D3thAdd3r wrote:So at this point I'd imagine the planned features are at least semi-solid? You mentioned an IR interface which sounds very cool to me, if it doesn't cost much more, simple way to interface with PC for internet games. I don't really know the chip or what else you have on board, do you have a feature run down for my speculation and ranting pleasure?

Sure!
Currently we have pretty much every feature of the chip broken out, so it's a bit of a doozy:
1) ARM7 running at ~72MHz (probably slower when executing off ram, we'll see)
2) SD card slot
3) 1 Mbit external ram, so that you can load an entire game from the SD card and hold it in memory while you play. I was really hoping to avoid the issue of reflashing every time you loaded a new game, especially because I'm always paranoid about overdoing the read/write cycle on flash
4) 10/100 base-T ethernet
5) Host usb port (so that you could attach fun peripherals, like a usb joystick!)
6) Device usb port (so that you don't have to own a programmer to change the kernel code!)
7) IRDA port: this one actually has shifted a bit... The original IR port I had picked out had a range of something like 1.5 meters but they stopped selling it, so the current one I have on there only has a range of 30cm or something. I'll find a better one for the next rev
8) I didn't break it out this rev, but I could also add a battery and use the built-in real-time clock module to allow for persistent world games
This version has everything broken out for the fun of it. I'll probably take off things which most people don't (or won't) use. The usb host port, for example, adds a lot of complexity and an extra IC for power control, and most people probably won't make good use of it because you'll essentially have to reverse engineer any peripheral you want to add.
Those are the big and important features that I can think of. The notable "missing" features I hear people talking about all the time are off-chip audio/video, but I was trying to keep the chip count (and hopefully the complexity) down, and also trying to avoid diverging too far from the minimalist philosophy of the Uzebox. By most accounts I've failed at that

but it should be fun and a bit more modular than the original Uzebox.