The producers of the Nintendo Wii’s main memory , Mosys, have confirmed several details of the console’s main memory, performance and shipping date in a recent webcast discussing 2nd quarter financial results.
Among the different topics discussed was some Wii information, particularly on the main memory the console will use:
- The Wii will be using 1T-SRAM as previously confirmed in May, R version.
- 1T-SRAM-R includes transparent error correction, that’s useful to correct any memory errors during operation and is accomplished without adding any silicon area or cost to the unit.
- 90nm process.
- NEC is shipping chips at the end of Q2 2006.
- For the Wii, MoSys is getting 50-70% of royalties per unit over the GameCube due to increased volume.
Gameindutry got an interview with Atari CEO Bruno Bonnell and he commented that they are accelerating some wii titles for the nintendo wii, this is a part of the inteview:
GI: So we might not see any Atari titles on PS3 until 2007?
BB: Yes, which was always planned. We are just accelerating some of the Wii titles, because with the technology being so close to the GameCube, we are able to effectively convert teams faster than on PS3.
In Bloomberg we can read some declarations of Masafumi Oshiden, Merrill Lynch Investment Managers Co. (Tokio):
“PlayStation 3 will be a huge money loser in the beginning,” said Masafumi Oshiden, who helps look after more than $1 billion for Merrill Lynch Investment Managers Co. in Tokyo. “I think Wii will sell better than the PS3.”
Midway revealed to IGN that it is planning to bring Mortal Kombat: Armageddon, to Nintendo’s Wii console. The title will arrive for the system in the first quarter of next year, according to representatives for the company.
“We are extremely excited to be bringing the action of Mortal Kombat: Armageddon to the Nintendo Wii in early 2007,” said Steve Allison, chief marketing officer, Midway.
“Our Chicago studio has been working extremely hard to make Armageddon stand out in a big way with the inclusion of the entire Mortal Kombat character lineup, the Motor Kombat mini-game, a new Konquest mode and several other innovative gameplay additions that help keep the franchise at the top of its genre. We’re confident that Wii fans will truly appreciate the finished product when it’s ready to hit store shelves.”
During the Ziff Davis Electronic Games Summit yesterday, Ubisoft North American president Laurent Detoc noted that seven titles are in development for the Nintendo Wii, two of those are: Rayman Raving Rabbids and Red Steel.
Midway also confirmed their support, with six titles in development. One of these presumably being the recently confirmed Mortal Kombat for Wii.
Sadness teamed up with Frontline Studios to aid them with programming. Frontline have a team of around 30 people and have experience with Nintendo platforms, Sadness will not appear sooner than the fourth quarter of 2007.
Sadness was inspired by games like: Eternal Darkness, Silent Hill, Resident Evil, Planetscape: Torment, ICO and Phantasmagoria.
Sadness will not have any menus, the saving system will be invisible for players and Wiimote controller operations will be intuitive. “We aim at completely intuitive behaviour of the player ( just as in life. Every choice a player makes is essential ) if you experience traumatic events in your life, they are in you all the time. The same is going to be with Sadness. We want the player feel he participates in events, not only a game.”
Maxconsole published new nintendo wii specs that where sended to them by an anonymous Wii Developer
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.
Wii 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.
Wii 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 register 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).
Wii 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.
Wii 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.
The Ngamer Magazine released this details about Metroid Prime 3: Corruption:
Corruption’s Coders at Retro Studio’s are determined to take adventage of the Wii’s “always-on” broadband concept, but they havent worked out how yet. If Xbox Live 360′s downloadable updates are anything to go by, you can count on getting at least one bonus level out of it, and Retro is hinting that multiplayer mode might be a downloadable extra for later.