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TI-TREK


dhe

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I've been working on making TI-Trek (PHD5002) in to more of a structured program and less like pasta.

I claim to "fame" as it were, is the TI-Trek has speech.

Today I took the speech file, write a little player and documented all of the phrases that are available.

 

image.png.c5d52a412e8b6dc7e07f278029a7017c.png

 

And the phrases as best as I could make out:

1 Ready to start Captain.
2 I was set up.
3 Each Quadrant.
4 Randomly First.
5 Red Alert Klingon.
6 In Quadarent.
7 Ready to Start Move.
8 In Quadarent.
9 Uhoh Position Shift.
10 Going off course.
11 Enterprise At.
12 StarBase.
13 Captain no star. (?)
14 Place near here.
15 Computer Firing.
16 Phasers at Klingon.
17 Klingon Firing.
18 at Enterprise.
19 Photo Torpedos.
20 a-way.
21 Klingon Destroyed.
22 by Photon Torpedos.
23 uh oh then. (?)
24 is no Klingon.
25 The Klingon says.
26 You missed ha ha ha.
27 Going in to.
28 Warp Now.
29 The Klingon says.
30 You will die.
31 The Enterprise.
32 is destroyed.
33 Sorry time up.
34 The Klingon won.
35 Good luck, you win each.
36 Klingon Destroyed.
   <eof>
from file treksay (PHD5002),
  decoded by dhe, 8/24/2021

 

 

 

 

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8 hours ago, dhe said:

I've been working on making TI-Trek (PHD5002) in to more of a structured program and less like pasta.

I claim to "fame" as it were, is the TI-Trek has speech.

Today I took the speech file, write a little player and documented all of the phrases that are available.

 

image.png.c5d52a412e8b6dc7e07f278029a7017c.png

 

And the phrases as best as I could make out:


1 Ready to start Captain.
2 I was set up.
3 Each Quadrant.
4 Randomly First.
5 Red Alert Klingon.
6 In Quadarent.
7 Ready to Start Move.
8 In Quadarent.
9 Uhoh Position Shift.
10 Going off course.
11 Enterprise At.
12 StarBase.
13 Captain no star. (?)
14 Place near here.
15 Computer Firing.
16 Phasers at Klingon.
17 Klingon Firing.
18 at Enterprise.
19 Photo Torpedos.
20 a-way.
21 Klingon Destroyed.
22 by Photon Torpedos.
23 uh oh then. (?)
24 is no Klingon.
25 The Klingon says.
26 You missed ha ha ha.
27 Going in to.
28 Warp Now.
29 The Klingon says.
30 You will die.
31 The Enterprise.
32 is destroyed.
33 Sorry time up.
34 The Klingon won.
35 Good luck, you win each.
36 Klingon Destroyed.
   <eof>
from file treksay (PHD5002),
  decoded by dhe, 8/24/2021

 

 

 

 

While working on it, if you can remove the floating point math, this will be then a good game to have in compiled SSS format. ? 

 

 

 

 

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There is also a version self-titled as "TI Trek II" which modifies the program to use TE2 allophone speech and can thus do speech without disk.  Which makes a great deal of sense at least at the time, especially given the original samples are mostly just taken from the synthesizer's ROM vocabulary, then concatenated awkwardly. So there's nothing really worth preserving, there. 

 

TITREKII.TIFILES

 

TI Trek, for me, is a somewhat disappointing first use of speech in TI-99 gaming given the means at hand.  Given once they were already requiring disk and Speech Editor for the purpose of using external LPC, there was no reason to mostly stick with awkwardly concatenated default patterns. 
 

But ultimately, there have been a lot of other permutations, over the years and "TI Trek II" is just one of them.  My own pet project in this department replaced all the patterns from the original with LPC-encoded samples from Star Trek TOS.  So in that case, only TREKSAY is replaced (completely), and I was doing essentially the opposite of what you're doing here:

 

 

 

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31 minutes ago, OLD CS1 said:

TI Trek uses LPC, correct?  I say go whole-hog and make some samples of the actual show and movies.  Distribute as a mod.

Yes, it's all LPC on disk in the file TREKSAY, in the original version. 

 

All speech events consist of two 252 byte patterns (within 255 byte records), both of which are spoken in a single CALL SAY.

 

Well, with one exception.  "Ready to start, Captain.  I must set up each qaudrant randomly first" is actually two successive CALL SAYs (so four records). 

 

Anyway, as I say, that's exactly what I did with TI Trek III as linked above. 

 

In practice, getting vocals clean enough to encode coherent LPC from Star Trek TOS (and the TOS movies and Star Trek TAS) is *really* hard.  TOS (and even more so the movies) makes heavy use of music and atmospheric sounds. 

 

But I think I did about as well as can be done.  TAS was particularly helpful, since it has more space battles than TOS (which it's easy to forget had almost no actual space combat), and there are more cases of the vocals being relatively clean, since they weren't recorded on set by a boom mic 15 feet away from the speaker (or what have you). 

 

Examples of the speech I was able to get using actual show samples can be heard at this point, in my video account of it:

 

 

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Here are my own old notes on what each record pair signifies. 

 

By entry point record number (where the subsequent record is always read with the first):

 

1 Ready To Start Captain, I Must Set Up
3 Each Quadrant Randomly First
5 Red Alert, Klingons In Quadrant
7 Ready To Start Move In Quadrant
9 Uh Oh, Position Shift, Going Off Course
11 Enterprise At Star Base
13 Captain, No Star Base Near Here
15 Computer Firing Phasers At Klingons
17 Klingons Firing At Enterprise
19 Photon Torpedoes Away
21 Klingon Destroyed By Photon Torpedo
23 Uh, Oh. That Is No Klingon
25 The Klingons Say You Missed, Ha Ha Ha
27 Going Into Warp Now
29 The Klingons Say You Will Die
31 The Enterprise Is Destroyed
33 Sorry, Time Up, The Klingons Won
35 Good Work, You Win, Each Klingon Destroyed

 

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I translated TI-Trek to assembly language way back when I first got back into my TI in the early 00's. I remembered thinking the BASIC listing was truly terrible; broken up with GOTO for no logical reason at all.

 

I didn't do speech because I honestly thought it was a gimmick in the BASIC version which slowed the game down too much. Plus speech was not something I knew how to do in assembly at the time. :)

 

http://crpg.adamantyr.com/misc/titrek.htm

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1 hour ago, adamantyr said:

I didn't do speech because I honestly thought it was a gimmick in the BASIC version which slowed the game down too much. Plus speech was not something I knew how to do in assembly at the time. :)

Now we have examples of using speech in parallel, so the dream still lives!

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