Discussion:
Tech: Williams type 2 Sound card inputs
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D B
2021-02-09 03:36:28 UTC
Permalink
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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John Robertson
2021-02-09 06:48:21 UTC
Permalink
Post by D B
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."
D B
2021-02-27 12:13:21 UTC
Permalink
Post by John Robertson
Post by D B
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,
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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seymour.shabow
2021-02-13 17:57:29 UTC
Permalink
Post by D B
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
John Robertson
2021-02-13 19:37:40 UTC
Permalink
Post by seymour.shabow
Post by D B
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."
seymour.shabow
2021-02-14 02:09:36 UTC
Permalink
Post by John Robertson
Nice! Do you have more sound boards logged?
Nope, just that one.
D B
2021-02-27 12:18:57 UTC
Permalink
Post by seymour.shabow
Post by D B
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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