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Gun talk - Sega Type-II IR Gun setup
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twistedsymphony:

--- Quote from: burn_654 on February 10, 2016, 02:30:58 pm ---What kind of minimum distance does the sega ir setup allow?

--- End quote ---

It seems about the same as what you're seeing. The screen I was testing on is a 19" LCD and the sensors were placed 22" corner to corner and the gun could be used as close as 23" away from the screen (from screen to tip of gun). the calibration and test screen in the NAOMI was really excellent as it would tell you exactly where it would lose signal. This distance didn't really seem to be effected by gun angle or lateral distance either.

You might want to look into building a mirror cab. This is what they did in a lot of light gun arcade machines including House of the Dead 2 and Lethal Enforcers. The monitor was placed on it's back pointing up and then there was a large mirror placed at a 45 degree angle. the result is that the "effective distance" of the screen is now another 2ft or so which keep the game challenging and solves any other tracking issues you might have from the screen being too close to the gun.

check out this pic:

You can see the mirror in house of the dead 2 on the left and the result is that the monitor (and the IR sensors) look like they're a good 2-3ft away from the front glass, from the light gun's point of view that's how far away the sensor is too since that's how far the light actually has to travel.
compare that with the house of the dead 1 cab on the right which is a direct view monitor with no mirror and they have to have a pedestal in order to create distance between the player and the screen.
burn_654:
That's some great info, thanks for that.  :)

Clever how they promoted optimal aim distance for the hardware with the design of the cab. I suppose that's contrary to the point blank and area 51 crt/flash gun cabinets I've seen where the guns were stored much closer.

I had no idea House of the Dead 1 used IR guns? The game has a brief white flash that I had assumed was for crt gun detection, as does Lost World which used the IR setup. Why would the games incorporate a flash if it wasn't necessary - compatibility with older hardware perhaps? The ir guns should work fine without it. Unless it was purely an aesthetic thing at that point.
Howard_Casto:
Don't quote me on this, but I think the earlier ones had a crt option. 
twistedsymphony:
House of the Dead 1 used CRT guns on CRT cabs, the HOTD1 cab in that pic uses CRT guns. They did make a deluxe version with a 50" projector screen and IR based guns. Completely different hardware than what I'm using though.

HOTD1 was a Model 2 game and the analog IR system wasn't implemented until Model 3 (Jurassic Park: the Lost World).

a lot of games, even those that used CRT guns and didn't need make the player stand further away for the guns to work, did so because it make the game more challenging.
twistedsymphony:
I've made some interesting discoveries....

I found that all of this IR equipment isn't just used by Sega, the same system was used by Namco for Time Crysis 4 as well as newer games such as Dead Storm Pirates, it's also used by Taito in Elevator Action: Death Parade and a few other games. I've found lots of people referencing the equipment as the "OMZ" IR gun board and in newer Sega Manuals (2 Spicy and newer) they regularly refer to the gun sensor with an part number prefixed with OMZ or OMJ despite it looking identical to the older sensors.

This leads me to believe that the IR setup isn't a piece of Sega equipment but rather a 3rd party "off-the-shelf" device, though even searching the OMZ part numbers leads me no where so I'm not really sure where this equipment comes from.

Another interesting thing I noticed is that in the time Crisis 4 manual the LED board arrangement around the monitor is mirrored from what Sega uses. At first I thought maybe there was difference in equipment but then I realized it shouldn't matter... if the sensors are all mirrored left to right then all that will result in is the X-Axis being reversed... and as a matter of fact Namco is likely using it properly since their sensor arrangement would result in 00,00 being top left while Sega's 00,00 is top right.

Another interesting though is that if this is indeed the same equipment then that means we should be able to use Time Crysis 4 IR guns with the rest of the sega hardware, so we could have that sweet recoil setup without having to hack anything together. There's actually a whole selection of guns available that would work... the HOTD 2 and JP used non-recoil hand-guns while HOTD3 used a pump action shotgun, HOTD4 used a machine gun, Ghost Squad used an assult rifle with recoil and two additional alternate fire buttons, HOTD EX , 2 spicy and Sega Golden Gun all used a .45 style gun with recoil and of course the Time Crisis 4 gun with the slide action recoil. finding these guns at a good price is difficult but knowing that they're available and should just work means that going forward there's a lot of potential options in the future.

here's the time crisis 4 manual for anyone that is interested: http://wiki.arcadeotaku.com/images/6/60/Time_Crisis_4_DX_Manual_issue2.pdf

----

I also got my AVR board in yesterday and got the firmware flashed, I still need to build the harness and we'll see if I can actually use this bad boy in MAME  :cheers: sadly I might not have time until later this week
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