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In my case i am running the following:

2 outrun 2 cabs
1 jambo safari, 1 crazy taxi
3 wmmt 3 cabinets

inital d 1-3 work fine on the jambo and crazy taxi cabs. honestly the games are better with out the force feedback.
outrun 2 works fine on jambo safari and crazy taxi cabs. (have to set cabinet to upright to turn off ffb check) w/o ffb the cab has an advantage in races when connected to cabs with force feedback.
 
I wonder how Initial D would play on an 18 Wheeler cab. Turning radius is probably very similar. Just need to swap out that silly oversized steering wheel.
 
Finally got around to hooking up and testing things. I powered with only 5v via usb and I’m just using it outside of a cab with ringedge 2 on default profile with a db15 controller. All seems great so far. Thanks guys!
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Tell us more about it please. Which games are you using? If you had any troubles or think that there is something we should make in the instructions (coming soon) please.
 
So far I’ve only tried ringedge 2 with multi. I’ve switch between bunch of games and quickly tested controls. I’m still only using the default profile and never set up own profile on sd card yet so not much I can add yet as per that part of setup. The only issue I’ve come across so far was when I switched games and went back to the menu I lost controls and needed to reboot all. That may be an issue not related to multi jvs though. I will try to test more in coming days on other jvs hardware.
As per my setup I just cut an old usb wire and added 4 pin jst nh connector with 5v and gnd on pin 1 & 4 as per marking on pcb, plugged jvs wire from multi jvs to ringedge and added my db15 controller.
 
Prepping the SD card process please! Not sure why i'm having issues with this after looking at the github but maybe doesn't like my sd card. It does work excellent with the default profile, but I must go beyond default before my N2 decides to kill itself! :D
 
Success! Not sure what it was but a new SD card did the trick. My older 4GB one read fine on computer, formatted, etc but never would work. No idea, but happily playing WMMT3DX with a manual on my ID cab. Love you guys! :thumbsup:
 
First post updated with Instructions. Please post your experience here.
 
I have received my Multi JVS 1.0 and it powers up and works great to this point. However, I have yet to get into the profiles and the microSD card. I know of the link to the repository, however, not sure how exactly to extract the hex files and how to place them onto the card correctly. Is an image file available that can be burned to a card to ensure it is "correct"? Sorry - just want to make sure I do it correctly and I don't have experience with such files.
Thank you.
 
1 - did multi jvs have 3-4 players options? example for power stone 2 .
2 - did multi jvs have no input lag? like capcom converter
 
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@strider973 @rtw documented a full frame of input lag on capcom JVS io 2.0, just so you know. It’s the worst jvs io in that regard https://www.arcade-projects.com/threads/name-for-jvs2jamma-board.4319/post-103668

Of course you might already know that. Maybe it’s just a typo and you meant to say “does the multi jvs have any input lag like the capcom”?

In any case, it doesn’t.
“does the multi jvs have any input lag like the capcom”? <<<<<<---------------that what im trying to say lol , sorry my english grammar is not good (french). thanks
and for the 2nd question? does it have 3-4 players option?
 
We haven't measured it precisely, but maybe @winteriscoming did. In any case, no one has complained about any lag.
I don't have any specifics, but @rtw gave a lot of good feedback on optimizations to get us to the current code revision. @rtw you were mentioned above as having tested input lag on the Capcom i/o. Do you have the means of testing the multi JVS in a similar manner?
 
@strider973 @rtw documented a full frame of input lag on capcom JVS io 2.0, just so you know. It’s the worst jvs io in that regard https://www.arcade-projects.com/threads/name-for-jvs2jamma-board.4319/post-103668
Not trying to single you out, but I keep seeing this and based on my understanding people may be getting the wrong idea. The lag described is a full JVS frame and not a display frame. I don't know how fast JVS is polled on other systems but Jammafier polls at around 300 Hz. Personally I think the Capcom lag is overblown. Strictly speaking, it's worse than the others, but practically speaking I don't think it matters. Though it does depend on polling frequency, I'm assuming most hardware is polling as fast as possible.

If the MultiJVS isn't double-buffering the inputs for the JVS replies then you likely won't have the same flavor of lag that the Capcom has.
 
I don't have any specifics, but @rtw gave a lot of good feedback on optimizations to get us to the current code revision. @rtw you were mentioned above as having tested input lag on the Capcom i/o. Do you have the means of testing the multi JVS in a similar manner?
The test I did with Capcom shows one JVS frame delay. I actually did the same test with The Multi JVS 1.0 and it is not suffering from this issue.
 
The lag described is a full JVS frame and not a display frame. I don't know how fast JVS is polled on other systems but Jammafier polls at around 300 Hz. Personally I think the Capcom lag is overblown.
JVS polling is normally about 60Hz, in all likelyhood tied with vsync.
 
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