Main > Lightguns
SAMCO DIY Arduino Powered IR Light Gun
<< < (15/37) > >>
Zebra:

--- Quote from: pbj on October 28, 2019, 06:03:05 pm ---Guns worked well on the Wii games that were designed around being on the Wii.  Big Buck Hunter was actually pretty damn fun.



--- End quote ---

They work OK if you play with crosshairs on-screen but accuracy is not required for that. It's fine for a lot of people but, for some reason, I find it hard to enjoy shooting games with crosshairs on-screen if the original arcade didn't have them. It just makes them too easy and it feels like I'm using a mouse instead of a gun. It's why I don't like using my Aimtrak to play Time Crisis in mame.

It's a shame because the Wii is the only console for a bunch of arcade shooters. I know of no other way to play games like Terraburst and Op Thunder Hurricane or Ghost Squad.

The PS3 has a bunch of gun games too but most of them use the PS Move which is only a little better than the Wii remote. A lot of it's games would have been worth playing if they would have added an option to use a Guncon 3. The key difference in the hardware seems to be that it uses two led clusters instead of one and they are spaced further apart.



Howard_Casto:
I'm talking about arcade game ports that were released on the wii, not wii exclusive games.  The sega ones in particular.... if you calibrated in-game every time you played and didn't move around (in other words stand in the same spot) the accuracy was great... no cross hairs needed.  It wasn't the wii or it's OS software that increased the in-game accuracy, but rather the game's calibration code.  The reason wiimote games worked great on most first party Nintendo titles and the major developers that actually took the time to make good ports is because there was custom code made for each individual game to translate the mess of sensor data the wiimote fed back into good tracking. 

The reason homebrew drivers don't work well is because they typically just take the ir tracking data, bind that to a mouse axis and that's it.  If done correctly it should be far more complex. 
Zebra:

--- Quote from: Howard_Casto on October 29, 2019, 01:52:04 pm ---I'm talking about arcade game ports that were released on the wii, not wii exclusive games.  The sega ones in particular.... if you calibrated in-game every time you played and didn't move around (in other words stand in the same spot) the accuracy was great... no cross hairs needed.  It wasn't the wii or it's OS software that increased the in-game accuracy, but rather the game's calibration code.  The reason wiimote games worked great on most first party Nintendo titles and the major developers that actually took the time to make good ports is because there was custom code made for each individual game to translate the mess of sensor data the wiimote fed back into good tracking. 

The reason homebrew drivers don't work well is because they typically just take the ir tracking data, bind that to a mouse axis and that's it.  If done correctly it should be far more complex.

--- End quote ---

OK you've peaked my interest in trying again with my Wii. I gave up on it after trying the House of the Dead games, Ghost Squad and Mad Dog McCree. Which disc would you recommend for me to try (to shoot without crosshairs). I have a bunch of ideas for a custom Wii arcade gun if I can find some games to make it worth the time.
Howard_Casto:
I remember Ghost Squad being particularly good... it's really short though.  HOTD OK also worked well with the wiimote.  If you didn't find the accuracy acceptable then it might just be you never are. 
Zebra:
Were you able to play Ghost Squad on the Wii without crosshairs? I couldn't find that option. I'm going to dig out my Wii and take another look.

My problem is that I'm spoiled by the PS1 and PS2 Guncon games. I was playing Virtua Cop 1 and 2 on the PS2 yesterday and it was pure magic. With the official Namco Guncon 2 in an arcade recoil gun shell it felt just like I was playing the coin-op. Every shot landed exactly where I aimed etc. I wish I could use that gun for all shooting games.

Still, it looks like we won't have to wait too long before we get an arcade-accurate home IR gun. Between the commercial projects like Sinden and the various diy projects I'm sure one if them will deliver. I want to try the 4 sensor diy design. If it works well, I could use it with a Wii emulator.

On a separate note, I noticed yesterday that the Raw ThrillS Terminator Salvation IR gun doesn't appear to use a separate I/O board like other arcade guns. The gun camera and all ten sensor boards run directly to the PC via a USB harness. The recoil is handled by a small "kick board" inside the gun shell and that also connects to the USB harness. Would it be possible to make the diy Samco gun without an Arduino and just run the code on the PC instead like the Raw Thrills gun?
Navigation
Message Index
Next page
Previous page

Go to full version