Developing costs are highly depends from what is required. Is it involves custom hardware (could seriously increase costs), how much features are needed and how complex they are (considering hardware limitations), which interface (generally text-based interface with a lot of hex numbers could be done much faster than something visual with knobs, graphs etc). Then approximation how much time the thing would take should be done, based on previous projects, multiplied to medium programmer's wage (it is $1200-1400/month here, lowest is 500, top are 2000+), and total price negotiated. I think, for this case it should be some certain price for some certain work done, not just payment for time spent, with payments in few parts, per milestones.
How much time it could take. TFM MM in very basic form, which allowed to make music, with simplest instrument editor, with pattern editor, without a lot of service functions including copy/paste, was made in less than a month (don't forget, it is an app for powerful PC, made with RAD tools, and it is FM only). Service functions were added in next three years, in few takes of 1-2 weeks of active work each - 80/20 rule in action. There was half of year between start of work and first public version, although active work was ~2 months, I guess. Considering there are no RAD tools for SMD, and it far less powerful than PC (so you can't do things in dumb or bruteforce way), my estimate, without thinking on details, is that you could expect some very basic thing done in a month, some usable in ~three months, and then everything depends from feature requests.
Also, you could check how much other native console trackers development took. Recent examples: NTRQ took 5 months from start to first public release, and Pulsar about 6 months, these projects were done in part time, but by very experienced man.
Last edited by Shiru (Dec 24, 2010 8:39 pm)