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Author Topic: Super Smash Bros. GBA, NDS, or REV?  (Read 6429 times)

Chupperson Weird

  • Not interested.
« Reply #15 on: April 12, 2005, 08:34:35 PM »
Xbox is 32-bit. I'm not sure, but I think PS2 is 64-bit.

"Don’t look into car headlights and freeze, because you might get run over or shot."
That was a joke.

« Reply #16 on: April 13, 2005, 05:31:18 PM »
Chup, now I'm really confused, because you told, sometime when I first joinged these forums (which was about 2 1/2 years ago), that the GCN was 128-bit. You said it!!! It might have been Sapphira...

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Luigison

  • Old Person™
« Reply #17 on: April 13, 2005, 05:44:58 PM »
> You said it!!! It might have been Sapphira...


I love how you so loudly proclaim that he said it then then softly add that it may have been someone else.


GCN Specs:




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.

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)


Wow.  Numbers.

Edited by - Luigison on 4/14/2005 6:25:48 PM

“Evolution has shaped us with perceptions that allow us to survive. But part of that involves hiding from us the stuff we don’t need to know."

« Reply #18 on: April 14, 2005, 04:50:02 PM »
It was Chup, not Sapph.

Sooo.... what does it all mean??????

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Luigison

  • Old Person™
« Reply #19 on: April 14, 2005, 06:43:34 PM »
> Sooo.... what does it all mean??????


That's what I was trying to say.  It doesn't mean anything.  Gameplay is what matters, not bits, mHZ, or other system specs.

“Evolution has shaped us with perceptions that allow us to survive. But part of that involves hiding from us the stuff we don’t need to know."

« Reply #20 on: April 14, 2005, 06:46:27 PM »
Uhh... you did not answer me question, boy. The NES was 8-bit, was it not?
SNES: 16-bit
GBA: 32-bit
N64: 64-bit
GCN: 128-bit

Is that not the way it works??? I want an answer.... please.

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Luigison

  • Old Person™
« Reply #21 on: April 14, 2005, 07:06:55 PM »
The bits double like that, but all new console are not twice as many bits as the previous.  Your PC is only 32bit (or possibly 64).  I think that operations per second is a much better determination of a system performance that how many bits or mHz it processor(s) are.
“Evolution has shaped us with perceptions that allow us to survive. But part of that involves hiding from us the stuff we don’t need to know."

Chupperson Weird

  • Not interested.
« Reply #22 on: April 14, 2005, 07:35:42 PM »
BITS

NES: 8
SNES: 16
GBA: 32
N64: 64
GCN 64
REVOLUTION: PROBABLY 64

Most PCs have 32-bit CPUs, but the newer ones have 64-bit CPUs.

"Don’t look into car headlights and freeze, because you might get run over or shot."
That was a joke.

« Reply #23 on: April 14, 2005, 07:44:58 PM »
Perhaps I am getting myself confused. Would it be the MB of RAM that I am thinking of, or am I just getting myself more confused.

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Luigison

  • Old Person™
« Reply #24 on: April 14, 2005, 08:32:55 PM »
Does that system have games you enjoy?  If so, that's all you need.  It could be 12 or 254 (actually it couldn't) and it wouldn't matter to me.  
“Evolution has shaped us with perceptions that allow us to survive. But part of that involves hiding from us the stuff we don’t need to know."

« Reply #25 on: April 16, 2005, 04:02:52 PM »
What do you mean? I would still appreciate if someone would answer me.

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Suffix

  • Steamed
« Reply #26 on: April 16, 2005, 04:41:34 PM »
I'd love the NDS a lot more if they scrapped the D-pad. I grow tired of it's plain simpleness! I need some resistance-measuring, something more like an analog stick! I've discussed my idea with Chupperson before.

My idea would be like an analog stick that doesn't tilt, it just moves against springs in 8 directions, but combined with each other, it would be 16 directions. I'm not sure why such an idea wouldn't be utilized. If I thought of it, hadn't any industrial designers?

« Reply #27 on: May 03, 2005, 04:08:13 AM »
I think REV
yoyoyoiammario

« Reply #28 on: May 03, 2005, 04:08:14 AM »
I think REV
yoyoyoiammario

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