Main Restorations Software Audio/Jukebox/MP3 Everything Else Buy/Sell/Trade
Project Announcements Monitor/Video GroovyMAME Merit/JVL Touchscreen Meet Up Retail Vendors
Driving & Racing Woodworking Software Support Forums Consoles Project Arcade Reviews
Automated Projects Artwork Frontend Support Forums Pinball Forum Discussion Old Boards
Raspberry Pi & Dev Board controls.dat Linux Miscellaneous Arcade Wiki Discussion Old Archives
Lightguns Arcade1Up Try the site in https mode Site News

Unread posts | New Replies | Recent posts | Rules | Chatroom | Wiki | File Repository | RSS | Submit news

  

Author Topic: SNK Positional Gun Interface  (Read 1539 times)

0 Members and 1 Guest are viewing this topic.

baritonomarchetto

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 805
  • Last login:Yesterday at 02:10:16 pm
SNK Positional Gun Interface
« on: November 26, 2023, 07:24:29 am »
I am working on my first interface for positional guns. In particular, this will be compatible with SNK guns from Beast Busters.
I have just uploaded a video with my progresses.

https://youtu.be/DGkONo_7og8?si=lF2K4EYHpmT34bM8

The PCB will be the subject of a dedicated article on Instructables and Gerbers and sketches shared.
« Last Edit: November 26, 2023, 02:27:43 pm by baritonomarchetto »

baritonomarchetto

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 805
  • Last login:Yesterday at 02:10:16 pm
Re: SNK Positional Gun Interface
« Reply #1 on: December 10, 2023, 01:34:03 pm »
I have just published a small video showing the PCB in action.
For those interested, here is the link :)

https://youtu.be/aVE5Laj-g_8?si=j85Lk958SHz_ma61

baritonomarchetto

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 805
  • Last login:Yesterday at 02:10:16 pm
Re: SNK Positional Gun Interface
« Reply #2 on: December 12, 2023, 01:15:12 am »

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 115
  • Last login:April 17, 2024, 01:34:32 pm
Re: SNK Positional Gun Interface
« Reply #3 on: December 12, 2023, 11:26:40 am »
Nice job
« Last Edit: December 12, 2023, 02:26:29 pm by bandicoot »

PL1

  • Global Moderator
  • Trade Count: (+1)
  • Full Member
  • *****
  • Offline Offline
  • Posts: 9401
  • Last login:Today at 10:37:59 am
  • Designated spam hunter

frankrizzo2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 38
  • Last login:April 15, 2024, 06:16:41 pm
  • I want to build my own arcade controls!
Re: SNK Positional Gun Interface
« Reply #5 on: January 06, 2024, 01:58:24 am »
I am working on my first interface for positional guns. In particular, this will be compatible with SNK guns from Beast Busters.
I have just uploaded a video with my progresses.

https://youtu.be/DGkONo_7og8?si=lF2K4EYHpmT34bM8

The PCB will be the subject of a dedicated article on Instructables and Gerbers and sketches shared.

Nice work on creating this! I was wondering if I can run the recoil arduino as a standalone for just recoil? I already have a button and joystick solution with my APAC Board but I would like a good solution for the recoil in my mounted guns. Are the schematics or wiring diagram available somewhere too? I did see some things in the arduino script but I'm still learning in that department. Thanks

baritonomarchetto

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 805
  • Last login:Yesterday at 02:10:16 pm
Re: SNK Positional Gun Interface
« Reply #6 on: January 06, 2024, 02:36:28 am »
Sure, you can use a cheap Arduino nano to manage outputs. I wrote a full tutorial years ago, with info about driver circuits too. I used the MOSFET driver circuit in this project. Take a look if you are interested (ITA, but you can have it translated)
https://coinoparena.forumfree.it/?t=77556101
In the linked Instructable you will find a generous Step about emulators configuration.

frankrizzo2

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 38
  • Last login:April 15, 2024, 06:16:41 pm
  • I want to build my own arcade controls!
Re: SNK Positional Gun Interface
« Reply #7 on: January 13, 2024, 01:59:34 pm »
Thank you for your help and for all the info you provide. It has helped tremendously with my mounted guns build.

baritonomarchetto

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 805
  • Last login:Yesterday at 02:10:16 pm
Re: SNK Positional Gun Interface
« Reply #8 on: January 14, 2024, 02:15:33 pm »
You are welcome  :)

bandicoot

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 115
  • Last login:April 17, 2024, 01:34:32 pm
Re: SNK Positional Gun Interface
« Reply #9 on: January 27, 2024, 10:58:23 am »
i've done something similary with Lwclone2u ( ledwizz clone ) and a arduino leonardo , outputs for recoil are on the same board with controller input
This project is for an SPACEGUN arcade cabinet
I have a question
When you launch two player and shoot at same time , example in Space Gun , Beast buster etc , recoil doesn't work correctly seem miss sometime
Is it Okay with your configuration?
thanks

« Last Edit: January 27, 2024, 11:43:52 am by bandicoot »

baritonomarchetto

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 805
  • Last login:Yesterday at 02:10:16 pm
Re: SNK Positional Gun Interface
« Reply #10 on: January 28, 2024, 03:09:06 am »
I also recently updated the code to work on a single microcontroller board.
I have not noticed recoil losses in two players mode, but to be honest I mostly play alone, like a dog in the desert looking for water and something to eat :)
Maybe toying with per-gun de/energize times you will have better results (especially considering that, in my experience, two "same" guns could work differently each other)