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Nintendo Indigo GameCube

REFURBISHED Product Type
  • DOL-101 IND
  • Controller Port x4, Memory Card Slot x2, Analog AV Output x1, High-Speed Serial Port x1, High-speed Parallel Port x1
  • In select models - Digital AV Output x1, High-Speed Serial Port x2
Specs
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Learn more about the Nintendo DOL-101 IND

MODEL
Brand Nintendo
Model DOL-101 IND
SPEC
TYPE Gamecube
Processor Custom IBM Power PC "Gekko" 485MHz, Internal Data Precision 32-bit Integer & 64-bit Floating-point
Installed Memory 40MB
Game Media 3 inch NINTENDO GAMECUBE Disc based on Matsushita's Optical Disc Technology, Approx. 1.5GB Capacity
Color Indigo
System LSI Custom ATI/Nintendo "Flipper" @ 162MHz
Pixel Depth 24-bit Color, 24-bit Z Buffer
Connections
Interfaces Controller Port x4, Memory Card Slot x2, Analog AV Output x1, High-Speed Serial Port x1, High-speed Parallel Port x1
In select models - Digital AV Output x1, High-Speed Serial Port x2
FEATURES
Features Manufacturing process : 0.18 micron IBM copper wire technology
Clock frequency : 485 MHz
CPU capacity : 1125 Dmips (Dhrystone 2.1)
Internal data precision : 32-bit Integer & 64-bit floating-point
External bus : 1.3GB/second peak bandwidth (32-bit address space, 64-bit data bus 162 MHz clock)
Internal cache L1: instruction 32KB, data 32KB (8 way) L2: 256KB (2 way)
System LSI : Custom ATI/Nintendo "Flipper"
Embedded frame buffer : Approx. 2MB sustainable latency : 6.2ns (1T-SRAM)
Embedded texture cache : Approx. 1MB sustainable latency : 6.2ns (1T-SRAM)
Texture read bandwidth : 10.4GB/second (Peak)
Main memory bandwidth : 2.6GB/second (Peak)
Pixel depth : 24-bit color, 24-bit Z buffer
Image processing functions : Fog, subpixel anti-aliasing, 8 hardware lights, alpha blending, virtual texture design, multi-texturing, bump mapping, environment mapping, MIP mapping, bilinear filtering, trilinear filtering, anisotropic filtering, real-time hardware texture decompression (S3TC), real-time decompression of display list, HW 3-line deflickering filter.

Sound Processor : custom Macronix 16-bit DSP
Instruction Memory : 8KB RAM + 8KB ROM
Data Memory : 8KB RAM + 4KB ROM
Clock Frequency : 81 MHz
Performance : 64 simultaneous channels, ADPCM encoding
Sampling Frequency : 48KHz
System Floating-point Arithmetic Capability : 10.5 GFLOPS (Peak) (MPU, Geometry Engine, HW Lighting Total)
Real-world polygon : 6 million to 12 million polygons/second (Peak) (Assuming actual game conditions with complex models, fully textured, fully lit, etc.)
Main Memory : 24 MB MoSys 1T-SRAM, Approximately 10ns Sustainable Latency
A-Memory : 16MB (81MHz DRAM)
Disc Drive : CAV (Constant Angular Velocity) System
Average Access Time : 128ms
Data Transfer Speed : 16Mbps to 25Mbps
Power Supply : AC Adapter DC12V x 3.25A
Dimensions
Dimensions 4.3" x 5.9" x 6.3"
Additional Information
First Listed on Newegg April 26, 2007

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