Supergun button layout Q

ajk1080

Ukyo's Doctor
Joined
Jul 26, 2003
Posts
1,205
I have an arcade cab, but never a supergun, and I was just curious about the shot button layout of switching between something jamma only(like neo, atomiswave) to something with a kick harness(cps2, KI1/2).

It seems when ever I switch between these on my cab I have to move the 4,5 shot wires. 1,2,3 can stay cus they are the same for every system, but 4,5 for jamma and cps2 are different and I have to move them. 6 shot doesnt move cus jamma doesnt use it.

How does this work for a supergun. Are the 4,5 shots overlayed for jamma and kickharness so you dont have to do anything? Kind of just spliced together?

If they are just spliced to gether, then I guess this would work on my arcade cab too. I could just splice the 4,5 shot of my cps2 kick harness to the 4,5 shot of the jamma harness and I wouldnt have to move wires around anymore when I switch systems.

Thanks for all your help!
AJ
 

J0e Musashi

Metal Slug Mechanic
Joined
Mar 22, 2004
Posts
2,191
Doesn't JAMMA only use 4 butons max?
Kick harness compatability with superguns comes with having 6-button sticks built and a custom kick harness connector, which follows the same pinout whatever the hardware.
 

ajk1080

Ukyo's Doctor
Joined
Jul 26, 2003
Posts
1,205
No jamma is 5 buttons max, see atomiswave!

So the superguns have a custom kickharness so you dont have to rewire buttons? What about cps1 to cps2 to KI? They all have dif kickharnesses(well you can rig it so cps1 and KI work on the same harness).
 

dogtoy

Haomaru's Blade Shiner
Joined
Nov 24, 2003
Posts
689
You can just slpice them together. Like if button 4 is wired to both your cps2 connector and your MVS connector. This can work well in a cabinet (so you don't have to keep switching them).

As JM said above usually w/ superguns people connect buttons 4,5,6 to a molex connector and then also put a connector on the kick harness so that they can be swapped. I would still leave button 4 also wired to jamma and the molex connector (but maybe not atomiswave 5, bc it's neo-geo game select?).

Joe musashi- JAMMA standard only specifies three action buttons the fourth button is a neo-geo/taito f3/atomiswave/PGM thing.

cheers,
-DT
 

J0e Musashi

Metal Slug Mechanic
Joined
Mar 22, 2004
Posts
2,191
Standard JAMMA is 4. MVS/AW is 5 buttons max. The 5th button on AW is Select on MVS. As there is no set rules for Superguns, kick harness compatability is varied, but you basically wire buttons 4, 5 and 6 to the control port then to a connector of your choice. You then have to devise a way to make sure that your kick harnesses match up with the way your 4, 5 and 6 buttons are laid out.
 

J0e Musashi

Metal Slug Mechanic
Joined
Mar 22, 2004
Posts
2,191
dogtoy said:
You can just slpice them together. Like if button 4 is wired to both your cps2 connector and your MVS connector. This can work well in a cabinet (so you don't have to keep switching them).

As JM said above usually w/ superguns people connect buttons 4,5,6 to a molex connector and then also put a connector on the kick harness so that they can be swapped. I would still leave button 4 also wired to jamma and the molex connector (but maybe not atomiswave 5, bc it's neo-geo game select?).

Joe musashi- JAMMA standard only specifies three action buttons the fourth button is a neo-geo/taito f3/atomiswave/PGM thing.

cheers,
-DT

I thought JAMMA could support 4 buttons if needed though? There is space for it on the JAMMA edge after all. I thought it just wasn't wired alot for JAMMA games as they mostly use 3 buttons.
Also I think it would be safe to leave button 5 wired to MVS and the molex, as you can only select MVS games whilst in attract mode anyway.
 
Top