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Odd and Strange Hardware
Probally not a lot of people have heard of this:
Nintendo Sataliteview (BS-X) Quote:
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That's crazy. :eek:
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Hey, I was always wondering what the BS stood for in Zelda BS. (I had a ROM of it.)
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M2
3DO M2 AKA 3DO II AKA Bulldog
May 2, 1995 the 3DO company announced the most powerful console of the 32-bit/64-bit generation. The system, dubbed the M2, would remain the most powerful videogame system ever devleoped untill Sega launched it's Dreamcast system in the late 90's. The M2 project originally began as a 64-bit expansion for the original 3DO, ala 32X, but it soon evolved into a stand alone console. On October 25th, 1995 3DO announced a $100 Million Pact with Matsushita, (the worlds largest electronics producer, aka Panosonic). Matsushita gained all rights to produce, distribute, and develop M2 technology. They have the rights to incorperate it in any of their devices, TVs, DVD players, whatever. After several announcements of releasing the M2 technology, Matsushita decided not to go up against Sony. Several games for the M2 are completed and sitting at Matsushita. Amung them is the original D2. D2 was released for Dreamcast in 2000, but the Dreamcast version is a completely different game than the Midieval M2 version. Warp attempted to port the M2 version to the N64, but the deal fell through and the complete game was put on the shelf forever, and will not see the light of day unless Matsushita released the M2 technology. In 1998/1999 Matsushita saw was Sega was doing with Dreamcast and made announcements that development on M2 technology never ended, that the company was concidering releasing the M2 console along with 10-12 fully developed games. The company later realized that the systems graphics are just too dated for the 128-bit generation of Dreamcast and PS2. M2 System Specs CPU : PowerPC 602 @ 66Mhz 64 kbits total Instruction/Data caches (32k/32k) built in MMU - SPECint92 of 40 Single precision FPU (133 Mflops) Price approx. $30US in volume. Co-Processing: Graphics ASIC & 10 custom co-processors for graphics/audio Graphics: Over 1,000,000 polygons/sec peak throughput 700,000 polygons/sec sustained throughput with effects (including texture mapping, light sourcing, and MIP mapping) 100 million pixels/second throughput o Destination-based texture mapping RLE compression/decompression Light sourcing Linear, bi-linear, tri-linear, and point sampled filtering MIP mapping o Pixel-level gouraud shading and Alpha channel pixel averaging/anti-aliasing 3-D perspective correction Hardware Z-Buffering MPEG-1 video decompression Resolution: 640x480 in 24bit or 16bit colour 320x240 in 24bit or 16bit colour Memory: 4 Megabytes memory (SDRAM/NVRAM) on base system 64-bit bus o 528Mb/second bus bandwidth Cache coherent memory system o 2 Megabytes ROM Sound: DSP running at 66mhz, with 2k cache 32 Channels with hardware decompression and interpolation MPEG audio decompression 3-D CD-quality sound Options: PCMCIA slot |
Why do they call it the 128 bit generation when only the PS2 has a 128 bit processor?
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Are they just gonna keep doubling the processor every year? 8mb, 16mb, 32mb, 64mb, 128mb... (start off with Nintendo on the 8mb, could be less and think there was). What's next? 256mb?
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I don't think they follow that pattern anymore, it's just not that simple.
Now we have full fledged GPU's, high speed processors, custom memory pipelines. It's much like the processor market where just Processor Clock Speed isn't the only determining factor to how good, or fast, the processor actually is anymore. |
Damn, an 8 MB processor? That's like a 67,108,864 bit processor, which would be insane. When are those coming out?
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Bandai Pippen
Introduced in 1997.
Bandai at one point teamed up with Apple Computers to create a home videogame system, which was marketed in the US and in Japan. This is an extremely rare system, and is worth a good buck. The following article can explain the console better than I can: Quote:
Optional Floppy dock: The Pippen Docked: Controller: Optional Keyboard with Touchscreen: Rear Panel: ![]() The Pippen Atmark (white) was produced for Japan, the Pippen@World (black) was released in the US: What is more rare than the system it's self is the software. Two DBZ games were released for it, and are amung the most rare games in the world. A Pippen Game: System Specs: CPU : Processor: PowerPC 603e @ 66 MHz Cache: L1: 64 k L2: Unknown System Bus: 64-bit Mac OS-derived system Graphics: NTSC and PAL 640 x 480 resolution 24-bit color Memory: 6MB RAM (shared) 6MB VRAM (shared) Media formats: CD-ROM (4x speed) 1.44 MB Floppy (external, optional), Options/ Ports: 2x serial (printer / modem) 2x Pippin-ADB VGA and S-Video (NTSC and PAL) Optional GeoPort internal modem |
Yo RobV, in the early 90's I made a friend who just moved from Japan. He brought his console, which the only thing that I can remember about it, had games that where on some sort of small thin (like flash cards these days). Do you know what I'm talking about?
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Image: More likely he had a NEC TurboGrafix 16, known as the PC Engine in Japan, is was extremely popular in its home territory. It used what they called HuCards: Image: ![]() about: Quote:
![]() And as the Turbo Express, which was an extremely advanced handheld. Released in 1991, it was a 16-bit portable TG-16 player, with a beautiful back-lit color screen: Specs: Processor - Custom 6820 (NEC) Processor Speed - 7.6 MHz Display - Active Matrix Color LCD :eek: Display Resolution - 400 x 270 Maximum Colors Displayed - 512 Colors Available - 512 Maximum Sprites - 64 Sound Channels - 6 Major Add-ons - TV tuner Unique Poetable version of the TG-16 called the LT, released only in Japan: |
On an interesting side note...
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http://www.pcenginefx.com/PC-FX/pc-f...directory.html A HUCard is depicted in this old TurboGrafix pring ad: http://www.pcenginefx.com/TS/ad14b600.jpg |
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If so, it was only 8 bit, dual 8 bit processors, yes, but still only 8-bit, not 16. |
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HA HA It's mock up for the photo... Ever notice how in promo ads for systems the controllers sometimes never have a cord? |
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You know what I was talking about... fucker. |
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You too dipshit. |
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And thank you for answering the question. |
It becomes that much more obvious as to the motives of Bandai trying to merge with SEGA. I still wonder what they would have done together...
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What about Gundam?
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Now, the Saturn was a beast, and that was simply marketed as 32-bit, cause well, it's main competitor was 32-bit, and it was being released after the 16-bit generation. How would you like to tackle labeling a sytem that ran off 3-32-bit processors, a 24-bit DSP, a 16-bit Yamaha sound processor, and 2 VDPs, among other components? :) |
I think there's a disconnect here. I'm not talking about high integers or whatever, I'm talking about how many words (as in 2 bytes, right?) that can be processed at any given time. Most CPUs are 32 bit. Some are 64. I'm pretty sure that the EE is the only 128 bit CPU out there.
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