Wii U Architecture: Architecture of Consoles: A Practical Analysis, #21
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About this ebook
Already faced with the difficult challenge of replicating the triumph of the Wii, Nintendo's new product also needed to save its loyal customers from the temptation of cheap smartphones and tablets. The result was a console that combines radical innovation with cost-effectiveness. In there, users found imaginative interaction methods while developers had to deal with the legacy technology underneath them.
The new issue of the Architecture of consoles has arrived. This time, we take a look at what would be Nintendo's last joint project with IBM and AMD.
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.
Related to Wii U Architecture
Titles in the series (22)
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Wii U 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
Already faced with the difficult challenge of replicating the triumph of the Wii, Nintendo’s new product also needed to save its loyal customers from the temptation of cheap smartphones and tablets. The result was a console that combines radical innovation with cost-effectiveness. In there, users found imaginative interaction methods while developers had to deal with the legacy technology underneath them.
The new issue of the Architecture of consoles has arrived. This time, we take a look at what would be Nintendo’s last joint project with IBM and AMD.
2.1 References to its predecessor and competitor
You’d be surprised that the Wii U shares its DNA with two somewhat distinct consoles: The Wii and the Xbox 360 (which, in turn, inherit technology from the GameCube and the PlayStation 3!). For that reason, I strongly recommend you read those write-ups first, as many of the technologies introduced here are related to their predecessors.
Furthermore, Wii backwards compatibility is a recurrent topic of this article. In contrast with the software emulation on the Xbox 360 and the provisional PS2 hardware on the PlayStation 3, the Wii U takes it to an obsessive level. It does come at a cost, though, which you’ll eventually see as well. In any case, the main goal of this article is to analyse the Wii U. So, Wii-related capabilities will be discussed separately from the main functions.
3 Suporting Imagery
3.1 Model
Figure 3.1: Le Wii U. Released on 18/11/2012 in America, 30/11/2012 in Europe and 08/12/2012 in Japan. [1]Figure 3.1: Le Wii U. Released on 18/11/2012 in America, 30/11/2012 in Europe and 08/12/2012 in Japan. [1]
3.2 Motherboard
Figure 3.2: Motherboard. Interesting how there’re lots of empty space, I presume the design had to be wide enough to accommodate the disc drive and the heatsink.Figure 3.2: Motherboard. Interesting how there’re lots of empty space, I presume the design had to be wide enough to accommodate the disc drive and the heatsink.
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 Next-gen controller
When it comes to Nintendo, the controller tends to be an engaging topic of discussion. Here is no exception, so I found it more captivating to start the analysis with this component before we dive into the main box.
Figure 4.1: The GamePad (black edition).Figure 4.1: The GamePad (black edition).
The Wii U comes with a single wireless ‘controller’ (albeit nothing like seen before). It’s twice the size of a traditional controller but bundles twice the functionality. Its technical name is Display Remote Controller (DRC) but users better know it as GamePad. In there, we find a touchscreen, a set of buttons, a hidden stylus and many, many sensors. All in all, it’s one interesting brick.
Due to its abundance of hardware, you could consider it an independent computer by itself. However, due to its software, the GamePad ultimately behaves as a terminal linked to the console, with duties including:
Input device by forwarding sensor data and button presses to the console.
Output device by receiving audio and video streams from the console and reproducing them on the internal display and speakers.
Signal processing by seamlessly encoding and decoding data streams traveling from or to the console.
In doing so, apart from being a controller, the GamePad was marketed with two functionalities in mind: A ‘second screen’ and a ‘mirror screen’. In the first case, the console may display exclusive information on the GamePad without consuming TV space. In the other, the user may use the console without requiring a TV anymore.
Figure 4.2: The Legend of Zelda: Twilight Princess HD (2016). The GamePad’s display acts as a handy secondary screen to show the map and inventory.Figure 4.2: The Legend of Zelda: Twilight Princess HD (2016). The GamePad’s display acts as a handy secondary screen to show the map and inventory.
Figure 4.3: Super Mario Maker (2015). Main gameplay happens on the GamePad, the TV just acts as a ‘projector’.Figure 4.3: Super Mario Maker (2015). Main gameplay happens on the GamePad, the TV just acts as a ‘projector’ .
In practice, however, there wasn’t any standardisation in place. So, the adoption of either style completely depended on how the game was programmed.
4.1 Architecture
Let’s now see what the GamePad is made of, a tricky task by itself since the internals of the GamePad aren’t documented whatsoever. Luckily, a hacking group called ‘Memahaxx’ took matters into their own hands and completely reversed-engineered the device. If that wasn’t enough, they also took the time to share their discoveries with the public.
Figure 4.4: The internal architecture of the GamePad.Figure 4.4: The