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Nintendo Gamecube is one of the best available systems out. It has fast load time, great graphics, and is just overall easy to deal with. |
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Nintendo GameCube Options The Nintendo GameCube is a magical machine ... and it's only the beginning. Plug in Memory Cards to save game data, Modem and Broadband Adaptersto go online, or the Game Boy Player to enjoy Game Boy, Game Boy Advance and e-Reader games on your TV! | |||||||||||||||||||
Other Nintendo GameCube Options Developers are finding all kinds of coolways to connect the Nintendo GameCube and the Game Boy Advance. Whether you're uploading yourstable of Pokémon into Pokémon Colosseum or expanding youfootball strategy in EA's Madden 2004, you'll soon find the Game Boy Advance to be an indispensable tool! | |||||||||||||||||||
Nintendo GameCube with Game Boy Advance Link Game Boy Advance to a Nintendo GameCube for incredible gameplay that's unique to Nintendo. To take advantage of this kind of Connectivity, you'll need a Nintendo GameCube Game Boy Advance Cable and a Game Boy Advance or Game Boy Advance SP. In some cases you will need both the Nintendo GameCube game and a specific Game Boy Advance game. | |||||||||||||||||||
Nintendo GameCube Technical Specifications 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. Nintendo GameCube Physical Specifications 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 encoding Sampling Frequency : 48KHz System Floating-point Arithmetic Capability : 10.5 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total) Real-world polygon : 6 million to 12 million polygons/second (Peak) (Assuming actual game conditions with complex models, fully textured, fully lit, etc.) System Memory : 40MB Main Memory : 24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable Latency A-Memory : 16MB (81MHz 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, Approx. 1.5GB Capacity Input/Output : Controller Port x4, Memory Card 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 3.25A Main Unit Dimensions : 4.3"(H) x 5.9"(W) x 6.3"(D) |