LinuxQuestions.org

LinuxQuestions.org (/questions/)
-   Linux - General (https://www.linuxquestions.org/questions/linux-general-1/)
-   -   Linux for GameCube? (https://www.linuxquestions.org/questions/linux-general-1/linux-for-gamecube-99047/)

Darwin 10-01-2003 11:50 AM

Linux for GameCube?
 
Anyone working on this? If so does anyone have a site up? BTW it's PPC. :confused:

Edward78 10-01-2003 11:52 AM

GameCube is PPC?

aaa 10-01-2003 11:53 AM

Yep.

Darwin 10-01-2003 11:54 AM

Yep



MPU("Microprocessor Unit")*
IBM Power PC "Gekko"

Manufacturing Process
0.18 microns Copper Wire Technology

Clock Frequency
405 MHz

CPU Capacity
925 Dmips (Dhrystone 2.1)

Internal Data Precision
32bit Integer & 64bit Floating-point

External Bus Bandwidth
1.6GB/second(Peak)

External Bus Bandwidth
1.6GB/second(Peak) (32bit address, 64bit data bus 202.5MHz)

Internal Cache
L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)

Internal Cache
L1: Instruction 32KB, Data 32KB (8 way) L2: 256KB (2 way)

System LSI
"Flipper"

Manufacturing Process
0.18 microns NEC Embedded DRAM Process

Clock Frequency
202.5MHz

Embedded Frame Buffer
Approx. 2MB

Embedded Frame Buffer
Approx. 2MB Sustainable Latency : 5ns (1T-SRAM)

Embedded Texture Cache
Approx. 1MB Sustainable Latency : 5ns (1T-SRAM)

Texture Read Bandwidth
12.8GB/second (Peak)

Main Memory Bandwidth
3.2GB/second (Peak)

Color, Z Buffer
Each is 24bits

Image Processing Function
Fog, Subpixel Anti-aliasing, HW Light x8, Alpha Blending, Virtual Texture Design, Multi-texture Mapping/Bump/Environment Mapping, MIPMAP, Bilinear Filtering, Real-time Texture Decompression (S3TC), etc.

Other
Real-time Decompression of Display List, HW Motion Compensation Capability


*The Gekko MPU integrates the power PC CPU into a custom, game-centric chip.

(The following sound related functions are all incorporated into the System LSI)

Sound Processor
Special 16bit DSP

Instruction Memory
8KB RAM + 8KB ROM

Instruction Memory
8KB RAM + 8KB ROM

Data Memory
8KB RAM + 4KB ROM

Clock Frequency
101.25 MHz

Maximum Number of Simultaneously Produced Sounds
ADPCM: 64ch

Sampling Frequency
48KHz

System Floating-point Arithmetic Capability
13.0GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)

Actual Display Capability
6 million to 12 million polygons/second

Actual Display Capability
6 million to 12 million polygons/second (Display capability assuming actual game with complexity model, texture, etc.)

System Main Memory
24MB Sustainable Latency : 10ns or lower (1T-SRAM)

A-Memory
16MB (100MHz DRAM)

Disc Drive
CAV (Constant Angular Velocity) System

Disc Drive
CAV (Constant Angular Velocity) System Average Access Time Data Transfer Speed 16Mbps to 25Mbps 128ms

Media
8cm NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology

Media
8cm NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology Approx. 1.5GB Capacity

Input/Output
Controller Port x4
Digicard 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 3.5A

Main Unit Dimensions
150mm(W) x 110mm(H) x 161mm(D)

Darwin 10-01-2003 12:15 PM

Here are some pic's of the HW.http://mediaviewer.ign.com/ignMediaP...F098230p1.html
Only ?'s are can that mini DVD be replaced by a HD.How much ram can be put to the OS. BTW the DVD drive reads backward, or so I here.

Darwin 10-02-2003 01:45 AM

bump:D

php 10-02-2003 01:11 PM

I'll load yellow dog on one right now

Darwin 10-02-2003 10:13 PM

Got the Dog running yet?


All times are GMT -5. The time now is 01:33 PM.