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Wii Architecture: Architecture of Consoles: A Practical Analysis, #11
Wii Architecture: Architecture of Consoles: A Practical Analysis, #11
Wii Architecture: Architecture of Consoles: A Practical Analysis, #11
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Wii Architecture: Architecture of Consoles: A Practical Analysis, #11

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Even though the Wii lacked the state of art graphics its competitors enjoyed, new types of control and innovative software gave this console new areas to brag about.

 

Here we will analyse every aspect of this console, from its already-familiar hardware to its overlooked security system, including its major flaws.

 

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 dateJan 5, 2020
ISBN9798201737191
Wii Architecture: Architecture of Consoles: A Practical Analysis, #11

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    Book preview

    Wii 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

    Even though the Wii lacked the state of art graphics its competitors enjoyed, new types of control and innovative software gave this console new areas to brag about.

    Here we will analyse every aspect of this console, from its already-familiar hardware to its overlooked security system, including its major flaws.

    Quick Note: Some sections overlap part of the previous article about the Gamecube, so instead of repeating the information I will just put a link to the respective part of the article.

    3 Suporting Imagery

    3.1 Model

    Figure 3.1: Le Wii. Released on 19/11/2006 in America, 02/12/2006 in Japan and 08/12/2006 in Europe. [1]

    3.2 Motherboard

    Figure 3.2: Motherboard. Showing revision ‘RVL-CPU-40’, earlier revisions had a significantly larger fabrication process and later ones removed most of the Gamecube’s I/O. NAND Flash is fitted on the back. [2]

    Figure 3.3: Motherboard with important parts labelled.

    3.3 Diagram

    Figure 3.4: Main architecture diagram.

    4 Next-gen controllers

    Let’s start by discussing one of the most iconic aspects

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