AB> The game programer selects a target and adds a small 1-20 pixel
AB> bitmap that flickers at a pre-determined rate, and it strobes for a
AB> pre-determined time. If the gun is in the right position, and the
AB> triger is pulled, this will close the circut in the gun. There is a
AB> diode in the gun that detects the strobe, and if the circut is closed
AB> and the diode detects the strobe, it sends the information for a
AB> "hit" to the processor. The game reacts accordingly. It works like
AB> those laser-tag guns, only backwards. It only takes a mild
AB> understanding of `lectronics to build an interface for a PC.
Is that how they did it on the nintendo(ugh!)? I guess I would have to make
the light sensitive diode be very accurate to where i was aiming. Is hat how
they did it in Area 51(if you've ever played?). I guess it would be better
to have the enemy bitmap be the same size as the strobe bitmap(or
vice-versa). To be able to hit the enemy at a decent area... Sorta like ROTT
when you shoot any of the lamps or pots, it flashes in flame colors then
explodes.
* SPITFIRE v3.51
--- Alexi/Mail 2.02b (#10000)
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* Origin: KODIAK Den BBS 1-573-329-2866 FIDO Echo (1:284/211)
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