64DD Specs (The Bulky Drive)
System
- Magnetic Storage with read/write capablety; Read/Write means you can read info off the disk and you can save info on the disk.
- Uses the N64 to process info
- 3 3/4" front loading disk dirve
- comes with 1or 2 megabyte RAM expansion pack
Benchmarks
- 150 milliseconds (ms) seek time
- 1 megabyte/sec data transfer rate
Software
- 65 megabytes disk storage
- 45 megabytes read only space
- 20 megabytes of writable space
- Supports the same compression as the N64
Nintendo 64 Specs
Physical Dimensions
- 10.25" x 7.25" x 2.9" The N64 is about the size of the Sony Playstation except for the hump on the top.
- It's weight is 2.42 lbs
Resolution and Video
- Resolution, Color and Video
- 256 x 224 to 640 x 480
- Flicker Free Interlace Mode Support; From what I understand this means NO FLIKERING POLYGON's, I don't now this for shure but I'm quite positive I'm right.
- The resolution is limited by the TV standards; If we their was a higher TV standard the resolution could be better
- 21-bit color output
- 32-bit RGBA pixel color frame buffer support
Extension Options
- One extension port for add-on mechanisms
- Cartridge slot supports add-on mechanisms
- Controller ports supports add-on mechanisms
- Memory Expansion option; At the moment Nintendo is planning on including a memory expansion pack with the 64DD that can be used for both the 64DD and the N64
- There 's also a Modem jack in the back
Controller Ports
- 4 Controller ports It's about time they through in some multiplayer action with out dishing out a nother 40 bucks, no reason why their shouldn't be a whak of 4 player games.
- 3-prong feed That's the main reason I'm buying a N64!!
Controllers
- Digital joypad onleft; For a detailed look over the controller click on this pic.
- Analog joystick in the lower middle
- Start button in middle
- 6 buttons on the right of the controller
- the A and B buttons are larger than normal
- 4 normal sized "C" buttons
- can be used as normal action buttons,
- or an additional control pad
- and they can even be used to control the camera angle
- 2 buttons on the top, "L" and "R"
- a trigger button on the back
- memory card slot on the back of the controller that stores 2 megabits max
Custom CPU
- Custom 64-bit MIPS R4300 RISK CPU running at 93.75 MHz; that's pretty dawn fast (about 3x faster than my 486DX 33 MHz computer)
- 64-bit data path
- 64-bit registers
- 64-bit buffer
- 64-bit RISK "Reality Immersion" Co-Processor [RCP (don't ask me)] running at 62.5 MHz
- Built in Sound and Graphics Processor (RSP) takes care of:
- Built-in Pixel Drawing Processor (RDP) takes care of:
- Textures
- Anti-Aliasing
- Rasterizing
- Z-Buffering
- Ect.
- CPU, Co-Processor based on .35 micron process
Benchmarks
- 125 MIPS for main CPU
- 60 SPECint92 for main CPU
- 45 SPECfp92 for main CPU
- 100+ MFLOPS for the "Reality Immersion" Graphics Co-Processor
- 100, 000 minimum for real-time generated polygons (using all the special effects) per second; Now your looking at the 100, 000 figure and saying why the hell can it only have 100, 000 polygons on screen at once, 1. This was the only number that Nintendo ever mentioned and that was about three years ago. 2.Thats with all the special effects being used on each polygon. 3.When you see extremly high numbers of polygons their talking about flat polygons with one shade like the original Virtua Fighter.
Memory
- 4 megabytes total RAM; it was origanally thought to be 4.5 but once you did the math it turned out to be 4 megabytes.
- Rambus DRAM sudsystem capable of transferring up to 562.5 megabytes
- Custom 8-bit Rambus Bus runs at 500 MHz max.; The bus is what transfers information from the CPU to the TV, with that baby their won't be any slow-down
- Internal data bus to the RCP is 128-bit
Audio
- Stereo 16-bit: thats almost CD quality
- ADPCM compression
- Up to 100 PCM chanels of wavetable synthesis
- Sampled at 44.1 KHz
Video Output
- RF
- Stereo A/V
- S-Video
- HD-TV compatible; That's a higher TV standard
System Games
- Games from 64--96 megabit with compression
- 256 megbit rom max
- Use JPEG image format
- Use "FastROM" technology
- Use "MegaRom" technology
Extra Features
- Real time
- z-buffering
- scaling
- rotation
- skewing
- shading
- anti-aliasing
- textured mapping
- tri-linear filtered mip map interpolation
- perspective correction
- enviroment mapping
- depth buffering
- detail texturing
- automatic load management
- transparency
- gouraud shading
- phong shading
- MPEG ready