Bink SDK 1.5v

# Sharing the CPU on the Nintendo GameCube

#### Discussion

On the Nintendo GameCube, you don't have to share the CPU with the OS at all! This is the bonus of working on a console - you can hog all the CPU you want! This means the typical Nintendo GameCube Bink playback loop is very simple. Bink handles timing with the BinkWait function, so we just need to check this function while we're playing a video. So, a simple example of Nintendo GameCube playback would look something like this:

`

    for ( ; ; ){   // check on our playback
       if ( !BinkWait( bink ) )   {     // go process the next Bink frame     Show_next_frame( bink, texture );   } }}

`

Next Topic (Bink Examples for the Nintendo GameCube)

Previous Topic (Memory management on the Nintendo GameCube)

Group: The Nintendo GameCube Platform
Related Functions: BinkWait

For technical support, e-mail Bink1@radgametools.com
© Copyright 1994-2003 RAD Game Tools, Inc. All Rights Reserved.