sack-c0s, on Wed Nov 3, 2010 6:19 AM, said:
The reason I ask is because I've been knocking together some tools to get data into a usable form from bitmaps and map editor outputs, along with the associated Z80 to use it on the Sega side. To be honest it seems like a fairly common and underrated machine. If you know Z80 it's less hassle than a NES because there's less wierd mappers, lockout chips and such.
Does anyone do homebrew cartridges for the SMS in the same way that they do for the NES/Atari?
I would tend to think that most homebrew programmers who dabble with the Z80 prefer to do so on the ColecoVision, rather than a newer machine like the SMS (or even the Game Boy, for that matter), the main reason being that it's easier to produce cartridges on the CV. You can theoretically make homebrew games for any game machine of the eighties and then run them on emulators, but the real "ego trip" comes from holding the actual cartridge in your hands, with YOUR software on it, and then seing other people play it on their real consoles. ColecoVision cartridge casings can easely be found (new ones can even be manufactured, with some effort), and the electronics that go inside those casings are equally easy to source and solder together. ColecoVision homebrewing has developed itself quite a bit over the last decade or so, which explains why it's so "mature" today. In comparison, how easy is it to produce SMS cart casings? Not as easy, I'm fairly sure, although I could be wrong about that, I don't keep up with the SMS homebrewing community these days.
Also, consider how much free time a programmer must invest into programming a simple 32K game. It can take months, and after coding such a 32K game, by the time you're done beta-testing and debugging, you don't want to even look at the source code anymore, you just want to burn it onto EPROMs, slam it into cartridges, distribute the carts to interested parties, and then move on to other projects. The SMS offers the possibility to do games larger than 32K, but who's going to bother? I'm sure you can find a few brave souls out there who will make 128K games on the SMS given the proper dev tools and documentation, but most homebrewers will only have enough free time and motivation to do games in the 16-32K range, which is what the ColecoVision is designed to do practically by default. That's just the reality of this hobby, regardless of ambition: A lot of people would love to create a big game like "The Legend of Zelda" on their platform of choice, but it's just too big a project for most people. And don't get me started about the dramarama of team-based homebrew development...