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    Thread: Ultimate Wii Specifications ( in detail ) all you want to know about the wii

    1. #1
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      [Definitive Guide] All You Need To Know About Wii

      Hi,
      I am making this thread to provide all the possible information about Wii, so if you have any questions in your mind about Nintendo Wii, then feel free to post them here in this thread!

      Note: All irrelevant replies like "Thanks" "good info" etc will be related..you are only allowed to post questions related to Wii.
      -------------------------------------------------------------------

      Introduction & Price:

      The Nintendo Wii is the 7th generation console released by Nintendo. It has considerably lesser graphical juice compared to XBOX 360 and the Sony PS3 but aims to capture the fun of gaming through the games and creative use of both its motion sensor controller - the WiiMote and Nunchuk.

      Currently, there is 3 version of the consoles, NSTC/UC, NSTC/JP and PAL. The games are region locked so becareful which version you buy. There are rumours of an Asian release but no updates on that yet.

      The Price of the Wii (according to my knowledge) in other countries are US$250, A$400 and 25000 Yen. In Pakistan, the price is range from RS 32,000 to RS 36,000.

      The Wii is Wifi-enabled where you can shop via the WiiShop or connect to friends via WiiConnect24. It is also able to connect wirelessly with your Nintendo DS but at launch, this feature is still being worked on.

      Bundles/Packs:

      Bundle A
      1. Wii
      2. Wiimote
      3. Nunchuk
      4. Stepdown adapter
      5. Wii Sports
      6. Zelda: Twilight Princess

      Bundle B (can include adapter as well)
      1. Wii
      2. Wiimote
      3. Nunchuk
      4. Wii Sports
      5. Any game

      Bundle C (Jap machine)
      1. Wii
      2. Wiimote
      3. Nunchuk
      4. Any game


      Technical Specs


      Processor
      CPU: PowerPC based "Broadway" processor, made with a 90 nm SOI CMOS process, clocked at 729 MHz

      GPU: ATI "Hollywood" GPU made with a 90 nm CMOS process,[33] clocked at 243 MHz

      Ports and peripheral capabilities:
      - Up to four Wii Remote controllers (connected wirelessly via Bluetooth).
      - One SD memory card slot.
      - Two USB 2.0 ports.
      - One Sensor Bar port.
      - One accessory port on the bottom of the Wii Remote.
      - Four Nintendo GameCube controller ports.
      - Two Nintendo GameCube memory card ports.
      - Mitsumi DMW-W004 WiFi 802.11b/g wireless module
      - Compatible with optional USB 2.0 to Ethernet LAN adaptor.

      Storage:
      - 512 MB built-in flash memory.
      - Expansion available via SD card memory, 2 GB maximum supported capacity.
      - GameCube Memory Cards (for saving GCN games only).
      - Slot-loading disc drive compatible with:
      - 8 cm GameCube optical disc.
      - 12 cm Wii Optical Disc.
      - Mask ROM by Macronix.

      Video:
      - Up to 480p (PAL/NTSC) or 576i (PAL/SECAM), standard 4:3 and 16:9 anamorphic widescreen.
      - Component (including Progressive scan), RGB SCART (PAL only), S-Video (NTSC only), composite output, or D-Terminal.

      Audio:
      Main: Stereo - Dolby Pro Logic II-capable.
      Controller: Built-in speaker


      If want to set up their Wii on a projector, you should aware that the sensor bar only designed to works at no more that 6-8 feet..so, you can try to create another sensor bar, like this (CLICK HERE)
      iNF3RN0
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    2. #2
      Resi Evil 4 > Your fav game.
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      is this information in relevence to a person purchasing a wii in pakistan or not ?

    3. #3
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      Thumbs up Ultimate Wii Specifications ( in detail ) all you want to know about the wii

      Hello fellow pg member’s, ok so since I became the mod of Nintendo section the first thing I would like to do would be to make a help thread for the Nintendo section for question’s or other information needed, so all people interested in Nintendo wii or Nintendo product’s can post here about it and I or any other member who has knowledge of that specific product can help you out here…

      Ok first of all i would like to explain the hardware that is Nintendo wii, here are it's specifications in detailed information

      prepare your eyes for a textual feast on the joys to behold with the Wii.

      The Wii Hardware
      ----------------------
      - Nintendo Wii’s ‘Broadway’ CPU operates at 729MHZ with a maximum bandwith of 1.9gbyte/sec.
      - Nintendo Wii’s ‘HollyWood’ GPU is clocked at 243MHZ, the internal memory of it includes 3mb of embedded graphics memory and 24megabytes of high speed main memory.
      - 64megabytes of GDDR3 (MEM2) as the external main memory. Just like the internal memory, it can be accessed from the CPU and GPU with a maximum bandwidth of 4gbytes/sec and can also store programs in the MEM2.
      - The GPU of the Wii is identical to the GC’s but it is on average 1.5X faster


      Wii's Optical Disc Drive
      ---------------------------
      Opitcal Disc Drive (ODD) supports single and dual layer Wii disks, discs eject with software or button and the maximum read speed is the equivalent of DVDx6.
      - Two main disc types supported the single sided 12cm single sided 4.7gb and the double sided 8.51 GB. Nintendo GC discs also supported. Some of the capacity of the discs are used by the system and games can not use full disc space.
      - Inserting a disc will start the Wii console, even if it was already in an off state. Pressing the eject button will change the console to an on state to take out the disc also.


      Broadway CPU
      --------------------
      Broadway is Wii's CPU. Broadway functionality and specifications are as follows.

      • Operating speed: 729 MHz
      • Bus to main memory: 243 MHz, 64 bits (maximum bandwidth: 1.9 gigabytes/sec)
      • 32-kilobyte 8-way set-associative L1 instruction cache
      • 32-kilobyte 8-way set-associative L1 data cache (can set up 16-kilobyte data scratch pad)
      • Superscalar microprocessor with six execution units (floating-point unit, branching unit, system regis
      ter unit, load/store unit, two integer units)
      • DMA unit (15-entry DMA request queue) used by 16-kilobyte data scratch pad
      • Write-gather buffer for writing graphics command lists to the graphics chip
      • Onboard 256-kilobyte 2-way set-associative L2 integrated cache
      • Two, 32-bit integer units (IU)
      • One floating point unit (FPU) (supports single precision (32-bit) and double precision (64-bit))
      • The FPU supports paired single floating point (FP/PS)
      • The FPU supports paired single multiply add (ps_madd). Most FP/PS instructions can be issued in
      each cycle and completed in three cycles.
      • Fixed-point to floating-point conversion can be performed at the same time as FPU register load and
      store, with no loss in performance.
      • The branch unit supports static branch prediction and dynamic branch prediction.
      • When an instruction is stalled on data, the next instruction can be issued and executed. All instructions
      maintain program logic and will complete in the correct program order.
      • Supports three L2 cache fetch modes: 32-Byte, 64-Byte, and 128-Byte.
      • Supports these bus pipeline depth levels: level 2, level 3, and level 4.
      Reference Information: Broadway is upward compatible with Nintendo GameCube’s CPU (Gekko).


      Hollywood GPU
      ---------------------
      Hollywood is a system LSI composed of a GPU and internal main memory (MEM1). Hollywood is clocked at 243 MHz. Its internal memory consists of 3 megabytes of embedded graphics memory and 24 megabytes of high speed main memory.

      Hollywood includes the following.
      • Graphics processing unit (with 3 megabytes of eDRAM)
      • Audio DSP
      • I/O Bridge
      • 24 megabytes of internal main memory
      • Internal main memory operates at 486 MHz.
      Maximum bandwidth between Hollywood and internal main memory: 3.9 gigabytes per second
      • Possible to locate a program here
      Reference Information: Hollywood is similar to Nintendo GameCube’s Flipper and Splash


      External Main Memory (MEM2)
      -------------------------------------
      Wii uses 64 megabytes of GDDR3 (MEM2) as external main memory. Like internal main memory, MEM2 can be accessed directly from Broadway and the GPU at high speed and has a peak bandwidth of 4 gigabytes/sec. Programs can also be placed in MEM2.

      Reference Information: Nintendo GameCube ARAM is used as auxiliary memory for the DSP. The CPU and GPU did not have direct access to it.


      General Overview
      ----------------------
      - An optional wired LAN adapter that connects to a USB port is in the pipeline for users who do not possess a wireless LAN set-up currently.
      - Internal non-removable 512MB flash memory used to storage game save data and downloadable content thus eliminating the Need for a memory card.
      - Both Wii discs and Gamecube discs can be played via an intelligent mode swap. When running in GC mode, the Wii’s CPU and GPU will lower to the respective speeds of the GC and some of the MEM2 functions as ARAM.
      - Software development environment is an upgrade to the ‘Dolphin SDK’ used with the GC; the same libraries are used so developers can get up to scratch easily as well as the possibility of ports being easier.
      - The following interfaces are included with the Wii; SD card slot, Wireless controller, two USB 2.0 ports, wireless LAN, 4x GC controller ports, 2x GC memory card slots and an AV multi output jack (only an analog jack).
      - Supports Wii disks (one sided 12cm) and GC discs (one sided 8cm) and console auto switches depends on what disk is inserted
      - More than just the Nunchaku is planned as an extension. GC peripherals such as DK bongos can be used in both Wii and GC modes.
      - Three power status, on, off and unplugged. To prevent mistaken turn offs, the power button must be held for about a second.


      The Wii Control System
      ---------------------------
      - The Wii controller features; Direct Pointing Device, Three axis accelerometer, Wii power button (remotely turn console on/off), buttons, wireless connectivity, indicator LED’s, rumble, battery powered (two AA alkaline batteries) and ability to connect extension unit.
      - The Wii controller supports three types of operations; by itself, with a nunchuk extension or with a classic controller. Classic controllers will ship to developers during August 2006.
      - The SYNCHRO button on the Wii controller exchanges wireless ID numbers when pressed at the same time as SYNCRHO on the Wii console. Wireless communications are only possible with consoles which have been authenticated.
      - The rumble motor can be turned on and off and the intensity can be changed.
      - The Wii remote has a pointer for fine movements as well as a motion sensor +/- 3.4G suitable for larger body movements, the nunchuk attachment has a sensor of +/- 2G
      - The sensor bar must be placed above or below a TV set, the pointer measures coordinates between the ends of the bar which are about 20cm apart.
      - The Wii remote has four status, disconnected, communicating, establishing connection and pairing wait status.
      - The pointer can measure co-ordinates within bounds of rectangle centered upon the sensor bar, thus it can also measure points beyond the screen. It also responds to strong light sources, windows, fluorescent lamps, fireplaces, mirrors etc.
      - Due to players hands shaking while holding the controller, a ring buffer allows a precise direction to be created to hold and average accelerator samples.



      Nintendo Wi-Fi USB Connector



      In addition to the three configured connections, the Nintendo DS and Wii can connect through the Nintendo Wi-Fi USB Connector. Although the Nintendo Wi-Fi USB Connector only officially supports Windows XP and Windows Vista based PCs, the card uses a common Ralink chipset which is supported on many platforms, including OpenBSD and Linux. Some hackers have modified the official drivers to support an extended set of adapters with similar chipsets to allow them to act as official Nintendo Wi-Fi USB Connectors.[7] The use of this chipset also means the Nintendo Wi-Fi USB Connector can be used for Wireless Multi Boot. Broadband Internet access is not required to make use of this connectivity, though it is recommended to reduce network latency. It is priced at 39.99$


      Using Nintendo Wi-Fi from Home
      --------------------------------------------------------------------


      It is possible to connect to one's own wireless router at home without further configuration if the router is broadcasting an SSID and has no configured security. However, in most cases, manual configuration will be required to use the home wireless network; see the technical support link below for more information. Users who do not have wireless routers, but who have a computer with a wireless card and a broadband Internet connection may be able to set up a wireless network using their wireless card, for example, using the "Create Network" capability on a Macintosh computer equipped with an AirPort card. Windows PC users without a wireless router can create a wireless Internet connection for their Nintendo DS or Wii using the Nintendo Wi-Fi USB Connector. It is most likely that a majority of Wii owners will use their own internet connection, as opposed to one of Nintendo's designated hotspots, since the Wii lacks the portability of the DS.



      Friend codes
      ----------------------------------------------


      "Friend codes" are generated from an identifier unique to a copy of a game and the Nintendo Wi-Fi Connection ID of a DS or Wii system. Using a different copy of a game, or loading the same copy in a different system, generates a different Friend code.[1] In order for users to become "Friends", they must mutually add Friend codes, often obtained through online forums or chatrooms, and will be authenticated as Friends once both have gone online. These measures (mutual Friend code exchange, per-game Friend codes, and the pairing of the Friend code and system) are said by Nintendo to be conscious steps to preserve users' privacy. If a DS or Wii game is sold, but not the system, there is no risk of the purchaser impersonating the seller. Similarly, one cannot add a user to their "Friends list" for the sole purpose of antagonizing the user online.
      Features enabled by becoming "Friends" can range from simply seeking each other out for online play (Mario Kart DS, Tetris DS), to voice and text chat (Metroid Prime Hunters). Unusually, most of the online features in Animal Crossing: Wild World are disabled unless users are Friends, with some exceptions, primarily due to the potential for vandalism of another user's personalized "Town" in the game.
      Friend codes are twelve digits long. Codes for certain games, such as Mario Kart DS and Tetris DS, are six digits followed by another row of six digits, while other games like Animal Crossing use codes with three groups of four digits separated by hyphens. If a user needs to replace his or her DS system, then the old system's Nintendo Wi-Fi Connection ID can be transferred wirelessly, to maintain the user's original Friend codes on the new machine.



      Wii Number
      ---------------------------------


      The "Wii Number" is an identifier unique to each Wii system which operates in a similar manner to the Friend code. The "Address book" in the system's "Message board" feature displays the system's "Wii Number", and allows other users' Wii numbers to be registered.[2] Mutual exchange of Wii numbers allows messages, cell phone text messages, photos, and Miis to be sent between the Wiis in question over the WiiConnect24 service.[3] In addition, the Wii can send and receive e-mails by sending a request e-mail. If the receiver replies to the message, future two-way communication will be enabled. The e-mail address for all Wii consoles is w################@wii.com, where # represents a digit in the Wii number. Some games, like Elebits, use WiiConnect24 by sending custom maps to other users in a console's address book. The first announced title in Japan and the USA to use the Nintendo Wi-Fi Connection is Pokémon Battle Revolution which does not use the console's address book, instead using game specific friend codes. The first Nintendo Wi-Fi games in Europe, Australia, and New Zealand are Mario Strikers Charged Football and Mario And Sonic At The Olympic Games.

    4. #4
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      nice tutorial. doesn't look that powerful. like average pentium 3

    5. #5
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      well wii wasn't really made in comparision to the 360 or ps3 those are next gen console's but this has it's own interactive way of play wii is on the top selling console atm remember it's the innovative way to play it has...

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      too much info so which one should i consider to buy

    7. #7
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      u should probably get the ntsc/uc wii but since games here come's from unknown region lol meaning we dont know wat kinda wii games tehy sell here :S they are all mixed :S so any would doo but be carefull to play that region games on the specified wii coz it might corrupt ur wii settings or wii channels...

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      now u scaring me ...
      also u mean the japanese one....

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      Wow

      Nice Post mate! Brilliant. Really good information!

    10. #10
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      WoW! Sounds like a PII or PIII Spec. Sweet na?
      Saadat Shah, ShahSoft Games.
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