[Welcome to December Days, where I natter on about things organized around a theme (sometimes very loosely), one a day, for 31 days. This year, we're taking a look back at some touchpoints along the way of my journey with computing and computing devices.]
( The Fighting Game Consoles: PlayStation 2, Dreamcast, GameCube )
- CPU: MIPS III R5900-based "Emotion Engine", clocked at 294.912 MHz
- Memory: 32 MB PC800 32-bit dual-channel (2x 16-bit) RDRAM (Direct Rambus DRAM)
- Graphics: Parallel rendering processor with embedded DRAM "Graphics Synthesizer" (GS) clocked at 147.456 MHz, max resolution 1920x1080
- Sound: SPU1+SPU2 (SPU1 is actually the CPU clocked at 8 MHz and SPU2 is PS1 SPU), Sound Memory: 2 MB, Sampling Frequency: 44.1 kHz or 48 kHz (selectable), Supports MIDI Instruments, Output: Dolby Digital 5.1 Surround sound, DTS (Full motion video only), later games achieved matrix encoded 5.1 surround during gameplay through Dolby Pro Logic II
- Inputs/Peripherals: Gamepads (most famously the DualShock 2), with four shoulder buttons (L1 L2 R1 R2), four face buttons (Square Circle Triangle X), two analog sticks that can be pressed as buttons, a D-pad, and Select and Start Buttons, DVD Player remote control, GunCon light guns, EyeToy camera
- Storage: 8 MB removable Memory Card, DVD-ROM Optical Media Drive
- CPU: Hitachi SH-4 32-bit RISC @ 200 MHz
- Memory: 16 MB RAM, 8 MB video RAM, 2 MB audio RAM
- Graphics: NEC PowerVR2 @ 100 MHz
- Sound: Yamaha AICA with 32-bit ARM7 RISC CPU core @ 67 MHz, 64 channels
- Inputs/Peripherals: Gamepad with two triggers, L and R, four face buttons, one analog stick, one D-pad, and two dock spaces for accessories including a mouse, rumble connectors, and other accessories including a fishing rod controller, Dreameye Camera, connects to SNK Neo-Geo Pocket with cable
- Storage: 128 KB Visual Memory Unit, a memory card that also doubled as a handheld game unit or additional interface for arcade machines, GD-ROM Optical Media Drive
- CPU: IBM "Gekko" PowerPC @ 485 MHz
- Memory: 24 MB main system RAM, 3MB video RAM, 16 MB I/O buffer RAM
- Graphics: ArtX-designed ATI "Flipper" ASIC @ 162 MHz, 640x480 max resolution
- Sound: custom 81 MHz Macronix 16-bit DSP @ 48 KHz sampling
- Inputs/Peripherals: Gamepad with two trigger buttons (L and R), a Z button above the R trigger, four face buttons (A B X Y), two analog sticks (one normal, one C-Stick nominally for camera control), a D-Pad, select and Start Buttons,
- Storage: 2 MB Memory Cards, 8 cm diameter GameCube Game Disc
( The Fighting Game Consoles: PlayStation 2, Dreamcast, GameCube )