Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-03 Thread shaun everiss

yes it was good but the volume of the recording was quite low.

At 05:24 p.m. 2/10/2014, you wrote:

Thanks Shaun, I appreciate it.

~ Ian Reed
Try my free games at http://BlindAudioGames.com

On 9/30/2014 9:20 PM, shaun everiss wrote:

ian this is good, I really hope this gets off the ground
At 12:07 p.m. 1/10/2014, you wrote:

Hi all,

A while ago I started a project to see if I could make Chrono 
Trigger, and possibly other games, accessible when played through 
the Snes9x emulator.
I hadn't worked on this project for a while but was looking at 
starting it up again and thought I'd make a quick demo to show 
people how far it got.

http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3

It shows Chrono Trigger and Lufia 2.
I'm calling the project SNAP, short for Super Nintendo 
Accessibility Project.

Enjoy!

Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-02 Thread Paul Lemm
Hi Ian,

Didn't know chrono was made by the same people as final fantasy, but makes
sense as just listening to your demo and the little game music/sound/effects
in there all sounded very similar to the old final fantasy games.

Excellent news that all going well the final fantasy games are on that list,
although looking forward to chrono trigger would be amazing playing some of
the old final fantasys too, and saw one of your posts saying  that a lot of
the code is generic  for different games,  so hopefully  that' means a
little less work  for other games once you've finished on chrono 

Again, really impressed with this and looking forward to future updates

Paul Lemm


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ian Reed
Sent: Thursday, October 02, 2014 5:32 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] A little demo of my Super Nintendo project with
Chrono Trigger and Lufia 2

Hi Paul,

Thanks for the enthusiasm! :)

Yeah, once I have the tiles identified, and have worked out player
positioning using sprites a bit better then I should be able to use audio
techniques similar to Paladins of the sky or Shadowline for presenting the
environment.

Chrono Trigger was made by the same company that made the Final Fantasy
games.
My 2 favorite RPGs on the Super Nintendo were Final Fantasy 3/6 and Chrono
Trigger.

My hit list after Chrono Trigger and possibly Lufia 2 are Final Fantasy 6,
then 4, then 5.

All that is assuming I can stay motivated on the project, lol.

~ Ian Reed
Try my free games at http://BlindAudioGames.com


On 10/1/2014 2:48 PM, Paul Lemm wrote:
> HI Iain,
>
> Wow Really impressive, you mentioned you may be able to add  sound to 
> indicate  open areas/spaces, if you could get that and then with the 
> text output you have, that would be truly amazing. Really liked the 
> sound of chrono , would like to give that a go although I've never 
> played that one, all the game sounds brought back nostalgic  snes 
> memories of similar games and made me think of the old final fantasy
games.
>
> Good luck with the project, look forward to hearing more on it as you 
> develop it
>
> Paul
> -Original Message-
> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ian 
> Reed
> Sent: Wednesday, October 01, 2014 12:08 AM
> To: Gamers Discussion list
> Subject: [Audyssey] A little demo of my Super Nintendo project with 
> Chrono Trigger and Lufia 2
>
> Hi all,
>
> A while ago I started a project to see if I could make Chrono Trigger, 
> and possibly other games, accessible when played through the Snes9x
emulator.
> I hadn't worked on this project for a while but was looking at 
> starting it up again and thought I'd make a quick demo to show people how
far it got.
> http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3
>
> It shows Chrono Trigger and Lufia 2.
> I'm calling the project SNAP, short for Super Nintendo Accessibility 
> Project.
> Enjoy!
>
> Ian Reed
> Try my free games at http://BlindAudioGames.com
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
> list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at 
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> http://www.mail-archive.com/gamers@audyssey.org.
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> list, please send E-mail to gamers-ow...@audyssey.org.
>
>
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Al

Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-02 Thread Zachary Kline
Hi Ian,

I just want to reiterate how awesome this is. I heard a ton about ChronoTrigger 
at least for years. I realize you’ve still got a lot to do, but I wish you 
every success.
As a related question, have you considered handing out the workload to some of 
the existing SNES hobbyists and so forth? I’d hate for you to lose steam at 
some point if it becomes too much of a grind.
All the best,
Zack.
> On Oct 1, 2014, at 9:26 PM, Ian Reed  wrote:
> 
> Hi Willem,
> 
> Nope, I did not wrap the function that renders the text, but that's a good 
> guess.
> The Super Nintendo actually has no concept of text and games work pretty 
> close to the hardware.
> It does have a concept of tiles and many games use a 1 character per tile 
> system for rendering text.
> In those cases the character tiles just need to be identified once so my tool 
> can recognize them in the future.
> Chrono Trigger uses this method for the party menus.
> 
> The other way games render text is by taking a block of tiles and custom 
> rendering text to them.
> This is done by changing bits in video ram between clock cycles.
> In Chrono Trigger and Lufia 2 the NPC dialog text is drawn this way.
> So I have to identify the block of tiles used to custom draw text, the order 
> in which those tiles are laid out, and then do a little bit of work to tear 
> lines apart, and then individual characters apart while identifying spaces.
> Once I have characters split apart, they can be identified, and then my app 
> can read them for the future.
> 
> Regarding other emulators and a function that speaks all text rendered to the 
> screen:
> It's my guess that emulators for systems that do 3D rendering would have such 
> a function.
> So probably Playstation and successors, Dreamcast, XBox and successors, and 
> probably N64 and successors.
> 
> You still run into a problem where reading all text rendered at all times 
> doesn't make sense.
> For instance, in the Chrono Trigger party menus there is a lot of text 
> rendered in one character per tile form at all times, but it's important to 
> know where the menu pointer is so you can instead speak only the text that 
> corresponds to what is currently selected.
> I do plan on having a hot key for getting all the text currently visible in 
> the party menu to be displayed in a textbox in another window.
> That would let me continue to be brief with what I'm announcing on the party 
> menus, but still let you have an option to hear all the text.
> It would also be nice if I could make this player configurable via scripting, 
> so you could add hot keys to announce Chrono's HP, MP, and other stats 
> displayed when he is selected.
> I will probably add these myself until I reach a point where scripting 
> extensions are possible.
> 
> I've also looked at Nintendo, GameBoy, GameBoy Advance, and briefly Nintendo 
> DS.
> These 4 seem to render the game in a similar way to what the Super Nintendo 
> does.
> But the GBA and DS have a higher number of direct drawing modes than the 
> others, so there's a higher chance that a game on them would be rendering 
> itself pixel by pixel and it would be more difficult to identify text.
> Or at least have a higher performance cost to doing so.
> And direct drawn games also make it more difficult to identify parts of the 
> background map, which would hinder creating tools for navigation.
> 
> So it's unfortunately already more complex than just announcing all text 
> currently being rendered.
> 
> Thanks for the words of encouragement.
> 
> ~ Ian Reed
> Try my free games at http://BlindAudioGames.com
> 
> 
> On 10/1/2014 2:38 AM, Willem Venter wrote:
>> Hi Ian.
>> Well done on finding a very interesting solution to the problem of
>> reading text out loud from the snes emulator.
>> 
>> Did you wrap the function that renders the text in the emulator
>> window? I think the technique can also be used for any other
>> open-source emulator or game which has a function to "print text on
>> screen at location x". Something I think you should add is the ability
>> for excluding certain regions of the screen, or even prioritizing
>> reading of others  based on some trigger (e.g color or wording).
>> 
>> Good luck with the rest of your project. Please keep us updated.
>> 
>> On 10/1/14, Ian Reed  wrote:
>>> Hi all,
>>> 
>>> A while ago I started a project to see if I could make Chrono Trigger,
>>> and possibly other games, accessible when played through the Snes9x
>>> emulator.
>>> I hadn't worked on this project for a while but was looking at starting
>>> it up again and thought I'd make a quick demo to show people how far it
>>> got.
>>> http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3
>>> 
>>> It shows Chrono Trigger and Lufia 2.
>>> I'm calling the project SNAP, short for Super Nintendo Accessibility
>>> Project.
>>> Enjoy!
>>> 
>>> Ian Reed
>>> Try my free games at http://BlindAudioGames.com
>>> 
>>> 
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
>>> If you

Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-01 Thread Ian Reed

Hi Paul,

Thanks for the enthusiasm! :)

Yeah, once I have the tiles identified, and have worked out player 
positioning using sprites a bit better then I should be able to use 
audio techniques similar to Paladins of the sky or Shadowline for 
presenting the environment.


Chrono Trigger was made by the same company that made the Final Fantasy 
games.
My 2 favorite RPGs on the Super Nintendo were Final Fantasy 3/6 and 
Chrono Trigger.


My hit list after Chrono Trigger and possibly Lufia 2 are Final Fantasy 
6, then 4, then 5.


All that is assuming I can stay motivated on the project, lol.

~ Ian Reed
Try my free games at http://BlindAudioGames.com


On 10/1/2014 2:48 PM, Paul Lemm wrote:

HI Iain,

Wow Really impressive, you mentioned you may be able to add  sound to
indicate  open areas/spaces, if you could get that and then with the text
output you have, that would be truly amazing. Really liked the sound of
chrono , would like to give that a go although I've never played that one,
all the game sounds brought back nostalgic  snes memories of similar games
and made me think of the old final fantasy games.

Good luck with the project, look forward to hearing more on it as you
develop it

Paul
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ian Reed
Sent: Wednesday, October 01, 2014 12:08 AM
To: Gamers Discussion list
Subject: [Audyssey] A little demo of my Super Nintendo project with Chrono
Trigger and Lufia 2

Hi all,

A while ago I started a project to see if I could make Chrono Trigger, and
possibly other games, accessible when played through the Snes9x emulator.
I hadn't worked on this project for a while but was looking at starting it
up again and thought I'd make a quick demo to show people how far it got.
http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3

It shows Chrono Trigger and Lufia 2.
I'm calling the project SNAP, short for Super Nintendo Accessibility
Project.
Enjoy!

Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-01 Thread Ian Reed

Hi Willem,

Nope, I did not wrap the function that renders the text, but that's a 
good guess.
The Super Nintendo actually has no concept of text and games work pretty 
close to the hardware.
It does have a concept of tiles and many games use a 1 character per 
tile system for rendering text.
In those cases the character tiles just need to be identified once so my 
tool can recognize them in the future.

Chrono Trigger uses this method for the party menus.

The other way games render text is by taking a block of tiles and custom 
rendering text to them.

This is done by changing bits in video ram between clock cycles.
In Chrono Trigger and Lufia 2 the NPC dialog text is drawn this way.
So I have to identify the block of tiles used to custom draw text, the 
order in which those tiles are laid out, and then do a little bit of 
work to tear lines apart, and then individual characters apart while 
identifying spaces.
Once I have characters split apart, they can be identified, and then my 
app can read them for the future.


Regarding other emulators and a function that speaks all text rendered 
to the screen:
It's my guess that emulators for systems that do 3D rendering would have 
such a function.
So probably Playstation and successors, Dreamcast, XBox and successors, 
and probably N64 and successors.


You still run into a problem where reading all text rendered at all 
times doesn't make sense.
For instance, in the Chrono Trigger party menus there is a lot of text 
rendered in one character per tile form at all times, but it's important 
to know where the menu pointer is so you can instead speak only the text 
that corresponds to what is currently selected.
I do plan on having a hot key for getting all the text currently visible 
in the party menu to be displayed in a textbox in another window.
That would let me continue to be brief with what I'm announcing on the 
party menus, but still let you have an option to hear all the text.
It would also be nice if I could make this player configurable via 
scripting, so you could add hot keys to announce Chrono's HP, MP, and 
other stats displayed when he is selected.
I will probably add these myself until I reach a point where scripting 
extensions are possible.


I've also looked at Nintendo, GameBoy, GameBoy Advance, and briefly 
Nintendo DS.
These 4 seem to render the game in a similar way to what the Super 
Nintendo does.
But the GBA and DS have a higher number of direct drawing modes than the 
others, so there's a higher chance that a game on them would be 
rendering itself pixel by pixel and it would be more difficult to 
identify text.

Or at least have a higher performance cost to doing so.
And direct drawn games also make it more difficult to identify parts of 
the background map, which would hinder creating tools for navigation.


So it's unfortunately already more complex than just announcing all text 
currently being rendered.


Thanks for the words of encouragement.

~ Ian Reed
Try my free games at http://BlindAudioGames.com


On 10/1/2014 2:38 AM, Willem Venter wrote:

Hi Ian.
Well done on finding a very interesting solution to the problem of
reading text out loud from the snes emulator.

Did you wrap the function that renders the text in the emulator
window? I think the technique can also be used for any other
open-source emulator or game which has a function to "print text on
screen at location x". Something I think you should add is the ability
for excluding certain regions of the screen, or even prioritizing
reading of others  based on some trigger (e.g color or wording).

Good luck with the rest of your project. Please keep us updated.

On 10/1/14, Ian Reed  wrote:

Hi all,

A while ago I started a project to see if I could make Chrono Trigger,
and possibly other games, accessible when played through the Snes9x
emulator.
I hadn't worked on this project for a while but was looking at starting
it up again and thought I'd make a quick demo to show people how far it
got.
http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3

It shows Chrono Trigger and Lufia 2.
I'm calling the project SNAP, short for Super Nintendo Accessibility
Project.
Enjoy!

Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-01 Thread Ian Reed

Hi Scott,

Please see the email I sent to Willem for some of the details about the 
development process.
In addition to that I'd add that a large portion of the code I use can 
be re-used across other Super Nintendo games.
For example there is a fair amount of code for ripping tiles and sprites 
out of VRam.
The code to rip custom rendered text is largely the same between Chrono 
Trigger and Lufia 2, though there are a few tweaks that had to be made.
And the grunt work code for reading identification information from 
files and matching identified tiles with those currently on screen would 
all be the same across games.

So, a lot of code is reusable.

Regarding the things that change between games:
Each game needs it's tiles and sprites to be identified.
At this point I do not identify most tiles, just the text ones, but the 
rest will need to be identified for navigational aids.

Each game also needs it's custom rendered text ripping adjusted.
And needs custom scripting for announcing only relevant information when 
in menus.


So, in summary, it is still a lot of work for each game, but I've been 
doing my best to generalize where possible so it is mostly about a 
sighted person identifying tiles and sprites.

But some amount of custom code will always be needed.

I chose these games for 2 main reasons.
1. I enjoyed them in my youth and they have a lot of nostalgic value.
2. They are RPGs and either turn based or close to it, which gives a 
player more time to attain information in audio.


I also looked at Final Fantasy 6 and 4, but am unsure of how they render 
dialog text.
Final Fantasy 6 also uses BG Mode 7 when riding a chocobo or the airship 
to give you a 3D first person perspective.
BG mode 7 is a form of direct drawing to the screen coupled with some 
matrix transformations to get the 3D-ish perspective.
That makes it more difficult, though I think not impossible, to 
transform it into navigational audio information.


I expect as the project continues I will work out more bugs and it will 
become easier to figure out these other RPGs.


This project is very much new territory and it's uncertain how many 
games can be made accessible.

But if one never tries, then it is certain.

Out of curiosity, are you a developer?

~ Ian Reed
Try my free games at http://BlindAudioGames.com


On 10/1/2014 6:25 AM, Scott Chesworth wrote:

Thanks for the demo, seems like it's shaping up to be pretty cool!

I'm curious, what's the development process like at the moment? As in,
how much info do you need to have about each game to start getting
stuff decoded into text? Is there a reason you started with these
games as proof of concept aside from liking them?

Cheers

Scott

On 10/1/14, Willem Venter  wrote:

Hi Ian.
Well done on finding a very interesting solution to the problem of
reading text out loud from the snes emulator.

Did you wrap the function that renders the text in the emulator
window? I think the technique can also be used for any other
open-source emulator or game which has a function to "print text on
screen at location x". Something I think you should add is the ability
for excluding certain regions of the screen, or even prioritizing
reading of others  based on some trigger (e.g color or wording).

Good luck with the rest of your project. Please keep us updated.

On 10/1/14, Ian Reed  wrote:

Hi all,

A while ago I started a project to see if I could make Chrono Trigger,
and possibly other games, accessible when played through the Snes9x
emulator.
I hadn't worked on this project for a while but was looking at starting
it up again and thought I'd make a quick demo to show people how far it
got.
http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3

It shows Chrono Trigger and Lufia 2.
I'm calling the project SNAP, short for Super Nintendo Accessibility
Project.
Enjoy!

Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-01 Thread Ian Reed

Hi Josh,

So far I have only been looking at RPGs for the Super Nintendo.
As you get into more action oriented games I expect it would be 
difficult to decode the screen information and represent the information 
through audio at a fast enough speed to make certain games playable.


For example I have considered Donkey Kong Country which is a 2D platformer.
Simple levels might be made accessible through the same audio tricks 
that games like BK3 use.
But many levels require fast response times and have so much going on in 
the screen at once that it's a challenge to represent everything to a 
player at all, let alone at a fast speed.

Sorry for the disappointing answer.

~ Ian Reed
Try my free games at http://BlindAudioGames.com


On 10/1/2014 6:25 AM, Josh Kennedy wrote:
oh wow! so this means old snes games like football and baseball could 
become accessible also?


On 10/1/2014 4:38 AM, Willem Venter wrote:

Hi Ian.
Well done on finding a very interesting solution to the problem of
reading text out loud from the snes emulator.

Did you wrap the function that renders the text in the emulator
window? I think the technique can also be used for any other
open-source emulator or game which has a function to "print text on
screen at location x". Something I think you should add is the ability
for excluding certain regions of the screen, or even prioritizing
reading of others  based on some trigger (e.g color or wording).

Good luck with the rest of your project. Please keep us updated.

On 10/1/14, Ian Reed  wrote:

Hi all,

A while ago I started a project to see if I could make Chrono Trigger,
and possibly other games, accessible when played through the Snes9x
emulator.
I hadn't worked on this project for a while but was looking at starting
it up again and thought I'd make a quick demo to show people how far it
got.
http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3

It shows Chrono Trigger and Lufia 2.
I'm calling the project SNAP, short for Super Nintendo Accessibility
Project.
Enjoy!

Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-01 Thread Ian Reed

Thanks Shaun, I appreciate it.

~ Ian Reed
Try my free games at http://BlindAudioGames.com

On 9/30/2014 9:20 PM, shaun everiss wrote:

ian this is good, I really hope this gets off the ground
At 12:07 p.m. 1/10/2014, you wrote:

Hi all,

A while ago I started a project to see if I could make Chrono 
Trigger, and possibly other games, accessible when played through the 
Snes9x emulator.
I hadn't worked on this project for a while but was looking at 
starting it up again and thought I'd make a quick demo to show people 
how far it got.

http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3

It shows Chrono Trigger and Lufia 2.
I'm calling the project SNAP, short for Super Nintendo Accessibility 
Project.

Enjoy!

Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-01 Thread Paul Lemm
HI Iain,

Wow Really impressive, you mentioned you may be able to add  sound to
indicate  open areas/spaces, if you could get that and then with the text
output you have, that would be truly amazing. Really liked the sound of
chrono , would like to give that a go although I've never played that one,
all the game sounds brought back nostalgic  snes memories of similar games
and made me think of the old final fantasy games.

Good luck with the project, look forward to hearing more on it as you
develop it

Paul 
-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Ian Reed
Sent: Wednesday, October 01, 2014 12:08 AM
To: Gamers Discussion list
Subject: [Audyssey] A little demo of my Super Nintendo project with Chrono
Trigger and Lufia 2

Hi all,

A while ago I started a project to see if I could make Chrono Trigger, and
possibly other games, accessible when played through the Snes9x emulator.
I hadn't worked on this project for a while but was looking at starting it
up again and thought I'd make a quick demo to show people how far it got.
http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3

It shows Chrono Trigger and Lufia 2.
I'm calling the project SNAP, short for Super Nintendo Accessibility
Project.
Enjoy!

Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-01 Thread shaun everiss

ian this is good, I really hope this gets off the ground
At 12:07 p.m. 1/10/2014, you wrote:

Hi all,

A while ago I started a project to see if I could make Chrono 
Trigger, and possibly other games, accessible when played through 
the Snes9x emulator.
I hadn't worked on this project for a while but was looking at 
starting it up again and thought I'd make a quick demo to show 
people how far it got.

http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3

It shows Chrono Trigger and Lufia 2.
I'm calling the project SNAP, short for Super Nintendo Accessibility Project.
Enjoy!

Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-01 Thread Bryan Peterson

Reading the text is one thing but what about navigation? Solving puzzles?



Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
-Original Message- 
From: Josh Kennedy

Sent: Wednesday, October 01, 2014 6:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] A little demo of my Super Nintendo project with 
Chrono Trigger and Lufia 2


oh wow! so this means old snes games like football and baseball could
become accessible also?

On 10/1/2014 4:38 AM, Willem Venter wrote:

Hi Ian.
Well done on finding a very interesting solution to the problem of
reading text out loud from the snes emulator.

Did you wrap the function that renders the text in the emulator
window? I think the technique can also be used for any other
open-source emulator or game which has a function to "print text on
screen at location x". Something I think you should add is the ability
for excluding certain regions of the screen, or even prioritizing
reading of others  based on some trigger (e.g color or wording).

Good luck with the rest of your project. Please keep us updated.

On 10/1/14, Ian Reed  wrote:

Hi all,

A while ago I started a project to see if I could make Chrono Trigger,
and possibly other games, accessible when played through the Snes9x
emulator.
I hadn't worked on this project for a while but was looking at starting
it up again and thought I'd make a quick demo to show people how far it
got.
http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3

It shows Chrono Trigger and Lufia 2.
I'm calling the project SNAP, short for Super Nintendo Accessibility
Project.
Enjoy!

Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-01 Thread Bogdan Muresan
Nice work. I wait for try it. Also can You add wi sports bowling tennis and 
box? It will be fun.


-Original Message- 
From: Josh Kennedy

Sent: Wednesday, October 01, 2014 3:25 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] A little demo of my Super Nintendo project with 
Chrono Trigger and Lufia 2


oh wow! so this means old snes games like football and baseball could
become accessible also?

On 10/1/2014 4:38 AM, Willem Venter wrote:

Hi Ian.
Well done on finding a very interesting solution to the problem of
reading text out loud from the snes emulator.

Did you wrap the function that renders the text in the emulator
window? I think the technique can also be used for any other
open-source emulator or game which has a function to "print text on
screen at location x". Something I think you should add is the ability
for excluding certain regions of the screen, or even prioritizing
reading of others  based on some trigger (e.g color or wording).

Good luck with the rest of your project. Please keep us updated.

On 10/1/14, Ian Reed  wrote:

Hi all,

A while ago I started a project to see if I could make Chrono Trigger,
and possibly other games, accessible when played through the Snes9x
emulator.
I hadn't worked on this project for a while but was looking at starting
it up again and thought I'd make a quick demo to show people how far it
got.
http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3

It shows Chrono Trigger and Lufia 2.
I'm calling the project SNAP, short for Super Nintendo Accessibility
Project.
Enjoy!

Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-01 Thread Scott Chesworth
Thanks for the demo, seems like it's shaping up to be pretty cool!

I'm curious, what's the development process like at the moment? As in,
how much info do you need to have about each game to start getting
stuff decoded into text? Is there a reason you started with these
games as proof of concept aside from liking them?

Cheers

Scott

On 10/1/14, Willem Venter  wrote:
> Hi Ian.
> Well done on finding a very interesting solution to the problem of
> reading text out loud from the snes emulator.
>
> Did you wrap the function that renders the text in the emulator
> window? I think the technique can also be used for any other
> open-source emulator or game which has a function to "print text on
> screen at location x". Something I think you should add is the ability
> for excluding certain regions of the screen, or even prioritizing
> reading of others  based on some trigger (e.g color or wording).
>
> Good luck with the rest of your project. Please keep us updated.
>
> On 10/1/14, Ian Reed  wrote:
>> Hi all,
>>
>> A while ago I started a project to see if I could make Chrono Trigger,
>> and possibly other games, accessible when played through the Snes9x
>> emulator.
>> I hadn't worked on this project for a while but was looking at starting
>> it up again and thought I'd make a quick demo to show people how far it
>> got.
>> http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3
>>
>> It shows Chrono Trigger and Lufia 2.
>> I'm calling the project SNAP, short for Super Nintendo Accessibility
>> Project.
>> Enjoy!
>>
>> Ian Reed
>> Try my free games at http://BlindAudioGames.com
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
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>> gamers-unsubscr...@audyssey.org.
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>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
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Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-01 Thread Josh Kennedy
oh wow! so this means old snes games like football and baseball could 
become accessible also?


On 10/1/2014 4:38 AM, Willem Venter wrote:

Hi Ian.
Well done on finding a very interesting solution to the problem of
reading text out loud from the snes emulator.

Did you wrap the function that renders the text in the emulator
window? I think the technique can also be used for any other
open-source emulator or game which has a function to "print text on
screen at location x". Something I think you should add is the ability
for excluding certain regions of the screen, or even prioritizing
reading of others  based on some trigger (e.g color or wording).

Good luck with the rest of your project. Please keep us updated.

On 10/1/14, Ian Reed  wrote:

Hi all,

A while ago I started a project to see if I could make Chrono Trigger,
and possibly other games, accessible when played through the Snes9x
emulator.
I hadn't worked on this project for a while but was looking at starting
it up again and thought I'd make a quick demo to show people how far it
got.
http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3

It shows Chrono Trigger and Lufia 2.
I'm calling the project SNAP, short for Super Nintendo Accessibility
Project.
Enjoy!

Ian Reed
Try my free games at http://BlindAudioGames.com


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Re: [Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-10-01 Thread Willem Venter
Hi Ian.
Well done on finding a very interesting solution to the problem of
reading text out loud from the snes emulator.

Did you wrap the function that renders the text in the emulator
window? I think the technique can also be used for any other
open-source emulator or game which has a function to "print text on
screen at location x". Something I think you should add is the ability
for excluding certain regions of the screen, or even prioritizing
reading of others  based on some trigger (e.g color or wording).

Good luck with the rest of your project. Please keep us updated.

On 10/1/14, Ian Reed  wrote:
> Hi all,
>
> A while ago I started a project to see if I could make Chrono Trigger,
> and possibly other games, accessible when played through the Snes9x
> emulator.
> I hadn't worked on this project for a while but was looking at starting
> it up again and thought I'd make a quick demo to show people how far it
> got.
> http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3
>
> It shows Chrono Trigger and Lufia 2.
> I'm calling the project SNAP, short for Super Nintendo Accessibility
> Project.
> Enjoy!
>
> Ian Reed
> Try my free games at http://BlindAudioGames.com
>
>
> ---
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> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
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[Audyssey] A little demo of my Super Nintendo project with Chrono Trigger and Lufia 2

2014-09-30 Thread Ian Reed

Hi all,

A while ago I started a project to see if I could make Chrono Trigger, 
and possibly other games, accessible when played through the Snes9x 
emulator.
I hadn't worked on this project for a while but was looking at starting 
it up again and thought I'd make a quick demo to show people how far it got.

http://blindaudiogames.com/Downloads/ChronoLufiaDemo.mp3

It shows Chrono Trigger and Lufia 2.
I'm calling the project SNAP, short for Super Nintendo Accessibility 
Project.

Enjoy!

Ian Reed
Try my free games at http://BlindAudioGames.com


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