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GameCube Architecture: Architecture of Consoles: A Practical Analysis, #10
GameCube Architecture: Architecture of Consoles: A Practical Analysis, #10
GameCube Architecture: Architecture of Consoles: A Practical Analysis, #10
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GameCube Architecture: Architecture of Consoles: A Practical Analysis, #10

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About this ebook

Gone are the days of '3D-attempts', Nintendo's new offering consists of a clean and powerful break from its predecessor that will open the door to new, original and unseen content.

 

It's worth pointing out that the design of this architecture led to one of the most compact hardware of this generation. This was emphasised by the lack of slims or lite revisions.

 

Architecture of Consoles: A Practical Analysis

 

Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.

 

This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!

 

About this edition

 

This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.

 

While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.

LanguageEnglish
Release dateNov 19, 2019
ISBN9798201660857
GameCube Architecture: Architecture of Consoles: A Practical Analysis, #10

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    Book preview

    GameCube Architecture - Rodrigo Copetti

    1 About this edition

    This edition originates from the article initially published on my personal website, it’s been re-styled to take advantage of the capabilities of PDF/eBook documents.

    While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us, though these will offer a link to the original article in case the reader wants to try the ‘full version’. Please keep this in mind when you see references to interactivity throughout the writings.

    As always, the original manuscript of the articles is available on Github to enable readers to report mistakes or propose changes. There’s also a supporting reading list available to help understand the series. The author also accepts donations to help improve the quality of current articles and upcoming ones.

    1.1 Open to feedback

    Last but not least, for any comments and/or issues regarding this edition of the article, please get in touch using the links provided on the About page.

    2 A quick introduction

    Gone are the days of ‘3D-attempts’, Nintendo’s new offering consists of a clean and powerful break from its predecessor that will open the door to new, original and unseen content.

    It’s worth pointing out that the design of this architecture led to one of the most compact hardware of this generation. This was emphasised by the lack of slims or lite revisions.

    3 Suporting Imagery

    3.1 Model

    Figure 3.1: The one and only GameCube. Released on 14/09/2001 in Japan, 18/11/2001 in America and 03/05/2002 in Europe. [1]

    Figure 3.1: The one and only GameCube. Released on 14/09/2001 in Japan, 18/11/2001 in America and 03/05/2002 in Europe. [1]

    3.2 Motherboard

    Figure 3.2: Motherboard. Taken from my ‘DOL-CPU-10’ model, later ones removed Serial Port 2 and Digital Output. Encoder chip, expansion, controller and PSU slots are found on the other side.

    Figure 3.2: Motherboard. Taken from my ‘DOL-CPU-10’ model, later ones removed Serial Port 2 and Digital Output. Encoder chip, expansion, controller and PSU slots are found on the other side.

    Figure 3.3: Motherboard with important parts labelled.

    Figure 3.3: Motherboard with important parts labelled.

    3.3 Diagram

    Figure 3.4: Main architecture diagram.

    Figure 3.4: Main architecture diagram.

    4 CPU

    After the loss of SGI’s dominance in the graphics market, Nintendo needed new players to partner up with.

    Figure 4.1: Construction of Gekko.

    Figure 4.1: Construction of Gekko.

    A promising

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