Nintendo GameCube Repair Reference
This page covers the Nintendo GameCube: the launch DOL-001, the cost-reduced DOL-101, the Brazilian DOL-002, and the Panasonic Q (SL-GC10) as a delta from the standard machine. Across NTSC-U, NTSC-J and PAL.
Two things before you read further, because both change how you should weight what follows.
First: I have not had a GameCube apart on my own bench. This page is built
from documentation, community references and board photographs, not from my own
repair count. That is a real limitation. Where I would normally say “I see this
constantly,” I have said “the
sources report” instead, and you should read those as the community’s
frequency claims rather than mine. The data tables at the bottom carry
per-item confidence tags for the same reason. Nothing on this page is tagged
bench, because nothing here is my measurement.
Second: there is no OEM service manual or schematic for this console, and there is not going to be one. That is a two-source negative, not an assumption I have made. So there is nothing to net-trace against. Ground truth on the GameCube is board photographs, silicon die shots, technical wikis, and the source files of open hardware projects. Several things a schematic would normally settle — most painfully the console-side power connector’s pin map — end in “buzz it on the bench,” and I have left those as empty stubs rather than filling them from memory.
The organising idea for this machine is a single hardware deletion: the DOL-101 dropped the Digital AV Out port, and with it every lossless HDMI path. Almost everything commercially interesting about a GameCube resolves to which side of that line a board sits on, so that comes first.
Safety first: the +12 V that kills consoles
Two hazards on this platform, and neither is a shock risk to you. They are both risks to hardware, and both come from 12 V sitting on a pin next to signals that expect 3.3 V.
The Digital AV Out port carries +12 V on pin 5. This is 2-source confirmed and it is the top technician-caused failure on the GameCube. A short from pin 5 to any data line instantly kills the console, and it is generally not recoverable. Every plug-in HDMI adapter and every internal GCVideo install goes near this pin.
The discipline is simple and it goes before power-on, not after:
- Find pin 1 by the square pad and confirm the connector orientation against it. Pin 1’s identity, its function as the cable-detect line, and its square-pad location are all 2-source confirmed, so this is a check you can trust.
- Inspect for any solder bridge in the neighbourhood of pin 5 before you apply power the first time.
- Keep the 54 MHz clock run short. GCVideo’s own README warns about run length explicitly, and a long run gives you an install that half works, which is a worse problem than one that plainly does not.
On a PAL GameCube, analog Multi Out pin 3 can carry +12 V where an NTSC console puts composite sync. Plug an NTSC SNES CSync cable into a PAL GameCube and you route 12 V down the sync line into your display or upscaler. The connector is mechanically identical across the whole Nintendo Multi Out family, so nothing stops the mistake. This is the same trap I document on the SNES page for PAL SNES units, and it bites for the same reason. Region-match your analog cables.
Neither of these will hurt you. If you want the console in my reference set that can actually bite a person, that is the Game Gear with its +34 V bias rail and kilovolt backlight inverter.
Know your board first
You can grade a GameCube completely without opening it. Look at the rear I/O and the bottom.
| Feature | DOL-001 | DOL-101 |
|---|---|---|
| Digital AV Out (rear, beside the analog Multi Out) | Present | Absent — analog only |
| Serial Port 2 (bottom, front-left cover) | Present, except on late boards | Absent |
| Serial Port 1 and Hi-Speed Port (bottom) | Present | Present |
| “GameCube” nameplate (bottom) | Removable | Integrated |
The Digital AV Out port is the only tell that cannot lie. Three traps sit around the others:
- The bottom sticker rides on a swappable shell. DOL-001 and DOL-101 shells interchange, and units have turned up with a DOL-001 case over DOL-101 internals and the reverse. Grade the board, not the case, not the nameplate, not the sticker.
- A missing Serial Port 2 does not prove a DOL-101. Late DOL-CPU-30 boards dropped SP2 while keeping the Digital AV Out port, and those are DOL-001 boards with a full digital video path. This cuts both ways commercially: a seller grading by SP2 undervalues a late DOL-001, and a buyer doing the same overpays for a DOL-101.
- The digital port’s plastic cover proves nothing either way, because it is a separate removable part on the shell.
Inside, the boards are silkscreened DOL-CPU-xx, PAL boards DOL-CPU(P)-xx,
and a leading C/ most likely denotes Chinese manufacture. The revision map:
| Board revision | Model | Digital AV | Serial Port 2 |
|---|---|---|---|
| DOL-CPU (no suffix), -01, -10, -11, -20 | DOL-001 (NTSC) | Yes | Yes |
| DOL-CPU-30, early | DOL-001 (NTSC) | Yes | Yes |
| DOL-CPU-30, late | DOL-001 (NTSC) | Yes | No |
| DOL-CPU-50, -60 | DOL-101 (NTSC) | No | No |
| DOL-CPU(P)-01, -10 | DOL-001 (PAL) | Yes | Yes |
| DOL-CPU(P)-20 | DOL-101 (PAL) | No | No |
| DOL-CPU-11 | DOL-002 (Brazil) | Yes | Yes |
The boot ROM revision tracks the board revision, so an IPL CRC is a useful secondary ID: NTSC 1.0 is 6DAC1F2A, 1.1 is D5E6FEEA, and 1.2 splits into D235E3F9 on late DOL-001 and 86573808 on DOL-101. PAL 1.0 is 4F319F43 and PAL 1.2 is AD1B7F16. The Brazilian MPAL 1.1 is 667D0B64.
There is also a family of very early pre-production boards silkscreened
DOL-CPU-X, -X3 and -X6, and some early Japanese boards carry no
DOL-CPU-xx marking at all. The X3 is a curiosity: it has an analog A/V
connector where the digital port normally sits. These are collector oddities,
not something you will meet on a refurb bench.
Common problems and fixes
Ordered by how often the community reports each one, which is a triage prior rather than measured data. Nobody has published GameCube failure statistics.
Won’t read discs, or boots straight to the menu
This is the dominant GameCube fault by a wide margin. The console powers, the drive may spin and seek and click, and either discs fail to read or the machine drops to the memory-card menu as if nothing is inserted.
The first thing to understand is that “boots straight to the memory card screen” is usually a read fault, not a video or software fault. The console cannot authenticate a disc, so it presents the boot menu. Do not go chasing the video chain over it.
Several independent root causes stack under this one symptom, so work them cheapest first:
- Dirty or hazed objective lens. Clean it with 99% isopropyl on a swab, no scrubbing. Intermittent reads that get worse toward the outer tracks point here.
- Laser power drift at the drive-board trim POT. The POT is designated VR-401 on the drive PCB. Two things about it. First, go DOWN first, in small increments — over-turning burns the laser diode and there is no recovery from that. Second, ignore the resistance “targets” you will find quoted: they range from about 100 ohms to 600 ohms across sources, which means there is no target. Tune by result.
- Drive-PCB electrolytics. This is the one board on the GameCube that genuinely fails from bad capacitors, as opposed to benefiting from a preventative recap. RetroSix singles out C238 (220 µF 4 V) as the common failure point causing disc read errors, and ConsoleMods names C408 and C431 (47 µF 4 V) for “issues playing discs” and has GameCube optical drive caps on its “Well-Known Bad Capacitors” list. Recap the drive board on any no-read that survives steps 1 and 2. Full designator list in the cap tables below.
- Worn pickup. Won’t read even at the extremes of the POT after a clean and a recap. Classic presentation is clicking, resetting, and never spinning up to read.
- Spindle or ribbon. If the laser searches but the disc never spins up, reseat the drive interface ribbon and check spindle continuity before condemning anything expensive.
On a unit you intend to sell, the realistic calculation at step 4 is usually to stop repairing the drive and fit an optical drive emulator instead, which removes the platform’s most common fault from the fault tree permanently. More on that in the mods section.
No power, or won’t stay on
Walk it in cost order.
Meter the brick first. Only 12 V ever enters this console — the DOL-002 brick puts out a single 12 V DC rail, labelled 3.25 A on the USA unit, and Wikipedia rates the adapter 46 W on DOL-001 and 48 W on DOL-101, which is consistent. Every lower rail is made on board. So confirm 12 V at the brick output before you open anything.
Then the internal DC-DC daughtercard. The 12 V feeds a removable regulator board that makes the console’s logic rails. It comes in several vendor variants — Mitsumi, Sharp, TDK — with distinct capacitor complements, all listed below. Buzz its output. Its own bulk caps are rated 2.5 V to 6.3 V, which is itself the tell that this card is the buck stage.
A caveat I have to be straight about: the pin map of the console-side power connector is not publicly documented anywhere I could source. No downloadable pinout assigns 12 V, ground, or any pre-regulated rail to specific pins. Do not assume centre-versus-edge polarity, and do not trust a remembered pinout — this is exactly the shape of question that gets a confident wrong answer from a search engine or a language model. Buzz it against a known-good brick.
Then the main board. The logic board carries only a handful of SMD electrolytics and they are generally reliable, so a mainboard recap here is preventative rather than corrective. Values are per revision and the population shrinks as the revisions progress, so read the board rather than the model number.
Then the silicon, which in practice means a donor board. A dead Flipper or Gekko is not economically repairable against what a working console costs.
Powers up, then shuts off after a few minutes
Fan or thermal paste. A stalled or dust-choked fan and a failing rail both present as brief-on, and a fan spin and airflow check discriminates them in seconds, so do that first. The stock fan is a 50 x 10 mm 12 V part drawing about 50 mA, the same assembly on DOL-001 and DOL-101, and replacements are cheap and plentiful.
If the fan is spinning freely and the vents are clear, the next candidate is dried thermal interface on the Flipper and Gekko heat spreaders. Reseat and repaste.
Worth doing proactively on a refurb: a fan that has started to rattle is on a short path to a stall, and a stall becomes a thermal cutout. It is a cheap part and it is the difference between a console that works and one that comes back.
All four controller ports dead, console otherwise fine
Distinctive enough to be almost diagnostic on its own. The controller ports and the memory card slots share a front-panel PPTC resettable fuse, and when it trips or fails open you lose all of them at once while the console still boots and reads discs happily. Points at the fuse, not at Flipper’s serial interface.
Because it is resettable, the first move is not to replace anything: power down, let it cool, and see if the ports come back. A fuse that trips repeatedly is telling you something downstream is drawing current it should not — most likely a controller or a memory card, so test with the ports empty.
The 7-pin port and its two separately-fused rails are part of a longer story that starts with an off-the-shelf shift register in an NES pad: Controllers: How Five Consoles Read a Button.
One dead port while the other three work is not this fuse. That is the port’s own solder joints or its connector, and the front-panel controller-port board is replaceable as a unit.
The two rails the fuse protects leave on the controller connector: 5 V on pin 1 for the rumble motor, and 3.43 V logic on pin 6. Those pin numbers come from a single source, so treat them as a strong hint rather than gospel.
Powers and reads, but no picture
Rule out a read fault first, because a no-read dropping to the boot menu looks a lot like “no game video.” With a confirmed-good disc:
Start with the cable, because the analog outputs are region-split and this is the single most common cause of a “broken” GameCube that is fine. An NTSC console (US or Japanese) gives you composite and S-Video and no native RGB at all. A PAL console gives you composite and native RGB but no S-Video. Neither does 480p over analog — progressive output only exists on the digital path, on DOL-001, and needs the software to support it. So an RGB SCART cable on an NTSC GameCube gets you a black screen, and so does an S-Video cable on a PAL one, and neither is a fault.
Then, if there has been a digital-out mod, the tap. Blank HDMI with a working analog Multi Out picture localises the fault to the digital port connection rather than to Flipper’s video block. Scope the 54 MHz clock at the port; it must be present and clean. Reflow the tap and shorten the run.
Then the on-board analog encoder, which is rare. Analog dead while the digital port is fine (on a DOL-001) isolates it. This is board-level work, and I have to flag a gap: the part identity of the on-board analog video encoder is not sourced anywhere I could find. If you have read the marking off one, I would genuinely like to know.
Then Flipper, if nothing works on either path and everything else is flaky too. Donor board.
Snowy, wavy or lined analog picture
Aged main-board and DC-DC electrolytics, worse on the older DOL-CPU-01 through -30 boards. RetroSix explicitly lists video noise alongside disc read errors as an aged-capacitor symptom. Recap the main board and the DC-DC card.
Dead immediately after a digital-out mod
Covered in the safety section, and it belongs here too because it is the top technician-caused failure on the platform and a genuine margin killer. A short from Digital AV pin 5 (+12 V) to any data line kills the console instantly, and after the event you are usually looking at blown rails and blown silicon. Prevention is the entire fix.
A DOL-101 cannot suffer this specific failure because it has no digital port — but DOL-101 digital mods tap their own points on the board, so treat any 12 V-adjacent solder with the same care.
Audio faults
One analog channel dead or crackling is a cold joint or an aged cap on the Multi Out audio path (pins 11 and 12). Reflow, then recap.
“No 5.1” or “no surround” is not a fault. Dolby Pro Logic II on this console is a two-channel matrix encode carried inside the ordinary stereo pair. There is no discrete multichannel hardware path to fail; a receiver decodes the matrix. Nothing to fix console-side.
No digital audio through an HDMI adapter is an adapter-side setting or an untapped I2S trio, not a console fault. GCVideo can synthesise SPDIF from the same port.
Reads originals but rejects burned or import discs
Also not a fault. GameCube discs are encrypted with a key derived from the Burst Cutting Area, a barcode most DVD drives cannot read, and Nintendo additionally cuts six radial marks just outside it with a high-power YAG laser. The drive reads the BCA, seeks to the sector it names, and verifies the physical defect is where it should be, decrypting on the fly in the drive controller. No consumer burner can author that.
There is no cartridge-style lockout chip anywhere in this machine. Region enforcement lives in software, in the boot ROM — which is why a boot-disc save exploit plus Swiss gets you cross-region and homebrew with zero hardware modification.
Inside the family: what differs
Everything lives in Flipper, and that is diagnostically useful. The GPU, the memory interface northbridge, the audio DSP, the video interface, the controller serial interface and the EXI expansion bus are all inside one package. So a dead Flipper takes out nearly everything simultaneously, while a targeted fault — no video but working audio, dead controllers with a healthy picture — points away from the Flipper core and toward that block’s output stage, its clocks, or its rails. That single piece of architecture is the most useful thing to hold in your head when triaging one of these.
Two memory pools, and community threads mix them up constantly. Main RAM is 24 MB of MoSys 1T-SRAM in two 12 MB packages at 324 MHz. ARAM is a separate, slower 16 MB DRAM pool at 81 MHz that holds audio sample data and buffers streamed data off the disc. They are not interchangeable in a fault description.
Regions differ in three places at once: the analog video encoder, the boot ROM, and (on NTSC) an internal jumper. NTSC-J and NTSC-U boards differ only by that jumper, which is brought out officially on development units. PAL machines get a multilingual boot ROM and no semi-official region switch.
The Brazilian DOL-002 is a US DOL-001 renamed to match its power brick number, and it is the only GameCube with software-switchable colour encoding: it can output NTSC or PAL-M. No commercial software ever used PAL-M, though Swiss supports it.
The Panasonic Q (SL-GC10) is a modified NTSC-J GameCube board — the silkscreen still reads DOL-CPU-10 or -11, and the boot ROM is NTSC 1.0 — married to a modified Panasonic DVD-RV31 mechanism. The GameCube signal map applies unchanged. What is added is a separate failure surface: the DVD mechanism, the front VFD, the Q’s own power supplies, and an output PCB that reroutes the analog video. A DVD-side no-play is an RV31 fault independent of GameCube game reads. The Q keeps its Digital AV Out port, which is extended rather than reworked and passes game video only, so GCVideo-class digital mods and PicoBoot both apply with Q-specific wiring. Its Toslink output works for media discs only, and it uses a dedicated Game Boy Player, the SH-GB10.
One useful asset exists for the Q that exists nowhere else on this platform: an OEM schematic scan of the SL-GC10 DVD mechanism is on archive.org. As far as I know it is the only schematic-grade GameCube-family document in existence.
Mods worth knowing
I am not reproducing anyone’s install guide. This is an orientation to what is worth doing and where the money actually is, plus the traps that cost real money on a resale build.
The rule that governs all of it: check the board, not the case. Two deletions on the DOL-101 decide what is even possible, and they are the Digital AV Out port and Serial Port 2.
PicoBoot — the modern IPL modchip
Open-source firmware for a Raspberry Pi Pico that takes over the console’s boot
path and auto-boots a payload — in practice Swiss, renamed ipl.dol — off an SD
card. Region-free loading, homebrew, and an SD front-end without a boot disc.
It works on DOL-001, DOL-101 and the Panasonic Q, because it does not care
whether the digital port exists.
Two install facts worth knowing before you quote the job. The board-side solder points move between models: on a DOL-001 all six are on the top side, but on a DOL-101 two of them (GP4 and GP6) come off the underside, so you will be flipping the board mid-job. And the v0.4 firmware changed the wiring — bridging GP6 and GP7 is no longer required, and most tutorial videos online predate that change. Follow the current official diagram, not YouTube. The full wire list, the colour key, the length limit and the Schottky-diode power option are on the PicoBoot card in the component data below.
Difficulty is intermediate soldering. If you want the capability without a permanent modification, a reversible solderless “PicoLoader” variant exists and is the better choice on a unit you intend to sell as stock-condition.
GCLoader — optical drive emulator
A full replacement for the Matsushita drive that presents itself as an original DVD drive and loads images off an SD card. The plug-and-play HW2 revision is largely solderless because it reuses the drive’s existing flex; the known gotcha is the mounting-plate fit, not the electronics. Fits DOL-001 and DOL-101.
The commercial case for this is strong and getting stronger: it sidesteps the single most common GameCube fault permanently, and original pickups are only getting older. On a unit with a marginal drive it is often the difference between a parts console and a premium one.
SD storage
All of these are passive SPI adapters hanging off the EXI bus, and the software (Swiss) has to support the device.
- SD Gecko — an SD card in a memory card slot. Works on any board including DOL-101, costs you one memory card slot, no soldering.
- SD2SP2 — hides under the console in Serial Port 2 and leaves both memory card slots free. DOL-001 only, and not even all of them: late DOL-CPU-30 boards have no SP2 either.
- DOL-101 internal SD mod — the workaround for cost-reduced boards. Seven wires to labelled vias on the underside, 26 AWG or thinner, run out through an existing bottom port to a microSD adapter, plus a 22 µF 25 V capacitor across 3.3 V and ground at the adapter end. That capacitor is in the instructions, not a suggestion. Intermediate soldering.
On the Panasonic Q there is a contradiction in my sources I have not resolved: the versions table and the ConsoleMods Q page both say all three expansion ports including SP2 remain available, while the PicoBoot install guide says SD2SP2 is not possible on a Q. The obvious reconciliation is that the Q’s completely different chassis blocks physical access to a port that is electrically still there, but that is my inference and not something a source states. Verify on the actual machine before you plan that install.
HDMI and digital video — where the money is
Every GameCube HDMI solution derives from GCVideo, an open FPGA core that reads the console’s digital video bus and emits HDMI. The commercial adapters differ mostly in packaging, so image quality between them is near-identical and you pick on price, form factor and mounting.
On a DOL-001 this is the highest-value, lowest-effort modification on the platform. Plug-in adapters — Carby, Prism, GCHD Mk-II, Dual MK-II — slot straight into the Digital AV Out port with zero soldering. That is why the port is the most resale-relevant piece of hardware on the machine.
On a DOL-101 there is no plug-in path at all. The options are an internal solder-in kit that taps the board’s video vias (the Retro GEM works on both models via a different via set; the Hispeedido kit is another both-model option), or a physical digital-port retrofit. All of those are advanced work: desoldering a port, drilling or filing the chassis, fine-pitch via work. Price it as advanced labour, because it is. The blunt version of the arithmetic: for a buyer who wants HDMI, buying a DOL-001 and a plug-in adapter is usually cheaper than internal-modding a DOL-101 to the same result. Say so when you are quoting.
Two more paths worth knowing about, and this is where I can point at something I actually sell:
- Composite to HDMI. Every GameCube, every region, DOL-101 included, puts out composite video on the Multi Out. With a standard Nintendo Multi Out composite cable, my composite AV-to-HDMI converter will get a DOL-101 onto a modern TV over HDMI without touching the board. Be straight about what that is, though: composite is a soft picture and this converter is not in the same class as a GCVideo adapter. It is the practical answer for a DOL-101 you do not want to open, not the good answer for a DOL-001 that has a digital port sitting right there. I also have not yet bench-measured its latency, so I am not selling it as a competition display.
- RGB SCART to HDMI, on a PAL console only. A PAL GameCube outputs native RGB over a standard PAL SNES RGB SCART cable, and that feeds my SCART-to-HDMI converter properly — this is a genuine RGB path with no soldering, capped at 240p and 480i because the GameCube does not do 480p over analog. The condition matters: this only applies to PAL machines. An NTSC GameCube has no native RGB, so on an NTSC console that converter is only ever carrying composite through a SCART cable, and the smaller composite unit does the same job for less. And use a PAL SNES RGB cable — an NTSC CSync cable on a PAL GameCube is the 12 V hazard from the safety section.
Region and language
The language strap (Japanese to English) is a resistor mod: R5 pulls the LANG line up through about 10 k and R6 pulls it down through 0 R, with 3.3 V meaning NTSC-J and 0 V meaning NTSC-U. Bridging R6 switches a Japanese console to English. Two caveats: this changes language only, not region lock, and the designators come from a single source, so confirm them against your actual board before you cut anything. For genuine region-free game loading you want PicoBoot plus Swiss, or an ODE.
Older drive chips, and what to do when you find one
XenoGC, Qoob and Viper GC predate PicoBoot. The XenoGC’s source was released openly in 2011, so the market flooded with clones, and those clones have known alignment problems over the drive’s debug footprint — a wired install is the recommendation even for a genuine one. If you open a unit and find a legacy drive chip, treat it as a soldering-quality risk rather than a feature, and consider replacing it with a clean PicoBoot install.
What actually changes value
Lead every listing with the board identification — DOL-001 or DOL-101, digital port present or absent — because that is what a modding buyer is actually paying for. Name the mods and be specific about which ones are reversible. And be honest about the recap: on a PAL DOL-101 logic board a “fully recapped mainboard” claim means exactly one capacitor, which is worth knowing before anyone pays a premium for the phrase.
Recap and parts
The headline: mostly you do not need to recap a GameCube, with one sharp exception.
The logic board carries only a handful of SMD electrolytics and they are generally reliable, so a mainboard recap is preventative rather than corrective. The internal DC-DC daughtercard is mostly polymer and tantalum, and both cap compilations I trust say service is usually unnecessary — recap it only if you see instability. The external brick is worth recapping if it is a tired vendor variant or the unit is dead or noisy, though swapping a brick is often cheaper than opening one.
The exception is the optical drive PCB. That board genuinely fails from bad capacitors, it is on ConsoleMods’ well-known-bad list, and it is the first thing to recap on any no-read unit. C238 (220 µF 4 V) is the named common culprit; tantalum or polymer is the durability upgrade the field favours there.
Priority order on a refurb bench, then: drive PCB first if the symptom is a read fault, DC-DC board only on instability, brick only if it is suspect, main board last and only as prevention.
Three things to carry into an order:
- Read the board before you buy parts. The population shrinks progressively across the revisions. An early NTSC board has C1, C3, C2, three 10 µF parts and C155/C156; a DOL-101 board is down to three capacitors; a PAL DOL-101 logic board has exactly one. A cap kit bought against the wrong revision leaves you short or long.
- The 2026 Console5 kit ships the small 10 µF parts as tantalum, and on a tantalum the marking bar is POSITIVE — the opposite convention from the aluminium electrolytics they replace. Three of those go on the logic board. Installing them by electrolytic habit puts all three in backwards. Read the insert.
- The standing recap rule applies here as everywhere: equal capacitance, equal or greater voltage, and keep the original dielectric type unless you are deliberately upgrading to polymer or tantalum for longevity.
Two non-capacitor parts are worth stocking if you turn units: the 50 x 10 mm 12 V fan, and a small PPTC in roughly the half-amp hold class for the front-panel fuse — though measure before you specify that one, because the OEM hold current is not documented anywhere I could cite.
The hard data behind all of the above — per-revision cap maps, the drive-board list, the brick variants, the connector pinouts and their confidence tags — is in the sections that follow. It is organised by board, because that is what decides the job.
Capacitor lists
Per board and per revision, not per model. The mainboard population shrinks as the revisions progress, and the drive PCB, the DC-DC daughtercard, the external brick and the Game Boy Player board each have their own list that does not track the mainboard revision at all — so they are grouped separately below.
DOL-CPU-01/-10/-11/-20 DOL-001, early NTSC (and the Brazilian DOL-002 on C/DOL-CPU-11) — Digital AV Out present, Serial Port 2 present
Board p/n: DOL-CPU-01 · DOL-CPU-10 · C/DOL-CPU-11 · C/DOL-CPU-20
Main logic board — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C1 C3 | 33 µF | 25 V | 33 µF 25 V SMD electrolytic, or a polymer of the same value | ✓console5,retrosix-caps | |
notes on C1, C3Both cap compilations agree value-for-value across every GameCube
board, which is why these are tagged verified despite there being
no OEM parts list anywhere. | |||||
| C2 | 220 µF | 25 V | 220 µF 25 V SMD electrolytic | ✓console5,retrosix-caps | |
| C115 C116 C118 | 10 µF | 16 V | 10 µF ≥16 V — the Console5 kit now ships these as tantalum | POLARITY TRAP if you use a 2026 Console5 kit — the tantalum marking bar is POSITIVE ✓console5,retrosix-caps,console5-kit | |
notes on C115, C116, C118These are the ultra-small parts in the kit, and the 2026 kit
revision ships them as tantalum rather than electrolytic. On a
tantalum the marking bar denotes the POSITIVE terminal, the
opposite convention from the aluminium parts they replace. Read
the kit insert. Installing three of these backwards is an
expensive way to learn a marking convention. | |||||
| C155 C156 | 220 µF | 6.3 V | 220 µF ≥6.3 V low-ESR SMD, or polymer | ✓console5,retrosix-caps | |
DOL-CPU-30 DOL-001, mid/late NTSC — still has the Digital AV Out port, but LATE -30 boards drop Serial Port 2
Board p/n: C/DOL-CPU-30
Main logic board — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C1 | 10 µF | 25 V | 10 µF ≥25 V SMD electrolytic | C1 dropped from 33 µF to 10 µF at this revision, and C3 is gone entirely ✓console5,retrosix-caps | |
notes on C1This is where the board starts getting de-populated. Do not order
a -01 cap set for a -30 board and expect it to fit the
population. | |||||
| C2 | 220 µF | 25 V | 220 µF 25 V SMD electrolytic | ✓console5,retrosix-caps | |
| C115 C116 C118 | 10 µF | 16 V | 10 µF ≥16 V | same tantalum polarity trap as the earlier boards if you use a 2026 kit ✓console5,retrosix-caps,console5-kit | |
| C155 C156 | 220 µF | 6.3 V | 220 µF ≥6.3 V low-ESR SMD, or polymer | ✓console5,retrosix-caps | |
DOL-CPU-50/-60 DOL-101, late NTSC — NO Digital AV Out, NO Serial Port 2. This is the board that cannot take a plug-in HDMI adapter.
Board p/n: C/DOL-CPU-50 · C/DOL-CPU-60
Main logic board — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C2 | 100 µF | 16 V | 100 µF ≥16 V SMD electrolytic | C2 dropped from 220 µF/25 V to 100 µF/16 V here ✓console5,retrosix-caps | |
notes on C2By the DOL-101 boards the electrolytic population is down to three
parts. The de-population is progressive across the whole run, so
read the board rather than a model number. | |||||
| C155 C156 | 220 µF | 6.3 V | 220 µF ≥6.3 V low-ESR SMD, or polymer | ✓console5,retrosix-caps | |
Main board, on-board DC-DC section (polymer — leave alone unless faulty) — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| DC1 DC2 | 330 µF | 4 V | 330 µF ≥4 V polymer | reference only — both wikis treat these as lifetime parts and no kit includes them ✓console5,retrosix-caps | |
notes on DC1, DC2Polymer, not wet aluminium. They do not dry out the way
electrolytics do, and both sources say leave them unless the board
is actually misbehaving. Listed here so you can identify them and
then not replace them. | |||||
| DC3 | 100 µF | 6 V | 100 µF ≥6 V polymer | reference only ✓console5,retrosix-caps | |
| DC4 | 150 µF | 4 V | 150 µF ≥4 V polymer | reference only ✓console5,retrosix-caps | |
DOL-CPU(P)-01 DOL-001, PAL, early — Digital AV Out present, Serial Port 2 present
Board p/n: C/DOL-CPU(P)-01
Main logic board — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C1 C3 | 33 µF | 25 V | 33 µF 25 V SMD electrolytic | ✓console5,retrosix-caps | |
| C2 | 220 µF | 25 V | 220 µF 25 V SMD electrolytic | ✓console5,retrosix-caps | |
| C115 C116 C118 | 10 µF | 16 V | 10 µF ≥16 V | the PAL boards have NO C155/C156 — do not go hunting for them ✓console5,retrosix-caps |
DOL-CPU(P)-10 DOL-001, PAL, later — Digital AV Out present, Serial Port 2 present
Board p/n: C/DOL-CPU(P)-10
Main logic board — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C1 | 10 µF | 25 V | 10 µF ≥25 V SMD electrolytic | C1 drops to 10 µF and C3 is gone, mirroring the NTSC -30 change ✓console5,retrosix-caps | |
| C2 | 220 µF | 25 V | 220 µF 25 V SMD electrolytic | ✓console5,retrosix-caps | |
| C115 C116 C118 | 10 µF | 16 V | 10 µF ≥16 V | ✓console5,retrosix-caps |
DOL-CPU(P)-20 DOL-101, PAL — NO Digital AV Out, NO Serial Port 2
Board p/n: C/DOL-CPU(P)-20
Main logic board — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C2 | 100 µF | 16 V | 100 µF ≥16 V SMD electrolytic | the only electrolytic left on a PAL DOL-101 logic board ✓console5,retrosix-caps | |
notes on C2One cap. A “fully recapped mainboard” claim on a PAL DOL-101 means
exactly one part, and it is worth knowing that before you pay a
premium for the phrase. | |||||
DRIVE-PCB Optical drive PCB (revisions A-1/B-1 through A-4/B-4) — the ONE board on this console that genuinely fails from bad caps
Board p/n: A-1 / B-1 · A-2 / B-2 · A-3 / B-3 · A-4 / B-4
Drive sub-PCB (all SMD) — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C238 | 220 µF | 4 V | tantalum or low-ESR polymer — KEMET T491/T495 or Panasonic SP-Cap/OS-CON class; confirm the stock number before ordering | THE named common disc-read-error cap. Replace it on any no-read unit. ✓console5,retrosix-caps,consolemods-caps | |
notes on C238RetroSix singles this one out as the common failure point causing disc read errors, and ConsoleMods has GameCube optical-drive capacitors on its “Well-Known Bad Capacitors” list. Neither wiki carries an orderable stock number, so the substitute above is a series recommendation, not a part number I have verified in stock. The durability upgrade the community favours here is tantalum or polymer rather than another wet electrolytic. Mind the polarity convention if you go tantalum. | |||||
| C104 C235 C305 C408 C431 | 47 µF | 4 V | 47 µF 4–6.3 V low-ESR SMD electrolytic or tantalum | ConsoleMods specifically names C408 and C431 for 'issues playing discs' ✓console5,retrosix-caps,consolemods-caps | |
| C432 | 47 µF | 6.3 V | 47 µF ≥6.3 V low-ESR SMD | ✓console5,retrosix-caps | |
| C103 C401 C517 | 100 µF | 6.3 V | 100 µF ≥6.3 V low-ESR SMD | ✓console5,retrosix-caps | |
DC-DC Internal DC-DC regulator daughtercard — several vendor variants, mostly polymer, and both wikis say service is usually unnecessary
Board p/n: Mitsumi LSJB1091-1 (GCMK-MIX / GMKY-MIX) · Sharp DUQ1230A · TDK 1.0 / 1.1 / 2.0 · TDK 2.1
Mitsumi, single-polymer revision — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C64 | 150 µF | 4 V | 150 µF ≥4 V polymer, through-hole | polymer ✓console5,retrosix-caps |
Mitsumi LSJB1091-1 (GCMK-MIX / GMKY-MIX) — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C1 C3 C5 C7 | 1000 µF | 6.3 V | 1000 µF ≥6.3 V low-ESR THT | some revisions are 3-cap; on those C5 is a coil (L5) rather than a capacitor ✓console5,retrosix-caps | |
notes on C1, C3, C5, C7Count the cans before you order. The three-capacitor variants of
this board put an inductor where the fourth cap would be. | |||||
Sharp DUQ1230A — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C29 C63 | 390 µF | 6 V | 390 µF ≥6 V polymer | polymer ✓console5,retrosix-caps | |
| C48 | 100 µF | 6 V | 100 µF ≥6 V polymer | polymer ✓console5,retrosix-caps | |
| C57 | 1000 µF | 6.3 V | 1000 µF ≥6.3 V low-ESR electrolytic | the only non-polymer part on this board ✓console5,retrosix-caps |
TDK 1.0 / 1.1 / 2.0 — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| (board set) | 100 µF / 150 µF / 560 µF | 6.3 V / 4 V / 2.5 V | match value and voltage in polymer; both wikis say service is likely unneeded | all THT polymer ✓console5,retrosix-caps | |
notes on (board set)The sources give this board’s complement as a value set rather
than a designator map, so it is listed that way here instead of
being split into invented designators. | |||||
TDK 2.1 — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| (board set) | 100 µF / 150 µF / 2x 270 µF | 6.3 V / 4 V / 2.5 V | match value and voltage in polymer | all THT polymer ✓console5,retrosix-caps |
Mitsumi, unmarked all-tantalum revision — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C47 C51 C53 | 56 µF (C47 may be 100 µF) | not documented | MEASURE BEFORE ORDERING | Console5 lists this board under 'unknown revisions' — values are not fully established single sourceconsole5 | |
notes on C47, C51, C53This is the one DC-DC variant whose complement is not nailed down.
One source, incomplete values, no voltage ratings. Read the parts
off the board rather than ordering from this row. | |||||
DOL-002 PSU External AC adapter brick (DOL-002, 12 V DC 3.25 A) — around fourteen vendor variants, identified by the printed model number
Board p/n: LSJB1026-1/-2/-3 · Mitsumi Type 1 · Mitsumi Type 2 · TDK 3EA00E368 · Zebra AA 925-4001H · Zebra AA 925-4201E · Zebra AA 925-4401AC · LSJB1094-1 · Zebra AA925-4101C / -4101DC
LSJB1026-1 / -2 / -3 (100–120 V) — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C7 / C5 / C105 / C2 / C110 / C104 C107 | 1 µF / 47 µF / 47 µF / 150 µF / 680 µF / 1200 µF | 50 V / 50 V / 25 V / 200 V / 16 V / 16 V | match value and voltage; C2 is the mains-side filter — respect the 200 V rating | THT ✓console5,retrosix-caps | |
notes on C7 / C5 / C105 / C2 / C110 / C104, C107Mains-side work. If you are not comfortable with a live primary,
swap the brick instead of recapping it — these are cheap and
common. | |||||
Mitsumi Type 1 (100–120 V) — 200 µF/220 V main filter, perimeter shield only — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C21 / C2 / C17 / C10 / C14 C18 / C13 | 100 µF / 200 µF / 220 µF / 330 µF / 330 µF / 2200 µF | 25 V / 220 V / 10 V / 25 V / 16 V / 16 V | kits ship 220 µF for the 200 µF/220 V main filter | Type 1 and Type 2 are told apart ONLY by the main filter cap and the shielding, not by any marking ✓console5,retrosix-caps | |
notes on C21 / C2 / C17 / C10 / C14, C18 / C13Console5 has comparison photos for the two Mitsumi types. Since
the bricks are not marked, identify by opening and looking at the
main filter cap and the extent of the shield before you order. | |||||
Mitsumi Type 2 (100–120 V) — 220 µF/250 V main filter, large shield — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C21 / C2 / C17 / C10 / C18 / C14 / C13 | 100 µF / 220 µF / 220 µF / 330 µF / 330 µF / 1000 µF / 2200 µF | 25 V / 250 V / 10 V / 25 V / 16 V / 16 V / 16 V | match value and voltage | differs from Type 1 at C2 and C14 ✓console5,retrosix-caps |
TDK 3EA00E368 (100–120 V) — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C13 / C54 / C3 / C52 C53 C55 | 4.7 µF / 22 µF / 150 µF / 1200 µF | 50 V / 50 V / 200 V / 16 V | match value and voltage | THT ✓console5,retrosix-caps |
Zebra AA 925-4001H (100–120 V) — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C15 / C4 / C11 / C2 / C9 | 47 µF / 120 µF / 120 µF / 270 µF / 1800 µF | 16 V / 35 V / 25 V / 200 V / 25 V | match value and voltage | THT ✓console5,retrosix-caps |
Zebra AA 925-4201E (100–120 V) — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C20 / C9 / C2 / C22 / C18 | 10 µF / 39 µF / 200 µF / 680 µF / 2200 µF | 35 V / 35 V / 200 V / 16 V / 16 V | kits ship 220 µF for the 200 µF/200 V position | THT ✓console5,retrosix-caps |
Zebra AA 925-4401AC (100–120 V) — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C20 / C9 / C2 / C22 / C15 C18 | 10 µF / 39 µF / 180 µF / 680 µF / 1200 µF | 35 V / 35 V / 200 V / 16 V / 16 V | kits ship 220 µF for the 180 µF/200 V position | THT ✓console5,retrosix-caps |
LSJB1094-1 (220–240 V) — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C7 / C2 / C5 / C105 / C110 / C104 C107 | 1 µF / 47 µF / 47 µF / 47 µF / 680 µF / 1200 µF | 50 V / 400 V / 50 V / 25 V / 16 V / 16 V | note the 400 V main filter on the 230 V bricks | THT ✓console5,retrosix-caps |
Zebra AA925-4101C / -4101DC (220–240 V) — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C20 / C9 / C2 / C22 / C18 | 10 µF / 56 µF / 82 µF / 1000 µF / 2200 µF | 35 V / 35 V / 400 V / 16 V / 16 V | match value and voltage | THT ✓console5,retrosix-caps |
DOL-GBS Game Boy Player board (DOL-GBS-01 / -10 / -20) — the underside add-on, fits DOL-001 and DOL-101 alike
Board p/n: DOL-GBS-01 · DOL-GBS-10 · DOL-GBS-20
Game Boy Player board (all SMD) — electrolytics
| Desig | Value | V | OEM p/n | Substitute | Note |
|---|---|---|---|---|---|
| C17 C18 C20 | 33 µF | 6.3 V | 33 µF ≥6.3 V SMD | ✓console5,retrosix-caps | |
| C21 | 33 µF | 16 V | 33 µF ≥16 V SMD | same value as C17/C18/C20 but a different voltage rating — do not swap them around ✓console5,retrosix-caps | |
| C19 | 100 µF | 6.3 V | 100 µF ≥6.3 V SMD | ✓console5,retrosix-caps | |
| C27 | 220 µF | 6.3 V | 220 µF ≥6.3 V SMD | ✓console5,retrosix-caps |
SL-GC10 Panasonic Q — a modified NTSC-J GameCube board (silkscreen still DOL-CPU-10 / -11, IPL NTSC 1.0) married to a Panasonic DVD-RV31 mechanism
Board p/n: DOL-CPU-10 · DOL-CPU-11
Replacement parts
The non-capacitor parts a GameCube job actually consumes, and the two where the answer is “measure it first.”
Non-cap consumables
| Function | OEM part | Why replaced | Substitute | Note |
|---|---|---|---|---|
| Cooling fan | Nidec D05U-12TS1 (NOT confirmed on a primary source) | bearing wear gives rattle first, then stall, then a thermal cutout a few minutes into play | Noiseblocker Blacksilent XS-1 50 x 10 mm 12 V (the community-standard quiet swap), or a Noctua NF-A4x10 FLX 40 mm with a printed 40-to-50 mm adapter | 50 x 10 mm, 12 V DC, ~0.05 A. Same fan assembly on DOL-001 and DOL-101. Read the marking on your own fan before ordering by part number. single sourcemodretro-fan,laserbear-fan,ifixit |
notesThe 12 V and 0.05 A figures come from a forum thread reading the markings off the fan itself, and the 50 mm form factor is corroborated by multiple vendor listings. The Nidec part number is aggregated-search only and I would not order against it blind — hence the single-source tag on the row. Electrically any 50 x 10 mm 12 V DC fan works; reuse the two-pin connector or splice. Replace it proactively on a refurb, because the failure path from rattle to thermal cutout is short and the part is cheap. | ||||
| Front-panel PPTC resettable fuse | not documented in any source I could cite | the classic 'all four controller ports and both memory card slots dead, console otherwise fine' fault | 0805/1206 SMD PPTC in roughly the 0.5 A hold class (Littelfuse 0ZCJ or Bourns MF series) — but MEASURE first | hold current is NOT documented. Treat the 0.5 A class as a starting point, not a spec. single sourcegcforever-fuse,consolemods-pinouts |
notesIt is resettable, so the first move is not to replace anything: power down, let it cool, and see if the ports come back. A fuse that trips repeatedly is telling you something downstream is drawing current it should not. One dead port while the other three work is NOT this fuse. That is the port’s own joints or connector. | ||||
| Optical laser pickup / drive assembly | Matsushita/Panasonic MiniDVD pickup (drive assembly replaced as a unit) | aged laser diode — won't read even at the extremes of the trim POT after a clean | replacement drive assembly, or delete the drive entirely with a GCLoader optical-drive emulator | on a resale unit the ODE is usually the better money: it removes the platform's most common fault from the fault tree permanently single sourceifixit,rm5248 |
notesOrder of attack before you condemn a pickup: clean the objective lens with 99% isopropyl on a swab (no scrubbing), then adjust the drive-board trim POT, then recap the drive PCB, and only then replace hardware. On the POT: it is designated VR-401 on the drive board, and the community resistance “targets” quoted vary so wildly — 200 to 500 ohms, 450 to 600 ohms, one documented unit that wanted about 100 — that they are not targets at all. Tune by result. Go DOWN first in small increments, because over-turning burns the diode and there is no coming back from that. | ||||
| Controller port board (front panel) | front-panel controller-port assembly | a single dead port, cracked joints, or a chewed connector | replaced as a unit | distinguish from the PPTC fuse fault by whether ALL ports are dead or just one single sourceportalmario |
| Power / reset button membrane | DOL-PWR-01 assembly | unresponsive or intermittent power and reset buttons | aftermarket sellers usually bundle the membrane with the fan as one assembly | single sourceifixit,portalmario |
| Thermal interface, Flipper and Gekko | n/a | dried-out original paste gives a thermal cutout under load with a clean, spinning fan | any decent modern thermal compound | check this only after you have ruled out the fan — a stalled fan and a dried pad present identically single sourceifixit |
| Analog A/V cable, region-matched | Nintendo Multi Out family cable | wrong-region cable is a top cause of 'no picture' on a console that is actually fine | NTSC: a composite or S-Video SNES-family cable. PAL: a PAL SNES RGB SCART cable. | NEVER put an NTSC CSync cable on a PAL GameCube — pin 3 can carry +12 V there ✓consolemods-video,retrorgb-video,consolemods-multiout |
notesAn NTSC GameCube has no native RGB, so an RGB cable gets you nothing but
a black screen. A PAL GameCube has no S-Video. Match the cable to the
console and half the “no picture” reports resolve themselves. | ||||
| Decoupling cap for the DOL-101 internal SD mod | n/a | specified by the install guide, not optional | 22 µF 25 V, fitted across 3.3 V and ground at the microSD adapter end | the mod also calls for 26 AWG or thinner wire for the seven via runs single sourceconsolemods-sdmod101 |
Chip & connector pinouts
The component library: each connector and IC defined once, with a pin table and, where the package geometry supports it, an interactive diagram. The revision badge on each card shows which boards it applies to.
Read the confidence tags on this page carefully. With no OEM schematic in existence, several of these connectors have no published pinout at all, and those cards are deliberately empty with a note saying what would fill them.
Components & pinouts
Each part is defined once. The revision badge on every card shows which board(s) it applies to. The Digital AV Out card is DOL-001 (and Panasonic Q) only — that deletion is the whole story of this console's mod economy. Where no pinout could be sourced the card is an empty stub that says what would verify it.
Every diagram rotates and flips to match the board in front of you, zooms from a whole-package overview up to 3.2×, and saves at the orientation you are looking at — ↓ SVG matches the screen, and ↓ SVG (print) gives you the same drawing as ink on white. Both are vector, so print them at any size you like, which is the better route for the long connector pinouts since printing this page has to shrink them to fit the sheet. The # beside a part name links to that card, and the one in the pin panel links to a single pin — either link opens the card for whoever you send it to.
ARAM — auxiliary audio RAM 16 MB DRAM DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU-50/-60 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · DOL-CPU(P)-20 · SL-GC10 bga✓wikipedia-specs,gcforever-acronyms#
16 MB at 81 MHz — slow auxiliary store for DSP sample data, texture staging and DVD streaming buffers
The second, slower memory pool. Its job is holding audio samples for the DSP and buffering streamed data off the disc. It is not addressable the way main RAM is.
No pins captured.
No pins captured yet — bench stub.
Controller port (7-pin) GameCube controller socket, SI bus DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU-50/-60 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · DOL-CPU(P)-20 · SL-GC10 header-7single sourceconsolemods-pinouts,gcforever-fuse#
four of them, all identical, all fed through one shared front-panel PPTC fuse. Pin map is ConsoleMods only.
Controllers ride the SI (Serial Interface) block inside Flipper. Two rails leave the console here — 5 V for the rumble motor on pin 1, and a 3.43 V logic supply on pin 6 — and the bidirectional data line on pin 2 pulls up to that same 3.43 V.
The diagnosis this pinout is for. If all four controller ports die at once while the console still boots and reads discs, the shared front-panel PPTC resettable fuse is the community-reported first suspect, not Flipper’s SI block. Those two rails are what it protects. Let it cool, or replace it. If only ONE port is dead, the fuse is fine and you are looking at that port’s joints or its connector.
The OEM cable’s own conductor colours are in the source table and are the fastest continuity check on a suspect controller lead: yellow 5 V, red data, green and white ground, blue 3.43 V, black shield.
Pin 5 is listed as “Unknown” by the source. I have left it that way. It is not established as no-connect and I am not going to assume it is.
Click a pin to see its signal, net, and sources.
Interactive diagram needs JavaScript. The full pinout is in the table below.
| Pin | Signal | Cat | Net | Note |
|---|---|---|---|---|
| 1 | +5 V | rail | v5 | rumble motor supply (yellow wire). PPTC-protected. single source |
| 2 | DATA | signal | si_data | bidirectional to/from the console, pulled up to 3.43 V (red wire) single source |
| 3 | GND | gnd | gnd | green wire single source |
| 4 | GND | gnd | gnd | white wire. At least one third-party USB interface commons pins 3 and 4. single source |
| 5 | Unknown | the source lists this as Unknown. NOT established as no-connect — do not treat it as a free pin. single source | ||
| 6 | +3.43 V | rail | v343 | logic supply (blue wire). PPTC-protected. single source |
| 7 | Shield / GND | gnd | gnd | cable shielding, usually the same ground as pin 3 (black wire) single source |
Digital AV Out (22-pin) — DOL-001 only Nintendo proprietary 22-pin (11x2) digital video/audio port DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · SL-GC10 header-22single sourcegamesx-digitalav,gcvideo,consolemods-models,gcforever-versions#
PIN 5 IS +12 V — a short from it to any data line instantly kills the console. Card is tagged single-source because the full pin map is GameSX only; see the notes for exactly which pins are 2-source.
This port is the single most decision-relevant piece of hardware on a GameCube. It is the raw digital video and audio bus, and it is deleted on every DOL-101. Every lossless HDMI adapter — Carby, Prism, GCHD Mk-II, GCDual, and the official Nintendo component cable — plugs in here. No port, no plug-in path.
Why the card says single-source. The 22-pin 11x2 geometry, pin 1’s identity as the cable-detect pin, pin 1’s location on the square pad, and pin 5 = +12 V are all 2-source-confirmed (GameSX plus the GCVideo Lite README, which documents pin 1 from its author’s own board bring-up). Everything else — VDATA0 through VDATA7, +3.3 V on 17, the audio I2S trio on 19/21/22, and both clock/select pins — rests on the GameSX table alone. No source contradicts it, and it is the pinout every mod in the field is built against, so it is very probably right. It is still one source, and I am not going to relabel it as two.
Pin 2 deserves its own line. A 54 MHz pixel clock on this port is 2-source-confirmed to exist; the GCVideo README defers the actual pin numbering to GameSX. So “54 MHz lives on pin 2” is GameSX-primary, which is why that pin is tagged single-source below.
What comes out: a raw digital 4:2:2 YCrCb stream in Y-Cr-Y-Cb order, Y held at 0 during blanking, with sync and flags riding in the Cr/Cb packets. The digital-to-analog conversion for Nintendo’s official component cable happens inside the CABLE, in a Macronix CMPV-DOL ASIC — not on the console board. That is why an adapter carries its own DAC.
The diagram below draws the twenty-two pins as one row for legibility. The real connector is 11 by 2. I have not established from a source whether the second row holds the even pins or the back half of the count, so I have not asserted a grid — orient off the square pad, which is the part that is confirmed.
Install discipline, in order: confirm pin 1 against the square pad before anything else, confirm no bridge anywhere near pin 5, and keep the 54 MHz run short (the GCVideo README warns about run length explicitly). If a fresh install gives a blank HDMI while analog Multi Out still works, the fault is in this tap, not in Flipper’s video block — scope pin 2 first.
Click a pin to see its signal, net, and sources.
Interactive diagram needs JavaScript. The full pinout is in the table below.
| Pin | Signal | Cat | Net | Note |
|---|---|---|---|---|
| 1 | DetectCable | signal | detect | square pad — use it to orient the connector before you solder anything. Identity, function and location are 2-source; the 'pull high to 1.8 V' level is GameSX only. ✓ |
| 2 | 54 MHz clock | signal | clk54 | the pixel clock. A 54 MHz clock on this port is 2-source; the pin NUMBER is GameSX-primary. Scope here first on a dead digital-out install. single source |
| 3 | ClkSelect (CP10) | signal | clksel | single source |
| 4 | GND | gnd | gnd | single source |
| 5 | +12 V | rail | v12 | THE HAZARD PIN. 2-source confirmed. A short from here to any data line instantly kills the console — this is the top technician-caused failure on the platform. ✓ |
| 6 | 27 MHz clock | signal | clk27 | secondary video clock single source |
| 7 | VDATA0 (CP09) | bus | vdata | single source |
| 8 | GND | gnd | gnd | single source |
| 9 | VDATA1 (CP08) | bus | vdata | single source |
| 10 | VDATA2 (CP07) | bus | vdata | single source |
| 11 | GND | gnd | gnd | single source |
| 12 | VDATA3 (CP06) | bus | vdata | single source |
| 13 | VDATA4 (CP04) | bus | vdata | note the CP numbering skips CP05 in the source table — transcribed as published, not corrected single source |
| 14 | GND | gnd | gnd | single source |
| 15 | VDATA5 (CP03) | bus | vdata | single source |
| 16 | VDATA6 (CP02) | bus | vdata | single source |
| 17 | +3.3 V | rail | v33 | external I/O rail — GCVideo's author measured this port's signalling at 3.3 V levels, against 1.8 V on the Wii single source |
| 18 | VDATA7 (CP01) | bus | vdata | single source |
| 19 | LRCK (audio) | signal | i2s_lrck | I2S word clock single source |
| 20 | GND | gnd | gnd | single source |
| 21 | Data (audio) | signal | i2s_data | I2S serial data. GCVideo synthesises SPDIF from this trio. single source |
| 22 | BCLK (audio) | signal | i2s_bclk | I2S bit clock single source |
Disc-drive interface ribbon (DI) — drive to mainboard Optical drive flex, Matsushita MiniDVD mechanism DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU-50/-60 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · DOL-CPU(P)-20 · DRIVE-PCB · SL-GC10 ffcsingle sourcegcforever-acronyms,ifixit#
the flex the drive talks to Flipper over. Reseat it before condemning a drive that seeks but never spins up. No pinout sourced.
The drive is a Matsushita/Panasonic MiniDVD mechanism carrying its own PCB and its own MN102H/MN103S controller, and it talks to Flipper’s DI block over this ribbon.
The reason it earns a card: “laser searches, disc never spins up” is a symptom with a cheap first check, and reseating or replacing this flex is that check. It is upstream of any decision to replace a pickup.
Not incidentally, this is also the interface a GCLoader optical-drive emulator takes over — the plug-and-play HW2 revision reuses the drive’s existing flex, which is why that install is largely solderless.
No per-pin map sourced.
No pins captured yet — bench stub.
Hi-Speed Port (bottom) — Game Boy Player High-speed parallel expansion port DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU-50/-60 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · DOL-CPU(P)-20 · SL-GC10 headersingle sourceconsolemods-models,console5#
the large underside connector the Game Boy Player bolts to. Present on DOL-101 as well as DOL-001. No pinout sourced.
The wide port in the middle of the underside. In practice it exists for the Game Boy Player (DOL-017), which needs both this connector and its matching boot disc. The Panasonic Q uses its own dedicated Game Boy Player variant, the SH-GB10.
Worth saying for grading purposes: this port survived the cost reduction. A DOL-101 still takes a Game Boy Player.
No per-pin map sourced. The GB Player’s own board carries its own electrolytics, which are in the cap tables above under DOL-GBS.
No pins captured yet — bench stub.
Memory card slots (2x, front) — EXI GameCube memory card slot, EXI bus device DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU-50/-60 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · DOL-CPU(P)-20 · SL-GC10 edgesingle sourcegcforever-acronyms,consolemods-sd,gcforever-fuse#
no pin map captured — no published pinout for this slot turned up. What IS established: it is an EXI (SPI-like) port at 3.3 V, and it shares the controller ports' PPTC fuse.
No pins here, deliberately. I could not find a published per-pin map for the memory card slot in anything I would cite.
What is sourced, and is what most diagnosis actually needs: the slots hang off EXI, Nintendo’s SPI-derived expansion bus, the same bus that carries the boot ROM, the RTC, the Broadband Adapter and every SD adapter. EXI I/O is 3.3 V. That is why an SD Gecko — an SD card in a memory card slot — is just a passive SPI adapter and works on any board, DOL-101 included, at the cost of one slot.
Diagnostically the slots share the front-panel PPTC fuse with the controller ports, so “all controllers AND both memory cards dead at once, console otherwise fine” is one fault, not two.
To fill this card in properly: buzz a slot against a known-good memory card’s contacts, or find a second published map. Until then it stays empty.
No pins captured yet — bench stub.
Analog MULTI OUT (12-pin) Nintendo Multi Out (SNES / N64 family connector) DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU-50/-60 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · DOL-CPU(P)-20 · SL-GC10 header-12single sourceconsolemods-multiout,consolemods-video,retrorgb-video#
PIN 3 IS THE HAZARD — on a PAL GameCube it can carry +12 V where an NTSC console puts composite sync. Pin numbers are ConsoleMods only.
This is the same physical connector the SNES and N64 use, and my SNES page derives the identical pin map from OEM schematics — but for the GameCube specifically the numbering comes from the ConsoleMods Multi Out table alone, and that page carries its own “draft, most likely to be corrected” banner. So: single-source, and worth buzzing before you commit a cable design to it.
What is actually wired is region-split, and this is the part people get wrong. An NTSC (US or Japanese) GameCube gives you composite and S-Video, and no native RGB at all. A PAL GameCube gives you composite and native RGB, and no S-Video. That split is 2-source-confirmed. Neither one does 480p over analog — progressive output only exists on the digital path, and only on DOL-001.
The hazard. On a PAL GameCube, pin 3 can carry +12 V rather than composite sync. Plug an NTSC SNES CSync cable into a PAL GameCube and you route 12 V straight down the sync line into whatever is downstream. Both ConsoleMods and RetroRGB carry this warning. Region-match the cable; do not assume that because the plug fits, the wiring agrees.
As on my SNES page, the diagram below draws the twelve pins as one row for legibility; the physical connector is two staggered rows.
Click a pin to see its signal, net, and sources.
Interactive diagram needs JavaScript. The full pinout is in the table below.
| Pin | Signal | Cat | Net | Note |
|---|---|---|---|---|
| 1 | Red | signal | red | PAL boards only — NTSC GameCubes have no native RGB single source |
| 2 | Green | signal | green | PAL boards only single source |
| 3 | CSync or +12 V (PAL) | signal | csync | HAZARD. An NTSC CSync cable on a PAL GameCube drives 12 V down the sync line and can damage downstream gear. The 12 V half of this warning is 2-source. ✓ |
| 4 | Blue | signal | blue | PAL boards only single source |
| 5 | GND | gnd | gnd | single source |
| 6 | GND | gnd | gnd | single source |
| 7 | S-Video Y (luma) | signal | luma | NTSC boards only — PAL GameCubes do not output S-Video single source |
| 8 | S-Video C (chroma) | signal | chroma | NTSC boards only single source |
| 9 | Composite video | signal | cvbs | present on every region — the lowest common denominator output single source |
| 10 | +5 V DC | rail | v5 | single source |
| 11 | Audio L | signal | audio_l | Dolby Pro Logic II rides inside this stereo pair as a matrix encode — there is no discrete surround output single source |
| 12 | Audio R | signal | audio_r | single source |
Console DC power inlet (from the DOL-002 brick) Proprietary GameCube power connector, rear DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU-50/-60 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · DOL-CPU(P)-20 headersingle sourcepoweradapter-label,wikipedia-specs,console5,retrosix-caps#
BUZZ IT. No downloadable pinout assigns rails to pins on this connector — this is the single biggest un-citable gap on the platform.
This is the one I most want to fill and cannot. No source I could find assigns 12 V, ground, or any pre-regulated rail to specific pins of the proprietary console-side power connector. Do not assume centre-versus-edge polarity, do not trust a remembered pinout, and do not trust anything an AI tells you about it either — this is precisely the shape of gap that gets confidently hallucinated. Buzz it against a known-good brick before you build a replacement supply or a bench harness.
What IS established either side of the connector. The external DOL-002
brick puts out a single 12 V DC rail; the USA label reads
OUTPUT DC 12V 3.25A, and Wikipedia rates the adapter 46 W on DOL-001 and
48 W on DOL-101, which is consistent with 12 V at roughly 3.25 to 3.45 A.
So only 12 V enters the console. Every lower rail is made on board, on a
removable DC-DC regulator daughtercard whose bulk caps are rated 2.5 V to
6.3 V — which is itself the tell that the card is the buck stage.
No pins captured yet — bench stub.
Serial Port 1 (bottom) — EXI SP1, bottom expansion port (Broadband Adapter / Modem) DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU-50/-60 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · DOL-CPU(P)-20 · SL-GC10 headersingle sourceconsolemods-models,gcforever-acronyms#
present on EVERY board including DOL-101 — this is the expansion port that survived the cost reduction. No pinout sourced.
SP1 is the larger bottom port, home of the Broadband Adapter and the 56K modem, and it is on every retail board — DOL-001, DOL-101 and the Panasonic Q alike. It is Serial Port 2 that got deleted, which is a distinction worth keeping straight when you are reading a listing.
No per-pin map sourced. It is an EXI-bus port, so 3.3 V signalling, but I have not seen a published pin table I would put a soldering iron behind.
No pins captured yet — bench stub.
Serial Port 2 (bottom, front-left) SP2, bottom front expansion port (SD2SP2 mount point) DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · SL-GC10 header✓consolemods-models,gcforever-versions,consolemods-sd,picoboot-guide#
DELETED on every DOL-101, and on LATE DOL-CPU-30 boards that are still DOL-001. This is what the SD2SP2 adapter needs. No pinout sourced.
The small bottom front-left port under a plastic cover. Its whole modern relevance is the SD2SP2 adapter, which tucks an SD card under the console and leaves both memory card slots free.
Two traps live here. First, SP2’s absence does NOT prove you are holding a DOL-101 — late DOL-CPU-30 boards dropped SP2 while keeping the Digital AV Out port, and those are DOL-001. Second, the port cover rides on the swappable bottom shell, so judge the board, not the case.
A contradiction in my sources I have not resolved. The GC-Forever versions table lists Panasonic Q units with “ALL” ports present, which includes SP2, and the ConsoleMods Q page says all three expansion ports remain electrically available. But the PicoBoot install guide says SD2SP2 is not possible on a Q. The obvious reconciliation is that the Q’s completely different chassis blocks physical access to a port that is still electrically there — but that is my inference, not something a source states, so I am flagging the disagreement rather than papering over it. If you are planning an SD2SP2 on a Q, verify on the actual machine first.
No per-pin map sourced.
No pins captured yet — bench stub.
DOL-101 internal SD mod tap (7 vias) ConsoleMods DOL-101 SD mod — the SP2 workaround DOL-CPU-50/-60 · DOL-CPU(P)-20 headersingle sourceconsolemods-sdmod101,consolemods-sd#
seven labelled vias on the underside, wired out to a microSD adapter. The guide identifies them by photo only — no signal names published, so no pin table here.
Because DOL-101 has no Serial Port 2, it cannot take an SD2SP2. The community answer is to solder directly to seven vias on the underside of the board and run the wires out through an existing bottom port to a microSD adapter.
What the guide actually specifies: seven wires, 26 AWG or thinner, intermediate soldering skill, and a 22 µF 25 V capacitor across 3.3 V and ground on the adapter end. That decoupling cap is not optional garnish — it is in the instructions.
What the guide does NOT give is signal names for the seven vias. They are identified by annotated photograph and nothing else, which is why this card has no pin table. The photos are the authority; work from them, and remember EXI is a 3.3 V bus, so nothing here should be seeing 5 V.
The alternative on a DOL-101, if you would rather not solder at all, is an SD Gecko in a memory card slot. It costs you a slot and gets you the same capability.
No pins captured yet — bench stub.
Optical drive controller — Matsushita MN102H + MN103S microcontroller, 128 KB firmware ROM DRIVE-PCB qfp✓gcforever-acronyms,debugmode-bca#
lives on the drive PCB, not the mainboard. Does the disc servo, the BCA authentication and the on-the-fly decryption.
The whole DVD subsystem is Matsushita’s, including decryption. GameCube discs are encrypted with a key derived from the Burst Cutting Area, a barcode most DVD drives cannot read, and Nintendo additionally cuts six radial marks just outside the BCA with a high-power YAG laser. The drive reads the BCA, seeks to the sector it points at, and verifies the physical defect is where it should be.
That is why a healthy GameCube refuses burned discs. It is not a fault, it is the design, and no amount of lens cleaning changes it. The routes around it are a boot-disc save exploit plus Swiss, or an optical drive emulator that removes the drive from the equation entirely.
No pins captured.
No pins captured yet — bench stub.
GPU / northbridge / DSP — ArtX-ATI 'Flipper' marked "FLIPPER A (c)M 2001 Nintendo / ATI / NEC / D8926F2011" DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU-50/-60 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · DOL-CPU(P)-20 · SL-GC10 bga✓flipper-die,wikipedia-specs,gcforever-acronyms#
162 MHz. Video, audio DSP, memory interface, controller SI and EXI all live inside this one package — which is what makes targeted faults diagnostic.
The part number above is read directly off a die photograph, not off a parts list. Flipper is a large flip-chip BGA with a metal heat spreader, designed by ArtX (absorbed into ATI) and fabbed by NEC, carrying 3 MB of embedded 1T-SRAM — 2 MB of embedded framebuffer plus 1 MB of texture cache.
The diagnostic consequence is worth internalising. The memory interface (northbridge), the graphics pipeline, the Macronix audio DSP, the video interface, the controller serial interface and the EXI expansion bus are all inside this package. So a dead Flipper takes out nearly everything simultaneously, and conversely a targeted fault — no video but working audio, or dead controllers with a healthy picture — points AWAY from the Flipper core and toward that block’s output stage, its clocks, or its rails. That is the single most useful piece of architecture knowledge for triaging one of these.
No pins. BGA, no schematic, not reworkable outside a proper rework station, and rarely worth it against the cost of a donor board.
No pins captured yet — bench stub.
CPU — IBM 'Gekko' PowerPC 750 derivative (750CXe / 750FX class) with a 'Paired Single' FPU DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU-50/-60 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · DOL-CPU(P)-20 · SL-GC10 bga✓wikipedia-specs,gcforever-acronyms,retrosix-caps#
ceramic flip-chip BGA under a heat spreader. Not a serviceable part — no pinout, and nothing you would rework.
486 MHz on the Wikipedia figure, 485 MHz on RetroSix’s. The disagreement is real and cosmetic: 486 is 162 MHz times three, 485 is the rounded marketing number. Either way it runs a 162 MHz 64-bit front-side bus to Flipper.
No pins captured and none coming. It is a BGA under a heat spreader with no public schematic or datasheet, and a dead Gekko is a donor-board decision, not a repair. The one thing that touches it on a normal bench is thermal paste.
No pins captured yet — bench stub.
Boot ROM / IPL — the RTC-DOL multifunction chip RTC-DOL (Macronix, made for Nintendo) — marked 8013108-M RTCN-DOL 1R6022A1 on NTSC, RTC P-DOL on PAL. U10 DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU-50/-60 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · DOL-CPU(P)-20 · SL-GC10 sop-14single sourcegcforever-acronyms,gcforever-versions,yagcd,kunaigc,picoboot-pio,picoboot-diagram,wiidatabase-rtcdol#
U10, the region-specific boot shell and the thing PicoBoot overrides. Five of the fourteen pins are corroborated across sources; the rest rest on one netlist. IPL revision tracks board revision — the CRC table identifies a board without opening it further
This is not a plain ROM chip, and that matters when you go looking for it. U10 is a Macronix multifunction part built for Nintendo, presenting four things at four address offsets on EXI channel 0, device 1: the encrypted IPL mask ROM, the real-time clock, the battery-backed SRAM that holds console settings, and a UART. That is why a 14-pin package has a crystal pair and a battery pin on it. Its position on the board moves considerably between revisions.
Do not order an MX23L4005 for this. That part is the Wii’s boot ROM, not the GameCube’s, and the two get conflated constantly.
The ROM itself holds BS2/IPL: the boot sequence, the region-specific graphical shell and two fontsets. Region enforcement on this console lives here in software, not in a hardware lockout chip.
IPL revision tracks board revision, which makes the CRC a useful secondary ID. NTSC 1.0 is CRC 6DAC1F2A, 1.1 is D5E6FEEA, and 1.2 splits: D235E3F9 on late DOL-001 boards, 86573808 on DOL-101. PAL 1.0 is 4F319F43 and PAL 1.2 is AD1B7F16. Brazil’s MPAL 1.1 is 667D0B64.
PicoBoot works by taking over this boot path from an RP2040 wired onto the EXI/bootrom lines. That is why it is board-agnostic: it does not care whether the Digital AV port exists.
Read the table by row, not as a block. YAGCD prints the chip’s pinout but names only seven of the fourteen pins and leaves the rest blank. KunaiGC’s Quick Solder Board declares all fourteen, and because that board clamps onto U10 physically its map is reverse-engineered against silicon rather than copied from YAGCD. Where the two overlap — 1, 5, 6, 7 and 9 — they agree exactly, and those five are the ones that carry signal. Pins 5 and 9 are stronger still: PicoBoot’s PIO source names its tap points by role and its official wiring photo shows where they land on the board. Everything else in the table, the supplies and the no-connects, is KunaiGC alone.
Two things are carried unresolved rather than smoothed over. The sources swap the crystal labels — YAGCD has 12 as xtal2 and 13 as xtal1, KunaiGC has it the other way round — so the pair is corroborated but which is which is not. And YAGCD calls the package TSOP while both PicoBoot board photos show a wide-body gull-wing SOIC-14 at roughly 1.27 mm pitch, which is what the package field records.
Click a pin to see its signal, net, and sources.
Interactive diagram needs JavaScript. The full pinout is in the table below.
| Pin | Signal | Cat | Net | Note |
|---|---|---|---|---|
| 1 | EXI CLK | signal | clock in ✓ | |
| 2 | NC | nc | blank in YAGCD; declared no-connect by KunaiGC single source | |
| 3 | +3.3 V | rail | v33 | blank in YAGCD single source |
| 4 | +3.3 V | rail | v33 | blank in YAGCD single source |
| 5 | CS (active low) | signal | chip select. Four sources — YAGCD, KunaiGC's inverted-input declaration, PicoBoot's PIO naming and PicoBoot's wiring photo ✓ | |
| 6 | Serial in | signal | console to chip; SPI MOSI ✓ | |
| 7 | GND | gnd | gnd | ✓ |
| 8 | NC | nc | blank in YAGCD; declared no-connect by KunaiGC single source | |
| 9 | Serial out | signal | chip to console; SPI MISO. Same four sources as pin 5 — this is the line PicoBoot drives ✓ | |
| 10 | NC | nc | blank in YAGCD; declared no-connect by KunaiGC single source | |
| 11 | NC | nc | blank in YAGCD; declared no-connect by KunaiGC single source | |
| 12 | 32.768 kHz crystal | signal | both sources agree this pin and 13 are the crystal pair; they disagree on the label — YAGCD calls it xtal2, KunaiGC XTAL1 single source | |
| 13 | 32.768 kHz crystal | signal | the other half of the crystal pair — YAGCD calls it xtal1, KunaiGC XTAL2 single source | |
| 14 | +UBAT | rail | coin-cell backup for the RTC and the settings SRAM. Blank in YAGCD single source |
Main RAM — MoSys 1T-SRAM 2x 12 MB MoSys 1T-SRAM DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU-50/-60 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · DOL-CPU(P)-20 · SL-GC10 bga✓wikipedia-specs,gcforever-acronyms#
24 MB total at 324 MHz on a 64-bit bus to Flipper, about 2.6 GB/s
Two BGA packages of 12 MB each. Do not confuse this pool with ARAM when you are reading a fault description — they are different memories doing different jobs, and community threads mix them up constantly.
No pins captured: BGA, no datasheet fetched, and no realistic bench procedure that needs one.
No pins captured yet — bench stub.
PicoBoot solder points (Raspberry Pi Pico to mainboard) webhdx PicoBoot v0.4+ wiring, Pico / Pico W / Pico 2 / Pico 2 W DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU-50/-60 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · DOL-CPU(P)-20 · SL-GC10 header✓picoboot-diagram,picoboot-guide#
six wires, and the board-side pads MOVE between DOL-001 and DOL-101 — on a DOL-101 two of them are on the underside. Read the official diagram at install time.
PicoBoot replaces the console’s IPL boot path with an RP2040 that
auto-boots a payload (in practice Swiss, renamed ipl.dol) off an SD
card. It is the marquee modern GameCube modchip and it works on DOL-001,
DOL-101 and the Panasonic Q.
The six connections, per the project’s own v0.4+ wiring sheet, with the diagram’s colour key: GP4 (blue), GP5 (pink), GP6 (orange), GND (black), 3V3 (red), and optionally VSYS-5V (the Pico’s physical pin 39). The sheet’s own constraint: wires must not exceed 10 to 12 cm.
Where they land differs by board, and this is the part that catches people. On DOL-001 all six points are on the TOP side, around U8, U10 and U14 and the P3/P4 area, and the diagram instructs you to bridge two points and solder the ground wire to them. On DOL-101 only GP5, 3V3, GND and VSYS-5V are on the top side near U9 and U14 — GP4 and GP6 are routed from the UNDERSIDE, near U10 and P6. If you plan a DOL-101 install expecting the DOL-001 layout you will be flipping the board mid-job.
Powering it. PicoBoot runs off the Pico’s 3V3 pin by default. Experienced installers instead feed VSYS from board 5 V through a Schottky diode with the stripe toward VSYS — 1N5822, 1N5819 or SS110 are the compatible parts named. Do not connect 3V3 and 5 V at the same time.
Do not work from an old video. v0.4 changed the wiring; bridging GP6 and GP7 is no longer required, and most tutorials online predate that. Follow the current diagram. I have deliberately not transcribed the pad locations into a table here — they are photographic call-outs on a 3508x2480 sheet, and a transcription of a photo is exactly the kind of thing that goes subtly wrong. Open the diagram at the bench.
If you want the mod without permanent soldering, a reversible “PicoLoader” variant auto-boots Swiss with no solder at all, which is the better choice on a unit you intend to sell as stock-condition.
No pins captured yet — bench stub.
Analog video encoder / DAC (on the mainboard) region-specific — part identity NOT sourced DOL-CPU-01/-10/-11/-20 · DOL-CPU-30 · DOL-CPU-50/-60 · DOL-CPU(P)-01 · DOL-CPU(P)-10 · DOL-CPU(P)-20 · SL-GC10 qfpsingle sourceconsolemods-region,retrorgb-video#
the part number is an open gap — I could not source it. What it does IS established: it makes the analog Multi Out signal, and the Digital AV port bypasses it completely.
Each region ships a matching analog encoder: NTSC, PAL, or the Brazilian DOL-002’s switchable NTSC / PAL-M part. This encoder is why analog output capability is region-split, and why a DOL-002 is the only GameCube that can change colour encoding in software.
The mod-relevant half: the Digital AV Out port taps the video stream before this encoder, which is exactly why a digital adapter is lossless and why an external adapter has to carry its own DAC. It is also why the Nintendo component cable’s CMPV-DOL converter chip lives in the cable, not in the console.
Diagnostically: analog dead but the digital port fine (on a DOL-001) isolates the fault to this encoder or its output stage. That is rare, and board-level.
No part number, therefore no pins. Filling this in needs someone to read the marking off a board, which is the kind of thing a good photo would settle.
No pins captured yet — bench stub.
Schematic facts
Schematic facts
- The DOL-101 deletion — the fact the whole platform turns on: DOL-101 deletes BOTH the Digital AV Out port AND Serial Port 2 (DOL-CPU-50/-60 on NTSC, DOL-CPU(P)-20 on PAL. No Digital AV port means NO lossless plug-in HDMI path — that mod is DOL-001 only.)✓consolemods-models,gcforever-versions,gcvideo,retrorgb-video
notes
If you take one thing from this page, take this. Every lossless HDMI adapter for this console — Carby, Prism, GCHD Mk-II, GCDual, and Nintendo’s own component cable — plugs into the Digital AV Out port, and that port does not exist on a DOL-101. There is no adapter, no cable and no firmware that gets around it. The DOL-101 answers are an internal solder-in kit that taps the video vias, or a physical port retrofit, both of which are real advanced labour.
The same deletion takes Serial Port 2 with it, which is what an SD2SP2 adapter mounts in.
Two independent sources carry the port deletions, though they are not fully independent of each other (the ConsoleMods page cites GC-Forever). The mod-gating half — that the port is what those adapters need — is independently sourced from the GCVideo project and RetroRGB.
- Grading rule: judge the BOARD's actual ports, never the case, the nameplate or the bottom sticker (DOL-001 and DOL-101 shells get swapped, and the model sticker rides on the swappable bottom shell)✓gcforever-shells,consolemods-models
notes
The only fully reliable tell is the physical presence of the Digital AV Out port on the rear, next to the analog Multi Out. Everything else lies: the sticker is on a shell that comes off, the nameplate is on the same shell, and DOL-001 shells have turned up housing DOL-101 internals and the reverse. - Missing Serial Port 2 does NOT prove a DOL-101: late DOL-CPU-30 boards dropped SP2 while keeping the Digital AV Out port (so an SP2-less board can still be a DOL-001 with a full digital video path — worth real money)✓gcforever-versions,consolemods-models
notes
This one cuts both ways commercially. A seller who grades by SP2 will undervalue a late DOL-001; a buyer who does will overpay for a DOL-101. Check the rear port. - Digital AV Out — pin 5 is +12 V: +12 V on pin 5 of the 22-pin digital port (a short from pin 5 to any data line instantly kills the console. This is the top technician-caused failure on the platform.)✓gamesx-digitalav,gcvideo
notes
Two independent sources on this one. Before you power on after any digital port work: confirm pin 1 against the square pad so the connector is oriented correctly, then inspect for any bridge near pin 5. Post-event there is usually nothing to recover. - Digital AV Out — the full pin map is single-source: VDATA0–7, the audio I2S trio (LRCK/Data/BCLK) and both clock pins come from the GameSX table alone (2-source-confirmed: the 22-pin 11x2 geometry, pin 1 = DetectCable on the square pad, and pin 5 = +12 V. Everything else is one source.)single sourcegamesx-digitalav,gcvideo
notes
I am carrying this tag through from my own research notes rather than quietly upgrading it. No source contradicts the GameSX table and every GCVideo-family adapter in the field is built against it, so it is very probably correct — but “very probably correct on one source” is not the same claim as “verified”, and on a port that carries 12 V next to data lines the difference matters.
Pin 2 is a subtle case. A 54 MHz pixel clock on the port is 2-source-confirmed to exist; the GCVideo README defers the pin numbering to GameSX. So “54 MHz is on pin 2” is GameSX-primary too.
- Digital AV Out — what is actually on the wire: raw digital 4:2:2 YCrCb, Y-Cr-Y-Cb order, Y held at 0 during blanking; sync and flags ride in the Cr/Cb packets (the digital-to-analog conversion for Nintendo's component cable happens in the CABLE (a Macronix CMPV-DOL ASIC), not on the console)single sourcegamesx-digitalav
notes
This is why the digital path is lossless, why every adapter carries its own DAC, and why an official component cable is a genuinely expensive little box rather than a length of wire. - External power: 12 V DC, 3.25 A, single rail, from the DOL-002 brick (the 12 V 3.25 A figure is a retail label transcription; the adapter is separately rated 46 W on DOL-001 and 48 W on DOL-101, which is consistent)single sourcepoweradapter-label,wikipedia-specs
notes
Only 12 V enters the console. Every lower rail is generated on board. That makes the first no-power check trivially cheap: meter the brick’s output before you open anything. - Console-side power connector pinout: NOT PUBLICLY DOCUMENTED — buzz it before you trust any pin (no downloadable pinout assigns rails to pins on the proprietary console power connector. Do not assume centre-versus-edge polarity.)single sourceconsole5,retrosix-caps
notes
This is the biggest un-citable gap on the platform, and it is exactly the shape of question that gets a confident wrong answer from a search engine or a language model. If you are building a bench harness or a replacement supply, meter it against a known-good brick. - On-board rails when healthy: 12 V in, ~1.8 V core, 3.3 V external I/O (the 1.8 V core figure is single-source; the 3.3 V I/O level is corroborated by GCVideo's author measuring the digital port's signalling at 3.3 V (against 1.8 V on the Wii))single sourcewikipedia-specs,gcvideo
notes
Cross-check against the DC-DC daughtercard’s own capacitors, which are rated 2.5 V to 6.3 V — consistent with a buck stage making low logic rails from 12 V. Then buzz the actual nodes, because no schematic assigns them. - Video pixel clock: 54 MHz on the digital port (27 MHz secondary clock) (scope this first when a fresh digital-out install gives a blank picture while analog Multi Out still works. Keep the 54 MHz wire run short.)single sourcegamesx-digitalav,gcvideo
notes
The clock’s existence at 54 MHz is 2-source; its pin number is not. Either way, present and clean at the port with a dead HDMI output means the fault is in the adapter or the tap, not in Flipper’s video block. - Analog output is region-split: NTSC: composite + S-Video, no native RGB. PAL: composite + RGB, no S-Video, 240p/480i only. (480p exists only on the digital path, needs software support, and no PAL software uses it)✓consolemods-region,consolemods-video,retrorgb-video
notes
The practical consequence for anyone buying cables: an RGB SCART cable on an NTSC GameCube gets you nothing, and an S-Video cable on a PAL one gets you nothing. The best analog picture from an NTSC console comes off the digital port through an adapter, which puts you right back at the DOL-001-versus-DOL-101 question. - PAL Multi Out pin 3 hazard: on a PAL GameCube, Multi Out pin 3 can carry +12 V where NTSC puts composite sync (an NTSC SNES CSync cable on a PAL GameCube routes 12 V down the sync line and can damage downstream video gear)✓consolemods-video,retrorgb-video,consolemods-multiout
notes
The connector is mechanically identical across the whole Nintendo Multi Out family, so nothing stops the mistake. This is the same hazard I document on the SNES page for PAL SNES units. - Controller / memory card rails: 5 V on controller pin 1 (rumble), 3.43 V logic on pin 6, both behind one shared front-panel PPTC fuse (all ports dead at once = the fuse. One port dead = that port.)single sourceconsolemods-pinouts,gcforever-fuse
notes
Pin numbers are ConsoleMods-only. The fuse behaviour is community-reported rather than documented by Nintendo, but it is consistently reported and it is a cheap thing to check first. - EXI expansion bus: SPI-derived, 3.3 V, native 16 MHz (32 MHz double-speed on unfiltered adapters) (carries the memory card slots, the boot ROM, the RTC, the Broadband Adapter and every SD adapter)single sourcegcforever-acronyms,consolemods-sd
notes
Because EXI is essentially SPI, an SD card adapter is a passive lump of wire and a level-appropriate socket. That is why SD Gecko (memory card slot), SD2SP2 (Serial Port 2) and the DOL-101 via-tap mod are all the same idea wearing different housings. The 16/32 MHz clock rates are single-source. - Disc security: BCA-derived encryption key plus six YAG-laser radial marks, decrypted on the fly in the drive controller (there is NO cartridge-style lockout chip. 'Reads originals, rejects burned discs' is the design working, not a fault.)✓debugmode-bca,gcforever-acronyms,consolemods-bootdisc
notes
The drive reads the Burst Cutting Area barcode, seeks to the sector it names, and checks that the physical laser-cut defect is where it should be. Consumer burners cannot author that. The routes around it are a boot-disc save exploit plus Swiss, which needs no hardware mod at all, or an optical drive emulator.
Region enforcement is also software, in the IPL — which is why cross-region play is a software problem here, unlike the NES/SNES generation.
- Drive-board C238: 220 µF 4 V — the named common disc-read-error capacitor (the optical drive PCB is the ONE board on this console that genuinely fails from bad caps; the logic board recap is preventative)✓retrosix-caps,console5,consolemods-caps
notes
ConsoleMods has GameCube optical drive capacitors on its “Well-Known Bad Capacitors” list, and separately names C408 and C431 (47 µF 4 V) for “issues playing discs.” Tantalum or polymer is the durability upgrade the field favours for C238. - Capacitor kit polarity trap: the 2026 Console5 GameCube SMD kit ships the small 10 µF parts as TANTALUM, with the marking bar POSITIVE (that is the opposite convention from the aluminium electrolytics they replace. Read the kit insert.)single sourceconsole5-kit,consolemods-caps
notes
Three of these go on the logic board (C115, C116, C118). Installing them by the habit you built on electrolytics puts all three in backwards. - Laser trim POT: VR-401 on the drive board — adjust DOWN first, in small increments (quoted resistance 'targets' range from about 100 to 600 ohms across sources, which means there is no target. Tune by result.)single sourcerm5248,ifixit
notes
Over-turning burns the laser diode and that is permanent. This is a step to take after a lens clean and before spending money on a pickup, with the understanding that you can destroy the drive doing it. - Silicon roster: Gekko CPU ~486 MHz; Flipper GPU 162 MHz with 3 MB embedded 1T-SRAM; 24 MB MoSys 1T-SRAM main RAM at 324 MHz; 16 MB ARAM at 81 MHz (sources split 485 vs 486 MHz on Gekko; 486 is 162 x 3, 485 is the rounded marketing figure)✓wikipedia-specs,gcforever-acronyms,flipper-die
notes
Video, audio DSP, memory interface, controller SI and EXI all live inside the Flipper package, which is why a targeted fault points away from Flipper and a total one points at it. - Language strap (NTSC-J to NTSC-U): R5 (pull-up, ~10 k on LANG) and R6 (pull-down, 0 R); 3.3 V on LANG = NTSC-J, 0 V = NTSC-U. Bridge R6 for English. (changes LANGUAGE only, not region lock. One source only — confirm the designators against your actual board before cutting anything.)single sourceretrosix-lang
notes
Sits on the CPU edge near the screw hole between the CPU and the A/V port. For actual region-free game loading you want PicoBoot plus Swiss, or an ODE, not this resistor. - Panasonic Q (SL-GC10): a modified NTSC-J GameCube board — silkscreen still DOL-CPU-10/-11, IPL NTSC 1.0 — married to a Panasonic DVD-RV31 mechanism (it keeps the Digital AV Out port, so GCVideo-class digital mods and PicoBoot apply, with Q-specific wiring)✓consolemods-q,gcforever-versions
notes
The core GameCube signal map applies to a Q unchanged. What is added is a separate failure surface: the DVD-RV31 mechanism, the front VFD, the Q’s own power supplies, and an output PCB that reroutes the analog video. A DVD-side no-play is an RV31 fault and is independent of GameCube game reads.
The Q’s Digital AV Out passes GAME video only, and its Toslink output works for media discs only. It uses a dedicated Game Boy Player, the SH-GB10, rather than the standard DOL-017.
One genuinely useful asset exists for the Q that exists for no other part of this platform: an OEM schematic scan of the SL-GC10 DVD mechanism, on archive.org. It is the only schematic-grade GameCube-family document I am aware of.
Reference confidence key
How to read the confidence tags and source citations on the data above. Note
that nothing on this page is tagged bench: this device is documentation-
derived and none of these figures are my own measurement.
Sources
- console5
- Console5 TechWiki: GameCube — cap lists for mainboard, DC-DC boards, optical PCB, PSU bricks, GB Player, retrieved 2026-07-25
- console5-kit
- Console5 store: Nintendo GameCube SMD cap kit (NTSC and PAL) product page — 2026 kit revision note, retrieved 2026-07-25
- consolemods-audio
- ConsoleMods Wiki: GameCube Audio Information (consolemods.org/wiki/GameCube:Audio_Information), retrieved 2026-07-25
- consolemods-bootdisc
- ConsoleMods Wiki: GameCube Boot Disc Information, retrieved 2026-07-25
- consolemods-caps
- ConsoleMods Wiki: Replacing Capacitors — 'Well-Known Bad Capacitors' / sourcing guidance, retrieved 2026-07-25
- consolemods-models
- ConsoleMods Wiki: GameCube Model Differences (consolemods.org/wiki/GameCube:GameCube_Model_Differences), retrieved 2026-07-25
- consolemods-multiout
- ConsoleMods Wiki: Nintendo Multi Out (consolemods.org/wiki/Nintendo_Multi_Out), retrieved 2026-07-25 — the page carries its own 'draft, most likely to be corrected' banner
- consolemods-pinouts
- ConsoleMods Wiki: GameCube Connector Pinouts (consolemods.org/wiki/GameCube:Connector_Pinouts), retrieved 2026-07-25
- consolemods-q
- ConsoleMods Wiki: Panasonic Q Information (consolemods.org/wiki/GameCube:Panasonic_Q_Information), retrieved 2026-07-25
- consolemods-region
- ConsoleMods Wiki: GameCube Region Information (consolemods.org/wiki/GameCube:Region_Information), retrieved 2026-07-25
- consolemods-sd
- ConsoleMods Wiki: GameCube SD Gecko / SD2SP2 (consolemods.org/wiki/GameCube:SD_Gecko_and_SD2SP2), retrieved 2026-07-25
- consolemods-sdmod101
- ConsoleMods Wiki: GameCube SD Mod (DOL-101) (consolemods.org/wiki/GameCube:SD_Mod_(DOL-101)), retrieved 2026-07-25
- consolemods-troubleshooting
- ConsoleMods Wiki: GameCube General Troubleshooting, retrieved 2026-07-25
- consolemods-video
- ConsoleMods Wiki: GameCube Video Output (consolemods.org/wiki/GameCube:GameCube_Video_Output), retrieved 2026-07-25
- consolemods-xenogc
- ConsoleMods Wiki: GameCube XenoGC, retrieved 2026-07-25
- debugmode-bca
- debugmo.de: Anatomy of an optical medium authentication (BCA + YAG-mark disc security, MN102H/MN103S on-the-fly decrypt), retrieved 2026-07-25
- flipper-die
- Wikimedia die photo of the Flipper package, marking 'FLIPPER A / ATI / NEC / D8926F2011' read directly off the image
- gamesx-digitalav
- GameSX: Nintendo GameCube Digital AV connector pinout (gamesx.com) — the ONLY published full pin map for that port, retrieved 2026-07-25
- gcforever-acronyms
- GC-Forever wiki: Hardware Acronyms glossary (Gekko, Flipper, MI, DSP, VI, EXI, DI, IPL, ARAM), retrieved 2026-07-25
- gcforever-fuse
- GC-Forever forum thread t=3258: all controller ports dead, front-panel PPTC resettable fuse, retrieved 2026-07-25
- gcforever-shells
- GC-Forever forum thread: DOL-001 shell with no Digital AV port (case-swap trap), retrieved 2026-07-25
- gcforever-versions
- GC-Forever wiki: GameCube versions table — board revision to model/region/port-config/IPL-CRC map (gc-forever.com/wiki, GameCube_versions), retrieved 2026-07-25
- gcvideo
- ikorb/gcvideo, GCVideo Lite 0.9 hardware README (github.com/ikorb/gcvideo) — the open FPGA core every GameCube HDMI adapter is built on, retrieved 2026-07-25
- ifixit
- iFixit: GameCube troubleshooting, lens-recalibration, optical-drive-assembly and fan guides, retrieved 2026-07-25
- kunaigc
- KunaiGC Quick Solder Board KiCad schematic (github.com/KunaiGC/KunaiGC) — its Nintendo:GC-IPL symbol declares all fourteen U10 pins. The board clamps physically onto U10, so the map is reverse-engineered against silicon
- laserbear-fan
- Laserbear product page: Noiseblocker XS-1 50 mm fan, sold as the recommended GameCube fan swap, retrieved 2026-07-25
- modretro-fan
- ModRetro forum thread: GameCube fan specs — markings read off the fan itself, retrieved 2026-07-25
- picoboot-diagram
- webhdx/PicoBoot official v0.4+ wiring diagram, sheet held locally at 3508x2480 (github.com/webhdx/PicoBoot) — first-party install documentation
- picoboot-guide
- webhdx PicoBoot installation guide (support.webhdx.dev/gc/picoboot/installation-guide), retrieved 2026-07-25
- picoboot-pio
- PicoBoot RP2040 PIO source, src/picoboot.pio (github.com/webhdx/PicoBoot) — declares its tap points by role (PIN_CS "U10 chip select", PIN_DI "MISO data output") and names the part RTC-DOL
- portalmario
- PortalMario game-cube wiki: Controller Ports Replacement, retrieved 2026-07-25
- poweradapter-label
- poweradapter.co retail listing carrying the DOL-002(USA) brick label text: OUTPUT DC 12V 3.25A — a retail label transcription, not an OEM document
- retrorgb-video
- RetroRGB: GameCube video output guide (retrorgb.com), retrieved 2026-07-25
- retrosix-caps
- RetroSix wiki: GameCube capacitors — per-board cap tables (retrosix.wiki/wiki/capacitors-gamecube), retrieved 2026-07-25
- retrosix-lang
- RetroSix wiki: Change language, GameCube (retrosix.wiki/change-language-gamecube) — R5/R6 LANG strap, retrieved 2026-07-25
- rm5248
- RM5248 blog: Fixing a GameCube disk read error (drive-board VR-401 laser trim POT), retrieved 2026-07-25
- wiidatabase-rtcdol
- WiiDatabase Wiki: RTC-DOL (wiki.wiidatabase.de) — independent statement of manufacturer and contents, plus the PAL "RTC P -DOL" marking photographed in a DOL-CPU(P)-01
- wikipedia-specs
- Wikipedia: GameCube technical specifications, retrieved 2026-07-25
- yagcd
- Yet Another GameCube Documentation, ch. 2 (hitmen.c02.at mirror) — the U1–U10 IC list with part markings, and §2.4.2.1 "IPL (U10)", which names seven of the chip's fourteen pins and leaves the rest blank
Confidence: verified two+ sources agree · single source one source / scan-derived, treat with care · bench my own measurement or practice.
Sources and further reading
These are the outside references I lean on for the GameCube. I link them rather than copy them.
- ConsoleMods: GameCube model differences (the DOL-001 versus DOL-101 port map)
- ConsoleMods: GameCube connector pinouts and Nintendo Multi Out
- ConsoleMods: GameCube video output and region information
- ConsoleMods: replacing capacitors (the well-known-bad list and sourcing guidance)
- GC-Forever wiki: GameCube versions (the definitive board-revision, port-config and IPL-CRC table)
- GC-Forever wiki: hardware acronyms (what every block inside Flipper actually does)
- GameSX: GameCube Digital AV connector (the only published full pin map for that port — read the confidence note above)
- GCVideo, ikorb (the open FPGA core behind every GameCube HDMI adapter; its hardware README is the corroborating source for pins 1 and 5)
- PicoBoot, webhdx and the installation guide
- RetroRGB: GameCube video output
- RetroSix wiki: GameCube capacitors (per-board capacitor tables; a vendor, so read the product comparisons as advertising)
- Console5 TechWiki: GameCube (the second independent cap compilation — the two agree value for value)
- debugmo.de: anatomy of an optical medium authentication (how the BCA and the YAG marks actually work)
- iFixit: GameCube (teardown, fan, drive and lens-recalibration guides)
If you would rather buy a console that has already had this work done, everything I restore is in the shop. I do not have GameCube listings up yet, and I will link them here when I do rather than pointing you at something that only nearly fits.