Wii Architecture: Architecture of Consoles: A Practical Analysis, #11
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About this ebook
Even though the Wii lacked the state of art graphics its competitors enjoyed, new types of control and innovative software gave this console new areas to brag about.
Here we will analyse every aspect of this console, from its already-familiar hardware to its overlooked security system, including its major flaws.
Architecture of Consoles: A Practical Analysis
Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.
This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!
About this edition
This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.
While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.
Related to Wii Architecture
Titles in the series (23)
Game Boy Advance Architecture: Architecture of Consoles: A Practical Analysis, #7 Rating: 0 out of 5 stars0 ratingsNES Architecture: Architecture of Consoles: A Practical Analysis, #1 Rating: 5 out of 5 stars5/5Mega Drive Architecture: Architecture of Consoles: A Practical Analysis, #3 Rating: 0 out of 5 stars0 ratingsSega Saturn Architecture: Architecture of Consoles: A Practical Analysis, #5 Rating: 0 out of 5 stars0 ratingsGame Boy / Color Architecture: Architecture of Consoles: A Practical Analysis, #2 Rating: 0 out of 5 stars0 ratingsSNES Architecture: Architecture of Consoles: A Practical Analysis, #4 Rating: 0 out of 5 stars0 ratingsPlayStation Architecture: Architecture of Consoles: A Practical Analysis, #6 Rating: 0 out of 5 stars0 ratingsNintendo 64 Architecture: Architecture of Consoles: A Practical Analysis, #8 Rating: 0 out of 5 stars0 ratingsXbox Architecture: Architecture of Consoles: A Practical Analysis, #13 Rating: 0 out of 5 stars0 ratingsPC Engine / TurboGrafx-16 Architecture: Architecture of Consoles: A Practical Analysis, #16 Rating: 0 out of 5 stars0 ratingsDreamcast Architecture: Architecture of Consoles: A Practical Analysis, #9 Rating: 0 out of 5 stars0 ratingsVirtual Boy Architecture: Architecture of Consoles: A Practical Analysis, #17 Rating: 0 out of 5 stars0 ratingsGameCube Architecture: Architecture of Consoles: A Practical Analysis, #10 Rating: 0 out of 5 stars0 ratingsNintendo DS Architecture: Architecture of Consoles: A Practical Analysis, #14 Rating: 0 out of 5 stars0 ratingsWii Architecture: Architecture of Consoles: A Practical Analysis, #11 Rating: 0 out of 5 stars0 ratingsPlayStation 2 Architecture: Architecture of Consoles: A Practical Analysis, #12 Rating: 0 out of 5 stars0 ratingsMaster System Architecture: Architecture of Consoles: A Practical Analysis, #15 Rating: 2 out of 5 stars2/5Wii U Architecture: Architecture of Consoles: A Practical Analysis, #21 Rating: 0 out of 5 stars0 ratingsPSP Architecture: Architecture of Consoles: A Practical Analysis, #18 Rating: 0 out of 5 stars0 ratingsPlayStation 3 Architecture: Architecture of Consoles: A Practical Analysis, #19 Rating: 0 out of 5 stars0 ratingsXbox 360 Architecture: Architecture of Consoles: A Practical Analysis, #20 Rating: 0 out of 5 stars0 ratingsNeo Geo Architecture: Architecture of Consoles: A Practical Analysis, #23 Rating: 0 out of 5 stars0 ratingsNintendo 3DS Architecture: Architecture of Consoles: A Practical Analysis, #22 Rating: 0 out of 5 stars0 ratings
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Book preview
Wii Architecture - Rodrigo Copetti
1 About this edition
This edition originates from the article initially published on my personal website, it’s been re-styled to take advantage of the capabilities of PDF/eBook documents.
While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us, though these will offer a link to the original article in case the reader wants to try the ‘full version’. Please keep this in mind when you see references to interactivity throughout the writings.
As always, the original manuscript of the articles is available on Github to enable readers to report mistakes or propose changes. There’s also a supporting reading list available to help understand the series. The author also accepts donations to help improve the quality of current articles and upcoming ones.
1.1 Open to feedback
Last but not least, for any comments and/or issues regarding this edition of the article, please get in touch using the links provided on the About page.
2 A quick introduction
Even though the Wii lacked the state of art graphics its competitors enjoyed, new types of control and innovative software gave this console new areas to brag about.
Here we will analyse every aspect of this console, from its already-familiar hardware to its overlooked security system, including its major flaws.
Quick Note: Some sections overlap part of the previous article about the GameCube, so instead of repeating the information I will just put a link to the respective part of the article.
3 Supporting Imagery
Le Wii. Released on 19/11/2006 in America, 02/12/2006 in Japan and 08/12/2006 in Europe. [1]
Motherboard [2]. Showing revision ‘RVL-CPU-40’, earlier revisions had a significantly larger fabrication process and later ones removed most of the Gamecube’s I/O. NAND Flash is fitted on the back.
Motherboard with important parts labelled.
Main architecture diagram. Important data buses are labelled with their width and speed.
4 Next-gen controllers
Let’s start by discussing one of the most iconic aspects