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| | #1 |
| Guest | Slip from US boss hints at Mario 128 Gamecube no-show According to NOM UK, NoA's boss, George Harrison told CNN that Mario 128 was "definitely not certain to appear on GameCube". Obviously, NOM UK contacted NoE for clarification on this "We have no information on this", they told NOM UK. I sincerely hope this is not true. |
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| | #4 | |
| Guest | Quote:
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| | #6 | |
| Guest | Quote:
And "We have no information on this" means that they haven't gotten info from Miyamoto's mouth. | |
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| | #9 | |
| Guest | Quote:
And "We have no information on this" means that they haven't gotten info from Miyamoto's mouth.</font>[/quote]Thank you for the compliment. | |
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| | #10 | |
![]() Game Brain Join Date: Dec 1999 Posts: 14,262 Thanks: 0 Thanked 0 Times in 0 Posts | Quote:
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| | #11 |
| Join Date: Jun 2001 Location: Warwick, Rhode Island Posts: 6,061 Thanks: 0 Thanked 0 Times in 0 Posts | Agreed. Nintendo needs Mario to launch with their next system. Don't get so hung up on the numbers. It's not meant to be taken literally. |
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| | #12 |
| Guest | Sorry to burst your bubble, MM, but GCN isn't 128 bit. I really don't understand the inner workings of the system myself, but I've heard 32/64 bit, sometimes referred to as 96 bit. You can check nintendo.com if you don't believe. I'm not the type of person to come on these boards and lie, though. I hope the next Mario is released on GCN. I just don't want to wait for the next system to play it. |
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| | #13 |
![]() Game Brain Join Date: Dec 1999 Posts: 14,262 Thanks: 0 Thanked 0 Times in 0 Posts | How can the Gamecube be 32-bit when the GBA and original Playstation are 32-bit? And how can it be 64-bit when the N64 is 64-bit? Of course the GCN is 128-bit. |
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| | #15 |
| Guest | :: Here are the Gamecube 'bit specs' :: - Address Space: 32-bit - Integer: 32-bit - Floating-Point: 64-bit SIMD - CPU External Bus: 64-bit - Main Memory Bus: 64-bit :: Here's the full specs from Nitendo.com :: http://www.nintendo.com/techspecgcn 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" 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. Nintendo GameCube Physical Specifications 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 Matsu****a'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 3.25A Main Unit Dimensions : 4.3"(H) x 5.9"(W) x 6.3"(D) :: and XBOX for comparison I guess... :: - Address Space: 32-bit - Integer: 32-bit (MMX: 64-bit SIMD) - Floating-Point: 80-bit (SSE: 128-bit SIMD) - CPU External Bus: 64-bit - Main Memory Bus: 128-bit Bits, technially, aren't DIRECTLY related to speed. More bits = more speed, yes, however it depends on what else is in the machine as well. Bits are kinda like a highway, not fast in and of itself, but the wider the highway, the more fast cars you can put on it. Sortof. Not that it matters, but most computers (excluding like, supercomputers and computers from like the 80s or what have ya) are only 32-bit. Hence, Windows (and I think Mac OS as well, don't know tons about them) is a 32-bit application. Someone correct me if I made any mistakes in there... ~mariofreak~ |
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| | #16 |
| Join Date: Apr 2000 Location: Tai Fuhubook!!!111ONEONEONE Posts: 3,067 Thanks: 0 Thanked 8 Times in 8 Posts | Windows wasn't originally 32 bit, it started out as 16 bit until Windows 98. NT was 32 bit, though. Furthermore, Windows XP IS 64 bit. From what I know, it happens to be an enhanced NT. Most Server Software is double the norm for home user software, IE there ae probably 128/64 bit operating systems under Windows REGARDLESS of XP. Furthermore, you disproved your idea with the last comment. Apparently, bit is related to the overall control system, not the picture. Why? In windows, even on 64-bit operating systems, 32-bit is as high as you can go. So, the parts that say 32-bit are most likely graphics components. Finally, the marking of 128-bit probably relates to the ENTIRE SYSTEM, and not a single chunk of info. Really, you do need more specific information if yer gonna change my mind. Several things can make a system "128-bit." |
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