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**Reel Slots** Gaming Machines => IGT S2000 and Vision Games. => Topic started by: Yoeddy1 on March 28, 2013, 05:56:14 AM



Title: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Yoeddy1 on March 28, 2013, 05:56:14 AM
Hey Everyone,

If we get enough folks that can confirm that this solution works, we might want to make this a sticky topic as this topic has been covered many times in various posts.

Over the past several months, many of us have found out that different sound SIMM's will work with various games.  For example, a couple of years ago, I found out by accident that a Mummy sound SIMM would work in my 3CM Double Diamond Deluxe, but not with a 2CM Double Diamond Deluxe.  So what gives?  Why do certain games come up with an "Incompatible Sound SIMM" type of an error with all sound SIMMs except with the one that has been developed for the specific theme?  Why do other games work with various sound SIMMs without limitation?  A good question for IGT developers, but for those that want to dig in and mix up the sounds, read on!

What we do know is that SBs (base chips) that are numbered as SB1000XX or SB10000X (XX or X being numbers other than 0) appear to accommodate various sound SIMMs and will not produce an error.  This may not be true for all SB chips that fall into this numbering, but below are a few that I have confirmed that work:

SB100021 Bonus Sizzling Sevens 3CM
SB100087 Sizzling Sevens 3CM
SB100089 Double Diamond Deluxe 3CM
SB100009 Triple Lucky Sevens 3CM, Triple Butterfly Sevens 3CM, Triple Red Hot Sevens 3CM, Triple Stars 3CM
SB100097 Crystal Sevens 3CM
There may be others...

My MPU has the following chipset:
SG000363 GME 1&2 chips
VS011GX1 Version chips

Any of these games seem to work fine with alternate sound SIMMs with this configuration.

Now...the part that gets confusing is that some folks, including myself, have noticed that the spin sounds may alternate and sometimes they may play the same spin sound over and over with no variation.  Why is that?  The thought was that the GME chips or Version chips might control this behavior.  Now some games will automatically produce alternating spin sounds and will not require any user intervention at all...Munsters, Mummy, I Dream of Jeannie, and even the good ol "preferred" sounds on the DSV00042 sound SIMM.

Here's a scenario for those that want to tinker.  Let's say I setup Triple Lucky Sevens with my SB100009 SB chip, but I want to install either a Wheel of Fortune (DSV00092) or a Megabucks (DSV00008) sound SIMM to mix things up a bit.  I power off my machine, install the SB100009 SB chip, install the desired sound SIMM, power the machine on and wait for the alarm, turn the jackpot key 4 times, hold MPU test button for 2-3 seconds, close the door, and I should be good to go right?  This is true, but in my experience, the game is only going to produce the same spin sound over and over.

So how do I get the game to produce alternating spin sounds that reside on the sound SIMM you ask?

Do the same thing as above, but this time, dig out your trusty DSV00042 sound SIMM.  In other words I power off my machine, install the SB100009 SB chip, install the DSV00042 SIMM, power the machine on and wait for the alarm, turn the jackpot key 4 times, hold MPU test button for 2-3 seconds, close the door.  Open the door, press the MPU test button, configure the spin, rollup, etc sound settings to "Preferred", exit out of the menus, and close the door. 

Play the game a few times.  Power off the machine.

Now take out the MPU again, take out the DSV00042 sound SIMM and replace it with the Wheel of Fortune (DSV00092), Megabucks (DSV00008), or whatever sound SIMM.  Power your machine back up.  When you play the machine, you should notice that the spin sounds will now alternate the sounds.
I have no idea why this works, but it’s almost as if the installation of the SB chip and the DSV00042 as a starting point, sets a sound path default to memory (somewhere), and when other SIMMs are installed after the initial installation with the DSV00042, those other SIMMs will follow the same path.  How’s that for some technical BS?

Anyway, give this a try if you have a chance, and hopefully this sound voodoo will work for others!

I just picked up a SB100021 Bonus Sizzling Sevens 3CM and a DSV00015.  When I first installed it, I could only get one spin sound to play, and that got old really quick.  After running through the process above with the DSV00042, a whole bunch of new spin sounds were unlocked once I put the DSV00015 back in!  Success!   :3-

Below is a video which reflects the spin sounds when SB100021 and DSV00015 are setup with a new installation WITHOUT using the DSV00042 fix.  Notice that the spin sound is the same every time?

http://www.youtube.com/watch?v=YAjmkl6W8xc (http://www.youtube.com/watch?v=YAjmkl6W8xc)

Below is a video which reflects the spin sounds when SB100021 and DSV00015 are setup with a new installation, WITH the DSV00042 fix, and then reinstalling the DSV00015 again.  Notice that the spin sound changes with each spin?

http://www.youtube.com/watch?v=sxP6qrThgyI (http://www.youtube.com/watch?v=sxP6qrThgyI)

For those that want to investigate EVERY possible sound that resides on any sound SIMM, perform the following:

Turn the jackpot key once
Hit the Cash Out button twice to get to 4 I/O Tests
Hit the Spin Reels button
Hit the Cash Out button once to get to 4.4 Sound Test
Hit the Spin Reels button
Hit the Cash Out button once to get to 4.4.2 MMLB Sound File Test
Hit the Spin Reels button
Use the Cash Out and Change buttons to move left or right through each of the sound files.  Use the Spin Reels button to play the sound file.

When you are done playing with the sound files, hit the Play X Credits button several times to exit out of the menus.  The reels will spin and the game will be ready to play.

Cheers!
Jason


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: SLOTMAN on March 28, 2013, 10:10:25 AM
Very nice post, I wish I could at least get to the "preferred" to show up.  I have yet to see it with 2 mmlite boards and a 42 in addition to a 84 using a 363 game chip.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: FORDSBS on March 28, 2013, 10:30:17 AM
Jason,  :wa :136- :259-


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: CVslots on March 28, 2013, 02:39:47 PM
Wow Jason, cool find....and very well explained. Ive caught bits n pieces of it from you guys talking about it, but this sums it all up in one place! Now off to dig through sound SIMMs!

Slotman - are you using a GX1 version chip?


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Yoeddy1 on March 28, 2013, 02:59:19 PM
Very nice post, I wish I could at least get to the "preferred" to show up.  I have yet to see it with 2 mmlite boards and a 42 in addition to a 84 using a 363 game chip.

SLOTMAN, which game are you trying to set up?  There are certain games that simply do not allow the DSV00042 "preferred" options as part of the configuration...unfortunately. 

Double 3x 4x 5x Times Pay 3CM (SB100783) is a great example.  Cool game, but the DSV00042 "preferred" sounds are locked out from this particular theme.  It is what it is.

Jason


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: qbert on March 28, 2013, 04:41:40 PM
Jason,
Great post  :259-
This explains many things about mm lite configuration.

Thanks
I still have some questions regarding some sg chips affecting specific game sounds.
Maybe another topic to post.

Rich


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: SLOTMAN on March 28, 2013, 06:36:51 PM
Very nice post, I wish I could at least get to the "preferred" to show up.  I have yet to see it with 2 mmlite boards and a 42 in addition to a 84 using a 363 game chip.

SLOTMAN, which game are you trying to set up?  There are certain games that simply do not allow the DSV00042 "preferred" options as part of the configuration...unfortunately. 

Double 3x 4x 5x Times Pay 3CM (SB100783) is a great example.  Cool game, but the DSV00042 "preferred" sounds are locked out from this particular theme.  It is what it is.

Jason

Trying a triple butterflys along with a enchanted unicorn.  I tried the DSV00042 and 84.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: PLUNGER BOY on March 29, 2013, 12:57:57 AM
K+  To Jason. :259-  The switching  to the DSV00042 simms and setting it up for preferred on all in the sound options then returning the DSV00029 simms WORKED. :3-  I now have different sounds on the reel spins . I guess i never needed a different stepper chip  :279-     SPECIAL Note for BUZZ  :81- Stop BURNING . Thanks Guys  P.B.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: StatFreak on March 29, 2013, 02:55:48 AM
...
What we do know is that SBs (base chips) that are numbered as SB1000XX or SB100000X (XX or X being numbers other than 0) appear to accommodate various sound SIMMs and will not produce an error.  This may not be true for all SB chips that fall into this numbering, but below are a few that I have confirmed that work:

SB100021 Bonus Sizzling Sevens 3CM
SB100087 Sizzling Sevens 3CM
...

My MPU has the following chipset:
SG000363 GME 1&2 chips
VS011GX1 Version chips

Any of these games seem to work fine with alternate sound SIMMs with this configuration.

...

So how do I get the game to produce alternating spin sounds that reside on the sound SIMM you ask?

Do the same thing as above, but this time, dig out your trusty DSV00042 sound SIMM.  In other words I power off my machine, install the SB100009 SB chip, install the DSV00042 SIMM, power the machine on and wait for the alarm, turn the jackpot key 4 times, hold MPU test button for 2-3 seconds, close the door.  Open the door, press the MPU test button, configure the spin, roll up, etc sound settings to "Preferred", exit out of the menus, and close the door.  

Play the game a few times.  Power off the machine.

Now take out the MPU again, take out the DSV00042 sound SIMM and replace it with the Wheel of Fortune (DSV00092), Megabucks (DSV00008), or whatever sound SIMM.  Power your machine back up.  When you play the machine, you should notice that the spin sounds will now alternate the sounds.
I have no idea why this works, but it's almost as if the installation of the SB chip and the DSV00042 as a starting point, sets a sound path default to memory (somewhere), and when other SIMMs are installed after the initial installation with the DSV00042, those other SIMMs will follow the same path.  How’s that for some technical BS?

Anyway, give this a try if you have a chance, and hopefully this sound voodoo will work for others!
...

Hi Jason,

First, I want to confirm that your number above – SB100000X  – was a typo, since all IGT chips are eight characters long (letters & digits), so it should be SB10000X.

Given that it's actually supposed to be a six digit number, I'm sorry to report that I'm currently visiting Buzz, we just tried this with a Cigar (SB100001) as you described and it didn't work.  :8-

Buzz tells me that there's a cigar thread currently under discussion, so I'll pop over and give it a read shortly.

Okay, I read the other thread and watched Bettor Slots Cigar Youtube video. From what I can tell, Cigar, like Munsters, has a long piece of music that repeats but is much longer than the time it takes to spin once. It plays a piece of the tune during each spin and continues from there on the next one. This longer piece of music most likely takes up all of the room on the sound SIMM so there isn't room for multiple spin tunes. I could see where someone might think that the individual pieces of the longer tune are "different" spin sounds when they are really just the continuation of one longer piece of music.

Plunger Boy, can you videotape your machine so we can listen to several spin sounds? Is it possible to get a video of the way it was before the fix as well?

I took a video of our game and will post it shortly in the other thread. One thing I did notice is that the tune Buzz's machine plays is not the same one that Jim's plays on his video. (another mystery.)


Anyway, it's probably still worth trying this trick out with other games. We might end up having to make a specific list of games that work rather than being able to state that a blanket range of SB numbers will or will not be successful.

Stat :31-

<Edits>


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: StatFreak on March 29, 2013, 03:34:54 AM
Correction: Jim's video and mine are playing the same tune. My bad.  :96-


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: StatFreak on March 29, 2013, 03:54:52 AM
Geez, I start posting after being away for months and end up with my foot in my screen.  :200- :96-

Actually, YoEddy's fix DOES work. We tried it again and without the DSV00042 the game plays the first notes of one song but never advances further (same notes every spin) and the "preferred" sound option isn't available. Using the DSV00042 allows one to turn on the preferred sounds and that unlocks the full tune on the DSV00029. I'll still post our video in the other thread.

red-faced Stat :31-  :5- :72-


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Yoeddy1 on March 29, 2013, 04:49:32 AM
Sweet!  Glad it's working!  Again, I have no idea how many games this will work with, but I'm certainly curious to see how deep the rabbit hole goes.  I've added some videos in the original post demonstrating the A/B comparison with Bonus Sizzling Sevens, and also a little nugget of information that will show us how to explore ALL sounds that reside on the DSV sound SIMMs.  

Enjoy!
Jason


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Buzz on March 29, 2013, 09:36:32 PM
Jason  Just a little tid bit, as you may or may not know a S 2000 sound simm  is DSV*****, a I Game sound simm is DSS***** I didn't  think this would work but I had to try. I installed a Tabasco I Game sound simm in a Tabasco S 2000. The S 2000 didn't even recognize a MM II board even being installed in the machine. ( Right after turning the power on machine  booted right up with no long wait.) No enhanced sounds at all. and no errors.

Now yesterday same Tabasco machine I tried your trick with a DSV00042 to see if it would open up any other sounds. As for as I could tell there were no changes. But you did not say and I did not do a clear before installing the DSV00042.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Yoeddy1 on March 29, 2013, 10:22:58 PM
Yeah Buzz, I haven't ever tried a DSS in my S2000.  I had just assumed that they wouldn't have worked, but with these crazy machines, one never knows.

All of the themed games that I have alternate the spin sounds when the correct SB is used with the themed DSV...Mummy, Munsters, I Dream of Jeannie, Tabasco, Jekyll & Hyde, Crystal Sevens.  These never require the DSV00042 trick.

The themes that I have seen that appear to be a mixed bag when it comes to the spin sounds are:

Cigar, Titanic, Chainsaws & Toasters, and I wonder if Phantom of the Opera would fall into this group as well.

For example, you and Stat just discovered and resolved this with Cigar in another thread.  C&T is another one that usually produces the same spin sound over and over, however, have heard this one alternate as well, but have never understood why.

Check out Titanic:

Single spin sound:
http://www.youtube.com/watch?v=CwmVoXOzDJs (http://www.youtube.com/watch?v=CwmVoXOzDJs)

Multiple spin sounds:
http://www.youtube.com/watch?v=4JNbD1d6-Ew (http://www.youtube.com/watch?v=4JNbD1d6-Ew)

The one that I'm really curious about is Phantom of the Opera.  I've only heard the single spin sound with this one, but it makes me wonder if the DSV00042 trick would unlock other sounds for this one as well.

If somebody has Titanic, Chainsaws & Toasters, or Phantom of the Opera, this would be cool to confirm.

Thanks,
Jason


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Yoeddy1 on March 29, 2013, 10:30:34 PM
Funny that these are all non-backlit themes too.  Coincidence?

Jason


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Buzz on March 29, 2013, 10:44:30 PM
Jason  I have one that's labeled Titanic Sinking, DSV00027.  Wonder if the main sounds it makes is of Flipper swimming past the Boat.    :79- :79-  Better yet, some black cabin boy running by hollering " OHHHH  Shitttt "


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: CVslots on March 30, 2013, 12:10:35 AM
Someone has a Phantom of the Opera, have them try it...wasn't it IFFV68?


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Magicslots on March 30, 2013, 12:26:41 AM
Phantom shows to be:
 PHANTOM OPERA DSV00004

I didn't have have it , but I think a friend nearby does, I'll do some digging...


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: PWRSTROKE on March 30, 2013, 01:44:53 AM
Read this to the end and got tired.  What cpu/processor you using?  Tried this on ENHANCED?--B.  (I may have missed it somewhere in there).


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: CVslots on March 30, 2013, 01:50:58 AM
I think it's a regular 50x series...


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Buzz on March 30, 2013, 02:36:43 AM
Dave, I still have a lot of them.  Most are going to a bulk deal on parts,etc. .  I apoligize again and you are correct on your statement from another topic and post.  I am retiring from this site and closing the account.  Just to damn busy with all other to deliver like the old days.  I still do help folks but they contact me via-other for items.  No need in me spending countless hours anymore for new stuff that I have and would gurantee when others just buy in bulk.  In the past if I was able I wanted to test everything I was able to if the test platform was avail. I do like most all here but this forum/site is no where near what it was in the past.  Thanks. --Was here for a long time.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Boy that was a short retirement.

Last time I saw Joey I mentioned that you were wanting to resign from the site, he said you had never called him. but if you really wanted off the site to  make the phone call and to make sure to remind him you were the one bad mouthing him when he made his Son a Gold member and not you. It also will speed the process along if you mention the post about the size of his Wife and Family. ( as I recall he was really pissed the day you posted that )


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Britanski on March 30, 2013, 08:25:24 AM
For those that want to investigate EVERY possible sound that resides on any sound SIMM, perform the following:
Turn the jackpot key once
Hit the Cash Out button twice to get to 4 I/O Tests
Hit the Spin Reels button
Hit the Cash Out button once to get to 4.4 Sound Test
Hit the Spin Reels button
Hit the Cash Out button once to get to 4.4.2 MMLB Sound File Test
Hit the Spin Reels button
Use the Cash Out and Change buttons to move left or right through each of the sound files.  Use the Spin Reels button to play the sound file.
When you are done playing with the sound files, hit the Play X Credits button several times to exit out of the menus.  The reels will spin and the game will be ready to play.

Great info and demos!  Sorry, I'm new to IGT slots, so please forgive my ignorance.. . .
Okay, I found 214 sounds total: coin, roll sounds, roll-up starts, loops, ends pieces and more (I'm an audio SFX producer, so I understand how they work together), but I'm guessing this doesn't mean that, since I can hear them, I can assign them as I wish. 
Additionally, I have the "R" board 5 reel, 40 line unit with the SB001000 chip. So I think I can assume I'm screwed .. err I mean "limited with options".   :58-
I found no sound options you mentioned when working with my particular Key chip 'RBK00001'.  But glad to see this info via forums like this.
I think these 40 line units are not as popular as IGT wished them to be...    :96-  I think I'll keep this machine in the parlor, where it belongs, for general play.   :294-
Thanks!  


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Neonkiss on March 30, 2013, 12:31:33 PM
Jason  I have one that's labeled Titanic Sinking, DSV00027.  Wonder if the main sounds it makes is of Flipper swimming past the Boat.    :79- :79-  Better yet, some black cabin boy running by hollering " OHHHH  Shitttt "

OK,
I tried this with my Titanic and yes the sounds now alternate after using the DSV00042
I then installed the DSV00006 and was pleased to see the other sounds. I have before checked the different sounds between the two version of Titanic and could not see a difference through the menu's.
But I did then install the DVS00027 (sinking Titanic) and noticed the difference is in the reel stop sounds. The roll up sounds are still the same and alternating.

Yoedie1,
You have two Titanic machines? One sinking and one floating.
Do you work for World Wide Gaming? I see the machines is listed with their logo.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Yoeddy1 on March 30, 2013, 01:23:40 PM
No, these are just random videos that I've seen on the internet.  I don't work for WW Gaming.  I'm just a schlump that likes playing with slot machines.  :D

As far as the R boards go, I don't have any experience with those.  All of my testing is on a Rev 504B board.  I would also assume that the 5 reel games may have limitations, but again, until somebody gives this a try, we'll never know. 

Jason


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: PWRSTROKE on March 30, 2013, 06:24:42 PM
Dave, I still have a lot of them.  Most are going to a bulk deal on parts,etc. .  I apoligize again and you are correct on your statement from another topic and post.  I am retiring from this site and closing the account.  Just to damn busy with all other to deliver like the old days.  I still do help folks but they contact me via-other for items.  No need in me spending countless hours anymore for new stuff that I have and would gurantee when others just buy in bulk.  In the past if I was able I wanted to test everything I was able to if the test platform was avail. I do like most all here but this forum/site is no where near what it was in the past.  Thanks. --Was here for a long time.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Boy that was a short retirement.

Last time I saw Joey I mentioned that you were wanting to resign from the site, he said you had never called him. but if you really wanted off the site to  make the phone call and to make sure to remind him you were the one bad mouthing him when he made his Son a Gold member and not you. It also will speed the process along if you mention the post about the size of his Wife and Family. ( as I recall he was really pissed the day you posted that )
You Have mail -B.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Britanski on April 01, 2013, 05:22:31 AM
As far as the R boards go, I don't have any experience with those.  All of my testing is on a Rev 504B board.  I would also assume that the 5 reel games may have limitations, but again, until somebody gives this a try, we'll never know. 

Thanks Jason.  I'm doing this now... currently picking the most likely SB chips that "might" work.  (There aren't many). 
I'll post results in a separate thread of it's own about "R" board sounds.  Maybe I'll just get errors.. . IDK! 
But the chips are inexpensive so let's see what happens...

What I have now is the same as this sound scheme:
http://www.youtube.com/watch?v=uBW1eL5cDyo (http://www.youtube.com/watch?v=uBW1eL5cDyo)


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: knagl on April 02, 2013, 04:27:14 AM
Just a theory, but let's say that there are four different reel spin sounds on the 42 SIMM in its "preferred" mode (it's three or four, and I don't want to go down to the basement to figure out which is correct).  Let's say that they're in file positions 11, 12, 13, and 14 on the SIMM.  It then stands to reason that when you fool the machine into using a different SIMM that it's going to call for and play whatever files are in positions 11, 12, 13, and 14 on the SIMM.  If one could read the SIMMs, tinker with the data, and then re-write to them, it might even be possible to put whatever custom reel spin sounds you wanted into your machine, provided that they're the same file size and type (I believe they're .wav sounds, but don't quote me on that) and in the same place in the SIMM memory as the existing four reel sounds.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Buzz on April 02, 2013, 06:36:39 AM
Just a theory, but let's say that there are four different reel spin sounds on the 42 SIMM in its "preferred" mode (it's three or four, and I don't want to go down to the basement to figure out which is correct).  Let's say that they're in file positions 11, 12, 13, and 14 on the SIMM.  It then stands to reason that when you fool the machine into using a different SIMM that it's going to call for and play whatever files are in positions 11, 12, 13, and 14 on the SIMM.  If one could read the SIMMs, tinker with the data, and then re-write to them, it might even be possible to put whatever custom reel spin sounds you wanted into your machine, provided that they're the same file size and type (I believe they're .wav sounds, but don't quote me on that) and in the same place in the SIMM memory as the existing four reel sounds.

Kevin  Most of this is way over my head, but you can read and rewrite a simm using HxD, I should say I use HxD I'm sure there are plenty of other programs that will work just as well. If you want I can send you a couple to look at.



Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: playwitslotmachines on April 02, 2013, 09:14:47 AM
I had a 5 double dollars machine until I changed it over to Triple Stars. The game had a DSV00082 for the DD game and what I had is the legacy sounds with the free spin bonus game. Though the machine didn't allow to select from 'preferred' to 'legacy' in the operator menu. When I swapped the SG chips, the SB chip but didnt swap the version chip, with the 42 SIMM in there it was set to preffered spin music, still didnt allow to switch from preferred to legacy. What if I threw in a Cleopatra game with it's SIMM will it be set to it's preferred instead of legacy music? Just curious.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Britanski on April 03, 2013, 03:42:03 AM
Just a theory, but let's say that there are four different reel spin sounds on the 42 SIMM in its "preferred" mode (it's three or four, and I don't want to go down to the basement to figure out which is correct).  Let's say that they're in file positions 11, 12, 13, and 14 on the SIMM.  It then stands to reason that when you fool the machine into using a different SIMM that it's going to call for and play whatever files are in positions 11, 12, 13, and 14 on the SIMM.  If one could read the SIMMs, tinker with the data, and then re-write to them, it might even be possible to put whatever custom reel spin sounds you wanted into your machine, provided that they're the same file size and type (I believe they're .wav sounds, but don't quote me on that) and in the same place in the SIMM memory as the existing four reel sounds.

Okay, now you're talking my language.  I'm a sound designer/producer for a living. I've worked with gaming and animation for many years. I understand the sound file labels, numbers, loop properties and sample rates.
It's exactly as you thought... if you want a different "Spin sound" for example, you need only to find a way to get into the file system and rename the sound file.  "Roll up" same thing, etc...

The question is:  Is this possible?  Can I read an SB chip and manipulate the sound file data.  If so, I'd like to know what equipment I need to do this, and then I will do it.  The custom applications would be vast.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Neonkiss on April 03, 2013, 10:38:06 AM
As far as the R boards go, I don't have any experience with those.  All of my testing is on a Rev 504B board.  I would also assume that the 5 reel games may have limitations, but again, until somebody gives this a try, we'll never know. 

Jason

My understanding with the 5 reel games is this.
Most 45 and 90 credit SB chips will allow for enhanced sounds to be played.
However very few of the 180 and 360 credit SB chips work with enhanced sound.
It was though that if another version chip was used it would unlock these sounds. No it does not.
As discussed here before, it was determined that the triggers for the enhanced sounds were removed from the program to make room on the chip for the expanded paytable of the 180 and 360 credit chips.
This is where the R board was to take over as it provided more room for data and could handle the larger paytables for the 20 line 200 credit themes and up.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: playwitslotmachines on April 03, 2013, 12:41:14 PM
http://www.youtube.com/watch?v=NLFp2beWky0 (http://www.youtube.com/watch?v=NLFp2beWky0)
DSV00013

http://www.youtube.com/watch?v=GM4KsDuI9h8 (http://www.youtube.com/watch?v=GM4KsDuI9h8)
DSV00042

http://www.youtube.com/watch?v=n_j2gsC_MRU (http://www.youtube.com/watch?v=n_j2gsC_MRU)
DSV00042

http://www.youtube.com/watch?v=bvIH6UAwh8c (http://www.youtube.com/watch?v=bvIH6UAwh8c)
DSV00082


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: knagl on April 08, 2013, 07:31:35 AM
Kevin  Most of this is way over my head, but you can read and rewrite a simm using HxD, I should say I use HxD I'm sure there are plenty of other programs that will work just as well. If you want I can send you a couple to look at.

I appreciate the offer, Buzz, but I wouldn't be able to do much.  I can wrap my head around the theory of it, but I wouldn't know squat about manipulating the 1s and 0s to actually make it do something different.   :60-


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Britanski on April 13, 2013, 02:55:29 AM
As far as the R boards go, I don't have any experience with those.  All of my testing is on a Rev 504B board.  I would also assume that the 5 reel games may have limitations, but again, until somebody gives this a try, we'll never know. 
Thanks Jason.  I'm doing this now... currently picking the most likely SB chips that "might" work.  (There aren't many). 
I'll post results in a separate thread of it's own about "R" board sounds.  Maybe I'll just get errors.. . IDK! 
But the chips are inexpensive so let's see what happens...

Okay, just following up on this... I bought a new SB chip to see what changed, if anything.
Replaced the SB001000 with an SB100189 and there was no difference at all.  No errors, no problems, no difference.  As if I didn't even change it.  Still have the same sounds under the I/O sound test.
So the R board must have the sound library embedded into the board that is not changeable. ...clearly, it has no sound card or sound card attachment. 
So I'll need to use the Enhanced Memory 1 board. But I think the chips needed for this game are slim or non-existent.   I may try or just keep it for another machine.    :91-


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: brianfink on April 17, 2013, 10:46:47 AM
I was messing around with simm cards and made a ltittle discovery. On my double red white and blue 5 line sb 100070 with 363 chips I can get pritty much any 8 or 16 meg dsv to work 24,26,23,42,101 all worked fine. Pritty much the same with my triple cash another low sb number with 363's'. Then I tryed it on a 5 star a higher sb number sb 1002xx and I could only get 16 meg dsv's to work. So I switched out the 363 with sg001000 and now the 8 meg dsv's would work but not the 16meg  


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Nurbo on April 17, 2013, 03:54:33 PM
Hello,



Thank you Jason for your information !

Can it work with a DSV00058 and SB100715 coming from a Super Spin Sizzling Seven  :103-

I have also a SB101122. However, I don't know what kind of GME I have.

I know that the DSV00058 is specific, because of its bonus reel; it sounds like the DSV00082



Nurbo


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Yoeddy1 on April 17, 2013, 08:34:58 PM
Not sure.  The 3 reel + bonus reel games are VERY sound SIMM specific.  I put a 42 in a Big Times Pay, and while it accepted it, the output was a garbled mess.  No harm, just poorly mapped sound that didn't align with the game.  For those games, use the SIMM designed for the game.

Jason


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Yoeddy1 on February 07, 2014, 02:06:14 AM
So did anybody try the 42 trick with a Titanic, Phantom of the Opera, or Chainsaws & Toasters SIMM?   If anybody would like me to test it, send me the SIMMs and I would gladly dedicate some time and shoot some video footage.  :)

I'd ship the SIMMs back once complete. 

Jason


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Harvs on February 07, 2014, 02:22:43 AM
So did anybody try the 42 trick with a Titanic, Phantom of the Opera, or Chainsaws & Toasters SIMM?   If anybody would like me to test it, send me the SIMMs and I would gladly dedicate some time and shoot some video footage.  :)

I'd ship the SIMMs back once complete. 

Jason
Yes, thanks to this post... The 42 opens all the sounds on the Titanic Simm.

Harvs


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Yoeddy1 on February 07, 2014, 02:33:39 AM
Cool!  Statfreak also confirmed Cigar a while back too.  Every video that I've seen of Phantom and Chainsaw play the same spin sound over and over.  Would drive me nuts.  Curious if there are other spin sounds lurking in those themes.

Jason


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Harvs on February 07, 2014, 02:42:40 AM
Cool!  Statfreak also confirmed Cigar a while back too.  Every video that I've seen of Phantom and Chainsaw play the same spin sound over and over.  Would drive me nuts.  Curious if there are other spin sounds lurking in those themes.

Jason
There is more I'm sure, has to be.. - J, try this.., Install your Mummy Simm into a machine and it should open all the sounds.. At one point I didn't have a 42 on hand and ended up using the Mummy Simm, it worked.. Now that's only on about 6 titles I had at the time, but worth another test..

I will test that again tomorrow on the machines I do have, if you don't get to it before me..

Harvs


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Harvs on February 07, 2014, 02:58:38 AM
I tested the Mummy Simm on my Cigar just now.. - I took the Cigar Simm out, and turned the machine on without a Simm at all.., Installed the Mummy Simm, and without having to go into an menu it cycled through all the sounds.. I then installed the Cigar Simm back into the machine and same thing, it cycled through all the sounds without having to go into any menu or use a 42 to open. Give it a shot..

That Mummy Simm is a must have!

Harvs


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: stayouttadabunker on February 07, 2014, 03:04:19 PM
Personally, I like The Munsters sounds on my Vision.  :89-
Feels weird when the Simm is in a Double Diamond Haywire... LoL  :5-


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Yoeddy1 on February 07, 2014, 03:15:28 PM
Personally, I like The Munsters sounds on my Vision.  :89-
Feels weird when the Simm is in a Double Diamond Haywire... LoL  :5-

How do you do that?  My DDH 3CM single line will only accept a 42.  I would love to throw a Wild Thing SIMM in there, but it probably wouldn't work.

Jason


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: stayouttadabunker on February 07, 2014, 03:23:44 PM
I just kidding....first time I saw this thread last year, I sat down one night and
stuck in all of my DSV's into a Munsters theme I had set up.
I got ALL kinds of sounds.
I really wish I would have taken notes for your survey here!! :72-

You probably need somebody that has a SIM burner and rip apart a SIM and see what makes it tick.
I wish I knew what 1's and zero's would fit into the DSV sound files to make some really cool sounds!


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: RB on February 20, 2014, 01:33:36 AM
Personally, I like The Munsters sounds on my Vision.  :89-
Feels weird when the Simm is in a Double Diamond Haywire... LoL  :5-

How do you do that?  My DDH 3CM single line will only accept a 42.  I would love to throw a Wild Thing SIMM in there, but it probably wouldn't work.

Jason

You can use a Wild Thing SIMM if you change the base chip to a SB100110 3CM. Reel strips & payouts are same.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Yoeddy1 on February 20, 2014, 02:39:36 AM
Personally, I like The Munsters sounds on my Vision.  :89-
Feels weird when the Simm is in a Double Diamond Haywire... LoL  :5-

How do you do that?  My DDH 3CM single line will only accept a 42.  I would love to throw a Wild Thing SIMM in there, but it probably wouldn't work.

Jason

You can use a Wild Thing SIMM if you change the base chip to a SB100110 3CM. Reel strips & payouts are same.

No kidding?  Hmm...I may just have to do that.  Didn't realize the strip patterns were the same Ron.

Jason


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: RB on February 20, 2014, 02:48:08 AM
Wild Thing Cowgirl is an exact clone of DDH. I have both games. The "Frenzy" feature of the WT equates to a Haywire. Same effects, reel dance, etc.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Buzz on February 20, 2014, 04:44:23 AM
I was reading this thread and got a wild hair and burned a DSV00016 and put it in a Double Jackpot Haywire that has a SB001000 Base chip. The only thing I could get out of it was a " Incompatible Sound Simm" error. Put the DSV 42 back in and it works just fine.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Yoeddy1 on March 02, 2014, 05:50:34 PM
Wild Thing Cowgirl is an exact clone of DDH. I have both games. The "Frenzy" feature of the WT equates to a Haywire. Same effects, reel dance, etc.

Ron, is it a clone for the 2CM version?  3CM appears to be a bit different?  Or is there another version that you are talking about?

Thanks,
Jason


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: RB on March 02, 2014, 05:59:45 PM
SB100109 replaces 100155 2CM, 100110 replaces 100156 3CM. Reel strip symbols & payouts coincide exactly. Does not apply to Double Diamond strips, only DD Haywire.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: RB on March 02, 2014, 06:20:30 PM
Convinced yet?


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Yoeddy1 on March 02, 2014, 06:30:03 PM
Gotcha.  I just happened to see this one with a different paytable. 

I think I need to do this for a little "variety."  ;)

Thanks again Ron.

Jason


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: RB on March 02, 2014, 06:49:29 PM
Interesting to say the least. That one has the same paytable as Haywire or Wild Thing Black Leather. Didn't know that variation was out there.


Title: Re: Theory of Sound SIMMs, SB chips, and Sound Variations
Post by: Foster on March 03, 2014, 06:56:18 AM
FYI

I only have Double Diamond theme, but have the base chip for DD and DD Haywire and have played Double Diamond haywire successfully with my DD strips

I just reinsert the strips moving the Double Diamond symbol so it would be the first non blank symbol below the notch instead of the 7 at the top of the strip

That way I get 2 games out of the same glass and strips.