Official Wii Thread pt 2.5
#326
Originally Posted by PixyJunket
Oh no, don't mistake me.. I'm not holding on to this or anything. I ripped the US 101 catch from another site and then I just noticed what appears to be a calendar on the same picture. Though, I think it's safe to say that with the last press release though, that Nintendo intends to play games with people on the subject so people are trying their damnedest to "work it out."
Here's another (notice though, that all of these are pointing to 10/1 or 10/2.. whether it's on purpose or just that coincidental..):
Wii -> V V I I -> 5 + 5, 1 + 1 -> 10/2
Here's another (notice though, that all of these are pointing to 10/1 or 10/2.. whether it's on purpose or just that coincidental..):
Wii -> V V I I -> 5 + 5, 1 + 1 -> 10/2
#327
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From: Pasadena, CA
Originally Posted by pinata242
... Whether they know it now or not, there's nothing more rabid than a Nintendo fan. ...

I, too, hope that 10/1 is correct. That would rock my socks hard. I have vacation that needs to be used as well. I honestly haven't been this geeked about a console launch.
That new Rayman sounds like it could be a great one and I hope it's done well.
#329
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No.
#330
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From: OKC, OK
Originally Posted by PixyJunket
This is one of the first pictures Nintendo released (at or around E3?).

US 10/1

US 10/1
that is awesome !! i would be stunned if it doesn't release on 10/1
#331
Banned by request
I wouldn't be stunned if it doesn't release on 10/1. The reason there's no release date for it yet is because only recently did they move development from Gamecube kits to real Wii kits, and Nintendo doesn't know how long it will take for the software to be optimized. I would love to get it on 10/1, but considering they aren't expected to announce the date until September, that seems really close.
#332
DVD Talk Godfather
Well my concern comes from a different angle. Japan. They always launch there first, so if 10/1 is the US then Japan should be literally around the corner since they don't want to do a simultaneous launch like MS did. It does sound like a stretch when you look at it this way.
#333
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From: Santa Monica, Ca
I think traditional thinking has been out of the window for Nintendo, since... months ago. A traditional system name? No way. A traditional system upgrade? God no. A traditional launch? Proooobably not.
#334
DVD Talk Hall of Fame
Originally Posted by Suprmallet
I wouldn't be stunned if it doesn't release on 10/1. The reason there's no release date for it yet is because only recently did they move development from Gamecube kits to real Wii kits, and Nintendo doesn't know how long it will take for the software to be optimized. I would love to get it on 10/1, but considering they aren't expected to announce the date until September, that seems really close.
#335
DVD Talk Godfather
Originally Posted by maxfisher
I'd read a rumor somewhere that they were going to announce the date at Camp Hyrule, which is in a couple weeks.
#336
I'm sure it will launch sometime in Oct to get a jump on Sony. The 1st seems a bit soon, but then again they don't need that much leadway for marketing as launch consoles always sell out right away anyway. Marketing will matter more next year after all the nintendo fans have their consoles.
#337
DVD Talk Hall of Fame
does Japan do their dates in 'European format'? It could be 10th day of 1, January. Or even 1/01 (07), I guess.
Regardless, as long as it makes sense after the fact, that's pretty cool.
Regardless, as long as it makes sense after the fact, that's pretty cool.
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From: Keizer, OR
Wii Specs Revealed
maxconsole
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.
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.
#340
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From: Ohio
I was having a discussion with a group of co-workers the other day about the Wii and the release date topic came up and of course the potential dates began spewing forth. This made my think about the anticipation of the system and the following question.
Do you think the buzz and hype behind the Wii would be at the level that it is if Nintendo had already told us the release date?
Is it the unknown elements of the Wii that make is so appealing? I personally am not very excited about the PS3 in the way that I was for the PS2. I don't know if its the innovation of the Wii and what I feel is the lack there of on the PS3 or that there really aren't any "secrets" left for the PS3 and there still are for the Wii.
Just some thoughts.
Do you think the buzz and hype behind the Wii would be at the level that it is if Nintendo had already told us the release date?
Is it the unknown elements of the Wii that make is so appealing? I personally am not very excited about the PS3 in the way that I was for the PS2. I don't know if its the innovation of the Wii and what I feel is the lack there of on the PS3 or that there really aren't any "secrets" left for the PS3 and there still are for the Wii.
Just some thoughts.
#341
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#342
Banned by request
Originally Posted by hail2dking
- 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.
Originally Posted by hail2dking
- 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.
#343
It said it is shipping the controllers to developers, not retail outlets.
#345
DVD Talk Godfather
Originally Posted by Suprmallet
I must have missed where it said that. Sorry.
#346
DVD Talk Hall of Fame
Originally Posted by Blitz6Speed
#347
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From: Keizer, OR
Originally Posted by Suprmallet
Did anyone else catch this? If this is actually true, the system may launch even earlier than we expected. Retail stores only got 360 accessories about two weeks before the system came out. Why would Nintendo ship accessories over a month away from a system launch? Short answer: They wouldn't. If they really ship these in August, the system launch could be as early as September!.




...no?