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GameCube

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Title Screen

GameCube

Also known as: Nintendo 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 KR: 2002
Released in BR: August 23, 2002


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


PrereleaseIcon.png This game has a prerelease article

Hmmm...
To do:
2021/07: GameCube IPL source has leaked. Add interesting finds and use it to clarify existing information.

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

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.

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info

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.

The European version's IPL ROM updated the copyright string header:

(C) 1999-2001 Nintendo.  All rights reserved.(C) 1999 ArtX Inc.  All rights reserved.PAL  Revision 1.0  

In every new revision following PAL 1.0 for all regions updated the copyright string with the new copyright year, the IPL region, and the revision number at the end. PAL v1.1 uses "MPAL" in the string as this version was only shipped on systems in Brazil, which uses the 60Hz PAL-M format.

Version Text
NTSC v1.0 (C) 1999-2001 Nintendo. All rights reserved.(C) 1999 ArtX Inc. All rights reserved.
NTSC v1.1 (C) 1999-2001 Nintendo. All rights reserved.(C) 1999 ArtX Inc. All rights reserved.NTSC Revision 1.1
NTSC v1.2 (C) 1999-2003 Nintendo. All rights reserved.(C) 1999 ArtX Inc. All rights reserved.NTSC Revision 1.2
PAL v1.0 (C) 1999-2001 Nintendo. All rights reserved.(C) 1999 ArtX Inc. All rights reserved.PAL Revision 1.0
PAL v1.1 (C) 1999-2001 Nintendo. All rights reserved.(C) 1999 ArtX Inc. All rights reserved.MPAL Revision 1.1
PAL v1.2 (C) 1999-2003 Nintendo. All rights reserved.(C) 1999 ArtX Inc. All rights reserved.PAL Revision 1.2

Menu Music Reference

FDS GameCube (sped up)

The main menu ambiance, if sped up by 19×, becomes the Famicom Disk System's startup fanfare.

(Source: ABoredGameDev)

Nintendo 64 Support Strings

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 in various games, including Wario World, while GameCube Service Disc v1.0/03 can detect N64 controllers.

Logo Reflection

The reflection map on the GameCube logo is a higher-resolution version of the reflection map 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. This is referred to as baby in the source code.
Start-up sound when Z is held on all four controllers. This is referred to as 歌舞伎, (translating to kabuki) in the source code.

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 that was used to test the Game Play section of the menu.

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

"pokemon kingin" refers to Pokémon Stadium Gold and Silver.

The leaked source code confirms that it was used for the Game Play section in a C header file named 2d_gameplay_2_English.h:

#define MSG_G901    8 // [titl] pokemonkingin
#define MSG_G902    9 // [makr] 2000@NINTENDO
#define MSG_G903    10 // [info] ThenewPokeMonStadium!!!

Unused Error Sound

There is a seemingly unused error sound effect found in the console's BIOS.

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.

Brazilian NBA Courtside 2002 Patch

In the Brazil-exclusive PAL-M GameCube, upon starting a game the IPL will check to see if it has the game ID GNBE, which is the ID of NBA Courtside 2002. If the check returns true (i.e. the game has ID GNBE), a special patch will be applied. The patch prevents a crash only found in the Brazilian GameCube due to it using the PAL-M system.

Memory Card 2043

The system supports Memory Cards of sizes up to 2,043 blocks (128 Mb), though Nintendo never released one with a capacity higher than 1,019 blocks (64 Mb). Third-party companies have released unofficial Memory Cards that utilize the 2,043-block maximum.

Some games have text referencing the scrapped Memory Card 2043, and there were development tools that could use 2,043 blocks.