A
AirRaid Mach 2.5
I for one do NOT believe everything about the following twi sets of
specs for the Nintendo Wii - concider them unconfirmed rumor -
however, just in case some of these turn out to be correct, I'm posting
it anyway.
__________________________________________________________________________
http://www.kotaku.com/gaming/wii/rumored-wii-specs-190815.php
Take this with a pinch of salt and a swig of tequila, but game site
MaxConsole has the details. I can't be the only one sick of hearing
rumored Wii power info, can I? Thought the point was that the machine
isn't a powerhouse super console like the 360 and the PS3. That being
said, the bit on the Wii's controller is rather interesting. True or
not, hit the jump for the full details. Brian Ashcraft
The Wii Hardware
- Nintendo Wii's 'Broadway' CPU operates at 729MHZ with a maximum
bandwidth of 1.9gbyte/sec.
- Nintendo Wii's 'HollyWood' GPU is clocked at 243MHZ, the internal
memory of it includes 3mb of embedded graphics memory and 24megabytes
of high speed main memory.
- 64megabytes of GDDR3 (MEM2) as the external main memory. Just
like the internal memory, it can be accessed from the CPU and GPU with
a maximum bandwidth of 4gbytes/sec and can also store programs in the
MEM2.
- The GPU of the Wii is identical to the GC's but it is on average
1.5X faster.
Wii's Optical Disc Drive
- Optical Disc Drive (ODD) supports single and dual layer Wii
disks, discs eject with software or button and the maximum read speed
is the equivalent of DVDx6.
- Two main disc types supported the single sided 12cm single sided
4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported.
Some of the capacity of the discs are used by the system and games can
not use full disc space.
- Inserting a disc will start the Wii console, even if it was
already in an off state. Pressing the eject button will change the
console to an on state to take out the disc also.
General Overview
- An optional wired LAN adapter that connects to a USB port is in
the pipeline for users who do not possess a wireless LAN set-up
currently.
- Internal non-removable 512MB flash memory used to storage game
save data and downloadable content thus eliminating the Need for a
memory card.
- Both Wii discs and GameCube discs can be played via an
intelligent mode swap. When running in GC mode, the Wii's CPU and GPU
will lower to the respective speeds of the GC and some of the MEM2
functions as ARAM.
- Software development environment is an upgrade to the 'Dolphin
SDK' used with the GC; the same libraries are used so developers can
get up to scratch easily as well as the possibility of ports being
easier.
- The following interfaces are included with the Wii; SD card slot,
Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller
ports, 2x GC memory card slots and an AV multi output jack (only an
analog jack).
- Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm)
and console auto switches depends on what disk is inserted
- More than just the Nunchaku is planned as an extension. GC
peripherals such as DK bongos can be used in both Wii and GC modes.
- Three power status, on, off and unplugged. To prevent mistaken
turn offs, the power button must be held for about a second.
The Wii Control System
- The Wii controller features; Direct Pointing Device, Three axis
accelerometer, Wii power button (remotely turn console on/off),
buttons, wireless connectivity, indicator LED's, rumble, battery
powered (two AA alkaline batteries) and ability to connect extension
unit.
- The Wii controller supports three types of operations; by itself,
with a nunchuk extension or with a classic controller. Classic
controllers will ship to developers during August 2006.
- The SYNCHRO button on the Wii controller exchanges wireless ID
numbers when pressed at the same time as SYNCHRO on the Wii console.
Wireless communications are only possible with consoles which have been
authenticated.
- The rumble motor can be turned on and off and the intensity can
be changed.
- The Wii remote has a pointer for fine movements as well as a
motion sensor +/- 3.4G suitable for larger body movements, the nunchuk
attachment has a sensor of +/- 2G
- The sensor bar must be placed above or below a TV set, the
pointer measures coordinates between the ends of the bar which are
about 20cm apart.
- The Wii remote has four status, disconnected, communicating,
establishing connection and pairing wait status.
- The pointer can measure co-ordinates within bounds of rectangle
centered upon the sensor bar, thus it can also measure points beyond
the screen. It also responds to strong light sources, windows,
fluorescent lamps, fireplaces, mirrors etc.
- Due to players hands shaking while holding the controller, a ring
buffer allows a precise direction to be created to hold and average
accelerator samples.
Broadway CPU
Broadway is Wii's CPU. Broadway functionality and specifications
are as follows.
· Operating speed: 729 MHz
· Bus to main memory: 243 MHz, 64 bits (maximum bandwidth: 1.9
gigabytes/sec)
· 32-kilobyte 8-way set-associative L1 instruction cache
· 32-kilobyte 8-way set-associative L1 data cache (can set up
16-kilobyte data scratch pad)
· Superscalar microprocessor with six execution units
(floating-point unit, branching unit, system regis
ter unit, load/store unit, two integer units)
· DMA unit (15-entry DMA request queue) used by 16-kilobyte data
scratch pad
· Write-gather buffer for writing graphics command lists to the
graphics chip
· Onboard 256-kilobyte 2-way set-associative L2 integrated cache
· Two, 32-bit integer units (IU)
· One floating point unit (FPU) (supports single precision
(32-bit) and double precision (64-bit))
· The FPU supports paired single floating point (FP/PS)
· The FPU supports paired single multiply add (ps_madd). Most
FP/PS instructions can be issued in
each cycle and completed in three cycles.
· Fixed-point to floating-point conversion can be performed at
the same time as FPU register load and
store, with no loss in performance.
· The branch unit supports static branch prediction and dynamic
branch prediction.
· When an instruction is stalled on data, the next instruction
can be issued and executed. All instructions
maintain program logic and will complete in the correct program
order.
· Supports three L2 cache fetch modes: 32-Byte, 64-Byte, and
128-Byte.
· Supports these bus pipeline depth levels: level 2, level 3, and
level 4.
Reference Information: Broadway is upward compatible with Nintendo
GameCube's CPU (Gekko).
Hollywood GPU
Hollywood is a system LSI composed of a GPU and internal main
memory (MEM1). Hollywood is clocked at 243 MHz. Its internal memory
consists of 3 megabytes of embedded graphics memory and 24 megabytes of
high speed main memory.
Hollywood includes the following.
· Graphics processing unit (with 3 megabytes of eDRAM)
· Audio DSP
· I/O Bridge
· 24 megabytes of internal main memory
· Internal main memory operates at 486 MHz.
Maximum bandwidth between Hollywood and internal main memory: 3.9
gigabytes per second
· Possible to locate a program here
Reference Information: Hollywood is similar to Nintendo GameCube's
Flipper and Splash components.
External Main Memory (MEM2)
Wii uses 64 megabytes of GDDR3 (MEM2) as external main memory. Like
internal main memory, MEM2 can be accessed directly from Broadway and
the GPU at high speed and has a peak bandwidth of 4 gigabytes/sec.
Programs can also be placed in MEM2.
Reference Information: Nintendo GameCube ARAM is used as auxiliary
memory for the DSP. The CPU and GPU did not have direct access to it.
________________________________________________________________________
an even more updated set of specs
__________________________________________________________________________
http://www.maxconsole.net/?mode=news&newsid=8802
EXCLUSIVE: Wii Know A lot You Don't- Nintendo Wii Specs Fully
Uncovered!!! *Updated*
So far Nintendo have done a very credible job in keeping information
regarding the Wii to a minimum. Well all that has just changed! An
anonymous Wii developer has sent to us slurry of information regarding
Nintendo's next-gen console, all that's left now is a confirmed
release date and price to complete the puzzle. Believe us when we say,
this article is a MUST READ, you won't be disappointed. Prepare to
get educated... *Update* - The dev mailed us and said he was shocked to
see all these cries of 'fake', so he provided some more info to show
he's not bluffing...
Wii Know A Lot You Don't... but will - Enjoy!
Anyway, we've done enough talking thus far, prepare your eyes for a
textual feast on the joys to behold with the Wii.
The Wii Hardware
- Nintendo Wii's 'Broadway' CPU operates at 729MHZ with a maximum
bandwith of 1.9gbyte/sec.
- Nintendo Wii's 'HollyWood' GPU is clocked at 243MHZ, the
internal memory of it includes 3mb of embedded graphics memory and
24megabytes of high speed main memory.
- 64megabytes of GDDR3 (MEM2) as the external main memory. Just like
the internal memory, it can be accessed from the CPU and GPU with a
maximum bandwidth of 4gbytes/sec and can also store programs in the
MEM2.
- The GPU of the Wii is identical to the GC's but it is on average
1.5X faster.
Wii's Optical Disc Drive
- Opitcal Disc Drive (ODD) supports single and dual layer Wii disks,
discs eject with software or button and the maximum read speed is the
equivalent of DVDx6.
- Two main disc types supported the single sided 12cm single sided
4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported.
Some of the capacity of the discs are used by the system and games can
not use full disc space.
- Inserting a disc will start the Wii console, even if it was already
in an off state. Pressing the eject button will change the console to
an on state to take out the disc also.
General Overview
- An optional wired LAN adapter that connects to a USB port is in the
pipeline for users who do not possess a wireless LAN set-up currently.
- Internal non-removable 512MB flash memory used to storage game save
data and downloadable content thus eliminating the Need for a memory
card.
- Both Wii discs and Gamecube discs can be played via an intelligent
mode swap. When running in GC mode, the Wii's CPU and GPU will lower
to the respective speeds of the GC and some of the MEM2 functions as
ARAM.
- Software development environment is an upgrade to the 'Dolphin
SDK' used with the GC; the same libraries are used so developers can
get up to scratch easily as well as the possibility of ports being
easier.
- The following interfaces are included with the Wii; SD card slot,
Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller
ports, 2x GC memory card slots and an AV multi output jack (only an
analog jack).
- Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm) and
console auto switches depends on what disk is inserted
- More than just the Nunchaku is planned as an extension. GC
peripherals such as DK bongos can be used in both Wii and GC modes.
- Three power status, on, off and unplugged. To prevent mistaken turn
offs, the power button must be held for about a second.
The Wii Control System
- The Wii controller features; Direct Pointing Device, Three axis
accelerometer, Wii power button (remotely turn console on/off),
buttons, wireless connectivity, indicator LED's, rumble, battery
powered (two AA alkaline batteries) and ability to connect extension
unit.
- The Wii controller supports three types of operations; by itself,
with a nunchuk extension or with a classic controller. Classic
controllers will ship to developers during August 2006.
- The SYNCHRO button on the Wii controller exchanges wireless ID
numbers when pressed at the same time as SYNCRHO on the Wii console.
Wireless communications are only possible with consoles which have been
authenticated.
- The rumble motor can be turned on and off and the intensity can be
changed.
- The Wii remote has a pointer for fine movements as well as a motion
sensor +/- 3.4G suitable for larger body movements, the nunchuk
attachment has a sensor of +/- 2G
- The sensor bar must be placed above or below a TV set, the pointer
measures coordinates between the ends of the bar which are about 20cm
apart.
- The Wii remote has four status, disconnected, communicating,
establishing connection and pairing wait status.
- The pointer can measure co-ordinates within bounds of rectangle
centered upon the sensor bar, thus it can also measure points beyond
the screen. It also responds to strong light sources, windows,
fluorescent lamps, fireplaces, mirrors etc.
- Due to players hands shaking while holding the controller, a ring
buffer allows a precise direction to be created to hold and average
accelerator samples.
Thanks 'TheGuy' for the info!
Big shoutout must go out to the 'TheGuy' for this info!
*UPDATE* The dev mailed us and said he was shocked to see all these
cries of 'fake', so he provided some more info to show he's not
bluffing...
Broadway CPU
Broadway is Wii's CPU. Broadway functionality and specifications are as
follows.
· Operating speed: 729 MHz
· Bus to main memory: 243 MHz, 64 bits (maximum bandwidth: 1.9
gigabytes/sec)
· 32-kilobyte 8-way set-associative L1 instruction cache
· 32-kilobyte 8-way set-associative L1 data cache (can set up
16-kilobyte data scratch pad)
· Superscalar microprocessor with six execution units (floating-point
unit, branching unit, system regis
ter unit, load/store unit, two integer units)
· DMA unit (15-entry DMA request queue) used by 16-kilobyte data
scratch pad
· Write-gather buffer for writing graphics command lists to the
graphics chip
· Onboard 256-kilobyte 2-way set-associative L2 integrated cache
· Two, 32-bit integer units (IU)
· One floating point unit (FPU) (supports single precision (32-bit)
and double precision (64-bit))
· The FPU supports paired single floating point (FP/PS)
· The FPU supports paired single multiply add (ps_madd). Most FP/PS
instructions can be issued in
each cycle and completed in three cycles.
· Fixed-point to floating-point conversion can be performed at the
same time as FPU register load and
store, with no loss in performance.
· The branch unit supports static branch prediction and dynamic
branch prediction.
· When an instruction is stalled on data, the next instruction can be
issued and executed. All instructions
maintain program logic and will complete in the correct program order.
· Supports three L2 cache fetch modes: 32-Byte, 64-Byte, and
128-Byte.
· Supports these bus pipeline depth levels: level 2, level 3, and
level 4.
Reference Information: Broadway is upward compatible with Nintendo
GameCube's CPU (Gekko).
Hollywood GPU
Hollywood is a system LSI composed of a GPU and internal main memory
(MEM1). Hollywood is clocked at 243 MHz. Its internal memory consists
of 3 megabytes of embedded graphics memory and 24 megabytes of high
speed main memory.
Hollywood includes the following.
· Graphics processing unit (with 3 megabytes of eDRAM)
· Audio DSP
· I/O Bridge
· 24 megabytes of internal main memory
· Internal main memory operates at 486 MHz.
Maximum bandwidth between Hollywood and internal main memory: 3.9
gigabytes per second
· Possible to locate a program here
Reference Information: Hollywood is similar to Nintendo GameCube's
Flipper and Splash components.
External Main Memory (MEM2)
Wii uses 64 megabytes of GDDR3 (MEM2) as external main memory. Like
internal main memory, MEM2 can be accessed directly from Broadway and
the GPU at high speed and has a peak bandwidth of 4 gigabytes/sec.
Programs can also be placed in MEM2.
Reference Information: Nintendo GameCube ARAM is used as auxiliary
memory for the DSP. The CPU and GPU did not have direct access to it.
specs for the Nintendo Wii - concider them unconfirmed rumor -
however, just in case some of these turn out to be correct, I'm posting
it anyway.
__________________________________________________________________________
http://www.kotaku.com/gaming/wii/rumored-wii-specs-190815.php
Take this with a pinch of salt and a swig of tequila, but game site
MaxConsole has the details. I can't be the only one sick of hearing
rumored Wii power info, can I? Thought the point was that the machine
isn't a powerhouse super console like the 360 and the PS3. That being
said, the bit on the Wii's controller is rather interesting. True or
not, hit the jump for the full details. Brian Ashcraft
The Wii Hardware
- Nintendo Wii's 'Broadway' CPU operates at 729MHZ with a maximum
bandwidth of 1.9gbyte/sec.
- Nintendo Wii's 'HollyWood' GPU is clocked at 243MHZ, the internal
memory of it includes 3mb of embedded graphics memory and 24megabytes
of high speed main memory.
- 64megabytes of GDDR3 (MEM2) as the external main memory. Just
like the internal memory, it can be accessed from the CPU and GPU with
a maximum bandwidth of 4gbytes/sec and can also store programs in the
MEM2.
- The GPU of the Wii is identical to the GC's but it is on average
1.5X faster.
Wii's Optical Disc Drive
- Optical Disc Drive (ODD) supports single and dual layer Wii
disks, discs eject with software or button and the maximum read speed
is the equivalent of DVDx6.
- Two main disc types supported the single sided 12cm single sided
4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported.
Some of the capacity of the discs are used by the system and games can
not use full disc space.
- Inserting a disc will start the Wii console, even if it was
already in an off state. Pressing the eject button will change the
console to an on state to take out the disc also.
General Overview
- An optional wired LAN adapter that connects to a USB port is in
the pipeline for users who do not possess a wireless LAN set-up
currently.
- Internal non-removable 512MB flash memory used to storage game
save data and downloadable content thus eliminating the Need for a
memory card.
- Both Wii discs and GameCube discs can be played via an
intelligent mode swap. When running in GC mode, the Wii's CPU and GPU
will lower to the respective speeds of the GC and some of the MEM2
functions as ARAM.
- Software development environment is an upgrade to the 'Dolphin
SDK' used with the GC; the same libraries are used so developers can
get up to scratch easily as well as the possibility of ports being
easier.
- The following interfaces are included with the Wii; SD card slot,
Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller
ports, 2x GC memory card slots and an AV multi output jack (only an
analog jack).
- Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm)
and console auto switches depends on what disk is inserted
- More than just the Nunchaku is planned as an extension. GC
peripherals such as DK bongos can be used in both Wii and GC modes.
- Three power status, on, off and unplugged. To prevent mistaken
turn offs, the power button must be held for about a second.
The Wii Control System
- The Wii controller features; Direct Pointing Device, Three axis
accelerometer, Wii power button (remotely turn console on/off),
buttons, wireless connectivity, indicator LED's, rumble, battery
powered (two AA alkaline batteries) and ability to connect extension
unit.
- The Wii controller supports three types of operations; by itself,
with a nunchuk extension or with a classic controller. Classic
controllers will ship to developers during August 2006.
- The SYNCHRO button on the Wii controller exchanges wireless ID
numbers when pressed at the same time as SYNCHRO on the Wii console.
Wireless communications are only possible with consoles which have been
authenticated.
- The rumble motor can be turned on and off and the intensity can
be changed.
- The Wii remote has a pointer for fine movements as well as a
motion sensor +/- 3.4G suitable for larger body movements, the nunchuk
attachment has a sensor of +/- 2G
- The sensor bar must be placed above or below a TV set, the
pointer measures coordinates between the ends of the bar which are
about 20cm apart.
- The Wii remote has four status, disconnected, communicating,
establishing connection and pairing wait status.
- The pointer can measure co-ordinates within bounds of rectangle
centered upon the sensor bar, thus it can also measure points beyond
the screen. It also responds to strong light sources, windows,
fluorescent lamps, fireplaces, mirrors etc.
- Due to players hands shaking while holding the controller, a ring
buffer allows a precise direction to be created to hold and average
accelerator samples.
Broadway CPU
Broadway is Wii's CPU. Broadway functionality and specifications
are as follows.
· Operating speed: 729 MHz
· Bus to main memory: 243 MHz, 64 bits (maximum bandwidth: 1.9
gigabytes/sec)
· 32-kilobyte 8-way set-associative L1 instruction cache
· 32-kilobyte 8-way set-associative L1 data cache (can set up
16-kilobyte data scratch pad)
· Superscalar microprocessor with six execution units
(floating-point unit, branching unit, system regis
ter unit, load/store unit, two integer units)
· DMA unit (15-entry DMA request queue) used by 16-kilobyte data
scratch pad
· Write-gather buffer for writing graphics command lists to the
graphics chip
· Onboard 256-kilobyte 2-way set-associative L2 integrated cache
· Two, 32-bit integer units (IU)
· One floating point unit (FPU) (supports single precision
(32-bit) and double precision (64-bit))
· The FPU supports paired single floating point (FP/PS)
· The FPU supports paired single multiply add (ps_madd). Most
FP/PS instructions can be issued in
each cycle and completed in three cycles.
· Fixed-point to floating-point conversion can be performed at
the same time as FPU register load and
store, with no loss in performance.
· The branch unit supports static branch prediction and dynamic
branch prediction.
· When an instruction is stalled on data, the next instruction
can be issued and executed. All instructions
maintain program logic and will complete in the correct program
order.
· Supports three L2 cache fetch modes: 32-Byte, 64-Byte, and
128-Byte.
· Supports these bus pipeline depth levels: level 2, level 3, and
level 4.
Reference Information: Broadway is upward compatible with Nintendo
GameCube's CPU (Gekko).
Hollywood GPU
Hollywood is a system LSI composed of a GPU and internal main
memory (MEM1). Hollywood is clocked at 243 MHz. Its internal memory
consists of 3 megabytes of embedded graphics memory and 24 megabytes of
high speed main memory.
Hollywood includes the following.
· Graphics processing unit (with 3 megabytes of eDRAM)
· Audio DSP
· I/O Bridge
· 24 megabytes of internal main memory
· Internal main memory operates at 486 MHz.
Maximum bandwidth between Hollywood and internal main memory: 3.9
gigabytes per second
· Possible to locate a program here
Reference Information: Hollywood is similar to Nintendo GameCube's
Flipper and Splash components.
External Main Memory (MEM2)
Wii uses 64 megabytes of GDDR3 (MEM2) as external main memory. Like
internal main memory, MEM2 can be accessed directly from Broadway and
the GPU at high speed and has a peak bandwidth of 4 gigabytes/sec.
Programs can also be placed in MEM2.
Reference Information: Nintendo GameCube ARAM is used as auxiliary
memory for the DSP. The CPU and GPU did not have direct access to it.
________________________________________________________________________
an even more updated set of specs
__________________________________________________________________________
http://www.maxconsole.net/?mode=news&newsid=8802
EXCLUSIVE: Wii Know A lot You Don't- Nintendo Wii Specs Fully
Uncovered!!! *Updated*
So far Nintendo have done a very credible job in keeping information
regarding the Wii to a minimum. Well all that has just changed! An
anonymous Wii developer has sent to us slurry of information regarding
Nintendo's next-gen console, all that's left now is a confirmed
release date and price to complete the puzzle. Believe us when we say,
this article is a MUST READ, you won't be disappointed. Prepare to
get educated... *Update* - The dev mailed us and said he was shocked to
see all these cries of 'fake', so he provided some more info to show
he's not bluffing...
Wii Know A Lot You Don't... but will - Enjoy!
Anyway, we've done enough talking thus far, prepare your eyes for a
textual feast on the joys to behold with the Wii.
The Wii Hardware
- Nintendo Wii's 'Broadway' CPU operates at 729MHZ with a maximum
bandwith of 1.9gbyte/sec.
- Nintendo Wii's 'HollyWood' GPU is clocked at 243MHZ, the
internal memory of it includes 3mb of embedded graphics memory and
24megabytes of high speed main memory.
- 64megabytes of GDDR3 (MEM2) as the external main memory. Just like
the internal memory, it can be accessed from the CPU and GPU with a
maximum bandwidth of 4gbytes/sec and can also store programs in the
MEM2.
- The GPU of the Wii is identical to the GC's but it is on average
1.5X faster.
Wii's Optical Disc Drive
- Opitcal Disc Drive (ODD) supports single and dual layer Wii disks,
discs eject with software or button and the maximum read speed is the
equivalent of DVDx6.
- Two main disc types supported the single sided 12cm single sided
4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported.
Some of the capacity of the discs are used by the system and games can
not use full disc space.
- Inserting a disc will start the Wii console, even if it was already
in an off state. Pressing the eject button will change the console to
an on state to take out the disc also.
General Overview
- An optional wired LAN adapter that connects to a USB port is in the
pipeline for users who do not possess a wireless LAN set-up currently.
- Internal non-removable 512MB flash memory used to storage game save
data and downloadable content thus eliminating the Need for a memory
card.
- Both Wii discs and Gamecube discs can be played via an intelligent
mode swap. When running in GC mode, the Wii's CPU and GPU will lower
to the respective speeds of the GC and some of the MEM2 functions as
ARAM.
- Software development environment is an upgrade to the 'Dolphin
SDK' used with the GC; the same libraries are used so developers can
get up to scratch easily as well as the possibility of ports being
easier.
- The following interfaces are included with the Wii; SD card slot,
Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller
ports, 2x GC memory card slots and an AV multi output jack (only an
analog jack).
- Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm) and
console auto switches depends on what disk is inserted
- More than just the Nunchaku is planned as an extension. GC
peripherals such as DK bongos can be used in both Wii and GC modes.
- Three power status, on, off and unplugged. To prevent mistaken turn
offs, the power button must be held for about a second.
The Wii Control System
- The Wii controller features; Direct Pointing Device, Three axis
accelerometer, Wii power button (remotely turn console on/off),
buttons, wireless connectivity, indicator LED's, rumble, battery
powered (two AA alkaline batteries) and ability to connect extension
unit.
- The Wii controller supports three types of operations; by itself,
with a nunchuk extension or with a classic controller. Classic
controllers will ship to developers during August 2006.
- The SYNCHRO button on the Wii controller exchanges wireless ID
numbers when pressed at the same time as SYNCRHO on the Wii console.
Wireless communications are only possible with consoles which have been
authenticated.
- The rumble motor can be turned on and off and the intensity can be
changed.
- The Wii remote has a pointer for fine movements as well as a motion
sensor +/- 3.4G suitable for larger body movements, the nunchuk
attachment has a sensor of +/- 2G
- The sensor bar must be placed above or below a TV set, the pointer
measures coordinates between the ends of the bar which are about 20cm
apart.
- The Wii remote has four status, disconnected, communicating,
establishing connection and pairing wait status.
- The pointer can measure co-ordinates within bounds of rectangle
centered upon the sensor bar, thus it can also measure points beyond
the screen. It also responds to strong light sources, windows,
fluorescent lamps, fireplaces, mirrors etc.
- Due to players hands shaking while holding the controller, a ring
buffer allows a precise direction to be created to hold and average
accelerator samples.
Thanks 'TheGuy' for the info!
Big shoutout must go out to the 'TheGuy' for this info!
*UPDATE* The dev mailed us and said he was shocked to see all these
cries of 'fake', so he provided some more info to show he's not
bluffing...
Broadway CPU
Broadway is Wii's CPU. Broadway functionality and specifications are as
follows.
· Operating speed: 729 MHz
· Bus to main memory: 243 MHz, 64 bits (maximum bandwidth: 1.9
gigabytes/sec)
· 32-kilobyte 8-way set-associative L1 instruction cache
· 32-kilobyte 8-way set-associative L1 data cache (can set up
16-kilobyte data scratch pad)
· Superscalar microprocessor with six execution units (floating-point
unit, branching unit, system regis
ter unit, load/store unit, two integer units)
· DMA unit (15-entry DMA request queue) used by 16-kilobyte data
scratch pad
· Write-gather buffer for writing graphics command lists to the
graphics chip
· Onboard 256-kilobyte 2-way set-associative L2 integrated cache
· Two, 32-bit integer units (IU)
· One floating point unit (FPU) (supports single precision (32-bit)
and double precision (64-bit))
· The FPU supports paired single floating point (FP/PS)
· The FPU supports paired single multiply add (ps_madd). Most FP/PS
instructions can be issued in
each cycle and completed in three cycles.
· Fixed-point to floating-point conversion can be performed at the
same time as FPU register load and
store, with no loss in performance.
· The branch unit supports static branch prediction and dynamic
branch prediction.
· When an instruction is stalled on data, the next instruction can be
issued and executed. All instructions
maintain program logic and will complete in the correct program order.
· Supports three L2 cache fetch modes: 32-Byte, 64-Byte, and
128-Byte.
· Supports these bus pipeline depth levels: level 2, level 3, and
level 4.
Reference Information: Broadway is upward compatible with Nintendo
GameCube's CPU (Gekko).
Hollywood GPU
Hollywood is a system LSI composed of a GPU and internal main memory
(MEM1). Hollywood is clocked at 243 MHz. Its internal memory consists
of 3 megabytes of embedded graphics memory and 24 megabytes of high
speed main memory.
Hollywood includes the following.
· Graphics processing unit (with 3 megabytes of eDRAM)
· Audio DSP
· I/O Bridge
· 24 megabytes of internal main memory
· Internal main memory operates at 486 MHz.
Maximum bandwidth between Hollywood and internal main memory: 3.9
gigabytes per second
· Possible to locate a program here
Reference Information: Hollywood is similar to Nintendo GameCube's
Flipper and Splash components.
External Main Memory (MEM2)
Wii uses 64 megabytes of GDDR3 (MEM2) as external main memory. Like
internal main memory, MEM2 can be accessed directly from Broadway and
the GPU at high speed and has a peak bandwidth of 4 gigabytes/sec.
Programs can also be placed in MEM2.
Reference Information: Nintendo GameCube ARAM is used as auxiliary
memory for the DSP. The CPU and GPU did not have direct access to it.