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Author Topic: Speakeasy, HDIGI, digitalization, allophones and read-aloud. (Read 17394 times)

Offline gflorez

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #45 on: 2016.June.17. 18:26:39 »
That are the requirements of the SimbOS app, pitch slider, say(allophones), speak(English text) and left, right or centre selection. You can see it on the SymbOS screen I post.

There isn't volume selection, we can asume medium here

Later, if all goes right,  a good Enterprise text2speech can be done with the Amsoft code but exploiting Dave characteristics better.
« Last Edit: 2016.June.17. 18:35:16 by gflorez »

Offline gflorez

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #46 on: 2016.June.18. 01:02:41 »
Thanks again geco.

Here you have the English-Allophones dictionary, only 299 rules. I remember the Amiga rules to be a lot more....


Edit: Amiga English American rules are exactly 701, but a lot more complex, including pronunciation exceptions.
« Last Edit: 2016.June.18. 21:41:22 by gflorez »

Offline gflorez

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #47 on: 2016.June.18. 09:45:37 »
There are some odd words in the list, like SUPERIOR or DAVID. I think this program is the Superior Software one, re-selled by Amsoft.

Superior Software made similar text to speech programs for other microcomputers, like for example the BBC, one of the odd words included....

https://en.m.wikipedia.org/wiki/Superior_Software
« Last Edit: 2016.June.18. 09:51:08 by gflorez »

Offline gflorez

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #48 on: 2016.June.20. 02:00:43 »
The two Dave routines, modified by geco, can fit on the 256 bytes unused memory area at the beginning of the Amsoft code.

Then, the EP SymbOS  app will be only slighty longer than the CPC original. Once fixed the Amsoft code, the calls to the Dave routines must be inyected.

Offline geco

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #49 on: 2016.June.20. 08:40:20 »
The modified code fits to it's original place also :)

Offline gflorez

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #50 on: 2016.June.20. 09:57:20 »
I know, but Prodatron kept the original code untouched, probably to not infringe Amsoft copyright. Then he only relocates the absolute jumps, calls and data addresses at execution time.

On the other side I can paste your routines over the old ones, also at execution time.


It will be more laborious, but I will do with the same care as Prodatron.
« Last Edit: 2016.June.20. 10:02:12 by gflorez »

Offline gflorez

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #51 on: 2016.June.20. 23:10:30 »
I have finished the source code, but sjasm doesn't accept some commands of the assembler used by Prodatron.

On the other side, once compiled, the executable will have the .bin tag like the first SymbOS port we had, I don't know if it works the same as the .exe tag, common on the beta 3.0 we manage now.



Edit: the two headers look similar.
« Last Edit: 2016.June.21. 00:23:06 by gflorez »

Offline geco

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #52 on: 2016.June.21. 08:47:27 »
I guess the following commands are not accepted:

     db #dd:ld h,a which is LD IXH,A

Offline Zozosoft

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #53 on: 2016.June.21. 09:09:26 »
    db #dd:ld h,a
SjASMPlus can handle multiple instructions with colon.
But also possible simply convert to two lines:
     db #dd
     ld h,a

Offline gflorez

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #54 on: 2016.June.21. 10:13:55 »
There are other addressing calculations that are not accepted.

I don't know too much about assemblers, can you do the build?

Offline geco

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #55 on: 2016.June.21. 11:43:23 »
please compare aaa (compiled binary) with the original binary, there is still one error, but the reason is duplicate label, so I think something should be changed, but without original binary I do not know what.

Offline gflorez

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #56 on: 2016.June.21. 11:59:40 »
Seems that the source is old, but probably the bin is on the first Enterprise SymbOS build.

I will look for it.

Offline gflorez

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #57 on: 2016.June.21. 15:51:03 »
This is the oldest appspeech I've found, from 2005.

Also I have corrected the duplicate label observing the source of other apps.

Try it, if it doesn't work we always can ask to the creator...

Offline gflorez

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #58 on: 2016.June.21. 22:40:49 »
I have little patience...... I have dirty hex-edited the executable to inject geco's Dave routines by hand.

See the English SymbOS thread....
« Last Edit: 2016.June.22. 00:49:32 by gflorez »

Offline gflorez

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Re: Speakeasy, HDIGI, digitalization, allophones and read-aloud.
« Reply #59 on: 2016.June.26. 02:11:50 »
At last I've disassembled all the Amsoft Speech code. 

The original code weights about 8Kb, but removing the dictionary, leaving exclusively the allophones parsing, probably it can be condensed on 4Kb or less. 

The only Enterprise game that uses the Speakeasy device  is Eat-it-up, not a lot of memory demanding game, as it only weights  12,5Kb.

The way of work of the two speech systems is similar, Speakeasy receives strings of allophones(internally it works with 59 codes for the allophones plus five more codes for pauses ) through the Parallel port, and the Amsoft code also can be fed with strings of allophones.  The only problem is that the Speech code needs Z80 time to sound.

However the nomenclature of the two systems of allophones is different, but I've found easy to construct intelligible words with the Amsoft code, probably better than with Speakeasy, that doesn't admit stresses inside the words(tildes) and has the pitch fixed on Rom, unlike the Speech code.

This, thinking on a way of emulating Speakeasy, but this tiny code can be incorporated on newer games or programs easily.

Improvements on the sound can be achieved modifying the samples, but I'm not the man that can do that....
« Last Edit: 2016.June.26. 13:54:18 by gflorez »