> Well it's been a long time since I sent out an email on the vectorlist but
I do read
> every post and I am still alive and kicking with all my vector games. I
see Clay
> Cowgill is still around so I thought I would give it one more try. Hope I
get an A
> for effort.
The longer we wait the easier it gets to do as hardware keeps improving! If
we wait long enough, eventually it'll become so simple that it'll just
spontaneously exist and we won't have to do anything. ;-)
I think the way to do it now would just be a little ARM MCU with some NOR
flash for code and audio data. (Even a little Atmel AVR would be plenty
fast, but the bigger address space of the ARM is handy for higher quality
(large) samples.) I still like the idea of using the existing speech boards
(just with a ROM bank switcher) and then mux in samples of the sound FX.
Neil and I made some high quality recordings of sound effects a while back,
but of all my stacks of Space Fury sound boards *none* of them had all the
sounds working! I didn't try to affect any repairs on them yet. I suppose
there's MAME samples or something... I think we missed some sounds on
Tac/Scan because self-test didn't actually trigger everything individually,
IIRC.
The other (good, IMHO) option is that since the multigame frees up a card
slot-- put a USB (Universal Sound Board) in the spare slot and let that run
sound for native for Tac/Scan and Star Trek. Then have a little board that
piggybacks in on the speech board to play samples of the
Eliminator/SpaceFury/Zektor sounds (routing the samples out through the
speech board's audio connection). The downside there is that you'd need a
USB, but I guess since the control panel pretty much assumes you have access
to Star Trek parts, that might not be a problem.
-Clay
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Received on Mon Apr 13 16:34:28 2009
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