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October
17
2006
8:36 am
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Nintendo Wii Monterrey Preventa

If you live in Monterrey NL. Mexico, Now you can Preorder your Nintendo Wii in Sears at a price of $4,499 pesos.

La preventa del Nintendo Wii en Monterrey NL puedes hacerla en tu tienda Sears a un precio de $4,499 pesos, si eres tarjetabiente de sears puedes reservarla con tu tarjeta sears sin ningun costo en ese momento, al momento de la entrega, se te cargara el costo a tu tarjeta.

(disponible a partir del 19 de noviembre) preventa

la mayoría de los gamers lo conocen como la revolución de nintendo, pero el nuevo nombre es wii (pronunciado como “we”, en inglés), continuando con una tendencia iniciada con el gamecube y seguida por el ds, el nuevo wii pone en evidencia la filosofía única de nintendo. wii representa no sólo otra evolución de la tecnología de los videojuegos, sino una nueva dirección en la evolución de los videojuegos.
esta nueva consola esta enfocada en la accesibilidad, aumentando el público que será capaz de divertirse con wii. jugadores y no jugadores vivirán la experiencia de la nueva generación de videojuegos. el nuevo wii rompe la barrera entre los videojugadores y la gente común, esta consola es para todos.

características:

  • cpu: ibm broadway 729mhz
  • internal storage.512mb flash memory.
  • gpu: ati hollywood.
  • optical disc drive 8cm gamecube/12cm wii.
  • supported resolution up to 480p 12cm
  • disc capacity 4.7gb (single) / 8.5gb (dual).
  • system memory unknown
  • memory expansion 2 sd memory.
  • wii controller ports: wireless (4 minimum)
  • internet connectivity wifi 802.11b/g.
  • gamecube controller ports: 4 ports.
  • disc compatibility: gamecube.
  • gamecube memory expansion: 2 ports.
  • downloadable content: nes, snes, n64, sega genesis, turbo grafx.
  • usb 2.0: 2 ports.

More About: Monterrey, Mexico, Nintendo Wii, Sears, Nintendo Wii en Monterrey

July
31
2006
9:46 am
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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.

More About: nintendo wii specs, Wii Developer, Wii Hardware, Wii’s Optical Disc, Wii Control System, Wii Broadway CPU, Wii Hollywood GPU, Wii External Main Memory





June
3
2006
9:58 am
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Nintendo Wii ATI Hollywood

Ti the creators of the ‘Hollywood GPU’ for the Nintendo Wii spoke to GameDaily and had the following to say:

“I think what you saw [on Wii] was just the tip of the iceberg of what the Hollywood chip can bring to the Nintendo Wii.

The team that worked on this chip also worked on the Flipper chip that was in GameCube, and they’ve been working with Nintendo for a very long time so there’s a great chemistry with the two teams working together.”

“I really don’t think that it’s about the [specs]; I think it’s about the innovation that it brings to the table—the motion-sensing, the always-on capability, which is really cool too—the fact that the chip is powerful enough and responsive enough to be there at a moment’s notice, and I think that’s pretty cool for the average gamer…(about 360 and Wii GPU)

They’re different chips for different platforms and different uses. I don’t think it’s a fair comparison to put them on a chart [to analyze]. That’s not what it’s all about… I think if you focus on the capabilities that the chip will have for the average consumer, with the amazement and wow factor, I think that’s the value that we bring.”

Source: GameDaily

More About: Hollywood GPU, Nintendo Wii, Wii, Wii GPU

April
29
2006
11:23 am
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Processors:

  • IBM “Broadway” CPU
  • ATI “Hollywood” GPU

Memory:

  • Unknown amount of RAM
  • 512 MB built-in flash memory.

Ports and Peripherals:

  • Two USB 2.0 ports.
  • Support for wireless controllers.
  • 4 Nintendo GameCube controller ports and 2 Nintendo GameCube memory card ports (for backward compatibility).
  • Optional USB PC-compatible 802.11b (Wi-Fi) wireless attachment. (see Connectivity)

Media:

  • Slot-loading optical disc drive compatible with both 12 cm Wii optical discs and 8.0 cm GameCube optical discs (1.5 GB) as well as standard DVD discs.
  • 2 Front-loading SD memory card slots.

Built-in content ratings system:

  • PEGI 3+, 7+, 12+, 16+, 18+
  • ESRB EC, E, E10+, T, M, and AO.
  • CERO All Ages, 12+, 15+ 18+.
  • OFLC G, PG, M, MA15+

Networking

  • Wi-Fi by Broadcom

Video:

  • up to 480p and will work with a computer monitor as well as any TV or projector.

Audio:

  • Unknown
April
29
2006
11:06 am
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Nintendo has announced that IBM has finished developing the CPU, codenamed “Broadway”. IBM had previously developed the processor for Nintendo’s current system, the GameCube. Nintendo has also announced that Canadian graphics card maker ATI Technologies is developing the GPU, codenamed “Hollywood”, for Wii. In an interview ATI’s Public Relations Manager for Consumer Products, John Swinimer, confirmed that “Hollywood” has not been developed from PC architecture but developed specifically for the Wii ‘from the ground up’.





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