This made me think that Super Smash Bros. would work for GBA or NDS. Since the Super Smash Bros. series is one of if not the most sold game series Nintendo has I think it would be a good move for them to make versions for their other systems.
Would you rather have the next Super Smash Bros. game on GameBoy Advance, Nintendo DS, or Revolution? Why?
Edit: It's "src", not "scr".
Edited by - Luigison on 4/1/2005 10:58:12 AM
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
That's what I was trying to say. It doesn't mean anything. Gameplay is what matters, not bits, mHZ, or other system specs.