NINTENDO GAMECUBE System SpecificationsMPU ('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 Processor | : | custom Macronix 16-bit DSP | DSP Instruction Memory | : | 8KB RAM + 8KB ROM | DSP Data Memory | : | 8KB RAM + 4KB ROM | DSP 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 (Total 40MB) | Main Memory 'Splash' | 24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable Latency | A-Memory | 16 MB (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
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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
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- Game Boy Model Number Dmg 001 2
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Game Boy Model Number Dmg 001 2
Aug 05, 2016 As we all (Or at least a vast majority of us) know, the GBA SP was first released with a frontlit display under the model number AGS-001. Later on mainly here in America, another version was released, this time with a backlight, modeled AGS-101. Nintendo Gameboy DMG-001 - With camera, printer and case. The printer does not have the battery cover or the plastic cover that goes over the paper feed. There is also no cable to connecting it to the game boy.