Fisher wrote:
Nintendo is selling 20 times more NESes (not counting the classic edition)
I think part of AC's argument is that sales of new games for the original NES increase Nintendo's mindshare and thereby promote sales of NES Classic Edition, Nintendo 3DS Virtual Console, and Switch Online.
Fisher wrote:
I don't see many homebrewers who physicaly released cartridges putting their games on newer platforms.
Not many, but some. The anonymous comment was a reply to my comment in which I mentioned Retrotainment's
The Curse of Possum Hollow, which also happens to be available on Steam and Xbox One. Tomas Guinan of Spoony Bard mentioned
a forthcoming Alfonzo game for Nintendo 3DS in his microblog on Twitter.
Fisher wrote:
I think homebrew is a matter of nostalgia and passion, not something related to power and opression, since most hardware have their patents expired.
Exactly. I got into Game Boy just this year, and I mentioned elsewhere that it's a good time for me to do so as the Game Boy Color is just now starting to come off patent.
8bitMicroGuy wrote:
However, I think that what could be even more cool is to create a modded NES on an FPGA chip which uses special features
And then you go on to describe a bunch of features, many of them integral to what makes the Super NES so super. Some of them are also present on the TurboGrafx-16.
"additional registers" - direct page base pointer
"console version register" - Present on Super NES, though later revisions lie [cough]1CHIP pretending to be a 2/1/3[/cough]
"SD card interface" - Can be made on NES or Super NES
"additional opcodes mod such as Load From Stack At Offset X Into Accumulator and such" - zero page is now D-relative and can overlay stack; also dd,S and (dd,S),Y modes exist
"24-bit pointer registers with their own opcodes" - PLB gives Y three more bits, absolute long indexed mode, indirect long mode
"native mapper bankswitching so that any 24-bit address access from a 24-bit pointer register can immediately do the mappertalk" - absolute long mode
"PPU that has 8x16 and 16x16 sprites" - 8x8, 16x16, 32x32, pick two
"8-color and 16-color sprites!"- Sprites are 4bpp, as are background tiles in the most commonly used mode
"more than 8 sprites per scanline" - How about 32 sprites covering up to 34 tiles?
"PPU with its own native table which tells it what scroll effects and CHR bankswitches and pallette changes to do per which scanline" - HDMA
"some more channels that have FamiTracker-like effects (VRC6, MMC5) without the need for that to be implemented in the cartridge" - S-DSP is N163 on steroids
"8x8 attribute tables rather than 16x16" - True of Super NES and Game Boy Color
"MULTIBANK CHR-RAM ON MAIN BOARD as an option to make cartridges cheaper" - Super NES has 64K of VRAM, equivalent in tile pixel count and map space to 32K of NES VRAM
"NO NEED TO WAIT FOR VBLANK to change CHR-RAM or nametable or attribute table or sprite table or pallette table or scroll info! All of that is queued into a queue buffer which then the PPU will execute on its own during the VBlank or the HBlank, depending on your choice!!!
" - There's enough RAM connected to the S-CPU and enough vblank time to let the CPU queue 5K of updates that the vblank handler pushes through. The competing Genesis VDP implements your queue idea, giving a few access slots per scanline and halting the CPU when the queue fills.
"USART communication with FIFO just like in AVR microcontrollers as in Arduino!" - Something like controller autoreading?
"Special CPU interrupt that is used only for music step event so that 50Hz PAL games don't have slow music but that they enjoy the 60Hz music just like the NTSC guys" - S-SMP has its own timer
"Option to stream the framebuffer into a Theora codec (which is patent-free and MIT licensed) coprocessor for livestreaming!" - Theora silicon never shipped, as far as I'm aware, but VP8 did and AV1 will.
[sarcasm]Should I change your username to 16bitMicroGuy?[/sarcasm]
Oziphantom wrote:
How many people used the defense for the R4 that it was for homebrew, how many people actually made homebrew for the DS
I think one of them went by the name "tepples".
Oziphantom wrote:
also - the "homebrew" emulators
Such as PocketNES, which Atlus, Jaleco, and Konami have used to rerelease their old games for Nintendo handhelds? Or PCSX ReARMed, which Sony Interactive Entertainment used under license in the PlayStation Classic?
toggle switch wrote:
this is so far down the list it doesn't even register, sorry.
"Not as bad as" logic is valid in one case: choice of where a limited budget will make the most impact.