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An interesting take on light gun technology
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BadMouth:
My comments about newer games being more forgiving are based on playing NAOMI games like Maze of Kings on the Demul emulator.
The targets seem so easy to hit that the game gets boring.
That's my opinion.  Can't say that I've done any systematic testing.

That game used an IR setup like what you are talking about.



I would completely outline my monitor in IR LED strips if it meant accurate light gun play on my LCD cab.
twistedsymphony:

--- Quote from: BadMouth on February 12, 2014, 10:27:48 am ---My comments about newer games being more forgiving are based on playing NAOMI games like Maze of Kings on the Demul emulator.
The targets seem so easy to hit that the game gets boring.

--- End quote ---
I've never played Maze of the Kings (or any NAOMI shooter) but a lot of games show you where your bullet landed, or if not the test menu usually has an option to show you where you're aiming at all times and is a good indication of the gun accuracy.

As for the forgiveness It might have have to do with the difficulty a lot of times on shooter that will directly affect the size of the hit boxes.

Maze of the Kings was also available as a CRT upright:


I would suspect that if they needed to be more forgiving on Ir setups then there would be an option in the settings to switch between IR and CRT gun modes to adjust the hit boxes.



--- Quote from: BadMouth on February 12, 2014, 10:27:48 am ---I would completely outline my monitor in IR LED strips if it meant accurate light gun play on my LCD cab.

--- End quote ---

It couldn't hurt to try. It only works with Wii style setups with the sensor in the gun and the IR LEDs DO need enough space between them that the gun sees them as distinctly separate light sources.


EDIT: I just noticed that CRT Maze of Kings looks like it's using IR LEDs too... I don't think I've ever seen IR sensors on a CRT game like that... though I suppose that says something about Sega's confidence in that system.

I wonder how hard it would be to use a IR arcade setup on a MAME PC.
Howard_Casto:
The wii guns are incredibly accurate, if calibrated correctly, and you don't move around a lot and you aren't playing in a cab.  When I wrote the glove pie scripts I got it to where I could play the old-school lightgun games with the crosshairs turned off no problem.  Now I re-calibrated after entering every single game, but that's the price of doing business unfortunately. 

Notice where the arcade ir setups are on podium cabs where the monitor is fully upright and the podium makes the player stand back far enough to where the entire led array can be seen at any angle?  THAT is the key to a good setup. 

With a standard style arcade cab you are standing too close for the wiimote to see the sensor array at all times.  You are also shooting at an angled monitor which makes the calibration differ depending on your height.

I guess what I'm trying to say is that at lot of these issues arise because we are trying to shoe-horn a technology into an application it wasn't designed for.  If you build a cab like the one you linked to from the ground up, you'll get an accurate rig... wiimotes can actually track up to 16 separate leds at any given time.  You would have to write the code manually, but it would be as simple as determining which leds are the corner ones and taking the average of those dots.  The average of those dots is dead center every time, no calibration would be needed.  But you've got to be standing far enough away to where those dots are always in view of the camera. 
twistedsymphony:

--- Quote from: Howard_Casto on February 12, 2014, 01:16:30 pm ---The wii guns are incredibly accurate, if calibrated correctly, and you don't move around a lot and you aren't playing in a cab.  When I wrote the glove pie scripts I got it to where I could play the old-school lightgun games with the crosshairs turned off no problem.  Now I re-calibrated after entering every single game, but that's the price of doing business unfortunately. 

Notice where the arcade ir setups are on podium cabs where the monitor is fully upright and the podium makes the player stand back far enough to where the entire led array can be seen at any angle?  THAT is the key to a good setup. 

With a standard style arcade cab you are standing too close for the wiimote to see the sensor array at all times.  You are also shooting at an angled monitor which makes the calibration differ depending on your height.

I guess what I'm trying to say is that at lot of these issues arise because we are trying to shoe-horn a technology into an application it wasn't designed for.  If you build a cab like the one you linked to from the ground up, you'll get an accurate rig... wiimotes can actually track up to 16 separate leds at any given time.  You would have to write the code manually, but it would be as simple as determining which leds are the corner ones and taking the average of those dots.  The average of those dots is dead center every time, no calibration would be needed.  But you've got to be standing far enough away to where those dots are always in view of the camera. 

--- End quote ---

Quoted for Truth  :cheers:

As I said earlier my only problem with the Wii remote setup is the remote not seeing the IR LEDs... accuracy is fine.

Personally if I were to build a shooting cab I'd base it on the mid-90s Sega cabinet used for Virtua Cop/HOTD


It's a fairly compact design and the mirror setup gives you more depth than the actual depth of the cabinet to keep it challenging, not sure how well IR would work in something like this (I'd assume just fine as long as the interior of the cabinet was properly matted out).
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