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Author Topic: WOW (Read 9599 times)

Online SlashNet

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Re: WOW
« Reply #30 on: 2022.March.14. 15:19:39 »

Offline gflorez

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Re: WOW
« Reply #31 on: 2022.March.14. 18:31:28 »
Great SlashNet!   Now, what I need is the same phrases made out of allophones, to compare what they have done.


The Vortex SC-01 table:


The SP0256-AL2 table
« Last Edit: 2022.March.14. 22:05:25 by gflorez »

Offline geco

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Re: WOW
« Reply #32 on: 2022.March.14. 18:50:26 »
At first glance it may seem discouraging, the sounds are a chaos, but the good points are that the game doesn't hang, and that we probably can select better phrases to send to the Speakeasy.

Cool, Thank you very much, it has a strange accent :D, but at least sounds :D I have to find out how to stop sounds of Speakeasy when speech is finished, probably i should send a silent value at the end.

Geco, if you have the source of the game, maybe you can put here a list of the phrases used?
Sure, I upload that part of the source, each sentence contains the allophones also. And the tables of Speakeasy, and Vortex definitions.

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Re: WOW
« Reply #33 on: 2022.March.14. 18:56:04 »
Hey, insert coin sounds as Haay insert clean :D :D
Other possibility, i can create a small program, which would play all sounds of Speakeasy and if you would save the output, i could get the samples, and compare with ripped Vortex samples from MAME.

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Re: WOW
« Reply #34 on: 2022.March.14. 19:39:10 »
This version sends a 200ms pause at the end of each phrase, so at least the noise should be stopped.

*** Attachment removed
« Last Edit: 2022.March.21. 22:14:53 by geco »

Offline gflorez

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Re: WOW
« Reply #35 on: 2022.March.14. 19:47:31 »
Why there are codes higher than 03Fh on the allophones strings?

For example: "Hey, insert coin.":  013h, 01bh, 060h, 04bh, 062h, 03eh, 03eh, 027h, 00dh, 01fh, 07ah, 06ah, 03eh, 059h, 075h, 034h, 009h, 022h, 00dh, 03eh


Edit: Maybe they add externally a tone  on bit 6 so in that case it must be ignored on Speakeasy.
« Last Edit: 2022.March.14. 20:00:51 by gflorez »

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Re: WOW
« Reply #36 on: 2022.March.14. 20:05:44 »
Why there are codes higher than 03Fh on the allophones strings?

For example: "Hey, insert coin.":  013h, 01bh, 060h, 04bh, 062h, 03eh, 03eh, 027h, 00dh, 01fh, 07ah, 06ah, 03eh, 059h, 075h, 034h, 009h, 022h, 00dh, 03eh


Edit: Maybe they add externally a tone  on bit 6 so in that case it must be ignored on Speakeasy.
Yes, bit 6,7 increase the pitch of voice.
I created a program to collect all Speakeasy voices, it sends 4 times the 64 allophones, to check if bit 6,7 has any effect on speakeasy. There are 2 versions SPEAKEASY1 sends the data in 50Hz interrupt, SPEAKEASY just wait the end of the end of allophone, this would be the best for recording samples, but if it is too fast then SPEAKEASY1 will give a better result.

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Re: WOW
« Reply #37 on: 2022.March.14. 20:25:47 »
No, the hardware of the Speakeasy only uses the 0-5 bits and, according to the data-sheet of the Vortex chip, it also uses 0-5 bits. I imagine that the arcade machine uses the two higher bits to  modify the tone on 2 additional pins the chip has.


But the SP0256-AL2 lacks a tone input, so you can't translate that, sorry.


Edit: The SP0256-AL2 could manage 256 allophones, because it is provided of the 8 bit inputs, but the internal Rom only contains the 64 sounds we know. An external Rom can be added to the chip.

But the Speakeasy is only connected to 0-5 on the parallel port, plus /Strobe and /Ready.
« Last Edit: 2022.March.14. 20:37:16 by gflorez »

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Re: WOW
« Reply #38 on: 2022.March.14. 21:10:05 »
The two versions of the program seem to last the same, because the protocol is the same as the paralllel one: The Z80 puts /Strobe low, the , that indicates to SP0256-AL2 that the data is ready and it puts /Ready high. Once read and executed, it puts the /Ready signal low, that indicates the Z80 that more data can be sent, then the  Z80 puts /Strobe high until the data is ready to be read.
« Last Edit: 2022.March.14. 21:24:36 by gflorez »

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Re: WOW
« Reply #39 on: 2022.March.14. 21:24:34 »
Thank you very much, I was not sure that it waits until the end of a voice, in the video i felt it fast.

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Re: WOW
« Reply #40 on: 2022.March.14. 21:32:18 »
As I can read on the datasheets, the Vortex chip also waits for the sound to be end, but it has the additional STOP allophone that seems the same as the PA0, with the same time lenght.

Comparing the two chips, I think it could be very easy to adapt the Vortex chip to the EP, only cloning the Speakeasy design. The two chips have similar signals.

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Re: WOW
« Reply #41 on: 2022.March.14. 22:07:40 »
Modified the SP0256-AL2 chart to Hex instead of Octal.


Edit: It seems that the Vortex chip is superior also on the protocol, as it only needs a stable input of 70 bits/s to concatenate the allophones, only needing the /strobe line to send the "byte". I think is for that it needs a STOP command.
« Last Edit: 2022.March.14. 22:21:15 by gflorez »

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Re: WOW
« Reply #42 on: 2022.March.14. 23:01:11 »
Could you please create a new wav based on this new program?
I do not find all 60 voices, this program runs once through all, and it have 3 interrupts between each.

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Re: WOW
« Reply #43 on: 2022.March.15. 01:01:15 »
Ok, but I have been thinking: the program doesn't wait for the return of a /Ready signal(because the Vortex protocol doesn't use that signal), so maybe some data is lost on the SpeakEasy, wich returns /Ready to the Z80(SP0256-AL2 protocol).

On the game, not aware of the /Ready signal, the playing of some of the allophones could last more than the voice playing loop, so the next allophone would be lost on the Speakeasy, but not on the Vortex.

I think it is the reason why the last allophone continues repeating forever, because the Speakeasy always finds /Strobe active and also the same value on the parallel port. It only stops when the next phrase is played.
« Last Edit: 2022.March.15. 01:26:24 by gflorez »

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Re: WOW
« Reply #44 on: 2022.March.15. 10:22:30 »
Thank you very much :)
The program waits for Ready, Vortex sends back busy/ready signal through bit 7 of port 12.
I think the allophone continues to play on Speakeasy, because i do not wait until Speakeasy reports back ready state with acknowledge, it is done in the next interrupt, the last voice remained active, because last sound did not get acknowledge, in newest version the last wait should remain active.

so the method was the following:
1. check if Speakeasy is ready
2a. if yes, then acknowledge, and send allophone
2b. if no then do nothing

Modified method:
1. check if Speakeasy is ready
2a. if yes, then acknowledge, and send allophone
2b. if no then do nothing
3. when sentence is over, send a wait