOPS (Peak)
- Real-world polygon: 6 to 12 million polygons/second (Peak)
- System Memory "Splash": 40 MB
- Main Memory: 24 MB MoSys 1T-SRAM
- Approx. 10ns Sustainable Latency
- A-Memory: 16 MB 81 MHz DRAM
- Disc Drive: CAV (Constant Angular Velocity) System
- Average Access Time: 128ms
- Data Transfer Speed: 16Mbps to 25Mbps
- Media: 3 inch Nintendo GameCube Disc (based on Matsushita's Optical Disc Technology)
- Capacity: Approx. 1.5GB
- DVD, CD, VCD, CD-R, DVD-R compatible (Panasonic version only)
- 4 Controller Ports
- 2 Memory Card Slots
- Analogue AV Output
- Digital AV Output
- 2 High-Speed Serial Ports
- High-speed Parallel Port
- Power Supply: AC Adapter DC12V x 3.5A
- Dimensions: Width 150mm (5.9") x Depth 160mm (6.3") x Height 110mm (4.3")