BitCruncher wrote: Writing games for this is surprisingly simple if you're comfortable with assembly and even if you're not, learning the language is not that difficult. As for selling this...yeah at this stage, I realize that what I'm trying to do is not going to be easy. I coming to grips with the possibility that I may not be as good at coming up with good ideas as I thought. I'm considering going into a partnership electronics venture, and I'll post a thread on that too.
G'day BitCruncher. Firstly - congratulations on your development so far! And for having the vision of tackling something that sits in a pretty daunting target market. You have my support - as long as there is something unique sound wise, I'd consider buying one (depending on price point and available example code).
I'm looking at the kinds of things I've bought and why - if you peal away the old stuff (C64, Spectravideos, Amigas, Microbee, Vectrex and many Consoles) the "new" 8-bit (ish) devices I have include the C64DTV (for it's extended graphics modes / hack-ability / demoscene support) the MiniMig (for portability and curiosity) and a Familcon clone handheld for it's slightly whacky audio implementation.
At the moment your preview specs the sound as "Sound - Monaural stereo". ??? (edit: can you expand on this?)
Audio wise it would be great if it had a basic little audio chip. Something a step up from DMG or C64.... my recommendation would be 6 full-noterange pulse/square/tri/sine/noise channels and 2 x 4 bit PCM channels (all with envelopes) . Have those split into 2 x LPF / HPF filters so 4 channels are locked to a filter each. Chip music wise, those specs look like a fun limitation to work with and have more flexibility than something like a Gameboy but keeps the simplicity without hitting the chaos of having to understand something like the SID chip (and it's variants) or the complexity of FM. Filters would just make it pop out for chip musicians (bit of a buzz word).
I'm not if you'd be prepared to add something like this to your build... but it would bring some iconically "expanded 8bit" sound. I say "Expanded" because a lot of the consoles only had 3 - 5 channels, BUT the arcade machines often had a ton more (as did the NES games with additional chips). We all secretly like the idea of more channels ;-)
I think the key for drumming up curiosity from chip musician scene is to actually make sure it ships with a usable tracker tool. Something using a similar system to LSDJ / piggy - even if it's a simple open-source version 1. Most people will want to buy it and use it "out of the box" as a music tool. I don't know many chip musicians who would buy a modern 8 bit computer clone if it didn't have audio features that put it ahead of their Gameboy / C64 / NES. Of course, the final failsafe for chip musicians is to also add (and I think this has been mentioned) a MIDI option - maybe as an additional cable - so you can play the notes directly. Again, if it was a 6-voice synth with 2 basic PCM channels (maybe write a simple host programm that can load up some sample banks too)... then you'd have something that would look good from a lot of angles.
Certainly a tricky mission to embark on... but that's my take on what would interest me from a modern 8-bit machine. As an aside, I'd probably never play a game on it... but I'm not a gamer, I'm a musician / demoscener. That's what I use all my consoles for.
Last edited by cTrix (May 27, 2014 1:48 am)