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GCN specs for people who want to start a GCN Emulator lol

gokuss4

Meh...
well these are true specs and making the plug-in well i dont will be kinda hard for fairly experienced gfx writers. well here they are:

Graphic Processing/main processor (cpu core/gui ???)

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"

Manufacturing Process 0.18 micron NEC Embedded DRAM Process

Clock Frequency 162 MHz

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

Sound/LSI System

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 3.5A

Main Unit Dimensions 4.3"(H) x 5.9"(W) x 6.3"(D)

Well i hope this would help some experienced gfx makers ;)
 

Zero

Liar Liar Pants On Fire!
LOL :p
But serious specs aren't enough we need the big N's technical docs so if you can find these(not likely) then I would be interested in them.
 

Cyberman

Moderator
Moderator
Actually you need the Developers Kit.
This has headers and library information that likely has the specific opcode encoding used with the GameCube.

the PPC opcode map is well documented.. except it depends on which generation it is in reality. IE there are different opcode maps for different implementations. Each PPC opcode map is like the ARM opcode map, some are made for space efficiency and others are made for speed.

Then you have the details of the display hardware and other components such as the Mini DVD system.

Lots and LOTS of stuff :)

Cyb
 

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