Captain Cozmos Posted June 14 Share Posted June 14 (edited) Here is a very basic disassembly of Squish'Em. I have not cleaned it up much but I did separate some of the data like the sound. Not my best work but just drag and drop on TNIASM to create a binary. It will also convey the amount of data required for a simulated voice. Squish'Em.asm Edited June 14 by Captain Cozmos Quote Link to comment Share on other sites More sharing options...
Supergun Posted June 18 Share Posted June 18 Regarding Colecovision Gorf, I also like the original cart just the way it came. In fact I’ve liked it since the first time I played it. For me, I had never played the arcade version (was never a fan) and so the CV version was all I ever knew anyhow. And for me personally the arcade Gorf and Wizard of Wor voice synthesis is absolutely terrible! I can’t even understand most of what it’s saying? The first voice I was exposed to in the arcade setting that impressed me was the classic Konami Track & Field speech. It was garbled, but you could clearly understand it. Also it’s “in the background” during gameplay. The manner in which gameplay “pauses” during speech with those early Bally Midway games just feels broken to me. Quote Link to comment Share on other sites More sharing options...
Jess Ragan Posted July 10 Author Share Posted July 10 It was a total execution stopper. "Wise Fwom Yo Gwave!" put your system in a standstill, while it was processing all that neat voice. Thank goodness you could play Street Fighter II on Genesis without those pauses! Game would have been nigh unplayable. Like, even more than playing it with a three button pad. Quote Link to comment Share on other sites More sharing options...
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