I'm not sure about that nor do I know the right part to make such a circuit with. I believe the LM741 being only 1Mhz could be an issue and it was metntioend to me that it could need an op amp upwards of 10mhz. LM741 op amp ciruit with a tept5600 series sensor, 1meg resistor in parallel with a 22pf cap & 2k variable resistor does not work. To me and I also built one amp circuit as well so I can list what DOES NOT work from my experience so far: I'm sure that bit of trivia will prove very valuable to you all in the future :Pĭoes anyone here know of a proper solution to replace the light sensor in these Justifier guns? I've been told it could very wellīe a custom part that is actually a phototransistor with a built in amp? I have tried many different phototransitors that have been suggested So, with special made homebrew, it'd be possible to craft a game that uses four light gun players, but the processing would be limited to about ~20% of the SNES' already anemic CPU power. With the second controller, they take turns each frame sending just one gun's data. This is why the Justifier setup uses daisy chaining on controller port 2. ![]() You could write software to probe PIO constantly to see when that controller's IObit changes, and manually latch the counters, but that would eat up all of your CPU time for the entire frame, so no software does it. ![]() So if you plug the controller into port 1, it functions fine, but it won't latch the counters, because that's just how the system was designed. Along with an "adjust your aim" screen to offset for the latency, this is how the light guns (including the Super Scope and MACS), work. Light guns watch for the CRT beam cannon, and flip that bit when they see it. The IObit line, when changed, latches the H/V counters which copies the current raster position of the PPU (the x,y coordinate of the current pixel being output).
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