Well, firstly I have to say good work guys - it certainly looks impressive and I am certainly looking forward to see more of it in the coming weeks. It looks like there has been a lot of time put into this and god knows how many man-hours of work - and you should get something back for your hard labour.
If you put it out on unprotected AES, MVS or whatever - kiss any returns goodbye, because there are plenty out there who will copy the images, re-build and re-distribute, so FWIW I would stronly advise not to go down this route without some form of protection. I would suggest going for MVS and go the coin-op route initially; there are buyers who will pay for it if it takes money - despite protestations to the contrary, the MVS is not dead in all arcades we have many MVS systems still earning reasonable money out on location. The flip side - if you protect it, the manufacturing cost increases - the more complex the protection, the greater the cost of custom devices on the boards - then there is board design, production and VHDL coding for the sec parts - our MVS board has 2 seperate devices for security and they seem to work quite well. If you really want to get into them, you can slice the top off each device with a laser and then read the arrays with an electron microscope - gets a bit expensive, so you are just looking at deterring potential hackers really - nothing is copy-proof, but you can make good ground, my aim with SBP was to protect it for 3-4 months to afford some price security for the new game when it first came out.
As far as the legal standpoint is concerned -I haven't had any problems with SNKP or anyone else for that matter. I offered the security system to SNK many years ago in Osaka when we agreed to do the PC versions of 8 MVS games that were released in Korea and they wouldn't even consider it, because it wasn't in-house. The MVS projects that I had were delayed significantly as I knew I had to go down the 100% original route, and yes plastic design, tooling, PCBs, surface mount & wave flow equipment, & programming equipment for the devices all adds up, and I have no shame in admitting that it almost finished me off financially, but it was a huge learning experience along the way and something that I had always wanted to do. You can release on MVS for coin op without any fear of retribution if you are 100% original - same goes for AES and I would be happy to assist if I can. Essentially, if you use any proprietary SNK code or products, you open yourself up to legal action - simple as that. If you don't use their stuff, you can do it - the basis for protection on your part is that the databus pinout is not copyrighted by SNK(P) etc, (Motorola own the 68k and I think it was Zilog with the Z80 etc etc) and as legal precedence has shown, several big boys have tried to stop 3rd party developers from releasing self produced carts for their systems, only to lose in court and pay costs etc. Oh and there are ways to avoid using any of their bits and pieces, with a little lateral thinking and some clever engineering solution:-)
Let's address the pricing bitching for a moment - yep $700 is going to be too high for pretty much everyone, but actual manufacturing costs are not cheap either for low production runs - and of course the medical bills when you realize how much a production run requires in terms of up-front cost for devices and parts. One year down the line and I sell SBP for £125 to use up the last of the parts run for that game. If you can live at $300-350 per unit then you will sell to the coin op market if the game is good enough although I think $300 will be the right price - take off that, the cost of advertising, 3rd party handling/distribution costs etc etc and it really is hard to make much at this - so welcome to your new labour of love guys - but that's not to say that if the game is good enough, you can still do quite nicely out of this, and if it is v good then you can make some good money.
AES - yes we can modify our MVS system to run on the AES with new PCBs and a new case - that's pretty straightforward to do (need to chat with Jeff K again on that one if you want to go down that route). The up-front cost to do that is around $30-40k for design, tooling, shipping etc etc, including an on-board security system on the 68k/z80 board. Time-wise, it will take about 4 months to get that work done, tested, laser cut a plastic proto and then get the tooling made up. But really that shouldn't be a problem for anyone, because it would make sense to release AES about 6-12 months after MVS anyway - so as to maximise your earning potential from your work.
That's my 10c for now - well done guys and good luck in completing the project - your next hurdle will be in converting from emulator to MVS platform or AES - for anyone else on the same sort of projects
a) the line sprite controller in the emus will handle and unlimited number of sprites and run them quite nicely - on the real system it will start to blank parts of the screen - I mention this as your game looks quite sprite intensive. Your code logic will still function correctly, but you usually start to lose one half of the screen (bottom half if my memory serves me correctly) so be prepared to work on that if you are pushing the limits of the VLSPC
b) get your sound guys to normalize the audio tracks and SFX - remember is ADPCM too - the longer the sample, the greater the chance of shifting of the zero level occurring - if the delta's aren't accurate in the conversion then that will cause problems - you may also get vertical looping during conversion back to waveform levels. Once again the emu's don't reflect this, they play perfectly and only when you get to run it on the Yamaha does the problem actually show up - got some software for that if you need it.
Hope that helps - and guys, once again nice work - don't take the neg vibes here too much to heart
Flame away!
Jeff F