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How does the original work? Do you need an extra I/O for the 3rd and 4th player?
 
Normally yes, but I think you can get all four player controls working with one Capcom IO (two players off the jamma edge, two more on the 'kick harness').

Does 4P functionality work in any other game with the Capcom IO? Anyone here tried it?
 
What is the reason behind? Because the MultiJVS can respond with any configuration to the JVS. So it should be good for 1-2 players at least.
 
What is the reason behind? Because the MultiJVS can respond with any configuration to the JVS. So it should be good for 1-2 players at least.
It will work with 1 to 2 players but how would you connect player 3 and 4 to the MultiJVS ?
 
Well I stand corrected. I guess it's worse than I thought.
Yes and no, if the game sends the poll request carefully and synced with vsync - there is no need to poll more frequently, given that the IO board returns the current state of input of course.
 
And for options 3-4 players options to play powerstone 2 ?
This probably will not work, though I don't have specifics for what is even required for 4p power stone. For one thing, I wonder if there are even enough inputs. The firmware is not set up to report more than 2 players, IIRC.
 
This probably will not work, though I don't have specifics for what is even required for 4p power stone. For one thing, I wonder if there are even enough inputs. The firmware is not set up to report more than 2 players, IIRC.
If you aren't using a Capcom i/o player 3 and 4 is accomplished by chaining a second i/o to the first i/o as a second node.
 
Yes and no, if the game sends the poll request carefully and synced with vsync - there is no need to poll more frequently, given that the IO board returns the current state of input of course.
Totally. I was just referring to the issue with Capcom IO which I had previously said was "overblown". If IO is generally only polled at framerate then having a full frame of delay baked in is definitely worse than I thought.
 
Power stone 2 use directionnal+3buttons
set the capcom converter i/o switch to 4 players (1 & 2 + credit on jamma ,3 & 4 + credit (12v) on 4PLAYERS kick harness(more wire on it , different from 456buttons kick harness)
in test mode >system assignement set to 4 players. this is the only thing i know.
 
Or we will when they arrive here.
 
Got my Multi JVS installed into a Sega Net City (so swapped out a SEGA JVS I/O Type 1 for this). Aside from not having that extra USB port like the SEGA I/O boards have (I'm guessing for linking games?) and the two far right screw holes not being in the same spot as the Sega I/O, it's basically a drop in replacement.

Right now, I'm just using it with the default setting profile for the time being, so it reads as a Sega JVS I/O Type 3. Works great with a Naomi 2. Will eventually try it out with a Chihiro, Type X, Namco 256, and RingEge2.

I did tweak the DISPLAY.HEX file to get the little screen to show the correct direction for my cab. Haven't played around with any of the profile settings or anything like that yet.

All in all, definitely a cool piece of tech.
 

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Refering to the first post, I believe if you’re interested in purchasing you just have to send a PM to @Darksoft
 
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