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Right, his email address is on his site:
https://www.seanriddle.com/

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Originally Posted by hap
Ah, then it's more likely a TI OEM melody chip and not something programmed by Chromatronics. If the song list on that Videomaster thing is a 1:1 match then yeah it's probably the MP0027 chip.

I have a VideoMaster door chime.

(Scroll down on this page for description.)
https://www.frazerdesigners.com/home-appliances/

Interesting is that the TMS1000 MCU outputs the monophonic melody at 3 pins in different "footages" (octaves) those were supposed to be mixed externally to change timbre. However AFAIK the actual circuit uses only one of them and so plays unmixed plain squarewave, despite it has a knob to control the envelope duration (external capacitor circuit) and another for tempo.

Strange is that my Waddingtons "Compute-A-Tune" toy keyboard has very similar footage pins, so its TMS1000 software may be related. Technically interesting of the Compute-A-Tune is that its cost effective construction consists of as few parts as possible, which was unusual in 1978. It took 10 further years before Casio did something similar in the SA-1.

https://www.matrixsynth.com/2013/06/retro-waddingtons-compute-tune-musical.html


Last edited by =CO=Windler; 09/17/22 11:45 PM.

MAY THE SOFTWARE BE WITH YOU!

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Do you know which MCU (label) is in that toy keyboard of yours?

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I improved the Game Master handheld console emulation, all the games work well enough now.
updated driver here: https://github.com/mamedev/mame/blob/master/src/mame/handheld/gmaster.cpp

What was fixed:
CPU was twice as slow and sound didn't work much, maybe this was a regression.
LCD chip was unknown, turns out it's 2 SED1520, and that fixed a bunch of gfx.
CPU core had a carry flag bug, fixing that fixed some misplaced gfx.

The games are really really bad, I don't feel any effort put into them to make them fun to play.
It's not due to the limited hardware, the soccer game shows that you can have smooth paced action.
But I'm sure the thousands of kids that got this thing instead of the Game Boy did have one or two games they actually liked to play.

These reviews by ashens are fun:




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Originally Posted by hap
Do you know which MCU (label) is in that toy keyboard of yours?

On my photo of Waddingtons - Compute-A-Tune the only IC is:

"Texas Instruments
TMS1000NLP
NPD121
FCU 7936
SINGAPORE"
(28 pin DIL)

This ancient CPU needs 2x 9V block batteries. The PCB has only 9 resistors, 3 transistors, 1 ceramic capacitor, 1 electrolytic, 1 trimmer, 2 potentiometers, a stereo jack and 4 wire bridges. There is no lacquer on the beige single-sided PCB. The 4 slide switches directly touch copper traces and also the foil keyboard seems to be directly part of it.

Last edited by =CO=Windler; 09/19/22 02:11 AM.

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Ok, good to know it has a TMS1000. The label must have faded a bit and it's most likely MP0121.
I think TMS1000 itself only needs 1 9V battery. Maybe this keyboard needs more power for some reason. I wonder who manufactured it, could be VTech (from the time before they self-published their products).

Ah, photos of the (refurbished) innards here, yes MP0121.
https://noystoise1.rssing.com/chan-25160516/latest-article22-live.php

Last edited by hap; 09/19/22 11:00 AM.
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Originally Posted by hap
Ok, good to know it has a TMS1000. The label must have faded a bit and it's most likely MP0121.
I think TMS1000 itself only needs 1 9V battery. Maybe this keyboard needs more power for some reason. I wonder who manufactured it, could be VTech (from the time before they self-published their products).
Nope, early TMS1000 needed -15V. Only later models (TMS1100?) could run on low voltage. And yes, the chip is "MP0121" (with oval "0" and the "1" looks like upside-down "L").

https://en.wikipedia.org/wiki/TMS1000

The keyboards was a British product like Sinclair ("Made in United Kingdom") and had nothing to do with Japanese stuff.

Last edited by =CO=Windler; 09/20/22 02:26 AM.

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Originally Posted by DarthMarino
I've just noticed that the current "Original scan" and "Original scan (no shadows)" views in gnw_dkjr show a thick white line on top, something seems to have been broken with one of the latest updates.


LCD artwork scans and cleanups: https://mega.nz/#F!uFYSzK7S!U-lJon9jsqyoCX_3y7_KLA
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Originally Posted by ICEknight
Originally Posted by DarthMarino
I've just noticed that the current "Original scan" and "Original scan (no shadows)" views in gnw_dkjr show a thick white line on top, something seems to have been broken with one of the latest updates.

Do you see it when Zoom to Screen Area is set to "Off"?

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Code

current:
	<bounds x="0" y="5" width="1222" height="793" />

	<screen index="0" blend="alpha">	<bounds x="1" y="-5" width="1216" height="798" /></screen>
	<element ref="Backgroundold" blend="multiply">	<bounds x="0" y="0" width="1222" height="798" /></element>
	

suggest:
	<bounds x="0" y="0" width="1222" height="798" />

	<element ref="Backgroundold">	<bounds x="0" y="0" width="1222" height="798" /></element>
	<screen index="0" blend="multiply">	<bounds x="1" y="-5" width="1216" height="798" /></screen>


The white line would in theory also happen for people that have portrait-oriented screens.

See suggested simple fix.
Some bgfx_backend will give you a black screen though (bug with screen multiply blend). But IMO that shouldn't be a deterrent since every other view in the .lay file uses it.
There's unneeded files in the gnw_dkjr package btw: pngs for judge and vermin.

Last edited by hap; 09/26/22 03:34 PM.
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