Re: would it be possible to port a speech engine to Game Boy Advance?

2021-02-09 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: would it be possible to port a speech engine to Game Boy Advance?

Hmm, its tricky but could depend on a few things. Voice sampling, while uncommon, isn't new to GBC/GBA/NES games. Digging around a bit there are a few game boy games that have it, there's a video [here] with some samples, some more verbose than others. There's also a few lists and forum posts on gameboy PCM speech [here], and another video of NES sampling [here]. There's also a site [here] that goes into the GB's capabilities abit, including its ability to play WAV samples.Most of it seems to be low grade sampling of a select few voice clips, nothing like a dynamic TTS engine that could handle a novels worth of RPG text. Maybe if you stripped down a crude TTS system with a limited lexacon, or select voice sampling supplemented with audio cues, etc. Its definitely an interesting challenge and/or learning experience.edit: If I were going to try something like this, and again it depends on a few things like space/etc, I would probably see if you can play segments of a wav file. Like if you have a 10 second wav file and can play the first two seconds, then the last two seconds independantly. Then I would have a low sampled recording of letters, phonics, etc. and use code to stitch together words. It would probably be slow, and ugly as sin to listen to, but might work. It would also depend on what parts your using it in, gameplay vs dialog segments, etc.

URL: https://forum.audiogames.net/post/614125/#p614125




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Re: would it be possible to port a speech engine to Game Boy Advance?

2021-02-09 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: would it be possible to port a speech engine to Game Boy Advance?

Hmm, its tricky but could depend on a few things. Voice sampling, while uncommon, isn't new to GBC/GBA/NES games. Digging around a bit there are a few game boy games that have it, there's a video [here] with some samples, some more verbose than others. There's also a few lists and forum posts on gameboy PCM speech [here], and another video of NES sampling [here]. There's also a site [here] that goes into the GB's capabilities abit, including its ability to play WAV samples.Most of it seems to be low grade sampling of a select few voice clips, nothing like a dynamic TTS engine that could handle a novels worth of RPG text. Maybe if you stripped down a crude TTS system with a limited lexacon, or select voice sampling supplemented with audio cues, etc. Its definitely an interesting challenge and/or learning experience.

URL: https://forum.audiogames.net/post/614125/#p614125




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Re: would it be possible to port a speech engine to Game Boy Advance?

2021-02-09 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: would it be possible to port a speech engine to Game Boy Advance?

Hmm, its tricky but could depend on a few things. Voice sampling, while uncommon, isn't new to GBC/GBA/NES games. Digging around a bit there are a few game boy games that have it, there's a video [here] with some samples, some more verbose than others. There's also a few lists and forum posts on gameboy PCM speech [here], and another video of NES sampling [here].Most of it seems to be low grade sampling of a select few voice clips, nothing like a dynamic TTS engine that could handle a novels worth of RPG text. Maybe if you stripped down a crude TTS system with a limited lexacon, or select voice sampling supplemented with audio cues, etc. Its definitely an interesting challenge and/or learning experience.

URL: https://forum.audiogames.net/post/614125/#p614125




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Re: would it be possible to port a speech engine to Game Boy Advance?

2021-02-09 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: would it be possible to port a speech engine to Game Boy Advance?

that's not going to happen, I'm afraid.  You've got 256k of ram for the game and the speech engine.  You get one or the other.  I think you also don't have threads, so somehow you'd have to get it called from the game's main loop.  The best you're going to get is something like morse code, but even that is going to be very difficult.  You're proposing writing a screen reader in assembly, where the thing you're writing a screen reader for is also in assembly, and also you can't just play the sound because that will freeze the game, and have to integrate it into the main loop.  If that's not the toughest ROM hack ever done, it's pretty close.

URL: https://forum.audiogames.net/post/614034/#p614034




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Re: would it be possible to port a speech engine to Game Boy Advance?

2021-02-09 Thread AudioGames . net Forum — Developers room : Gamulation via Audiogames-reflector


  


Re: would it be possible to port a speech engine to Game Boy Advance?

I want to have it all on a native rom, so fully done by the system.

URL: https://forum.audiogames.net/post/614024/#p614024




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Re: would it be possible to port a speech engine to Game Boy Advance?

2021-02-09 Thread AudioGames . net Forum — Developers room : GrannyCheeseWheel via Audiogames-reflector


  


Re: would it be possible to port a speech engine to Game Boy Advance?

Someone already had gotten speech on the Famicom, though it's horrible sounding and it's also in Japanese.

URL: https://forum.audiogames.net/post/614022/#p614022




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Re: would it be possible to port a speech engine to Game Boy Advance?

2021-02-09 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: would it be possible to port a speech engine to Game Boy Advance?

GBA sound is fine for producing Espeak-quality speech.  I think I could get speech out of the NES if I tried.  Not great speech, but enough.  Doing the GBA shouldn't be a problem, save that it's pointless and would take like a month of my time.  The real problem with giving games spoken dialog etc. is that it's big, and the cartridges are way too small to waste the space.The problem is more that you've got too little CPU.  The games already take 100% of the resources.  You've also got problems around weird sound architecture.  It's not going to be anything like compile Espeak and go.  Think more like rewrite half of Espeak and then you can't run a game at the same time.Pokemon Access uses Lua scripts to look at memory directly, I believe.  You probably want to do the same thing.  if you need to let the game speak directly, you can poll a known address from ram in the same way Pokemon Access does and read a string from it, which I imagine is more like an afternoon at most if you start from Pokemon Access.

URL: https://forum.audiogames.net/post/614010/#p614010




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Re: would it be possible to port a speech engine to Game Boy Advance?

2021-02-09 Thread AudioGames . net Forum — Developers room : Dragonlee via Audiogames-reflector


  


Re: would it be possible to port a speech engine to Game Boy Advance?

It's not entirely clear what your question is. It is a good idea to give as much detail as possible in your first post, so we can all be on the same page.If you mean if you could assemble a GBA game that when played could directly produce spoken synthesized speech output, then no. GBA sound output is very low resolution, so it couldn't produce any sound that could be interpreted as speech. there is a reason that none of the GBA games include any spoken dialogues.if your goal instead is to run a GBA game on an emulator and hav text displayed in the game to be spoken aloud by your computer, then have a look at the Pokemon Access and the original Pokemon Crystal Access projects. You can write scripts for emulators that read arbitrary data in the emulated GBA's memory. so if you can figure out where in memory to look for the text being displayed and figure out how to decode it, then you could output it using tolk.This would have to be done customly for each GBA game, as each organizes data in its memory differently, and might encode text data differently. There are various GBA games that have been disassembled, so you could look at the raw assembly to figure this out.However let me  stress, this is not for the faint of heart. take it from me. I went through Pokemon crystal anniversary assembly to extract out all the town maps with their corresponding map ids to create a map names file to work with PCA scripts. that was a relatively easy task and even that took a whole afternoon to figure out.

URL: https://forum.audiogames.net/post/613907/#p613907




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Re: would it be possible to port a speech engine to Game Boy Advance?

2021-02-09 Thread AudioGames . net Forum — Developers room : Gamulation via Audiogames-reflector


  


Re: would it be possible to port a speech engine to Game Boy Advance?

ok, thanks I am starting on Pokemon romhacking, so I was hoping for the first option, but I will first do some other script's.

URL: https://forum.audiogames.net/post/613910/#p613910




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Re: would it be possible to port a speech engine to Game Boy Advance?

2021-02-09 Thread AudioGames . net Forum — Developers room : Dragonlee via Audiogames-reflector


  


Re: would it be possible to port a speech engine to Game Boy Advance?

It's not entirely clear what your question is. It is a good idea to give as much detail as possible in your first post, so we can all be on the same page.If you mean if you could assemble a GBA game that when played could directly produce spoken synthesized speech output, then no. GBA sound output is very low resolution, so it couldn't produce any sound that could be interpreted as speech. there is a reason that none of the GBA games include any spoken dialogues.if your goal instead is to run a GBA game on an emulator and hav text displayed in the game to be spoken aloud by your computer, then have a look at the Pokemon Access and the original Pokemon Crystal Access projects. You can write scripts for emulators that read arbitrary data in the emulated GBA's memory. so if you can figure out where in memory to look for the text being displayed and figure out how to decode it, then you could output it using tolk.This would have to be done customly for each GBA game, as each organizes data in its memory differently, and might encode text data differently. There are various GBA games that have been disassembled, so you could look at the raw assembly to figure this out.However let me  stress, this is not for the faint of heart. take it from me. I went through Pokemon crystal assembly to extract out all the town maps with their corresponding map ids to create a map names file to work with PCA scripts. that was a relatively easy task and even that took a whole afternoon to figure out.

URL: https://forum.audiogames.net/post/613907/#p613907




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