Game Cube - Hardware - Section
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TECHNICAL INFORMATION
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Nintendo Game Cube....
GAME CUBE - THEMEN: 
  • NGC - TECHNISCHE DETAILS
  • NGC - GRUNDGERÄT
  • NGC - CONTROLLER
  • NGC - MEMORY CARD
  • NGC - MODEMS ANALOG / BREITBAND
  • NGC - ZUBEHÖR
  • NGC - GB ADVANCE ANSCHLIESSEN

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    Und so sieht er aus.. der GameCube (NGC)!
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    Technische Daten
    Official Name NINTENDO GAMECUBE
    MPU("Microproc.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)
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    System LSI: "Flipper"
    Manufacturing Process 0.18 microns NEC Embedded DRAM Process
    Clock Frequency 202.5MHz
    Embedded Frame Buffer Approx. 2MB Sustainable Latency : 5ns (1T-SRAM)
    Embedded Texture 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 Fog, Subpixel Anti-aliasing, HW Light x8, Alpha Blending, Virtual Texture Design, Multi-texture Mapping/Bump/Environment Mapping, MIPMAP, Bilinear Filtering, Real-time Texture Decompression (S3TC), etc.
    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. 
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    (The following sound related functions are all incorporated into the System LSI)
    Sound System
    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  CAV (Constant Angular Velocity) System Average Access Time Data Transfer Speed 16Mbps to 25Mbps 128ms
    Media 8cm NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology 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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