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Nintendo Gamecube Cheats, Codes and Walkthrough links
0 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Current Console Price $199.99
Every Nintendo Gamecube Cheat in the world
Editors Elite Cheats
0 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Luigi's Mansion Cheats, Codes
http://www.gamewinners.com/gamecube/LuigisMansion.htm
http://www.allcube.com/pricesearch/showTitle.asp?mode=C&id=85
http://www.all64.com/gamecube/games/luigismansion.shtml
http://www.a1codes.com/gamecube_luigis_mansion.htm
http://www.gamecubexl.com/codes/luigi.shtml
NBA Courtside 2002 cheats, Codes
http://www.gamewinners.com/gamecube/NBACourtside2002.htm
Pikmin Cheats, Codes
http://www.gamewinners.com/gamecube/Pikmin.htm
http://www.allcube.com/pricesearch/showTitle.asp?mode=C&id=84
http://www.all64.com/gamecube/games/pikmin.shtml
http://www.a1codes.com/gamecube_pikmin.htm
Star Wars Rogue Squadron II: Rogue Leader Cheats, Codes
http://www.oocities.org/starwarsrogueleader
http://www.gamewinners.com/gamecube/StarWarsRogueLeader.htm
Star Wars Rogue Squadron II: Rogue Leader Cheats
http://www.allcube.com/pricesearch/showTitle.asp?mode=C&id=89
http://www.all64.com/gamecube/games/starwarsrogue2.shtml
http://www.a1codes.com/gamecube_star_wars_rogue_leader_rogue_squadron_2.htm
Super Smash Brother Melee Cheats, Codes
http://www.gamewinners.com/gamecube/SuperSmashBrothersMelee.htm
http://www.oocities.org/gcnmelee
Super Smash Bros. Melee Cheats
http://www.allcube.com/pricesearch/showTitle.asp?mode=C&id=86
http://www.all64.com/gamecube/games/supersmashbromelee.shtml
http://www.a1codes.com/gamecube_super_smash_bros_melee.htm
Super Smash Brothers Melee Walkthrough
Nintendo GameCube hardware specifications:
MPU ("Micro Processing 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 |
1.3 GB/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. 2 MB |
|
Sustainable Latency: 6.2ns (1T-SRAM) |
Embedded Texture Cache |
Approx. 1 MB |
|
Sustainable Latency: 6.2 ns (1T-SRAM) |
Texture Read Bandwidth |
10.4 GB/second (Peak) |
Main Memory Bandwidth |
2.6 GB/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, Ansitropic Filtering, Real-time Hardware Texture
Decompression (S3TC) |
Audio Processing |
(Incorporated into the System LSI) |
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 & PCM encoding |
Sampling Frequency |
48KHz |
Performance |
|
Floating-point Arithmetic Capability |
10.5 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total) |
Real-world polygon |
6 to 12 million polygons/second (Peak) (Assuming actual game conditions with complex models, fully textured, fully lit, etc.) |
System Memory "Splash" |
40 MB |
Main Memory |
24 MB MoSys 1T-SRAM Approximately 10ns Sustainable Latency |
A-Memory |
16 MB 81 MHz 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 |
Capacity |
Approx. 1.5GB |
Input/Output |
4 Controller Ports |
2 Memory Card Slots |
|
Analog AV Output |
|
Digital AV Output |
|
2 High-Speed Serial Ports |
|
High-speed Parallel Port |
|
Power Supply |
AC Adapter DC12V x 3.5A |
Dimensions |
4.3"(H) x 5.9"(W) x 6.3"(D) |
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