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Found 5 results

  1. Hi, I found no easy to use code for loading and storing on a SaveKey or AtariVox. Therefore I am presenting my code here. All it takes are: add the attached include file to your code's directory define the three variables/constants at the beginning of the code call WriteSaveKey for storing your score etc. call ReadSaveKey for reading what you have stored Notes: if you have multiple scores to store (e.g. different game modes), you have to modify the address used in SetupSaveKey. the X register is not used in any i2c subroutine. after calling WriteSaveKey you must wait at least 5ms (~80 scan lines) before accessing the SaveKey again. update i2c v2.3 attached, fixes unwanted noise issues when using an AtariVox skBuffer = <score RAM> ; define the RAM address you want to store SK_BYTES = <n> ; define how many bytes your want to store SAVEKEY_ADR = $xxxx ; ask Albert for a free slot! include "i2c_v2.3.inc" ; a highly optimized (for space) version i2c_subs ; this makes the i2c macros of the include file known to the code ;------------------------------------------------------------------------------- WriteSaveKey SUBROUTINE ; total cycles = 1923 (for 3 bytes) ;------------------------------------------------------------------------------- ; setup SaveKey: jsr SetupSaveKey ; 6+927 bcc .noSKfound ; 2/3 ; write high score: ldx #SK_BYTES-1 ; 2 = 937 .loopWriteSK lda skBuffer,x ; 4 jsr i2c_txbyte ;6+296 transmit to EEPROM dex ; 2 bpl .loopWriteSK ; 2/3=932 ; stop write: jsr i2c_stopwrite ; 6+42=48 terminate write and commit to memory .noSKfound rts ; 6 ;------------------------------------------------------------------------------- ReadSaveKey SUBROUTINE ; total cycles = 2440 (for 3 bytes) ;------------------------------------------------------------------------------- ; setup SaveKey: jsr SetupSaveKey ;6+927 bcc .noSKfound ; 2/3 ; start read: jsr i2c_stopwrite ;6+42 end of "fake" write jsr i2c_startread ;6+284 Start signal and $a1 command byte ; read high score: ldx #SK_BYTES-1 ; 2 = 1275 .loopReadSK jsr i2c_rxbyte ;6+333 read byte from EEPROM cmp #$ff ; 2 EEPROM slot empty? (we are assuming $ff for uninitialized space) bne .skipEmptySK ; 2/3 no, skip clear lda #0 ; 2 clear EEPROM slot .skipEmptySK sta skBuffer,x ; 4 dex ; 2 bpl .loopReadSK ; 2/3=1061 ; stop read: jsr i2c_stopread ;6+92=98 terminate read .noSKfound rts ; 6 ;------------------------------------------------------------------------------ SetupSaveKey SUBROUTINE ; = 927 ;------------------------------------------------------------------------------ ; detect SaveKey: jsr i2c_startwrite ;6+312 bne .exitSK ; 2/3 ; setup address: clv ; 2 lda #>SAVEKEY_ADR ; 2 upper byte of address jsr i2c_txbyte ;6+296 lda #<SAVEKEY_ADR ; 2 lower byte offset jmp i2c_txbyte ;3+296 returns C==1 .exitSK clc rts ; 176 bytes in total (less if you inline the subroutines) I hope this answers all questions. Else let me know. SaveKey & AtariVox memory allocation list i2c_v2.2.inc i2c_v2.3.inc
  2. vdub_bobby

    AtariVox Editor

    SO IT'S been a while since I've posted anything...or coded anything. But I was inspired by...well, by something I can't talk about. Um. Anyway, I revived an idea that I kicked around almost two years ago and banged something out: 2kAVoxEditor20081209.bin I haven't tested it with an AtariVox myself - but Nathan did and it seems to work fine. What does it do? It's a way to quickly play with your AtariVox using your 2600. Add/edit/adjust sounds and control codes and then play 'em! Controls: Trigger switches between PLAY and EDIT modes. When in PLAY mode, up/down navigates the sound buffer. Right begins playing (i.e., sending codes to the AtariVox) immediately, from the cursor position. Left stops playing immediately*. When in EDIT mode, up/down changes the currently selected value. Left deletes the current value, right inserts a value at the current position. *Immediately is not entirely accurate - since the AtariVox has an internal buffer, the AVoxEditor will send 60 codes/second while playing; hitting left (to STOP) will only stop the sending of codes, but the AtariVox will continue speaking. So, for most code strings, it will send all codes to the AtariVox in less than a second, regardless of how long it takes to speak. A few other notes: switching to EDIT mode will stop the sending of codes. Hitting play will immediately begin sending codes from the cursor position. The buffer is 96 codes long. It might help to consult the SpeakJet manual for reference to what the codes are (see pages 15-16): speakjetusermanual.pdf Enjoy!
  3. YOU, TOO, CAN MAKE your Atari talk! Nathan wanted a ROM that he could modify/play around with that would make the AtariVox speak, so I jumped at the chance to get coding again. Here it is: SpeechTester20070802.bin SpeechTesterSource.zip The ROM currently supports up to 4 different speech strings, though only one has anything in it right now: the "go fish" from the game of the same name. Switch between speech strings with SELECT, start/restart a speech string with the trigger, and reset everything with RESET. Hmmm. Just realized I should allow using the joystick to switch speech strings. Maybe I'll change that.
  4. rhcocker

    WTB AtariVox

    Anyone have a used AtariVox that they don't use anymore? Thanks
  5. iesposta

    IMG 3640

    From the album: 2600

    AtariVox USB
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