CkRtech wrote:Just looking at the pictures, there should be no reason that the kick harness shouldn't work well with your supergun as they have the screw terminals right there with connections to each of the db-15 connector. If you do a continuity check on the B6 terminal and the appropriate pin on the DB-15 (button 2 on your label) and get continuity, then you should be fine.
No need to worry about power at all.
For testing, you could jam a wire into the GND screw terminal, power up your game, and use the ground wire to short to the various wires on your kick harness. If you short P1-4 to GND, P1-5 to GND, and P1-6 to GND, the test screen or player should show those buttons getting pressed each time you ground them. If you get some to work but not others, check your kick harness wiring.
EDIT: Hmm...actually, you are showing a white wire for your P1-6. According to the charts I see online, a CPS2 typical wire color is orange for P1-6. Colors don't really matter so much as pinouts because anyone can create a kick harness and use whatever colored wires you want...but you may want to use that ground testing I mentioned to test each of the wires from your kick harness.

I want to thank you for mentioning the continuity check as I didn't know about it and it's really handy for figuring out the proper wiring in situations like this.
Also worth noting is it appears the pinout diagram I shown earlier have the wrong pinout order. I found this video from a youtube user who did a Neo Geo controller wiring so I am taking her pinout as correct. This is the video if anyone wants to see it
https://www.youtube.com/watch?v=Eo33MKxDu_c
This is a shot of the video showing the pinout
And this is a chart showing the corresponding pinouts on a Capcom game
So I did the continuity check as you said. Checking p1-4 and p1-5 on the screw terminals show their respective pins on the p1 controller port. However, checking p1-6 shows it goes to pin 1. This is ground pin actually. In fact the terminals B6/GND and GND go to the same pin, pin 1. Pin 1 is needed for ground, which leaves nothing for kick 3. By the way I tried linking pin 1 to kick 3 and it didn't work. I don't know why the makers of the supergun didn't give p1-6 it's own pin as there is plenty that are unused. What I did was, as you can see in this picture was to use a wire and link it to pin 10 on the controller port and connect p1-6 from the kick harness to it. This is so I can disconnect the kick harness. I used hot glue by the way and I don't recommend it unless you want it to be permanent, because removing it leaves residues.
So the unsolved mystery is how can I get p1-6 to work (other than what I did) if the B6/GND terminal goes to one and the same ground pin. Was a this design mistake, which I doubt it or am I missing something (I wouldn't be surprise because my knowledge is quite limited). So the question is why is the kick 3 button and ground go to the same pin?