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<h1>Sharing the CPU on the Nintendo GameCube</h1>
<h4>Discussion</h4>
<p>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 <a href="BinkWait.html">BinkWait</a> 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: </p><code><font size=3 color=#006000><pre>for ( ; ; ){ <i>// check on our playback</i><br> if ( !BinkWait( bink ) ) { <i>// go process the next Bink frame</i> Show_next_frame( bink, texture ); } }}</pre></font></code><p></p>
<p><a href="Bink Examples for th43an3m.html">Next Topic (Bink Examples for the Nintendo GameCube)</a> </p><p><a href="Memory management on8uyiaz.html">Previous Topic (Memory management on the Nintendo GameCube)</a> </p><p>
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<b>Group:</b>
<a href="The Nintendo GameCubm0rzpb.html">The Nintendo GameCube Platform</a><br>
<b>Related Functions:</b>
<a href="BinkWait.html">BinkWait</a></p>
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