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what os is the "console" based on

A topic by DoomGames created 72 days ago Views: 157 Replies: 2
Viewing posts 1 to 4
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i was just wondering if this is an arm64 or powerpc or x86_64 console and what kernel is this console based on so i can know what syscalls am i suppoused to target

if i am suppoused to target linux kernel syscalls or bsd syscalls or some custom stuff

i have already realized that the inputs on this are really minimal meaning that the gaming capabilities of this are really limited so most likely this console will be only possible to be used for some kind of widget decoration

but i still am interested in this jam either way i would like to be informed about the syscalls information and the system specs

i am going raw c++ with compiler optimalizations so i shouldnt be so worried about optimalization but also i am wondering what version of c++ am i suppoused to compile to if i may ask?

also how much rom and ram is avalible would be nice to know

It's likely ARM. My guess is ARM Cortex-M4 32-bit (Can't confirm)-- But you're best bet is to utilize the  SDK and its APIs to handle interactions with the device's hardware and sensors. To my knowledge 3D currently isn't fully supported. I'm not saying you couldn't do it or even do a raycasting engine for it, but you're best bet is to not over complicate it and work with in the limitations utilizing the controls (design of the cube) for your game. 

Host (1 edit)

Hey @DoomGames — great questions, and we love seeing your deep technical curiosity! 👨‍💻🧠

To clarify:
The WOWCube® system runs on ARM Cortex 5  cores, with each of the 8 cube segments having its own processor. It’s a 32-bit MCU, not a traditional console CPU (like x86_64 or PowerPC), and it does not run a standard OS kernel like Linux or BSD. Instead, it runs a custom lightweight firmware built specifically for the cube’s unique distributed architecture. (CubeOS)

Because of this, there's no direct access to syscalls — development is done through the WOWCube SDK, which abstracts hardware communication through C/C++ APIs. Think of it like writing apps for a microcontroller-based system, where you're working close to the metal, but through a clean API layer.

As for system resources:

  • RAM per segment: ~192KB

  • Flash (ROM) per segment: ~1MB

  • Communication between segments is handled via a custom protocol over UART.

Regarding C++: target C++11 for maximum compatibility. Optimization is encouraged (as you mentioned), but sticking within the SDK framework ensures your app runs properly across all 8 nodes.

And you're totally right — input is minimal, but creative use of the cube’s form, motion, and modular layout is where the magic happens. Looking forward to seeing what you build!

Feel free to hit us up with more questions or ideas!
– The WOWCube Team

Deleted 58 days ago
Deleted 58 days ago