I formatted those specs into a table because I think it's easier to read that way*. I'll post my personal opinion on them below this. Some specs are missing from the console column. Perhaps you can copy the code I've used and add them in later.
| Arcade | Console
------------------|----------------|------------------
Scaling/Rotation | Yes | ?
Graphics mode 1 | 320x240x32 | 320x240x8
Graphics mode 2 | 256x224x64 | 640x480x4
Graphics mode 3 | - | 160x240x27
Transparency | 25%,50%,75% | ?
Max. objects | No | >64=slowdown
Layers | 3 | 1
Max. tile size | 64x128 | No limitation
Max. sprite size | 64x128 | No limitation
Music | No limitation | mod or midi
Sound | No limitation | No limitation
Max. controlers | 2 | 4, mouse OK
Max. buttons | 2 | ?
Filesize | 4mb | 2mb
Perhaps some mockups of the graphics capabilities would help? Either screenshots or vitalize apps.
My opinion on those specs. It tilts well in favour of the arcade system until I get the the button limitations; being able to use the mouse is a big plus for the console. I also think that there should be more sound/music limitations. Using mp3s beans that I'd be able to use an mp3, which is pretty ridiculous for an 8-bit console. I suggest 5-channel mods max.
I like James' suggestion:
Originally Posted by Dr. James Always; set FPS to 60-("total number of objects"/x)
As someone already mentioned, it doesn't take into account for objects that are on the playfield but aren't within the visible window, but that can easily be added. Andy, you could make some template files for each console, with a locked event group that will automatically handle these events and make sure that no one goes over the limits.
Ah actually that table helps quite a lot. Thanks for that.
I'll see about working on some mockups.
I dunno if using Mp3 is that much of a big deal, the filesize limit would force mp3s to be either very low quality or very short. 8 bit consoles could play low quality samples even the Nes.
I'm thinking maybe the Arcade console should have another bank of tiles for backgrounds specifically because there really isn't much space and thats not good for a console that will actually support parallax scrolling. Unless of course everyone wants that limitation.
To me, those mockups just prove that the specs aren't restrictive enough, or that they're too similar at the very least.
If I hadn't seen the originals I could easily believe those are the colors you'd have chosen anyway.
There's no light brown in the 27-color palette, but apart from that, most images will look *very* similar whichever palette you use.
I don't know why, but for some reason all the really old palettes on wikipedia look very undersaturated - I'm sure my old vic20 produced much more vivid colors.
It says things like "Shown here are the corresponding RGB equivalents at a saturation level of 34%" - I don't know what they mean by that...