Video Game SDK in Hardware
stm2 writes "Alex Varanese just released the XGameStation, a new homebrew video game system designed to teach its users how to build and program their own video game machines from the ground up. From their PR: "The expansive eBook, written by LaMothe himself, covers everything from introductory electronic theory all the way up to computer architecture, as well as a complete coverage of each of the XGS ME's subsystems. Imagine learning everything about how a video game console is built and programmed from scratch: designing and printing circuit
boards, generating TV signals, external device interfacing, and much more.". They have two posters, as well."
Tough to tell how it stacks up - looks like the processing power blows away an SNES, but the graphics may be nowhere near as good.
:
From http://www.xgamestation.com/faq.php#a10
" Q:
What can the XGameStation Micro Edition hardware do? How powerful is it?
A:
The raw processing power of the XGameStation Micro Edition is approximately 40x that of the Nintendo (NES) or 20X that of a Super Nintendo, 50x that of an Atari 800 and it's graphical capabilities are similar to the Atari 2600, that is a directly controlled raster stream allowing pixel level timing and color control via software loops."
-Richard Campbell.
-Richard
Bang goes most of the potential geeks, I'd reckon.
Shame, really. Seems rather cool, I'd buy one if it didn't mean giving up my freedom, just to use it.
Join the Free Software Foundation
The XGS might be a pretty good teaching tool. I could see building a community college or high school video game programming course around the platform. Another good way to promote the platform would be through development contests perhaps sponsored by the likes of Sony, Microsoft, and Nintendo. Of the three, Microsoft might be the most enthusiastic since the dev kit runs under Windows. Also MS would probably love to be able to identify and secure new talent quickly. I think Sony's Net Yaroze program actually did turn up a few gems.
The main problem I see right now is whether or not there is enough of a market for XGS to be profitable at all. The hardcore hobbyist development market already has a variety of kits for developing on the Dreamcast, modded Xboxes, and I think all of the earlier generation consoles and even handhelds. And the kits and tools come at little or no cost. The only things that generally cost money are mod chips and cables. So I don't think the XGS would be that attractive to anyone who is already in the homebrew game.
To the making of books there is no end, so let's get started
A quick cruise of their product info tells it all.
- 80 Mhz processor
- Sound chip programmable like a C64 SID
- NTSC *and* PAL capable in the same module
- Atari Joystick ports *and* RS232 ports.
- Expansion Port / Cartridge Slot
- Built in Debugging Support
- 128K SRAM
- "4Kx12 WORD" onboard Flash Ram
For a learning kit this thing is fantastic. For the more adventurous hobbyist, its seriously lacking in features.
Still I was hoping for at least stereo sound, more ram and crude 3D capabilities; something more like a playstation instead of an NES. The price is right for all the stuff you get with it, you're stuck making tetris clones and rewriting MULE all afternoon.
The direct pixel-level control via software basically dictates that the resolution/quality depends on your ability to correctly utilize the CPU according to your needs, which in no way implies that all of your games will look like the Atari 2600 at best.
At 80 MHz and a typical horizontal resolution of 7.2 MHz (roughly 320 pixels per scanline), this leaves only 11 cycles per pixel. I'd like to see what kind of sprite compositing engine you can implement on a microcontroller in 11 cycles per pixel.
Er, that link would be here. Also I'm sure he was involved in XGS from the beginning.