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GameCube



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Title Screen


GameCube

Developer:
Nintendo
Publisher:
Nintendo
Released in JP: September 14, 2001
Released in US: November 18, 2001
Released in EU: May 3, 2002
Released in BR: August 23, 2002




CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.
Carts.png This game has revisional differences.





The GameCube is Nintendo's first standalone disc-based console, and a total of 640 games were released in North America (the last being Madden NFL '08 on August 14, 2007) for the said console.


Sadly, the odd disc format, lack of DVD playback (a DVD-compatible model was released by Panasonic, but it was quickly discontinued before it could make it to the west due to its high price compared to just buying a regular GameCube and DVD player separately), and "kiddy" perception of the console 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.


While the GameCube itself may have died young, its incredibly forward-thinking architecture lives on: the Wii is essentially a GameCube with faster clock speeds from an internal standpoint.



Contents




  • 1 Copyright String


  • 2 Main Menu


  • 3 Nintendo 64 Support?


  • 4 Familiar Reflection


  • 5 Alternate Music


  • 6 Development-Related Text


  • 7 Unused Text


  • 8 Revisional Differences


  • 9 Memory Card 2043




Copyright String


There's 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.


(C) 1999-2001 Nintendo.  All rights reserved.(C) 1999 ArtX Inc.  All rights reserved.

Main Menu











Famicom Disk System
GameCube





The main menu ambiance may sound relatively toneless, but speed it up by 19×...and there's the Famicom Disk System's startup fanfare.


(Source: ABoredGameDev)


Nintendo 64 Support?


The SDK has strings that reference all of the known Nintendo 64 peripherals, including obscure ones such as the keyboard and mouse from the Nintendo 64DD. Chunks of text containing these strings can be found as leftover in various games, including Wario World, while GameCube Service Disc v1.0/03 can detect N64 controllers.


Familiar Reflection


If the soft reflections on the GameCube startup animation and menu look strangely familiar to you in a very Nintendo way, that's because the texture file is the same one used in The Legend of Zelda: Ocarina of Time and Majora's Mask for the Nintendo 64 logo and shiny items.











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

Alternate Music


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



















Audio
Description


Standard start-up sound.


Start-up sound when Z is held on one controller.


Start-up sound when Z is held on all four controllers.

Development-Related Text


Jac/AI/Heap::
OSAlloc
Jac/Alloc2:: Request SIZE %d
Jac/AI/Init::
MONO-MIX
MONO(W)-MIX
ArAlloc:: %x %x %x
/audiorom.img
Jac/ARAM/DVD:: audiorom.img
Jac/ARAM/DVD:: audiorom.img(サイズ %xh bytes)
Jac/ARAM/Init:: ARAMDMA
Jac/ARAM/Init:: ARAM
DSPSync:: SendMiss
UPDATE-DAC
Miss Send AudioSync
Jac/Thread/Proc::
Jac/thread/DSPSync::
Jac/Thread/Init::
Jac/Thread/Init:: —–
Message Full
Jac/NEOS:: NEOS
Jac/NEOS::
/audiorom.img
Jac/NEOS:: CPU
Jac/NEOS:: audiorom.img
Jac/NEOS::CPU
NEOS THREAD
DSP-MAIN
SFR-UPDATE
Jac/DVDT::DVDThread Paused!
Jac/DVDT::DVDThread UnPaused!
Jac/DVDT::DVD
Jac/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 %s
SUPERDMA
FastCopy
SLOWCOPY
DSPInit(): MXIC Boot failed
DSP Err:not received mail (to DSP) is remained
DSP Err:not received mail (from DSP) is remained
Error: DSP now in framework
Parameter Input : %8x
PARAM[%d] = %x[h]
Output Buffer : %8x
DECODE BEFORE[%d] = %x[h]
DECODE AFTER[%d] = %x[h]
Do CARD Task
CARD Task Finish
Do AGB Task
AGB Task Finish
Audio Error:: DSP_SECURITY_CALLBACK is NULL
dsp_cardunlock.c
Failed assertion 0 <= chan && chan < 2
Rel.Jc (%x) Have DSPch  %x
DSPch Sign/Stat/CB is %x, %x, %x
Error: No Member
ROOTJC Error
ROOTJC Error2
Jcs %x : Allocate %d Channels
PHY. %x Log->phy. %x
Log. %x phy->log. %x
Log->phy->log  %x
Cut
DSPSTOP (JC= %x)
-->call %8x
Jesus/DrvIF/CommonCB:: Error: Cut
--------FORCESTOP
(PHY.%x ) (JC =%x)
Jesus/DrvIF/Callback::
Jesus/DRVINT:
FINISH
Error:
UPDATECALL
NULL
(JC %x)
Jesus/DrvIF/Stop::
----------------
-----------------:
Jesus/DrvIF/Play::
Jesus/DrvIF::
relwait
Ch%dINIT %d:CUR %x
Jesus/DSP-Interface::
Jesus/DspIF::
Bad INST Program Change %d
Bad PERC Program Change %d
Janus/BankDrv:: Warning: No Key-Map
Janus/BankDrv:: Warning:Velocity-Map (%d is Upper %d)
Error: No V-Map Error
Error: NULL Command Pointer (cmd. %x )
SEQP %x Access Offset %d
Jam/Seq :: Error Note %d
Jam/main :: r-noteoff error
Jam/seq :: Sequence Error occerd
I try to continue
##########Error:: Track %d ‚
Jam/setup:: Error : Cannot back sequence structure %x
Jam/Setup::RootSeq
Jam/Setup:: Error : RootSeq
(DeAlloc)
Parent_Relation %d
Error:: No FAT Memory
Jam/Seq::ROOT
Jam/Seq::SEQP
StartSeq:
Jam/Track/Init/Warn::
(%s) ofs %d size %d
Janus/BANK/Init:: Virtual
Janus/BANK/Init::
Janus/Wave/Init::
iplrom.com
Test::DVD Bank&Wave Read
----
---------
Reset-ReEntry
Remain Chan. %d
ipl_0.aw
Inf
NaN
BS2 ERROR >>> SHOULD NEVER REACH HERE
appLoaderLength
0x%x
appLoaderFunc1
0x%x
Apploader Initialized
Addr [0x%x] length [0x%x] offset [0x%x]
/opening.bnr
BS2Mach.c
BS2 ERROR >>> Banner buffer address is not set
BS2 ERROR >>> Banner buffer length (0x%08x) is not enough
BS2 ERROR >>> UNKNOWN STATE
DEMOInit: invalid TV format
not support field rendering
gMRbuild.c
ERROR: This renderer ONLY supports J3DBinary1.5
gMRshape.c
ERROR: This renderer doesn't support Enveloped Model

Unused Text


Present at 0x7FFC6 in the IPL ROM is some text likely used to test the Game Play section of the menu.


pokemon kingin
2000
@NINTENDO
The new PokeMon Stadium!!!

"pokemon kingin" refers to Pokémon Gold and Silver.


Revisional Differences











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 in later versions of the system's menu.


Memory Card 2043


The system supports up to 2043 block memory cards. However, Memory Card 1019 is the largest capacity Nintendo officially released.
Some games have text referencing the scrapped Memory Card 2043, and there were development tools that could use 2043 blocks. This isn't a total loss, as many third-parties have released unofficial 2043 block cards.





























































































































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