Jump to content
IGNORED

2600 Crossbow hack to lightgun?


jpfalcon2003

Recommended Posts

This games graphics are truly fantastic. Only problem is that it is really a challenge to play this one compared to the 7800 lightgun version. I wonder why this version wasn't released with light gun support like the 7800 version. Sentinel done quite well as a lightgun game for me. Anyone know if there are plans for this one to have lightgun support in the future?

Link to comment
Share on other sites

This games graphics are truly fantastic. Only problem is that it is really a challenge to play this one compared to the 7800 lightgun version. I wonder why this version wasn't released with light gun support like the 7800 version. Sentinel done quite well as a lightgun game for me. Anyone know if there are plans for this one to have lightgun support in the future?

 

I agree it should have light gun capabilty. The 7800 game is much better with the light gun. Of course, I have no idea how difficult it is to make a game able to use the light gun.

 

How about Ganster Ally too.

Link to comment
Share on other sites

This games graphics are truly fantastic. Only problem is that it is really a challenge to play this one compared to the 7800 lightgun version. I wonder why this version wasn't released with light gun support like the 7800 version. Sentinel done quite well as a lightgun game for me. Anyone know if there are plans for this one to have lightgun support in the future?

 

If some type of lightgun was sufficiently-readily available, I could build an interface that would allow the 2600 to do a good job of reading a light gun (given suitable software). Without some extra hardware, reading a lightgun on a 2600 is dicey at best.

Link to comment
Share on other sites

This games graphics are truly fantastic. Only problem is that it is really a challenge to play this one compared to the 7800 lightgun version. I wonder why this version wasn't released with light gun support like the 7800 version. Sentinel done quite well as a lightgun game for me. Anyone know if there are plans for this one to have lightgun support in the future?

 

If some type of light gun was sufficiently-readily available, I could build an interface that would allow the 2600 to do a good job of reading a light gun (given suitable software). Without some extra hardware, reading a light gun on a 2600 is dicey at best.

 

 

 

The only light gun I could think of would be the Sega Master System light gun, that has an Atari 9 pin D style plug on it already.

 

Oh wait I had an Atari GS before it burnt up, that had a light gun too that also had a 9 pin D plug.

 

Wade

Edited by Pac Munchkin
Link to comment
Share on other sites

This games graphics are truly fantastic. Only problem is that it is really a challenge to play this one compared to the 7800 lightgun version. I wonder why this version wasn't released with light gun support like the 7800 version. Sentinel done quite well as a lightgun game for me. Anyone know if there are plans for this one to have lightgun support in the future?

 

If some type of light gun was sufficiently-readily available, I could build an interface that would allow the 2600 to do a good job of reading a light gun (given suitable software). Without some extra hardware, reading a light gun on a 2600 is dicey at best.

 

The only light gun I could think of would be the Sega Master System light gun, that has an Atari 9 pin D style plug on it already.

 

Oh wait I had an Atari GS before it burnt up, that had a light gun too that also had a 9 pin D plug.

 

 

The 2600 has a gun game for it already, Sentinel. The unreleased Shooting Arcade was also programmed to use the gun, and yes, the 2600 and 7800 use the same gun as the XEGS.

 

The SMS gun is not out-of-the-box compatible with the Atari consoles, but there are hacks available that make it compatible.

Link to comment
Share on other sites

The SMS gun is not out-of-the-box compatible with the Atari consoles, but there are hacks available that make it compatible.

 

I don't particularly care what sort of connector the thing would have, other than it being readily available. What I would care about would be that the gun would be sufficiently readily available that people who wanted one would have no trouble getting it.

 

Basically, my idea would be to have an interface unit with a Cypress PSOC (8-pin DIP), a cystal oscillator module, a bypass cap, a DB9 male plug, and a lightgun connector. The Atari would pulse the "up" output just after WSYNC on a line near the start of each frame. The PSOC would respond by shifting out a binary code indicating the X,Y coordinate of the last lightgun pulse and then waiting for the next one. It should be possible to get accuracy fully equal to whatever the lightgun itself can manage, with no CPU overhead required during the kernel itself.

 

Should be an easy project, actually. The $6,000,000 question is whether enough people would use such a thing (both as programmers and gamers) to make it worthwhile.

Link to comment
Share on other sites

The SMS gun is not out-of-the-box compatible with the Atari consoles, but there are hacks available that make it compatible.

 

I don't particularly care what sort of connector the thing would have, other than it being readily available. What I would care about would be that the gun would be sufficiently readily available that people who wanted one would have no trouble getting it.

 

Basically, my idea would be to have an interface unit with a Cypress PSOC (8-pin DIP), a cystal oscillator module, a bypass cap, a DB9 male plug, and a lightgun connector. The Atari would pulse the "up" output just after WSYNC on a line near the start of each frame. The PSOC would respond by shifting out a binary code indicating the X,Y coordinate of the last lightgun pulse and then waiting for the next one. It should be possible to get accuracy fully equal to whatever the lightgun itself can manage, with no CPU overhead required during the kernel itself.

 

Should be an easy project, actually. The $6,000,000 question is whether enough people would use such a thing (both as programmers and gamers) to make it worthwhile.

 

The questions here would be how much would it cost. I am sure that anyone with a light gun would want one. Now would they want one for $20, $25, $30? I have always wanted the Redemption adapter for the 5200, but I have trouble rationalizing $49.99 for it. Not that I don't have the money, just too damn cheap.

Link to comment
Share on other sites

The questions here would be how much would it cost. I am sure that anyone with a light gun would want one. Now would they want one for $20, $25, $30? I have always wanted the Redemption adapter for the 5200, but I have trouble rationalizing $49.99 for it. Not that I don't have the money, just too damn cheap.

 

Well, this thing would require a $2 processor, some connectors, a 32,768Hz crystal (about $0.50) and a board big enough to hold all that. Nothing expensive.

Link to comment
Share on other sites

I would buy a couple of them for sure.

 

Also the XE gun is avalible NOS as well as the Best Gun is avalible all the time brand new from Best (Obviously) for only $25 bucks for either. The XE goes for less even some times, more like $10.

 

Just take a pre order to be sure you don't waste your time. Whatever the cost be I want 2 of them and have the cash to pay right now.

Link to comment
Share on other sites

  • 2 weeks later...

So, are you going to make them? I will take a couple also.

 

I have a lot of other things to attack first.

 

I'll confess to some curiosity, though, as to whether it might be possible to do a playable hack without any extra hardware. When the trigger is pulled, switch to outputting light gray and count scan lines until a lightgun pulse is seen. Then reset the lightgun and the RIOT timer and do the following:

 lda INPT4
 bpl got_it
 lda INPT4
 bpl got_it
 lda INPT4
 bpl got_it
 ... expand out a scan line's worth

This will indicate when in the scan line the pulse occurred, within about +/- 8 pixels. On the next scan line, do the same thing but shifted by 3 instructions. That will get you within about +/- 4 pixels. On the next two scan lines, shift the pattern appropriately and it should be possible to get within about 1 pixel.

 

For this to work, the light gun would have to capture 5-6 scan lines, but I would expect most of them probably do. Having the frame flash light grey every time the trigger was pulled might be a little annoying, but I wouldn't be surprised if that's actually what other lightgun games for the 2600 do anyway.

Link to comment
Share on other sites

So, are you going to make them? I will take a couple also.

 

I have a lot of other things to attack first.

 

I'll confess to some curiosity, though, as to whether it might be possible to do a playable hack without any extra hardware. When the trigger is pulled, switch to outputting light gray and count scan lines until a lightgun pulse is seen. Then reset the lightgun and the RIOT timer and do the following:

 lda INPT4
 bpl got_it
 lda INPT4
 bpl got_it
 lda INPT4
 bpl got_it
 ... expand out a scan line's worth

That's pretty much how the existing light gun games work. They use a yellow screen (not sure why) and allow for single-scanline resolution with ~15 pixel horzontal resolution. It's probably adequate.

Link to comment
Share on other sites

Search the [stella] archives - a guy wrote a lightgun homebrew using just that technique - flash a white/yellow/? kernel and read the lightgun.

 

Actually, using that method, it would be very easy to hack any game to support the lightgun, though you'd probably need to add another 4K bank to accomodate the additional kernel and supporting code.

 

EDIT: found it. PAL. moorhuhn.bin

Edited by vdub_bobby
Link to comment
Share on other sites

Search the [stella] archives - a guy wrote a lightgun homebrew using just that technique - flash a white/yellow/? kernel and read the lightgun.

 

Actually, using that method, it would be very easy to hack any game to support the lightgun, though you'd probably need to add another 4K bank to accomodate the additional kernel and supporting code.

 

EDIT: found it. PAL. moorhuhn.bin

Well, since Crossbow is 16k, you'd have to go 32k unless one can recover some space. Probably not a big deal to go 32k though, as one would just need to make sure FFF4-5 aren't accessed somewhere.

Link to comment
Share on other sites

Search the [stella] archives - a guy wrote a lightgun homebrew using just that technique - flash a white/yellow/? kernel and read the lightgun.

 

Actually, using that method, it would be very easy to hack any game to support the lightgun, though you'd probably need to add another 4K bank to accomodate the additional kernel and supporting code.

 

EDIT: found it. PAL. moorhuhn.bin

 

 

There is an NTSC version of Bobby I s Hungry also. I have it.

Link to comment
Share on other sites

  • 2 months later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...