• Tech: Williams type 2 Sound card inputs

    From D B@galact@yahoo.com to rec.games.pinball on Tuesday, February 09, 2021 03:36:28
    From Newsgroup: rec.games.pinball

    I'm trying to find any information on addressing the sound inputs on a type
    2 sound card from a firepower for a custom project.
    I'm looking for information on what sound plays when certain inputs are
    low.
    I know the inputs are active low.
    I can get some sounds and others are unreliable.
    Maybe there is some clock timing involved with these inputs too?

    DB

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  • From John Robertson@spam@flippers.com to rec.games.pinball on Monday, February 08, 2021 22:48:21
    From Newsgroup: rec.games.pinball

    On 2021/02/08 7:36 p.m., D B wrote:
    I'm trying to find any information on addressing the sound inputs on a type
    2 sound card from a firepower for a custom project.
    I'm looking for information on what sound plays when certain inputs are
    low.
    I know the inputs are active low.
    I can get some sounds and others are unreliable.
    Maybe there is some clock timing involved with these inputs too?

    DB


    The sounds are combinations of binary codes, and you need to make sure
    that unused inputs are held high.

    Start with the LSB (Least Significant Bit - often D0) being grounded,
    and work up using binary from there:

    00000001 = Sound A
    00000010 = Sound B
    00000011 = Sound C
    00000100 = Sound D
    00000101 = Sound E
    00000110 = Sound F
    00000111 = Sound G
    00001000 = Sound H
    ...

    John :-#)#
    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
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  • From seymour.shabow@seymour.shabow@gmail.com to rec.games.pinball on Saturday, February 13, 2021 12:57:29
    From Newsgroup: rec.games.pinball

    D B wrote:
    I'm trying to find any information on addressing the sound inputs on a type 2 sound card from a firepower for a custom project.
    I'm looking for information on what sound plays when certain inputs are
    low.
    I know the inputs are active low.
    I can get some sounds and others are unreliable.
    Maybe there is some clock timing involved with these inputs too?

    DB


    No clock timing, but there are certain sounds that the sound board will
    play one of several, or if speech is involved, it will walk up the
    inputs. For instance on Firepower, the speech call for the "1, 2, 3" countdown is all the same byte. The sound board itself keeps track.

    The hard part in activating is that all the bits have to be there at the
    same time, that's the only timing issue. All the inputs trigger an
    interrupt at the PIA via the 4068, which then reads the inputs.

    Here the table from my custom fp system 7 build, which might help.
    Some of the sounds like coin drop, tilt, etc. are always the same
    between williams games.

    ;sound table constants
    sFIRELETTER=$00
    sDEFAULT10=$01
    sDEFAULT100=$02
    sDEFAULT1K=$03
    sDEFAULT10K=$04
    sNOTHING=$05
    sP3START=$06
    sFIREONE=$07
    sFIREPOWER=$08
    sBONUS=$09
    sBOBG=$0a
    sLAUNCHBALL=$0b
    sP4START=$0c
    sBGGLUE=$0d
    sBG=$0e
    sBKSW=$0f
    sFPMISSIONACCOMPLISHED=$10
    sENEMYDESTROYED=$11
    sFIRECOMPLETE=$12
    sMISSIONACCOMPLISHED=$13
    sFIREPOWERSTINGER=$14
    sMATCH=$15
    sGAMEOVER=$16
    sEXTRABALL=$17
    sTILT=$18
    sWACKY=$19
    sPOWERCOMPLETE=$1a
    sP2START=$1b
    sLOCK=$1c
    sBKDROP=$1d
    sTILTWARNING=$1e
    sNOTHING2=$1f
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  • From John Robertson@spam@flippers.com to rec.games.pinball on Saturday, February 13, 2021 11:37:40
    From Newsgroup: rec.games.pinball

    On 2021/02/13 9:57 a.m., seymour.shabow wrote:
    D B wrote:
    I'm trying to find any information on addressing the sound inputs on a
    type 2 sound card from a firepower for a custom project.
    I'm looking for information on what sound plays when certain inputs
    are low.
    I know the inputs are active low.
    I can get some sounds and others are unreliable.
    Maybe there is some clock timing involved with these inputs too?

    DB


    No clock timing, but there are certain sounds that the sound board will
    play one of several, or if speech is involved, it will walk up the
    inputs.  For instance on Firepower, the speech call for the "1, 2, 3" countdown is all the same byte.  The sound board itself keeps track.

    The hard part in activating is that all the bits have to be there at the same time, that's the only timing issue.  All the inputs trigger an interrupt at the PIA via the 4068, which then reads the inputs.

    Here the table from my custom fp system 7 build, which might help.
    Some of the sounds like coin drop, tilt, etc. are always the same
    between williams games.

    ;sound table constants
    sFIRELETTER=$00
    sDEFAULT10=$01
    sDEFAULT100=$02
    sDEFAULT1K=$03
    sDEFAULT10K=$04
    sNOTHING=$05
    sP3START=$06
    sFIREONE=$07
    sFIREPOWER=$08
    sBONUS=$09
    sBOBG=$0a
    sLAUNCHBALL=$0b
    sP4START=$0c
    sBGGLUE=$0d
    sBG=$0e
    sBKSW=$0f
    sFPMISSIONACCOMPLISHED=$10
    sENEMYDESTROYED=$11
    sFIRECOMPLETE=$12
    sMISSIONACCOMPLISHED=$13
    sFIREPOWERSTINGER=$14
    sMATCH=$15
    sGAMEOVER=$16
    sEXTRABALL=$17
    sTILT=$18
    sWACKY=$19
    sPOWERCOMPLETE=$1a
    sP2START=$1b
    sLOCK=$1c
    sBKDROP=$1d
    sTILTWARNING=$1e
    sNOTHING2=$1f
    Nice! Do you have more sound boards logged?
    Thanks,
    John :-#)#
    --
    (Please post followups or tech inquiries to the USENET newsgroup)
    John's Jukes Ltd.
    MOVED to #7 - 3979 Marine Way, Burnaby, BC, Canada V5J 5E3
    (604)872-5757 (Pinballs, Jukes, Video Games)
    www.flippers.com
    "Old pinballers never die, they just flip out."
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  • From seymour.shabow@seymour.shabow@gmail.com to rec.games.pinball on Saturday, February 13, 2021 21:09:36
    From Newsgroup: rec.games.pinball

    John Robertson wrote:

    Nice! Do you have more sound boards logged?


    Nope, just that one.
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  • From D B@cti5@yahoo.com to rec.games.pinball on Saturday, February 27, 2021 12:13:21
    From Newsgroup: rec.games.pinball

    John Robertson <spam@flippers.com> wrote in news:WvqdnSNLrairrb_9nZ2dnUU7-VvNnZ2d@giganews.com:

    On 2021/02/08 7:36 p.m., D B wrote:
    I'm trying to find any information on addressing the sound inputs on
    a type 2 sound card from a firepower for a custom project.
    I'm looking for information on what sound plays when certain inputs
    are low.
    I know the inputs are active low.
    I can get some sounds and others are unreliable.
    Maybe there is some clock timing involved with these inputs too?

    DB


    The sounds are combinations of binary codes, and you need to make sure
    that unused inputs are held high.

    Start with the LSB (Least Significant Bit - often D0) being grounded,
    and work up using binary from there:

    00000001 = Sound A
    00000010 = Sound B
    00000011 = Sound C
    00000100 = Sound D
    00000101 = Sound E
    00000110 = Sound F
    00000111 = Sound G
    00001000 = Sound H
    ...

    John :-#)#

    I did all that with my type 2 sound board tester.
    Thanks.
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  • From D B@ti5@yahoo.com to rec.games.pinball on Saturday, February 27, 2021 12:18:57
    From Newsgroup: rec.games.pinball

    "seymour.shabow" <seymour.shabow@gmail.com> wrote in news:s093ug$g5t$1@gioia.aioe.org:

    D B wrote:
    I'm trying to find any information on addressing the sound inputs on
    a type 2 sound card from a firepower for a custom project.
    I'm looking for information on what sound plays when certain inputs
    are low.
    I know the inputs are active low.
    I can get some sounds and others are unreliable.
    Maybe there is some clock timing involved with these inputs too?

    DB


    No clock timing, but there are certain sounds that the sound board
    will play one of several, or if speech is involved, it will walk up
    the inputs. For instance on Firepower, the speech call for the "1, 2,
    3" countdown is all the same byte. The sound board itself keeps
    track.

    The hard part in activating is that all the bits have to be there at
    the same time, that's the only timing issue. All the inputs trigger
    an interrupt at the PIA via the 4068, which then reads the inputs.

    Here the table from my custom fp system 7 build, which might help.
    Some of the sounds like coin drop, tilt, etc. are always the same
    between williams games.

    ;sound table constants
    sFIRELETTER=$00
    sDEFAULT10=$01
    sDEFAULT100=$02
    sDEFAULT1K=$03
    sDEFAULT10K=$04
    sNOTHING=$05
    sP3START=$06
    sFIREONE=$07
    sFIREPOWER=$08
    sBONUS=$09
    sBOBG=$0a
    sLAUNCHBALL=$0b
    sP4START=$0c
    sBGGLUE=$0d
    sBG=$0e
    sBKSW=$0f
    sFPMISSIONACCOMPLISHED=$10
    sENEMYDESTROYED=$11
    sFIRECOMPLETE=$12
    sMISSIONACCOMPLISHED=$13
    sFIREPOWERSTINGER=$14
    sMATCH=$15
    sGAMEOVER=$16
    sEXTRABALL=$17
    sTILT=$18
    sWACKY=$19
    sPOWERCOMPLETE=$1a
    sP2START=$1b
    sLOCK=$1c
    sBKDROP=$1d
    sTILTWARNING=$1e
    sNOTHING2=$1f

    I agree with your assesment on the timings.
    I created a diode matrix board to do that.
    It works most of the time but once in a while it will play the wrong
    sound.

    Thanks for the sound map.
    I'll look at the ROM table with my burner and try to make sense of it. :)
    I'll see if it helps me.
    I'm not using a speech board so it will be a bit easier.
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