1. The Game Boy advance is still in Japan, but it should be in America
by the end of June! It has the same grapics as the Super NES (I was supprised
as heck that it was just a real little Super)
2. As you all know paper Mario is comming out I think it is kind of bizzare. One of your tasks is to bake a cake! Mario returns to his hammering times too. There are many more off-beat challenges in this game
3.The Game Cube (here are some things about it and a few comparisons).
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)