front cover
Use with Commodore's growing family of TALKING software on cartidge and disk...
or... write YOUR OWN TALKING PROGRAMS in BASIC. Easy to use manual with
examples included.
back cover
Contents
Here's a short list of the Magic Voice's special features:
The Magic Voice speaks in a pleasant female voice, and has the ability to generate natural sounding human speech using male, female, children's and character voices. The module comes with its own built-in vocabulary of 235 utterances, and you can add thousands of other words using speech-compatible cartidges, diskettes and tapes.
Commodore's "talking" software includes the innovative "Magic Desk" series, learning programs like "A Bee C's", and talking games like "Wizard of Wor" and "Gorf!" We've only just begun to explore the educational and recreational opportunities created by talking computers: foreign language training, elementary education, creative strategy games - the possibilities are endless.
If you're a computer programmer, you can use the Magic Voice in your own BASIC or ASSEMBLY LANGUAGE progams! If you develop a program you'd like us to consider as a software product, send a sample to our Software Acquisitions Manager in care of Commodore Software, 1200 Wilson Drive, West Chester, PA 19380.
To find out about new speech-compatible products as they're introduced, see your Commodore dealer, and read Commodore's two computer magazines (POWER/PLAY and Commodore).
1. INSTALLING YOUR MAGIC VOICE SPEECH MODULE
*Note: The Commodore Magic Voice may be used with both the COMMODORE 64 and
COMMODORE SX-64 computers, but we refer to COMMODORE 64 throughout the text,
since the SX-64 portable computer is compatible with the COMMODORE 64 and works
identically when used with the Speech Module.
2. Using A Monitor
3. Using Your Own Audio System
4. Troubleshooting Tips
1. Using A Television
It's easy to set up the Magic Voice with your COMMODORE64 or SY-64 computer.
Just follow these simple steps:
The computer should say "HI", and you're ready to go. If it
does not respond properly, adjust the volume and fine tuning adjustments on your
television and try again... then consult the TROUBLESHOOTING CHART on Page 4.
(Note: If
you're using a speech-compatible cartridge, PLUG IT INTO THE CARTIDGE SLOT on
top of the speech module... DON'T EVER PLUG IN A CARTRIDGE UNLESS YOUR
COMPUTER IS TURNED OFF!)
Note: If you're using pre-recorded
software on DISKETTE or TAPE, LOAD the program at this time and RUN it.)
SAY "HI" (and press the RETURN key)
Using the Magic Voice with a monitor may yield better sound quality than a
television set. Commodore makes a low-priced color monitor which is specially
engineered to provide a maximum sound and picture quality on Commodore
computers. The following steps describe how to use the speech module with
Commodore Model 1701/1702 Color Monitor:
A Special Note for COMMODORE Color Monitor Owners:
The Commodore Model 1701/1702 Color Monitor has a special capability which can
boost the quality even more on your COMMODORE 64... using the 3 sockets on the
BACK of the monitor labelled "Chroma," Luma" and "Audio."
If you have a Commodore 64 with a 8-pin DIN audio/video connector, you can
obtain a cable which has an 8-pin DIN connector on one end and 3 phono plugs
on the other. You can improve the picture and sound quality by plugging
one plug into the CHROMA socket, one plug into the LUMA socket, and the AUDIO
plug into the AUDIO socket (you may have to experiment to determine which plug
gets CHROMA and LUMA sockets). When using the MAGIC VOICE with this arrangement,
use the "TV CABLE" from your COMMODORE 64 to connect the AUDIO OUT
socket of the speech module to the AUDIO socket on the back of your Commodore
monitor, and connect the AUDIO PLUG on the 8-pin DIN cable into the "AUDIO
IN" socket on the speech module.
You can channel the sound output from the Magic Voice through your own audio
system, but if you do, remember that the SID CHIP which creates music
synthesis and sound effects in the COMMODORE 64 operates SEPERATELY from the
Magic Voice. This means if you use a cable to connect the AUDIO OUT socket on
the module to the AUDIO IN socket on your audio system, you will need some
special cables to connect the audio portion of the signal coming from the
computer's music synthesizer. Do this by plugging the "AUDIO OUT" PLUG
coming out of the computer into the "AUDIO IN" SOCKET on the speech
module.
If you've tried using your Magic Voice and your computer still isn't talking,
try these troubleshooting steps:
2. MAKING YOUR COMMODORE 64 TALK
1. Your First Words
Type These lines exactly as shown:
SAY"THE" | (and press the RETURN key) |
SAY"COMMODORE" | (and press the RETURN key) |
SAY"COMPUTER" | (and press the RETURN key) |
SAY"IS" | (and press the RETURN key) |
SAY"TERRIFIC" | (and press the RETURN key) |
Your computer has a female voide! Of yourse, special software can create any type of voice - man, child, cartoon character - even sound effects. One of the first voices created by Commodore's speech technology researchers was the robot voice in the best-selling game WIZARD OF WOR, available on cartridge for the Commodore 64.
As you've seen, you can SAY any of the words in the Magic Voice built-in
vacabulary, ONE WORD AT A TIME, if you...
SAY"READY" | (and press the RETURN key) |
SAY144 | (and press the RETURN key) |
Both examples have the same result. Remember... if you SAY an utterance be sure to put it in quotation marks. If you SAY the VOCABULARY NUMBER of the utterance, do not use quotation marks just type SAY and the number.
10 SAY"COMMODORE" | (and press the RETURN key) |
20 SAY"COMPUTER" | (and press the RETURN key) |
30 SAY"SSSS" | (and press the RETURN key) |
Type the word RUN and press the RETURN key to hear the program, then type the
word LIST and press RETURN to see the program listed. Here are a few "basic"
rules for beginning programmers:
10 FORX=1TO10 | (and press the RETURN key) |
20 SAYX | (and press the RETURN key) |
30 NEXT | (and press the RETURN key) |
Type the word RUN and press the RETURN key. Note that the vocabulary numbers zero to ten are the same as the spoken numbers.
SAYing the Alphabet
Now type the following line exactly as shown, then type the word RUN and press
the RETURN key:
10 FORX=21TO46 (press RETURN)
This is the same as the counting program, except here we substituted vocabulary
numbers 21 to 46, which are the numbers of the letters A through Z.
Well, your computer is starting to talk - but what if you want to create longer sentences? This requires some simple computer programming... wheter you're a beginner or expert, you'll be surprised how easily you can program speech using the Commodore Magic Voice.
10 FORX = 1TO7 | (RETURN) |
20 READA$ | (RETURN) |
30 SAYA$:NEXT | (RETURN) |
40 DATAYOUR,COMMODORE,SIX,TY,FOUR,CAN,TALK | (RETURN) |
Type and RUN this program. (Note if your missed a comma or made another mistake, the computer will give you an ERROR message... LIST your program and retype the line which is wrong.) Here, the sentence reads: "Your Commodore 64 can talk." Did you notice that in LINE 40 we split the word SIXTY into two parts - SIX and TY? This is because our researchers were able to save more space for extra words in out vocabulary by using the "TY" and combining it with FOUR to make FORTY, FIF to make FIFTY, SIX to make SIXTY, SEVEN to make SEVENTY, and so on... otherwise we would need seperate words for all of these numbers and you would have fewer words for making sentences. The same applies to numbers in the "teens" -- for example, THIRTEEN becomes two seperate words: THIR and TEEN.
5 | DIMB%(12) |
10 | FORL=1TO9:READA$(L):NEXT:FORL=2TO9:READB$(L):NEXT:FORL=0TO9.READC$(L):NEXT |
15 | FORL=1TO2:READD$(L):NEXT |
20 | POKE53280,6:POKE53281,0:POKE646,7 |
25 | PRINTCHR$(147)TAB(240) |
30 | PRINT"TYPE A NUMBER AND PRESS RETURN":INPUTZ |
35 | IFZ>999999999THEN:SAY"TOO":SAY"LARGE":GOTO25 |
40 | IFZ<-999999999THEN:SAY"TOO":SAY"SMALL":GOTO25 |
45 | IFZ<0THEN:SAY"MINUS" |
50 | IFZ=0THEN:SAY"ZERO":GOTO25 |
55 | D=0:Z$=STR$(Z):RATE(2) |
60 | FORL=LEN(Z$)TO2STEP-1:B%(D)=VAL(MID$(Z$,L,1)):D=D+1:NEXT |
65 | FORL=INT(D/3)TO0STEP-1:A=B%(L*3+2):B=B%(L*3+1):C=B%(L*3) |
70 | IFA>0THEN:SAYA$(A):SAY"HUNDRED" |
75 | IFB>1THEN:SAYB$(B):IFB$(B)<>"TWENTY"THEN:SAY"TY" |
80 | IFB=1THEN:SAYC$(C):IFC>2THEN:SAY"TEEN"GOTO90 |
85 | IFC>0ANDB<>1THEN:SAYA$(C) |
90 | IFA+B+C>0ANDL>0THEN:SAYD$(L) |
95 | NEXT:RUN |
100 | DATAONE,TWO,THREE,FOUR,FIVE,SIC,SEVEN,EIGHT,NINE |
110 | DATATWENTY,THIR,FOUR,FIF,SIC,SEVEN,EIGHT,NINE |
120 | DATATEN,ELEVEN,TWELVE,THIR,FOUR,FIF,SIX,SEVEN,EIGHT,NINE |
130 | DATATHOUSAND,MILLION |
READY
10 | PRINT"CHANGING RATE IN SENTENCE" | |
20 | GOSUB 5000 | |
30 | PRINT"PRESS ANY KEY FOR ANOTHER PHRASE" | |
40 | GETA$:IFA$=""THENGOTO40 | |
50 | GOSUB5000 | |
60 | SAY"AGAIN":INPUT"AGAIN";A$ | |
70 | IFLEFT$(A$,1)<>"Y"THENEND | |
80 | RESTORE:GOTO10 | |
5000 | READSP$ | gets a word from DATA below |
5010 | IFSP$="."THENRETURN | if the word is a period then RETURNs above |
5020 | IFLEFT$(SP$,4)="RATE"THENREADSP:RATE(SP):GOTO500 | if word is "RATE" - then READ the next number to set RATE |
5030 | SAYSP$ | say the word |
5040 | GOTO5000 | do it again |
5050 | DATATHE,COMMODORE,RATE,1,SIX,TY,FOUR,RATE,4 | |
5060 | DATAIS,TERRIFIC,RATE,6,BECAUSE,RATE,3,NOW | |
5070 | DATAIT,RATE,2,CAN,RATE,4,TALK,. | |
5080 | DATARATE,5,THIS,RATE,3,IS,RATE,8,GOOD,. |
Using The RDY Command
Because your COMMODORE 64 has the ability to generate speech simultaneously
and independently of music and graphics, sometimes it becomes necessary to tell
the computer to wait until speech is completed so that an animation, song or sound
effect is properly timed in relation to speech.
Here's a quick example of how you might use the RDY command... first, type the
word NEW and press RETURN to erase any previous programs, then type in this
program... notice that spoken words and printed words aren't synchronized
properly:
10 PRINT"THIS":SAY"THIS"
Now type the word NEW and press RETURN, then enter this program:
10 IFNOTRDYTHENGOTO10
The RDY command tells the computer that is NOR READY (in other words, if the
computer isn't finished speaking the last word), THEN GOTO the same line and
keep going back until the word is finished. Only then does the program drop
through to the next command. The RDY command if often used as a NOTRDY
condition as shown here. It can be used in a similar way if you are programming
simultaneous graphics and speech, graphics and music simultaneously, which
means sometimes you will want the computer to wait until an utterance is
completed before proceeding with a song, displaying a graphic symbol or
PRINTing a message on the screen.
20 PRINT"WORD":SAY"WORK"
30 PRINT"IS":SAY"IS"
40 PRINT"BLUE":SAY"BLUE"
15 PRINT"THIS":SAY"THIS"
20 IFNOTRDYTHENGOTO20
25 PRINT"WORD":SAY"WORK"
30 IFNOTRDYTHENGOTO30
35 PRINT"IS":SAY"IS"
40 IFNOTRDYTHENGOTO40
45 PRINT"BLUE":SAY"BLUE"
SAY"HI" | (Module says "HI") |
B$="HI" | |
SAY B$ | (Module says "HI") |
SAY 21 | (Module says word #21 in its vocabulary) |
X=21 | |
SAY X | |
SAY(3*7) |
FORI=1TO10 | |
RATE(I) | :REM SET SPEED |
SAY"HI" | :REM NOW LISTEN TO IT |
NEXTI |
LOAD"FISH.VOCAB",8,1 | |
FISH=32768 | :REM ADDRESS OF VOCAB DATA |
VOC(FISH) | .REM TELL SPEECH MODULE |
SAY"SHARK" | .REM MODULE SAYS "SHARK" |
4. RDY Command
This command is for use in many advanced applications. It is a logical funtion
which return the value true if the Magic Voice is ready to accept another SAY
command and false if not.
Example:
This command can also be used by BASIC programs to detect the presence of a
speech module in a system. The variable named "RDY" will be zero when
a program is LOADed and RUN is a speech module is not present. If the module
is present the value of "RDY" will be -1.
5. Error Condition
The Magic Voice detects and informs the user of certain kinds of errors that it
detects. The most common of these occurs when the user tries to "SAY"
a word that is not in the module's vocabulary. Thwn this happens, the module
will flag an error to BASIC and the message "ILLEGAL QUANTITY ERROR"
will appear on the screen.
The module's other functions (RATE & VOC) requite numeric arguments. These
functions will return the "? TYPE MISMATCH ERROR" message if called
with a non-numeric argument.
6. Discussion
The simple command set gives the user the ability to program simultaneous
speech output, music, and graphics actions. You may have noticed if you tried
any of these examples, that the BASIC READY message appears on the screen
almost instantly - before the Magic Voice has finished saying what you asked it
to say!
This is because the SAY command doens't actually do the work of generating the
speech output. It merely initiates the process by asking the module to start
saying a word. Once the SAY command is finished "asking" the module
to get started, the module operates independently and execution of our BASIC
program continues while the speech is being produced! This is how combined
speech, music, and graphics is possible.
The RDY command is included in order for your program to determine what the
module is doing at any time. As an example, your program might start with a
SAY "HI" and then play a three note tune. If you wanted to play the
tune after the word "HI" was finished, you would use the following
king of program:
10 SAY"HI"
Several exciting examples of games that are created easily using these BASIC
language commands and the pre-programmed vocabulary are included in this
Commodore 64 Magic Voide User's Guide.
4. PROGRAMMING SPEECH IN ASSEMBLY LANGUAGE
The synthesized signal is brought into the SID chip as an external input and
mixed with music generated by the SID. It is important to note that the SID
master volume must be turned on in order to hear the synthesized speech. The
Magic Voice initializes the SID chip to a volume setting of 15 on power-up.
User programs that manipulate the SID volume setting should restore it to 15
before attempting to generate speech output since the built-in talk command
software does NOT interact with the SID in any way.
The design philosophy of the assembly language interface is that user access to
the speech module accurs via service calls from the user program. Code to handle
these service calls is copied into RAM at $C000-$C3FF at system power-on. In
addition, the core of the speech driver routines and the native vocabulary of the
Magic Voice are copied into RAM underneath the BASIC and KERNAL ROMs.
IT IS VERY IMPORTANT NOT TO DISTURB RAM MEMORY LOCATIONS $A000-$A800 AND
$E000-$FFFF for proper module operation. Programs which load their own speech
data and do not rely on the built-in words and phrases of the module must only
preserve $A000-$a800 and $C000-$3FF.
The assembly language interface consists of subroutine calls with the argument
passed in the A and X registers.
There is a seperate subroutine for each of the following functions:
Detailed functional descriptions and calling specifications are provided below.
1. Assembly Language Calling Procedures
Upan pwer-up the speech module copies certain linkage code into memory locations
$C000 to $C3ff and then enters a memory mapping mode appropriate to the demands
of the cartridge. The cartridge program gains access to the module's programs
by JSR'ing to the linkage programs which reside in that RAM area (which is
active in all memory map modes).
Where possible, the calling procedures have been designed with ease of use in
mind. Functions requiring a single byte except that byte in the processor's
A-register. Where two bytes are needed the A-register and the X-register are
both used. Only when a count is needed is the Y-register used. Registers are
preserved only as indicated in the detailed descriptions below. The conventional
uses of the registers are as follows:
A-register: complete operand or low byte if an adress is passed.
2. Memory Requirements
Use of the speech module impacts the programmer's planning of memory utilization
in several ways:
10 IF NOT RDY THEN 10
20 SAY"HI"
30 IF NOT RDY THEN 30
40 SAY"BYE"
20 IF NOT RDY THEN 20
30 GOSUB 1000 : REM SUBROUTINE TO PLAY TUNE AT 1000
The Commodore 64 Magic Voice includes a collection of linkage routines
necessary to allow assembly language programs to operate the speech synthesizer.
User programs can "say" any of the built-in words and phrases as well
as their own specially prepared speech date.
X-register: upper byte if an adress is passed
Y-register: count (0 implies 256).
$9B
$9C
$A7
$A8
$BD
$BE
$FB
$FC
$FD
0 | ZERO |
1 | ONE |
2 | TWO |
3 | THREE |
4 | FOUR |
5 | FIVE |
6 | SIX |
7 | SEVEN |
8 | EIGHT |
9 | NINE |
10 | TEN |
11 | ELEVEN |
12 | TWELVE |
13 | THIR |
14 | FIF |
15 | TWENTY |
16 | HUNDRED |
17 | THOUSAND |
18 | MILLION |
19 | TEEN |
20 | TY |
21 | A |
22 | B |
23 | C |
24 | D |
25 | E |
26 | F |
27 | G |
28 | H |
29 | I |
30 | J |
31 | K |
32 | L |
33 | M |
34 | N |
35 | O |
36 | P |
37 | Q |
38 | R |
39 | S |
40 | T |
41 | U |
42 | V |
43 | W |
44 | X |
45 | Y |
46 | Z |
47 | (SILENCE) |
48 | ADD |
49 | SUBTRACT |
50 | DIVIDE |
51 | DIVIDED |
52 | EQUALS |
53 | LESS |
54 | MINUS |
55 | MORE |
56 | NUMBER |
57 | PLUS |
58 | REMAINDER |
59 | IT |
60 | AT |
61 | WHEN |
62 | HAS |
63 | TIMES |
64 | APOSTROPHE |
65 | WORD |
66 | ER |
67 | EST |
68 | ING |
69 | SSSS |
70 | TH |
71 | ALL |
72 | ME |
73 | MY |
74 | THAT |
75 | THEIR |
76 | THEY'RE |
77 | THIS |
78 | WHAT |
79 | WHICH |
80 | WHO |
81 | YOUR |
82 | YOU'RE |
83 | ANSWER |
84 | COMMODORE |
85 | END |
86 | POINT |
87 | THING |
88 | QUESTION |
89 | TURN |
90 | AM |
91 | ARE |
92 | BE |
93 | BUY |
94 | CAN |
95 | CORRECT |
96 | DID |
97 | DO |
98 | DOES |
99 | DONE |
100 | FIND |
101 | GET |
102 | HAVE |
103 | HEAR |
104 | HELP |
105 | IS |
106 | KNOW |
107 | LIKE |
108 | PRESENTS |
109 | READ |
110 | SAY |
111 | SEE |
112 | START |
113 | USE |
114 | WAIT |
115 | WANT |
116 | WAS |
117 | WON |
118 | WRITE |
119 | HERE |
120 | HIGH |
121 | HOW |
122 | THERE |
123 | TOO |
124 | WHERE |
125 | WHY |
126 | UH |
127 | AN |
128 | AND |
129 | AS |
130 | BUT |
131 | BY |
132 | FOR |
133 | FROM |
134 | IF |
135 | IN |
136 | LARGE |
137 | NEXT |
138 | NOT |
129 | OF |
140 | OFF |
141 | OH |
142 | ON |
143 | OR |
144 | READY |
145 | SAME |
146 | THAN |
147 | THE |
148 | THUH |
149 | THEN |
150 | TO |
151 | WITH |
152 | VERY |
153 | BYTE |
154 | HI |
155 | PLEASE |
156 | THANK |
157 | YES |
158 | BAD |
159 | GOOD |
160 | SORRY |
161 | WRONG |
162 | AFTER |
163 | MOST |
164 | BECAUSE |
165 | NO |
166 | OUT |
167 | SEND |
168 | TALK |
169 | ANY |
170 | EACH |
171 | ENTER |
172 | ERROR |
173 | MANY |
174 | EVERY |
175 | AGAIN |
176 | NOW |
177 | SMALL |
178 | TERRIFIC |
179 | TRY |
180 | LETTER |
181 | FIRST |
182 | SECOND |
183 | THIRD |
184 | COLOR |
185 | BLACK |
186 | WHITE |
187 | RED |
188 | CYAN |
189 | PURPLE |
190 | GREEN |
191 | BLUE |
192 | YELLOW |
193 | ORANGE |
194 | BROWN |
195 | GREY |
196 | LIGHT |
197 | HE |
198 | OUR |
199 | SHE |
200 | WE |
201 | YOU |
202 | COME |
203 | GIVE |
204 | PUT |
205 | SET |
206 | TAKE |
207 | WERE |
208 | UNTIL |
209 | MAY |
210 | OVER |
211 | DARK |
212 | COMMAND |
213 | COMPUTER |
214 | CONTROL |
215 | CURSOR |
216 | DISK |
217 | DOWN |
218 | GAME |
219 | KEY |
220 | LEFT |
221 | LOAD |
222 | NAME |
223 | PLAY |
224 | PRESS |
225 | PROGRAM |
226 | RIGHT |
227 | RUN |
228 | SAVE |
229 | STOP |
230 | SYMBOL |
231 | TAPE |
232 | UP |
233 | WEIGHT |
234 | HOUR |
A | 21 |
ADD | 48 |
AFTER | 162 |
AGAIN | 175 |
ALL | 71 |
AM | 90 |
AN | 127 |
AND | 128 |
ANSWER | 83 |
ANY | 169 |
APOSTROPHE | 64 |
ARE | 91 |
AS | 129 |
AT | 60 |
B | 22 |
BAD | 158 |
BE | 92 |
BECAUSE | 164 |
BLACK | 185 |
BLUE | 191 |
BROWN | 194 |
BUT | 130 |
BUY | 93 |
BY | 131 |
BYE | 153 |
C | 23 |
CAN | 94 |
COLOR | 184 |
COME | 202 |
COMMAND | 212 |
COMMODORE | 84 |
COMPUTER | 213 |
CONTROL | 214 |
CORRECT | 95 |
CURSOR | 215 |
CYAN | 188 |
D | 24 |
DARK | 211 |
DID | 96 |
DISK | 216 |
DIVIDE | 50 |
DIVIDED | 51 |
DO | 97 |
DOES | 98 |
DONE | 99 |
DOWN | 217 |
E | 25 |
EACH | 170 |
EIGHT | 8 |
ELEVEN | 11 |
END | 85 |
ENTER | 171 |
EQUALS | 52 |
ER | 66 |
ERROR | 172 |
EST | 67 |
EVERY | 174 |
F | 26 |
FIF | 14 |
FIND | 100 |
FIRST | 181 |
FIVE | 5 |
FOR | 132 |
FOUR | 4 |
FROM | 133 |
G | 27 |
GAME | 218 |
GET | 101 |
GIVE | 203 |
GOOD | 159 |
GREEN | 190 |
GREY | 195 |
H | 28 |
HAS | 62 |
HAVE | 102 |
HE | 197 |
HEAR | 103 |
HELP | 104 |
HERE | 119 |
HI | 154 |
HIGH | 120 |
HOUR | 234 |
HOW | 121 |
HUNDRED | 16 |
I | 29 |
IF | 134 |
IN | 135 |
ING | 68 |
IS | 106 |
IT | 59 |
J | 30 |
K | 31 |
KEY | 219 |
KNOW | 106 |
L | 32 |
LARGE | 136 |
LEFT | 220 |
LESS | 53 |
LETTER | 180 |
LIGHT | 196 |
LIKE | 107 |
LOAD | 221 |
M | 33 |
MANY | 173 |
MAY | 209 |
ME | 72 |
MILLION | 18 |
MINUS | 54 |
MORE | 55 |
MOST | 163 |
MY | 73 |
N | 34 |
NAME | 222 |
NEXT | 137 |
NINE | 9 |
NO | 165 |
NOT | 138 |
NOW | 176 |
NUMBER | 56 |
O | 35 |
OF | 139 |
OFF | 140 |
OH | 141 |
ON | 142 |
ONE | 1 |
OR | 143 |
ORANGE | 193 |
OUR | 198 |
OUT | 166 |
OVER | 210 |
P | 36 |
PLAY | 223 |
PLEASE | 155 |
PLUS | 57 |
POINT | 86 |
PRESENTS | 108 |
PRESS | 224 |
PROGRAM | 225 |
PURPLE | 189 |
PUT | 204 |
Q | 37 |
QUESTION | 88 |
R | 38 |
READ | 109 |
READY | 144 |
RED | 187 |
REMAINDER | 58 |
RIGHT | 226 |
RUN | 227 |
S | 39 |
SAME | 145 |
SAVE | 228 |
SAY | 110 |
SECOND | 182 |
SEE | 111 |
SEND | 167 |
SET | 205 |
SEVEN | 7 |
SHE | 199 |
(SILENCE) | 47 |
SIX | 6 |
SMALL | 177 |
SORRY | 160 |
SSSS | 69 |
START | 112 |
STOP | 229 |
SUBTRACT | 49 |
SYMBOL | 230 |
T | 40 |
TAKE | 206 |
TALK | 168 |
TAPE | 231 |
TEEN | 19 |
TEN | 10 |
TERRIFIC | 178 |
TH | 70 |
THAN | 146 |
THANK | 156 |
THAT | 74 |
THE | 147 |
THEIR | 75 |
THEN | 149 |
THERE | 122 |
THEY'RE | 76 |
THING | 87 |
THIR | 13 |
THIRD | 183 |
THIS | 77 |
THOUSAND | 17 |
THREE | 3 |
THUH | 148 |
TIMES | 63 |
TO | 150 |
TOO | 123 |
TRY | 179 |
TURN | 89 |
TWELVE | 12 |
TWENTY | 15 |
TWO | 2 |
TY | 20 |
U | 41 |
UH | 126 |
UNTIL | 208 |
UP | 232 |
USE | 113 |
V | 42 |
VERY | 152 |
W | 43 |
WAIT | 114 |
WANT | 115 |
WAS | 116 |
WE | 200 |
WEIGHT | 233 |
WERE | 207 |
WHAT | 78 |
WHEN | 61 |
WHERE | 124 |
WHICH | 79 |
WHITE | 186 |
WHO | 80 |
WHY | 125 |
WITH | 151 |
WON | 117 |
WORD | 65 |
WRITE | 118 |
WRONG | 161 |
X | 44 |
Y | 45 |
YELLOW | 192 |
YES | 157 |
YOU'RE | 201 |
YOU | 82 |
YOUR | 81 |
Z | 46 |
ZERO | 0 |
6. MAGIC VOICE USER'S GUIDE ERRATA SHEET
1. The following paragraph concerning the RDY command on page 15 will not work
as described and should be ignored by the user:
A correct way to detect the presence of MAGIC VOICE while using a BASIC
program is as follows. A description of this method is found on page 21 for
assembly language programmers.
10 IF PEEK(49176)<> 234 THEN GOTO 60:REM CHECK IF MODULE PRESENT
2. We greatly appreciate end-user feedback concerning our products and supporting
documentation. Please forward your comments to:
Documentation Support Group
Commodore Business Machines, Limited
This information replaces certain sections in your Magic Voice User's Guide.
This command can also be used by BASIC programs to detect the presence
of a speech module in a system. The variable named "RDY" will be
zero when a program is LOADed and RUN if a speech module is not present. If
the module is present the value of "RDY" will be -1.
20 IF PEEK(49177)<> 234 THEN GOTO 60
30 IF PEEK(49178)<> 96 THEN GOTO 50
40 SAY1:SAY2:SAY3:REM PUT CODE THAT USES MODULE HERE
50 GOTO 50
60 PRINT"YOU FORGOT YOUR MAGIC VOICE":REM PUT "NO MODULE" CODE HERE
70 END
Software Division
Commodore Business Machines, Inc.
West Chester, PA 19380
COMPUTERS
Commodore Business Machines, Inc.
1200 Wilson Drive * West Chester, PA 19380
3370 Pharmacy Avenue * Agincourt, Ontario, M1W 2K4
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C64 - Magic Voice Cartridge