lucifershalo Posted June 4, 2007 Share Posted June 4, 2007 I am not a technician so it s just rethorical questions would it be possible to use the atarivox to store a point in a game where you could go back later? Quote Link to comment Share on other sites More sharing options...
SeaGtGruff Posted June 4, 2007 Share Posted June 4, 2007 I am not a technicianso it s just rethorical questions would it be possible to use the atarivox to store a point in a game where you could go back later? Yes, but only if a game is designed to use the AtariVox in that way. There is also a SaveKey or MemCard (I forget its new name) that is basically an AtariVox without the Vox-- i.e., no speech, just the memory for saving high scores, etc. (again, *if* a game was specifically designed to work with the AtariVox or MemCard/SaveKey that way). Michael Quote Link to comment Share on other sites More sharing options...
Richard H. Posted June 4, 2007 Share Posted June 4, 2007 Yes, but only if a game is designed to use the AtariVox in that way. That is correct. The list of games which currently support the memory can be seen here (there's also a few WIP which are not listed yet) BTW CPUWIZ manufactures the SaveKey David Galloway (djmips) is making good progress with the software driver for the PC interface (SaveKey and AtariVox), so soon they'll be an easy way for developers to add speech and memory-save to their games. Hopefully this will increase the number of compatible games. Quote Link to comment Share on other sites More sharing options...
lucifershalo Posted June 4, 2007 Author Share Posted June 4, 2007 Can an existing game be easily rewritten to offer that function? Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted June 5, 2007 Share Posted June 5, 2007 Can an existing game be easily rewritten to offer that function? Depends on how you define "easily". You need to have at least 200 free bytes, which are most likely hard to find in smaller games. And games which (also) use the 2nd joystick port may become a problem too. Quote Link to comment Share on other sites More sharing options...
Richard H. Posted June 6, 2007 Share Posted June 6, 2007 PC interface (SaveKey and AtariVox) BTW the interface only consists of - FT232R 2 caps 2 connectors Stella case PCB The FT is only $5 ($4 in 100 quantity) and the Stella case $2 ($1.50 in 100 quantity). So, if I can get the bare PCB's made cheaply, I'm going to supply the interfaces to developers for no cost. I'm really hoping this will kick-start AVox develpment as it's so easy to make speech with this set-up. Quote Link to comment Share on other sites More sharing options...
MausBoy Posted June 25, 2007 Share Posted June 25, 2007 Can an existing game be easily rewritten to offer that function? Depends on how you define "easily". You need to have at least 200 free bytes, which are most likely hard to find in smaller games. And games which (also) use the 2nd joystick port may become a problem too. Actually the vox/key can be inserted or removed at any time, so it's no problem to use it with two player games for saving games/high scores. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted June 25, 2007 Share Posted June 25, 2007 Actually the vox/key can be inserted or removed at any time, so it's no problem to use it with two player games for saving games/high scores. Yup. Just a bit more tricky to program, since you cannot expect the SK to be there all the time. Quote Link to comment Share on other sites More sharing options...
Richard H. Posted June 26, 2007 Share Posted June 26, 2007 Just a bit more tricky to program, since you cannot expect the SK to be there all the time. You could just have an 'Insert card now' pop-up on the screen when it's time to save data. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted June 26, 2007 Share Posted June 26, 2007 Just a bit more tricky to program, since you cannot expect the SK to be there all the time. You could just have an 'Insert card now' pop-up on the screen when it's time to save data. Nah, that's too easy. (and consumes quite a lot of space too) Quote Link to comment Share on other sites More sharing options...
mos6507 Posted November 2, 2007 Share Posted November 2, 2007 You do what most 2600 games do and use a simpler abstraction. Have the game freeze and the colors flash or the score display show something special. Just document it properly in the manual and people will know what it means. Quote Link to comment Share on other sites More sharing options...
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