The year is 1984 and you're out to make a games console to revive the vidya market
Choose your CPU:
Zilog Z80 (ZX Spectrum, Colecovision, Sega Master System, Gameboy)
MOS 6502 (Apple II, Atari 5200/7800, NES)
MOS 6510 (Commodore 64/128)
Intel 8086 (IBM PC)
>not going full ham with a 68k
>>3197941
Z80.
Very comfy to work with.
6502, since it's not a complete bitch to program for.
One of the first RISC processors ever made, I believe.
>>3197941
Z80 for life anon
>>3198069
oh damn how much is that
>>3198091
long discontinued dollars
>>3197949
This
OP is a jew nigger
>>3197996
Writing Master System homebrew in Z80 assembly was probably my favourite programming project I've ever done. I want to do more, I just suck at ideas.
I'd just make a 5200 clone to take advantage of it being pulled out of the market for 2 years. You snooze, Atari, you lose.
I grew up on an Atari 800 so I'm sticking with 6502 because that's what I know.
>>3197949
Granted the 68K only cost $15 in 1984, but that's still an order of magnitude more expensive than the $1 6502. The support hardware required to actually take advantage of the 68k would likewise be massively more expensive. You'd price yourself right out of the console market.
I'd go with the 6502. It would clock comfortably to 2MHz and gets 0.85MIPS at that speed.
The Z80 is also a great chip but it maxed out at 4MHz for 0.45MIPS in 1984 so the 6502 was at a significant advantage.
Not much point using the 6510 over a 6502 unless you're making a C64 clone. All of its modifications from the 6502 design were specifically for that computer.
The Intel option is the slowest of the bunch and the most expensive, so that's a resounding 'no'.
>>3198289
They had 6mhz and 8mhz Z80s in 1984 but those would have cost you like $50-100 just for the chip.
>>3197941
You forgot the 6809 -- the only 8-bit CPU capable of running a true operating system. Fully location-independent code and a system/user stack coupled with a decent interrupt system.
>>3198283
Again I say, go ham
>>3198283
You're talking like a weenie instead of a real hot dog.
>>3197949
>not going for the 68k DragonBall
>>3197941
double 68k or bust
The CPU is largely irrelevant.
What you need in a home console is a powerful video and audio hardware. And that would have to be a custom part designed by you.
>>3199658
Yeah. Sure, you need a fast CPU if you want to handle dozens if not hundreds of sprites moving on the screen at once, but what good is that if your video hardware can't display more than 64 sprites on the screen and only 8 sprites per scanline?
>>3197941
For the systems at the time it's the GPU that matters more than the CPU; the GPU really defines what the system is capable of.
The TMS9918 used in the SEGA Master System is a very nice chip, supporting 64 sprites, 32 colours from a palette of 64 (the GG had 4096). The BIGGEST flaw with the SMS, was the damned port-mapped GPU that meant you couldn't do the kinds of raster effects you could with the C64. A system with the GPU of the SMS, but the memory-vector-mapped graphics of the C64 would be a graphical powerhouse
>>3199671
make it, anon. you can do it
also, what about the sound chip
>>3199691
I don't know much about sound hardware, and the options aren't great. You wouldn't get the SID out of Commodore's hands and the other systems never excelled in audio. I would probably get Sony to custom build one; like the SNES APU, just a generation behind.
>>3199691
I'd say dual PSG, considering the time period.
A Z80 processor at 3.5mhz. with 512 bytes of RAM. There's no framebuffer, like the Atari 2600.
Graphics are 40x80, with a 20x80 register that is mirrored.
2 colors to save on memory. The device generates a chroma signal which can be modified on a per scanline basis, allowing it to colorize the B&W signal to a limited extent. 3 sprites only, and 1 channel of 1-bit sound, which is played by a built-in cheap speaker
No physical buttons on the controller. Only pressure pads like on pic related.
Retails for $300 because of licensing deals with E.T and Alien.
>>3199774
was your objective to design the worst computer ever made?
>>3199809
With no survivors.
This thread reminds me of something I've been thinking of for a long time.
How feasible would it be to build a fake computer in MAME?
>>3199893
>Building custom virtual hardware and making games for that hardware
Yu Sazuki simulator 2016
>>3197941
You forgot the Intellivision CPU. That being said I'd probably go with the Z80 since out of all my contemporaries I'd most likely be most impressed with the Colecovision and I'd want to do something similar to them.
>>3200394
>Production of the CP1600 ended in 1985 when General Instruments spun off its microelectronics division to create Microchip Technology
wew