gulag picture radio #226 Posted April 2, 2010 Right, and my old Coleco above-ground pool is an eater of souls... Quote Share this post Link to post Share on other sites
+cmart604 #227 Posted April 2, 2010 Ok, I fired up my ColecoVision again, played for a couple of hours but nothing unusual happened, no funny sounds/voices. All games played normally. Then, suddenly, the creepiest thing happened while I was testing Goonies a while ago: the screen went black a message appeared on screen. It displayed for a while and the game resumed. I am pretty sure the message isn't in the program as I programmed the game. I kept playing and the message seems to reappear every 5 minutes or so. I took a picture. Now I have no idea what that means, really really creepy. I am thinking of taking all this Coleco stuff out of my house... Looks like you've got some good ideas for easter eggs on the upcoming Opcode releases! Quote Share this post Link to post Share on other sites
+opcode #228 Posted April 2, 2010 Ok, I fired up my ColecoVision again, played for a couple of hours but nothing unusual happened, no funny sounds/voices. All games played normally. Then, suddenly, the creepiest thing happened while I was testing Goonies a while ago: the screen went black a message appeared on screen. It displayed for a while and the game resumed. I am pretty sure the message isn't in the program as I programmed the game. I kept playing and the message seems to reappear every 5 minutes or so. I took a picture. Now I have no idea what that means, really really creepy. I am thinking of taking all this Coleco stuff out of my house... Looks like you've got some good ideas for easter eggs on the upcoming Opcode releases! Nobody takes me seriously... This is serious, guys; I am convinced the damn machine is trying to tell me something. Now it is giving me a different message, though it just doesn't make any sense to me. Just to be safe it will be spending the night inside the locked closet. Quote Share this post Link to post Share on other sites
the.golden.ax #229 Posted April 2, 2010 969166874 Details Reference Pick up date 22 Mar 2010 Destination SURGUT Delivery Date 14:10, 24 Mar 2010 Signatory NERAZBORCHIVO Date Time Location Status 24 Mar 2010 14:10:00 Russia Others Shipment Delivered In Good Condition. 23 Mar 2010 11:13:27 Moscow Onforwarded For Delivery 22 Mar 2010 23:20:14 Moscow Shipment Held In Warehouse. Follow Up Actions Underway. 22 Mar 2010 19:23:00 Moscow Shipment In Transit. 22 Mar 2010 18:57:24 Moscow Shipment Received At Origin Depot. 22 Mar 2010 18:27:33 Moscow Shipment Received At Transit Point. 22 Mar 2010 16:44:13 Moscow Shipment Held In Warehouse. Follow Up Actions Underway. 22 Mar 2010 15:55:45 Moscow Shipment Collected From Sender. Summary / input screen 969166874 Details Reference Pick up date 31 Mar 2010 Destination FRANKLIN Delivery Date Signatory Date Time Location Status 01 Apr 2010 19:41:00 Usa Others Onforwarded For Delivery 01 Apr 2010 19:53:15 New York Jfk Airport Shipment In Transit. 01 Apr 2010 19:19:03 New York Jfk Airport Shipment Received At Transit Point. 01 Apr 2010 17:25:45 New York Jfk Airport Shipment Received At Transit Point. 01 Apr 2010 11:10:21 New York Jfk Airport Shipment Released From Customs. 01 Apr 2010 03:53:33 Hong Kong Shipment In Transit. 01 Apr 2010 02:46:33 Hong Kong Shipment Received At Transit Point. 01 Apr 2010 02:13:00 Shenzhen Shipment In Transit. 31 Mar 2010 22:52:02 Shenzhen Shipment In Transit. 31 Mar 2010 20:23:48 Shenzhen Shipment Received At Origin Depot. Quote Share this post Link to post Share on other sites
ten-four #230 Posted April 2, 2010 As the.golden.ax writes, it is perhaps something you can download games via a remote(net) connection, or perhaps more levels to a game. Maybe updating to CV SGM. Or is it synth voice. I burn for an answer... Quote Share this post Link to post Share on other sites
Pixelboy #231 Posted April 2, 2010 Nobody takes me seriously... This is serious, guys; I am convinced the damn machine is trying to tell me something. Now it is giving me a different message, though it just doesn't make any sense to me. Just to be safe it will be spending the night inside the locked closet. Alright, so something was shipped to you from Hong Kong... Must be a piece of electronics... Maybe something that can be plugged into the SGM's parallel port...? Quote Share this post Link to post Share on other sites
+opcode #232 Posted April 2, 2010 The same guy from yesterday just shown up this noon and left me a small package. Now what would that be? Inside were a lot of ICs... intriguing... Further inspection.... Oh, now I see what my ColecoVision was trying to tell me yesterday... but it couldn't because the PSG cannot give it a proper voice, even when the poor creature freezes the game. Yeah, now my ColecoVision is going to have a voice! ColecoVoice! WEB8K.wav 2 Quote Share this post Link to post Share on other sites
Corby #233 Posted April 2, 2010 Wow she sounds sexy, clear....I need cold water Quote Share this post Link to post Share on other sites
retroillucid #234 Posted April 2, 2010 Now, that's super cool! So many projects comes to my mind! Thats gonna rock! Quote Share this post Link to post Share on other sites
ten-four #235 Posted April 2, 2010 (edited) Hi Eduardo Are you sure this is the right thread. It's only for CV2, -right... ? Good 8 KHz. frequency Edited April 2, 2010 by ten-four Quote Share this post Link to post Share on other sites
+opcode #236 Posted April 2, 2010 That's ultra cool, I always wanted to put those chips in the SGM, but couldn't find a source. Now they are all mine, bwahahaha!!! At least for now... Quote Share this post Link to post Share on other sites
Murph74 #237 Posted April 2, 2010 Uhm... This could be bad... If this is in my Supergame module, it needs to be programmed and stuff to talk, right?!?! Cuz if not, I may have to pass on the SGM. My ColecoVision has seen some things (mostly 'tween me and a few ex-girlfriends come to mind!) that it don't need to be talking about! I don't care what tone she says it in! Somethings may just better be left unsaid. Great score Eduardo! Quote Share this post Link to post Share on other sites
the.golden.ax #238 Posted April 2, 2010 You better make a strictly phonetic program like OD2 Type n Tell... I like to make my classic consoles speak dirty. AX 1 Quote Share this post Link to post Share on other sites
akator #239 Posted April 2, 2010 You better make a strictly phonetic program like OD2 Type n Tell... I like to make my classic consoles speak dirty. AX Yeah, that would definitely be awesome... Quote Share this post Link to post Share on other sites
Pixelboy #240 Posted April 2, 2010 Super Kewl! I vote for Berzerk to be the first game that uses this little beauty! The game itself wouldn't be too hard to program from scratch, and with the proper speech samples, the fans would just eat it up! So anyway, how are you going to add this new chip to the SGM? Will you need to take some existing features out? Quote Share this post Link to post Share on other sites
+opcode #241 Posted April 3, 2010 Super Kewl! I vote for Berzerk to be the first game that uses this little beauty! The game itself wouldn't be too hard to program from scratch, and with the proper speech samples, the fans would just eat it up! So anyway, how are you going to add this new chip to the SGM? Will you need to take some existing features out? 3 most obvious choices would be Berzerk, Wizard of Wor and Bosconian. And yep, the OKI is going to the SGM. Always wanted to have them, but couldn't find a source. And they are good not just for voices, but for all kind of very complex sound effects. Donkey Kong Arcade should use it for the walking and jumping sound FXs for example. The two more convenient sampling frequencies are 6.4kHz and 8kHz. Both don't require much memory (3.2kB/s and 4kB/s respectively) and the sound FIFO can be loaded just once per interrupt, which is perfect for the CV. Quote Share this post Link to post Share on other sites
Pixelboy #242 Posted April 3, 2010 And yep, the OKI is going to the SGM. Always wanted to have them, but couldn't find a source. So your source has enough OKIs for all the SGMs you want to manufacture? And they are good not just for voices, but for all kind of very complex sound effects. Donkey Kong Arcade should use it for the walking and jumping sound FXs for example. Can the OKI's sound output be "mixed" with the CV's PSG output? This is pretty exciting news, really. Quote Share this post Link to post Share on other sites
+opcode #243 Posted April 3, 2010 And yep, the OKI is going to the SGM. Always wanted to have them, but couldn't find a source. So your source has enough OKIs for all the SGMs you want to manufacture? And ColecoVisions 2 as well. And they are good not just for voices, but for all kind of very complex sound effects. Donkey Kong Arcade should use it for the walking and jumping sound FXs for example. Can the OKI's sound output be "mixed" with the CV's PSG output? This is pretty exciting news, really. Both SGM sound chips will be mixed with the CV PSG. The SGM PSG already is actually. I will start prototyping with the OKI only, so that I can validate my ADPCM tool, chip programming and sound output quality. Once I have that validated, I will create a new SGM PCB with all components. Eduardo Quote Share this post Link to post Share on other sites
+cmart604 #244 Posted April 3, 2010 Super Kewl! I vote for Berzerk to be the first game that uses this little beauty! The game itself wouldn't be too hard to program from scratch, and with the proper speech samples, the fans would just eat it up! So anyway, how are you going to add this new chip to the SGM? Will you need to take some existing features out? 3 most obvious choices would be Berzerk, Wizard of Wor and Bosconian. And yep, the OKI is going to the SGM. Always wanted to have them, but couldn't find a source. And they are good not just for voices, but for all kind of very complex sound effects. Donkey Kong Arcade should use it for the walking and jumping sound FXs for example. The two more convenient sampling frequencies are 6.4kHz and 8kHz. Both don't require much memory (3.2kB/s and 4kB/s respectively) and the sound FIFO can be loaded just once per interrupt, which is perfect for the CV. While I must admit the technical specs are lost on me, you don't need to be a genius to recognize how cool this is going to be. Well done Eduardo, can't wait to get a chance to send you money! Quote Share this post Link to post Share on other sites
Yurkie #245 Posted April 3, 2010 Super Kewl! I vote for Berzerk to be the first game that uses this little beauty! The game itself wouldn't be too hard to program from scratch, and with the proper speech samples, the fans would just eat it up! So anyway, how are you going to add this new chip to the SGM? Will you need to take some existing features out? BERZERK! If you make it I will buy 2 copies, just to show my support. I absolutely Love Berzerk! Any chance you could post a sample of Berzerk robot voice saying "stop the humanoid, stop the intruder" or "chicken, fight like a robot" Quote Share this post Link to post Share on other sites
+opcode #246 Posted April 3, 2010 It should sound something like this (the clip is 8kHz, 8-bits PCM)... b-cf-lar_8.wav 2 Quote Share this post Link to post Share on other sites
+evg2000 #247 Posted April 3, 2010 That sounds great! It should sound something like this (the clip is 8kHz, 8-bits PCM)... Quote Share this post Link to post Share on other sites
Pixelboy #248 Posted April 3, 2010 (edited) It should sound something like this (the clip is 8kHz, 8-bits PCM)... Excellent! I love it! EDIT: You know, come to think of it, Berzerk would make the perfect pack-in game for the SGM... Edited April 3, 2010 by Pixelboy Quote Share this post Link to post Share on other sites
ten-four #249 Posted April 3, 2010 It look like a simple game, but you can never say never... Close to the arcade -as possible please. Quote Share this post Link to post Share on other sites
Yurkie #250 Posted April 3, 2010 It should sound something like this (the clip is 8kHz, 8-bits PCM)... AWESOME!!! How difficult was that to program? Is that the actual sound coming off a proto memory module or via emulation? If I remember correctly there where only 3 phrases. "chicken, fight like a robot" "intruder alert, intruder alert" "stop the humanoid, stop the intruder" Any chance you could do all three with like a 1 second pulse between the phrases. And post as an .mp3 I would like to use it as a ringtone on my cellphone. When I am talking to classic gamers I would play this for them and try to create excitement and boost sales for you. I think it would be a great to say "Here is what the ColecoVision Memory Module sound is capable of" Then play it for them. Quote Share this post Link to post Share on other sites