I got a 1 slot MVS board and realized that SNK's standard is 4 buttons + Start and JAMMA is 3 + Start.
After installing the board and starting up King Of FIghters , I realized the problem : I'm missing the "D" button.
I own a few Capcom 6 button games so I DO have a kick harness, but of course there is no connector on the MVS for a 10 pin kick harness.
The questions I have are:
1.) Is there an easy way to add the 4th "D" button? If so, what pins on the JAMMA connector need to have leads added?
2) ...a two-parter
A. Should I get one of these : http://www.jammaboards.com/store/images ... LowRes.jpg
B. If I buy the above adapter, can I hook up my capcom kick harness to THIS: http://www.jammaboards.com/store/images ... ow-Res.jpg
Any assistance would be great, as I am fairly new to owning a cabinet - but I'm learning VERY fast.
Thanks to everyone in advance.
-Matt
Neo-Geo MVS \ JAMMA Buttons Problem
Neo-Geo MVS \ JAMMA Buttons Problem
Mat$kaT
http://matskatcustoms.wordpress.com
http://shmups.system11.org/viewtopic.php?f=4&t=32709
"This is not similation. Get ready to destoroy the enemy. Target for the weak points of f**kin' machine. Do your best you have ever done."
http://matskatcustoms.wordpress.com
http://shmups.system11.org/viewtopic.php?f=4&t=32709
"This is not similation. Get ready to destoroy the enemy. Target for the weak points of f**kin' machine. Do your best you have ever done."
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Re: Neo-Geo MVS \ JAMMA Buttons Problem
the "unused" pins adjacent to the button 3 pins on the JAMMA harness are 4 and 5, in order from button 3. You would wire up D to the one directly next to button 3, and E/Switch to the next pin over. That should max out your jamma harness.
If you get that adapter however, you can build an adapter that connects your CPS2 kick harness to your MVS without a mess. You might want to do that, Arcade Otaku's wiki should have info on where to get the required connectors and where the wires should go.
If you get that adapter however, you can build an adapter that connects your CPS2 kick harness to your MVS without a mess. You might want to do that, Arcade Otaku's wiki should have info on where to get the required connectors and where the wires should go.
Re: Neo-Geo MVS \ JAMMA Buttons Problem
Thanks for the response. Of course, immediately after posting I figured out that pin c/25 is P2/P1 "D" on the JAMMA harness...so I did just what you said and added leads for both "extra" buttons...dieKatze88 wrote:the "unused" pins adjacent to the button 3 pins on the JAMMA harness are 4 and 5, in order from button 3. You would wire up D to the one directly next to button 3, and E/Switch to the next pin over. That should max out your jamma harness.
If you get that adapter however, you can build an adapter that connects your CPS2 kick harness to your MVS without a mess. You might want to do that, Arcade Otaku's wiki should have info on where to get the required connectors and where the wires should go.
I think eventually I'll get the adapter - but the harness I made is good enough. I also rewired all my grounds ; creating a daisy chain where before it was just a crazy spaghetti monster mess. I think my cab is now capable of anything.
All the wiring is the origonal (it's an Aero City) and whoever operated it before me did a lot of half-ass shit...I think the MVS board was a good idea because it prompted me to fix some wiring issues.
THANKS AGAIN FOR THE RESPONSE!
Mat$kaT
http://matskatcustoms.wordpress.com
http://shmups.system11.org/viewtopic.php?f=4&t=32709
"This is not similation. Get ready to destoroy the enemy. Target for the weak points of f**kin' machine. Do your best you have ever done."
http://matskatcustoms.wordpress.com
http://shmups.system11.org/viewtopic.php?f=4&t=32709
"This is not similation. Get ready to destoroy the enemy. Target for the weak points of f**kin' machine. Do your best you have ever done."