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.
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.
The European versions IPL ROM has updated the copyright string header with:
(C) 1999-2001 Nintendo. All rights reserved.(C) 1999 ArtX Inc. All rights reserved.PAL Revision 1.0
|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.
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.
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|
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.
|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.|
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
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.
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.