iesposta Posted March 23, 2013 Share Posted March 23, 2013 Anyone care to create some AtariVOX data strings? Moving the score where it is supposed to be saved some ram...and splitting up PF0, PF1, and PF2 data into seperate pages eliminates the three (indirect),Y pointers (a single index byte is enough to handle all 3 PF registers...since there's only 24 mazes). I can add the driver and subroutine calls to the hack, but I've got no way of testing the speech data. Plenty of free space to include all of the arcade game taunts, I think. I would like to do this. I have the original AtariVox. I'll try to get the USB developer adapter for Stella testing... Quote Link to comment Share on other sites More sharing options...
CDS Games Posted March 23, 2013 Author Share Posted March 23, 2013 I would like to do this. I have the original AtariVox. I'll try to get the USB developer adapter for Stella testing... Thanks iesposta! Question on that actually...can AtariVox run on an original 2600 cart? Does it involve a special chip/hardware? Quote Link to comment Share on other sites More sharing options...
iesposta Posted March 23, 2013 Share Posted March 23, 2013 It is hardware that plugs into the right joystick connector. Then you plug a speaker into it. It has a speech chip (speech, music, sound effects) and an EEPROM for saving scores & data. The downside is that 2 players can't play at the same time. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 23, 2013 Share Posted March 23, 2013 That's something that always confused me about it. Why can't you just read the sticks and save to a temp, reconfigure the port to send (write) and get data to VOX (on a wye cable with the stick), then rewrite the original value from the temp and reconfigure the port to read-only? But anyway, yeah...the voice would only function in a single-player game otherwise. Quote Link to comment Share on other sites More sharing options...
iesposta Posted March 23, 2013 Share Posted March 23, 2013 W.O.W. player 1 is the right joystick, so that will have to be moved to the left for AtariVox+ Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 23, 2013 Share Posted March 23, 2013 ...Or, hack the driver to use the left port instead (which is the easier task here). Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 23, 2013 Share Posted March 23, 2013 ... (waits for backlash from the suggestion of hacking a driver) Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 23, 2013 Share Posted March 23, 2013 Nevermind...that won't work. Neither will altering DDR. Vox-support is out. Multiplayer combat is as much of this game as it is in Warlords. Abandoning it just to include speech would be stupid. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted March 26, 2013 Share Posted March 26, 2013 Um... Didn't anybody ever notice the errors in the manual? The score table is wrong (shooting the wizard scores 2800 points, for example). And the difficulties aren't used at all. The program never even looks at them! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 4, 2013 Share Posted April 4, 2013 AtariVOX support added to 1 of 4 game variations (i.e. when playing the left player only). Testing here: does the sample "fire" speech work when shooting on that variation? BTW the other 2-player variation following that one is for co-op games: players are immune to each others' shots. Add'l functions... Left difficulty "B" makes the wizard teleport less often, and the B&W switch pauses the game (7800-compatable). WoW8k-test.bin 1 Quote Link to comment Share on other sites More sharing options...
iesposta Posted April 4, 2013 Share Posted April 4, 2013 AtariVOX support added to 1 of 4 game variations (i.e. when playing the left player only). Testing here: does the sample "fire" speech work when shooting on that variation?. No. When starting a game it makes a bunch of sounds and part words, then it is quiet. It doesn't say fire. The screen jumps and rolls badly on the LCD with s-video. Only thing tried so far. Looks great though, you have added so much! I got my AtariVox so I can help make speech! Quote Link to comment Share on other sites More sharing options...
iesposta Posted April 26, 2013 Share Posted April 26, 2013 Nukey bump... If you can look into the screen roll, I can make speech strings... Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 26, 2013 Share Posted April 26, 2013 It's been fixed, I think. The stack was corrupting some pointers (incl. the speech pointer). There's currently a little over 1 page of romspace free for data. All the sprite shapes are seperated in their own tables (no longer 2 frames mixed together), and all of them use single-line resolution for more detail (sprites still need to be altered to show off that). WoW8k-test.bin Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 27, 2013 Share Posted April 27, 2013 BTW the right difficulty switch awards extra players following every PIT dungeon when in (B) position. Left difficulty still handles the Wizard's teleport handicap. There were some free bits in game select, so you'll see the option to start with 3, 5, or 7 worriors (this is displayed as the box timer when starting...only 3 reserve lives can be shown, but you can accumulate up to 255 in right-B difficulty). Quote Link to comment Share on other sites More sharing options...
iesposta Posted April 27, 2013 Share Posted April 27, 2013 This is going to be amazing! I'll try it out soon, and try to come up with some things. Quote Link to comment Share on other sites More sharing options...
CDS Games Posted April 27, 2013 Author Share Posted April 27, 2013 Nice, thanks guys! Here are four new dungeons as well. WizardofWorCaverns.bin WizardofWorMasters.bin By my count we currently have a total of 18 dungeons, with 6 still left to be done. Let me know if the maze rules are off. Quote Link to comment Share on other sites More sharing options...
iesposta Posted April 27, 2013 Share Posted April 27, 2013 It still rolls on real hardware. Did you start out with PAL? (kidding) Pause stops the roll. It rolls on the title screen also. It is using the AtariVox. I was playing the yellow before which is wrong, so it probably did speak before. Now I hear you've used the gunshot effect. I may try to make some sprites. What is the height and how many are in the animation? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 28, 2013 Share Posted April 28, 2013 No need to do sprites (unless Claudio requests help there), I only need speech data which neither of us can do. But the sprite shapes are layed out in memory exactly how they appear onscreen (although upside-down)...16 bytes high. Everything uses 2 frames of animation (via flipping to an adjacent page). An enemy dying uses bytes $FC00-$FC0F for it's first frame, and $FD00-$FD0F for the next (for example). Do screen rolls only happen when VOX is used (i.e. playing the left player only)? Or any time pause is not active? Emulation is showing a steady 262...so I don't know how it is happening. Quote Link to comment Share on other sites More sharing options...
iesposta Posted April 28, 2013 Share Posted April 28, 2013 Okay this is a first for me. It only rolls on my six switch batari S video mod on a 42 inch LCD screen. I just tried it on the Sunnyvale heavy Sixer on the 27 inch tube TV without vecvox and it was perfect and also on my 7800 s video mod on my projector. Apart from The projector deinterlacing, it's solid. As I said, it's a first. I've never seen screen roll on a LCD. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 28, 2013 Share Posted April 28, 2013 Does the original game do it? Could be an issue there...or something that the mod has a problem with. Quote Link to comment Share on other sites More sharing options...
iesposta Posted April 28, 2013 Share Posted April 28, 2013 Good idea I have the cartridge right here hold on I will try it. Quote Link to comment Share on other sites More sharing options...
iesposta Posted April 28, 2013 Share Posted April 28, 2013 The orig is fine on the LCD. Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted April 28, 2013 Share Posted April 28, 2013 The VSYNC is way to long, which is causing the roll. Try to cut it back to just three scanlines. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 28, 2013 Share Posted April 28, 2013 (edited) That's odd. The invisible monster check loop was never altered from the original game - it uses a little over 200 cycles, so they stuck it in VSYNC...so I never bothered to double-check it. But taking it out proved that it was using more than that somehow. Romspace saved, missing scanline put back in Wow8k-test.bin Edited April 28, 2013 by Nukey Shay Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted April 28, 2013 Share Posted April 28, 2013 Now the VSYNC is a little short, Nukey. You got: sty VSYNC sta WSYNC sta WSYNC sta WSYNC sta VSYNC Instead of: sta WSYNC ; <--- need this first WSYNC sty VSYNC sta WSYNC sta WSYNC sta WSYNC sta VSYNC Quote Link to comment Share on other sites More sharing options...
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