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Another big batch of Dolphin screenies!

Olax

New member
Most interesting thing for me is the cookie3 - stage clear screenshot.

Shows the game is playable rather than just displaying graphics.

The progress on this is amazing.

olax
 

cooliscool

Nintendo Zealot
Waan2k said:
485 Gekko CPU

I would say you would need a 2ghz with something like a ti4600 to get it running smooth.


Maybe even a radeon 9800 pro like I have. Reason cause I think the GC uses 8 texture per pass.

and radeon 9700,9800 has 16 I think.

But it should run on the FX's nicly I would reackon :)

Um, no. Those numbers are complete bullshit. You can't estimate by using such simple specifications such as texture passes or MHz. :ala:
 

Ppk01

New member
I know a website where one can download GCN iso's, or something.

Am I allowed to post websites here? As this is my first post.
 

Steveman610

New member
Whoa! 27 FPS?! Thats even better than ps2 emulation! I just hope this will be able to emulate SSBM. Plus, wont a GC emulator run better with a Mac PowerPC? I heard that the gamecube uses a PowerPC processor and an aTi graphix card.
 
OP
Malcolm

Malcolm

Not a Moderator
Steveman610 said:
Whoa! 27 FPS?! Thats even better than ps2 emulation! I just hope this will be able to emulate SSBM. Plus, wont a GC emulator run better with a Mac PowerPC? I heard that the gamecube uses a PowerPC processor and an aTi graphix card.

I highly doubt that there would be a port to a power mac; also it seems to run just fine on the PC.
 

decription

New member
cooliscool said:
Um, no. Those numbers are complete bullshit. You can't estimate by using such simple specifications such as texture passes or MHz. :ala:
True great point, not to mention the two operations per pass effectivly doubles the clock speed.
BTW, This emulator, does it use the the BIOS if/when they are dumped? Amazing news all in and all and impressive as usual. The GUI is cool how it shows the banner and reason the banner is missing for one of the ISO's? Great thread, all we need is a Mainframe19 post...
 

popper

New member
Quote:

Originally Posted by Steveman610
Whoa! 27 FPS?! Thats even better than ps2 emulation! I just hope this will be able to emulate SSBM. Plus, wont a GC emulator run better with a Mac PowerPC? I heard that the gamecube uses a PowerPC processor and an aTi graphix card.


Malcolm said:
I highly doubt that there would be a port to a power mac; also it seems to run just fine on the PC.

that seems true, however this PPC emulator core has FAR more value than people so far seem to realise,it all revolves around weather
the coders are open to expand the core code (with help from
3rd partys if need be) to every current platform.

theres a new kid on the block people, its called the Pegasos
and runs MOS OS as its base OS, its an Amiga 3.1API compatable OS
but can run LOTS of other OS including qnxRTP, *nixPPC, *BSD PPC
and even MacOS X and OS9 through MacOnLinux Emulation.

thats one of the points im trying to make this Dolphin Emulates
the core PPC CPU on x86 CPU's YES?, this is the first viable PPC
emulator iv come accross so far in 2003.

the Peg2 (went on sale this week) is a motherboard,PPC CPU, superbundle, and several OS's included in the price.

it may be possible to get the Dolphin CG emulator Coder(s)
some cheap or perhaps even a Phree board from Phoenix Developers
Consortium ( http://www.phinixi.com/ ) from the core Phx people
perhaps Greenboy on the arcnet #phoenix channel or 1 of the other
core can help get this PPC Emulator known in the Peg2 circles.

http://www.pegasosppc.com/tech_specs.php for the full tec specs
and click the perchase/webshop for the price its way cheaper than
current mac anyway.

G3 or G4 PowerPC CPU from IBM and Motorola.
PC2100 RAM, two sockets for DDR-266 with up to 8 gigabytes total

the main point id like to mention is the fact that IF this Core Dolphin
would be opened up to interested Developers then it could find its
way into things like the UAE JIT emulator, the Mac emulators, even
the MOL might make use of it as MOL translates the Mac hardware
calls into generic Hal calls so any PPC equiped Hardware can run
MacOS, i assume even a CG could run MOL and hence MacOS through
translation and by extension an expanded Dolphin could run any PPC
Cpu code/OS, thats one reason id like to see Dolphin coded to
the Peg2 PPC g3/4 also, that way people get the benifit of useing
eather a commodity x86 or a PPC CPU/motherboard in whatever
configuration they please.

just some thoughts to think about anyway, this is what will get
DolphinCG core code far more well known than perhaps even
MAME/UAE code and parts of that code is used in just about every popular emu/simu on the planet currently.
 

popper

New member
forgive me my error of course were i typed CG i ment GC
for Game Cube , i was also spending time on some
CG computer Graphics boards today and got used to CG sorry.

and yes the Game Cube is indeed a cutdown PPC CPU
the Peg2 and Mac even several of the older one's can run PPC faster
than this 485mhz (if your into the No's game)
--------
Here's the spec's for the Almighty Nintendo Gamecube
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"

Manufacturing Process: 0.18 micron NEC Embedded DRAM Process

Clock Frequency: 162 MHz

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


The following sound related functions are all 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 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 (7.2 cm) NINTENDO GAMECUBE Disc based on Matsushita's (Panasonic for the western world) 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 3.5A

Main Unit Dimensions: 4.3" (10.32 cm)(H) x 5.9" (14.16 cm)(W) x 6.3" (15.12 cm)(D)


Go back to the Home page.
http://www.wayne.sebbens.com/gcn_specs.html

Gamecube spec.'s were downloaded from Nintendo.com
 

Remote

Active member
Moderator
Popper most of us are already aware of the specs and / or seem they so many times that we got tired of them... ;) Anyways, it would seem reasonbly to think that only a small amount of people knows what it is going to take to emulate the GC. We could do estimates but without having something to estimate from...
 

DesktopMan

New member
PowerPC docs are free and legal from ibm. Thus, anyone wanting to, with time, intelligence and passion can write a powerpc emu. It's the gamecube specific stuff that's impressive though, since there are like NO documentation on it.
 
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Renegade

Wearer of Army Boots
is that GC puzzle game relatively low-tech in comparison to games like Wind Waker and Mario Sunshine?
 

DesktopMan

New member
Yes. Puzzle collection is based/emulated/recompiled from the n64 versions. It uses only basic gfx stuff, and is thus easier to emulate. But afaik it still uses 3dhardware, just with everything having the same z value. (flat 3d) Probably uses the same method as menus in zelda etc.
 

Waan2k

Emutalk Lover :)
cooliscool I was just taking a guess at what ya might need, man you never know could need a 3ghz to get it running nice.

The GC looks like a powerful little beasty from them tech specs.

:)
 
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