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Gamecube
built 659 days ago
flipper data path Gamecube supports vertex compression, as it allows vertex data to be represented by bytes (8-bits) or shorts (16-bits) instead of floating point numbers (32-bits) if the particular game engine can get away with using less accurate polygon positioning. The transformation unit automatically unpacts the integer data, and converts it to floating point values before processing it.
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A game that wasn't shown at E3, but only talked about for a few minutes was Harvest Moon: A Wonderful Life for the Gamecube. Developer Natsume did manage to drop a few important details for fans though. A Wonderful Life will contain elements of all the past Harvest Moons all wrapped into one. Staying true to the series' tradition, it will of course feature completely non-linear gameplay, letting gamers create a unique life of their own. It's just you, a farm, and the rest of your life.
motherboard datapath Thanks to S3TC's texture compression, the Gamecube's 1 MB of texture cache can hold the equivalent of 6 MB of 24-bit textures. That's roughly 8 x (512 x 512) 24-bit textures, or 32 x (256 x 256) 24-bit textures for example.
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Extra Controllers really make the Gamecube a blast, because the most fun games require up to four controllers. Mario Kart, Super Smash Bros, Mario Party, and all Mario Sports games might be fun as single player games. But they are at their best with four players in the same room playing against each other.
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If you own a Gamecube, it would be a shame if you didn't own a copy of this game. And if you don't have a Gamecube, this game alone would be worth the price. If you look at this game and its cel-shaded graphics and dismiss it as "kiddie" or "dumb" maybe you should grow up yourself.
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One of the most amazing aspects of the Gamecube, is it's 24 MBytes of 1T-SRAM. 1T-SRAM was invented by MoSys, Inc., and you can find specific information on this memory here at MoSys's website.
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