Pixelboy, on Mon Jan 9, 2012 11:45 AM, said:
Honestly, my immediate answer would be that 1K is enough already.
It really depends on what you want to do and what kind of game you want to write, but in many cases you're right. Obviously 1K has been enough to develop 99% of all the great games that currently exist for the system.
Pixelboy, on Mon Jan 9, 2012 11:45 AM, said:
The only projects where RAM expansion would be beneficial would be MSX ports, because the larger majority of the interesting cartridge games released on MSX use more than 1K of RAM.
That's debatable. Additional RAM could definitely be beneficial for new homebrew titles. But again, depending on what kind of game you want to write and if you can make use of more RAM in that code. If all the cool MSX games use more than 1K it stands to reason that the ColecoVision could benefit from more than 1K. The question of whether 24K is enough has obviously been answered
Pixelboy, on Mon Jan 9, 2012 11:45 AM, said:
For games made from scratch (in C language in particular) most ColecoVision homebrewers will tell you that they can easely manage with only 1K of RAM.
Do people writing in assembly tend to have more RAM limitation problems than people writing in C? That seems counter intuitive. Maybe people writing in C tend to write less complicated games? Why is that? Is it a RAM or ROM limitation?
Pixelboy, on Mon Jan 9, 2012 11:45 AM, said:
The real question is, what would a homebrewer do with 24K of RAM?
Recursive functions, tons of global variables, etc... It's really up to the programmer but my original question is starting to seem a little ridiculous because 24K is obviously WAY more than enough.
Pixelboy, on Mon Jan 9, 2012 11:45 AM, said:
There is of course great potential (like perhaps a cartridge version of the Dragon's Lair ADAM game, for example, which would likely sell like hot cakes) but given the fact that game projects done with 1K of RAM can still require months of work, most of it taken out of the homebrewer's free time, you've offering a hardware solution that most homebrewers don't really need.
Adding RAM to the console shouldn't make development much more difficult. If anything it will make it easier in some ways. You're right though, more complicated games will definitely take more time to develop.
Pixelboy, on Mon Jan 9, 2012 11:45 AM, said:
It's just a plain fact: The number of different games you can make with just 1K of RAM is already infinite.
You could make an infinite number of games with virtually no RAM at all too. Well... I guess you would need the VRAM
Pixelboy, on Mon Jan 9, 2012 11:45 AM, said:
They will all be small games, but that's what makes the ColecoVision such a great platform for homebrewers: Projects remain relatively small in scope, but after months of development and debugging, the programmer is just fed up with his project, and he's glad it's over when it's over.
Agreed. I still think it would be cool to expand the horizons of the system and keep the cost reasonable enough that it can make the whole thing more fun for the developer and player.
With 32K SRAMs under $2 it just makes sense to add RAM to the ColecoVision. What you've made me realize is that a dedicated piece of hardware connected to the expansion port to add that RAM is probably not the best approach. RAM bank switched and added to the cartridge address space is more painful to access in software but ultimately the best overall approach.
Pixelboy, on Mon Jan 9, 2012 11:45 AM, said:
Opcode has been working on a module that combines a 16K RAM expansion with an extra MSX PSG sound chip (and also some other secondary bells and whistles) and what makes his project enticing is the number of games that he can offer with it, namely Donkey Kong Arcade, Goonies, Knightmare, King's Valley, Yie Ar Kung-Fu 2 and many more. Without games to go with it, a RAM expansion module is doomed to remain a paperweight, because CV homebrewers don't want (or even need) to restrict the number of buyers of their games to the number of RAM module owners.
You're right in that any expansion is going to need games written for it to be useful and an adapter connecting to the expansion port limits the market to only people with that expansion. The solution is definitely in the cartridge connector. I just got distracted by that damn expansion connector because it's so clean and easy to access the logic
I guess I should have asked BEFORE designing the board. hehe