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Cinema_List
Re: Hacking sounds boards


From: Cinematronics Hacker List ( )
Date: Fri May 12 1995 - 08:28:50 CDT


[lots of good data deleted]

> So there you have it, 4 different things:

So we're up to 6 games and 4 sound topologies (ouch)

> 1) regular sounds that can be sampled
Straight-forward, and takes care of the bulk of the sounds

> 2) DAC-RC circuit-VCO type sounds
Critical to get that droning, shifting analog feel that is so central to
games like Rip Off and Star Castle. Might have to wire wrap this portion
(~10-20 elements?)

> 3) divider type tones

Never seen or heard SQ so I'm note sure what's involved here. How daunting
is the circuit?

> 4) strange signal routing for Tail Gunner

This should be easy to replicate, right? Stick an interface board between
the stick and the cpu board... (unless I'm missing something)

> And then theres the other games..... The mystery game
> has a really different configuration from what I've heard
> from Steve.

These are the ones I worry about. Although a modular design is possible (so
you can plug in new exceptions as they come up) a clean all in one solution
would really be preferable. What other games are important to folks, and how
does the sound circuit look like?

> I've gone on long enough. Hey put me on the Williams
> list, I have a Joust board set laying around :-)

You and Kurt are now on the list, Paul (Steve was already on). Let me know
if you guys want the list archive (200kb of stunning prose, with lots of neat
ideas about how to make a switchable solution for all 7 early Williams games)
Things on the list are pretty slow right now, especially since our PAL hacker
just had a baby girl (he mumbled something about priorities ;-)

Ray


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