(For clarification, I guess this is more of a plug and play, no screen included, than a portable. No one makes a screen small enough for this one. Plus, of course, it needs a TV for the light gun games).
DONE!
(Well, except maybe some external painting. Maybe. If if feel like masking and getting the airbrush out. A more "non-realistic paintjob probably is called for, eventually).
This was a fun one.
I got the idea when I saw the guy who put a "Nintendo on a Chip" (NOAC) in an original NES controller. Pretty nifty.
My daughter loves to play Duck Hunt and Hogan's Alley.
So I was looking at the light gun that came with a Super Joy III I had laying around, and on opening it up I was delighted with all the room inside.
Here's what I did. The entire NOAC setup is on the "left" half of the pistol.
Its designed so that when you hold it the way it appears in the photo below, its like holding an odd shaped NES Controller.
The Start and Select buttons are just long tactile (tac) switches coming out of features already molded to the light gun.
The "B" and "A" buttons are the same, except that two of the original Super Joy buttons were ground down and customized, then epoxied to the extended tac switch surfaces. I've mashed on the buttons pretty good, a full game of Contra to the end (yes, I used UUDDLRLR BA ST to get 30 lives), and they did not loosen or come off.
The "Reset" button is set up countersunk so that you have to sort of give it a good "push" down into its hole. This is to keep from accidental in-game resets.
The internals from the light gun are mounted straight to the Player 2 port off the Player 1 controller. The light gun features have their own pins all the way back to the NOAC, and do not need a logic chip.
The other half of the light pistol was set up for 3 AAA batteries. They fit flush from the back side, just barely so -- as do the NOAC guts on the other side. To remove and replace the batteries, take out one screw from the "grip panel", lift it off and replace the batteries.
The D-Pad is wired through the original Super Joy's controller "blob", which I trimmed way down. It does use the "squishy" switching from the original. The D-Pad itself was ground down, a center pivot re-added, and a thin piece of plastic in a diamond shape hot glued to the back so as to retain it in the pistol by way of the removable grip panel.
I did include the DC adapter power in. The "power" switch is a small single pull, double throw. But the common pole was wired to the NOAC, whereas battery and DC adapter power pins were tied to the other poles. As a result, you turn "off" the batteries by turning "on" the AC adapter, and vice versa. As long as its not plugged in to the adapter, switching to A/C adaptor turns it "off". Simplistic, but since I'm using regular alkaline batteries, I did not want to have to deal with a circuit or diode kludge to isolate the two power sources.
I did include an LED for power "on" purposes, so you know to either unplug it or turn it off. I doubled the resistance, but its still way too bright. I may change that.
It plays awesome. The control is actually much more responsive than the D-Pad was when it was as Super Joy. I think that this is because, as originally configured, the super joy's D-pad is not an isometric part. Its offset and lopsided, which is probably one reason it does not give good control.
Finally to the main point of its existence: If you want to play a light gun game, you scroll to it on the menu, hit the start button, and then use the controller in its originally intended orientation!
This project was never intended to have a cartridge slot, so you're left with the original games. If you used the really fine wire they include in the 80 conductor IDE cables, you probably could ware a cartridge connector along the other side of the pistol just opposite the buttons... but I'll save that for a portable on which I can actually fit a screen display.
Here are some pictures:
All in all, an enjoyable project, quite a bit of fun, and it works great.
I'm toying with the idea of painting it white and adding some "Duck Hunt" graphics. But for now, its getting too much play time.