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GameCube

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Title Screen

GameCube

Also known as: Nintendo GameCube, GCN, Panasonic Q (JP alt)
Developer:Nintendo
Publishers:Nintendo (JP standard/INT),Panasonic (JP Q),Daiwon C&A (KR)
Released in JP: September 14, 2001 (standard), December 13, 2001 (Q)
Released in US: November 18, 2001
Released in EU: May 3, 2002
Released in AU: May 17, 2002
Released in KR: Dec 14, 2002
Released in BR: August 23, 2002


CopyrightIcon.png This console hashidden developer credits.
DevTextIcon.png This console hashidden development-related text.
GraphicsIcon.png This console hasunused graphics.
SoundIcon.png This console hasunused sounds.
TextIcon.png This console hasunused text.
RegionIcon.png This console hasregional differences.
Carts.png This console hasrevisional differences.


PrereleaseIcon.pngThis console has a prerelease article

Hmmm...
To do:
GameCube IPL source was leaked in July 2021. Add interesting finds and use it to clarify existing info. Look at the devkit BIOS versions, like the TDEV has a different main menu.

TheGameCube was Nintendo's first standalone disc-based console. Unfortunately, the disc format used was rather odd and the console could not play DVDs, which along with the "kiddy" perception of Nintendo as a whole hurt its ability to build a healthy library of third-party exclusives, but it still contains an array of fantastic first-party titles and the occasional third-party exclusive.

The "Q" was a special model released in Japan by Matsushita's Panasonic brand (who developed the OEM for the GameCube's optical drive) which included movie DVD and audio CD compatibility, along with a number of other additions, though the integration was still a bit poor compared to therivalDVD consoles, due in part to aspects like the non-interchangeable input devices. It was discontinued in December 2003 due to low sales and the fact it cost more than buying a regular GameCube and DVD player separately, preventing any plans to bring it to western territories.

While the GameCube itself may have died relatively young, its incredibly forward-thinking architecture lived on: theWii is a major yet linear (and compatible) upgrade to the GameCube, and theWii U is built on top of that. Its controller, which was initially criticized for its unusual layout and lack of certain buttons, since gained a huge cult status (particularly amongSuper Smash Bros. players) for its level of comfort, leading every subsequent Nintendo home console to feature at least some form of compatibility with it (early models of the Wii, being completely backwards-compatible with the GameCube, had the four controller ports; the Wii U had a special USB adapter made specifically for use withSuper Smash Bros. for Wii U; and theSwitch was made compatible with that adapter in an update, though there it works with any game). Overall, while the GameCube didn't make all that huge a splash, its impact on Nintendo as a whole is undeniable.

Contents

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info

Copyright String

There is a copyright string header in the IPL ROM. ArtX was the company that developed the GameCube's GPU. They were bought out by ATI in 2000.

Note that in the below table, PAL v1.1 uses "MPAL" in the version string due to only being shipped on systems in Brazil, which uses the 60Hz PAL-M format.

VersionText
NTSC v1.0(C) 1999-2001 Nintendo. All rights reserved.(C) 1999 ArtX Inc. All rights reserved.
NTSC v1.1(C) 1999-2001 Nintendo. All rights reserved.(C) 1999 ArtX Inc. All rights reserved.NTSC Revision 1.1
NTSC v1.2(C) 1999-2003 Nintendo. All rights reserved.(C) 1999 ArtX Inc. All rights reserved.NTSC Revision 1.2
PAL v1.0(C) 1999-2001 Nintendo. All rights reserved.(C) 1999 ArtX Inc. All rights reserved.PAL Revision 1.0
PAL v1.1(C) 1999-2001 Nintendo. All rights reserved.(C) 1999 ArtX Inc. All rights reserved.MPAL Revision 1.1
PAL v1.2(C) 1999-2003 Nintendo. All rights reserved.(C) 1999 ArtX Inc. All rights reserved.PAL Revision 1.2

Unused Graphics

Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.
Gcn-kirby-Icon-32.png

An unused icon texture exists in the BIOS as a dummy icon for Memory Card save data, a small render of Kirby that was used on the Japanese website forKirby 64: The Crystal Shards.

Unused SDK Support

Nintendo 64 Accessories

As the GameCube's JoyBus Protocol is an incremental upgrade over the N64's (as the SNES is with regards to the NES), it is theoretically possible for one console to drive the other's accessories if the software is designed to do so. While unimplemented in any commercial release, the SDK has strings that reference all of the known official N64 peripherals, including obscure ones such as the64DD's keyboard and mouse. Chunks of text containing these strings can be found in various games, includingWario World, whileGameCube Service Disc v1.0/03 can detect N64 controllers.

(Source:1,2)

Memory Card 2043

The system supports Memory Cards of sizes up to 2,043 blocks (128 Mb), though for whatever reason Nintendo never released one with a capacity higher than 1,019 blocks (64 Mb). Third-party companies such as Mad Catz have released unofficial Memory Cards that utilize the 2,043-block maximum, and Nintendo'sDOT-005 Memory Card Emulator developer tool is capable of emulating Memory Cards as high as 4,091 blocks (256 Mb). Games may also recognize Memory Cards of sizes 123 and 507 blocks, in addition to the official size capacities of 59, 251, and 1,019 blocks.

BlocksSizeExists?
UsableTotalBitsBytes
59644 Mb512 kBOfficial
1231288 Mb1 MBNo
25125616 Mb2 MBOfficial
50751232 Mb4 MBNo
1019102464 Mb8 MBOfficial
20432048128 Mb16 MBThird-party
40914096256 Mb32 MBNo

Logo Reflection

The reflection map on the GameCube logo is a higher-resolution version of the reflection map used inThe Legend of Zelda: Ocarina of Time andMajora's Mask for the N64 logo and shiny items:

Ocarina of Time/Majora's Mask GameCube Menu
OoTenvtex.pngGCNBiosShine.png

Alternate Music

If you holdZ on one or four controllers while turning on the GameCube, the music that plays during the logo animation will be different.

AudioDescription
Standard startup sound.
Startup sound when Z is held on one controller. This is referred to as "baby" in the source code.
Startup sound when Z is held on all four controllers. This is referred to as "歌舞伎" (kabuki) in the source code.

Menu Music Reference

The main menu ambience doesn't sound like much at first listen. However, if it is sped up by 19× it becomes clear that it's theFamicom Disk System's startup fanfare slowed down.

FDSGameCube (sped up)
(Source:ABoredGameDev)

Development-Related Text

Jac/AI/Heap::OSAllocJac/Alloc2:: Request SIZE %dJac/AI/Init::MONO-MIXMONO(W)-MIXArAlloc:: %x %x %x/audiorom.imgJac/ARAM/DVD:: audiorom.imgJac/ARAM/DVD:: audiorom.img(サイズ %xh bytes)Jac/ARAM/Init:: ARAMDMAJac/ARAM/Init:: ARAMDSPSync:: SendMissUPDATE-DACMiss Send AudioSyncJac/Thread/Proc::Jac/thread/DSPSync::Jac/Thread/Init::Jac/Thread/Init:: —\–Message FullJac/NEOS:: NEOSJac/NEOS::/audiorom.imgJac/NEOS:: CPUJac/NEOS:: audiorom.imgJac/NEOS::CPUNEOS THREADDSP-MAINSFR-UPDATEJac/DVDT::DVDThread Paused!Jac/DVDT::DVDThread UnPaused!Jac/DVDT::DVDJac/DVDT::Jac/DVDT::DVD.¨ARAM ([%s] %d bytes)Jac/DVDT::          Finish (%d msec)Jac/DVDT :: Registered file %s, (No.%d ID.%d )Jac/DVDT :: Cannot find file to regist %sSUPERDMAFastCopySLOWCOPYDSPInit(): MXIC Boot failedDSP Err:not received mail (to DSP) is remainedDSP Err:not received mail (from DSP) is remainedError: DSP now in frameworkParameter Input : %8xPARAM[%d] = %x[h]Output Buffer : %8xDECODE BEFORE[%d] = %x[h]DECODE AFTER[%d] = %x[h]Do CARD TaskCARD Task FinishDo AGB TaskAGB Task FinishAudio Error:: DSP_SECURITY_CALLBACK is NULLdsp_cardunlock.cFailed assertion 0 <= chan && chan < 2Rel.Jc (%x) Have DSPch  %xDSPch Sign/Stat/CB is %x, %x, %xError: No MemberROOTJC ErrorROOTJC Error2Jcs %x : Allocate %d ChannelsPHY. %x Log->phy. %xLog. %x phy->log. %xLog->phy->log  %xCutDSPSTOP (JC= %x)-->call %8xJesus/DrvIF/CommonCB:: Error: Cut--------FORCESTOP(PHY.%x ) (JC =%x)Jesus/DrvIF/Callback::Jesus/DRVINT:FINISHError:UPDATECALLNULL(JC %x)Jesus/DrvIF/Stop::---------------------------------:Jesus/DrvIF/Play::Jesus/DrvIF::relwaitCh%dINIT %d:CUR %xJesus/DSP-Interface::Jesus/DspIF::Bad INST Program Change %dBad PERC Program Change %dJanus/BankDrv:: Warning: No Key-MapJanus/BankDrv:: Warning:Velocity-Map (%d is Upper %d)Error: No V-Map ErrorError: NULL Command Pointer (cmd. %x )SEQP %x  Access Offset %dJam/Seq :: Error Note %dJam/main :: r-noteoff errorJam/seq :: Sequence Error occerdI try to continue##########Error:: Track %d ‚Jam/setup:: Error : Cannot back sequence structure %xJam/Setup::RootSeqJam/Setup:: Error : RootSeq(DeAlloc)Parent_Relation %dError:: No FAT MemoryJam/Seq::ROOTJam/Seq::SEQPStartSeq:Jam/Track/Init/Warn::(%s) ofs %d size %dJanus/BANK/Init:: VirtualJanus/BANK/Init::Janus/Wave/Init::iplrom.comTest::DVD Bank&Wave Read-------------Reset-ReEntryRemain Chan. %dipl_0.awInfNaNBS2 ERROR >>> SHOULD NEVER REACH HEREappLoaderLength0x%xappLoaderFunc10x%xApploader InitializedAddr [0x%x] length [0x%x] offset [0x%x]/opening.bnrBS2Mach.cBS2 ERROR >>> Banner buffer address is not setBS2 ERROR >>> Banner buffer length (0x%08x) is not enoughBS2 ERROR >>> UNKNOWN STATEDEMOInit: invalid TV formatnot support field renderinggMRbuild.cERROR: This renderer ONLY supports J3DBinary1.5gMRshape.cERROR: This renderer doesn't support Enveloped Model

Unused Text

Present at0x7FFC6 in the IPL ROM is some text that was used to test the Game Play section of the menu.

pokemon kingin2000@NINTENDOThe new PokeMon Stadium!!!

"pokemon kingin" refers tothe game released internationally asPokémon Stadium 2.

The leaked source code confirms that it was used for the Game Play section in a C header file named2d_gameplay_2_English.h:

#define MSG_G901    8 // [titl] pokemonkingin#define MSG_G902    9 // [makr] 2000@NINTENDO#define MSG_G903    10 // [info] ThenewPokeMonStadium!!!

Revisional Differences

Hardware

The DOL-001 received a minor revision that removed the connector for Serial Port 2, which never received any official, non-developer use.

Later, the DOL-101 removed the proprietary Digital AV Out connector as well as interchangeable "jewels" (the round logo plates on top of the disc cover). Curiously, the console's digital audio output went officially unused. The first-party component/d-terminal cables only provide video (a secondary AV cable is required for audio).

Software

v1.0 v1.1
GCN-gameplay1.0.png
GCN-pressstart1.0.png
GCN-gameplay1.1.png
GCN-pressstart1.1.png

The rotating cubes and "PRESS START" in the Game Play section of the menu were changed from pink to purple. The background ambiance was also changed slightly.

Regional Differences

Language Select

European revisions of the BIOS boast an additional option in the System Settings submenu, allowing the user to change the language to one of six commonly spoken European languages. It is notably absent in the North American BIOS, even though languages such as Spanish and French are also widely spoken in the Americas.

Europe US
GameCube-SystemSettings-PAL.pngGameCube-SystemSettings-NTSC.png

Despite this, internally, NTSC-U/NTSC-J BIOS versions support both the English and Japanese operating environments. Several NTSC devkit models feature aregion toggle switch that was omitted from retail consoles.

BrazilianNBA Courtside 2002 Patch

In the Brazil-exclusive PAL-M GameCube, upon starting a game the IPL will check to see if the inserted game has the ID "GNBE", which is the ID ofNBA Courtside 2002. If the check returns true (i.e. the game has the ID GNBE), a special patch will be applied that prevents a crash only found when playing said game on a Brazilian GameCube due to it using the PAL-M system.

(Source:ecumber05)
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