@tonyt76 Yeah the splicing the 4 & 5 buttons to connect it to both the K/H and Jamma worked for me. While I think it might be a little YMV depending on the PCB. If the PCB uses a kickharness and the Jamma contacts for buttons 4&5 are grounded, those buttons will always read as pressed. But but...
Does the working memory stick work in either slot?
While it might take a little time, I would trying different configurations of the memory to see if the issue is the slot or the memory stick.
You could also clean the boards. Personally I use Deoxit and I feel it’s good to have a couple cans if...
This is so strange since Mame uses cjvs to convert JVS inputs into keyboard presses. I would have assumed that if there is an issue with the I/O, you would have the problem for all mame emulated games.
The only thing I can think of is that mame is crashing the CJVS when emulating CV1000 with...
I’ve upgraded my TTX to a X6800 and 4Gb of memory and the only Cave game I ran into problems running is Muchi Muchi Pork, which is notoriously difficult to emulate without it stuttering.
On the plus side, Twinkle Star Sprite ran great! It performs the exact same as my MVS copy, frame drops and...
I think so? The buttons were connected as shown in the Blast City Control Panel Pinout image on Arcade Otaku (3rd picture in the first post).
My goal was to use the Aux/Connector (shown in the image) for buttons 4 to 6 so I can keep the standard Capcom button wiring if I want to swap out a JVS...
Finally received the Sega JVS to Jamma converter yesterday, and spent some time trying any configuration I could think of.
Sadly I couldn’t send buttons 4 and 5 through CN3 on the JVS to Jamma board. And I can only assume that the instruction manual for the Rev B board are incorrect.
I also...
I tried to install Melty Blood AACC launching the setup exe through CMD and it actually appeared to install correctly. It wasn't until I rebooted that I realized I ended up breaking the multiboot completely. While it boots to the Taito screen, when it should start the multiboot the screen just...
Anyone try netbooting Atomiswave games with a working netdimm battery?
Based on everything I’ve read it seems like the game would be stuck in memory until the battery dies or is disconnected from the netdimm.
It seems like if someone is using a battery and they want to play atomiswave games...
Ahh, okay.
I could only find one picture online that showed the Ext I/O (Kick Harness) it looks like the same JST NH 14 pin connector as the (838-13683) Rev B. If that assumption is correct, I would think that Sega would have maintained the same pinout.
I would try jumping the pins with some...
Are you talking about the Sega I/O BD JVS to Jamma (838-13683)?
If so here is the manual for it.
http://www.fillmoregames.com/pdf/sega_420-6457.pdf
But reading online it appears that the pin out may not work as described.
You know I actually had the exact same issue with my Netdimm but in my situation the RAM was clearly poorly seated.
If someone else runs into this issue it might be worth it to reseat the memory.
Love the app, but is there a reason the pi is setup to create a hotspot?
Something I was trying to get to work but failing was connecting the pi to my network but still have the crossover cable to the Naomi. Even if it requires more setting up, I would rather connect to the pi through my router...
With the Sega JVS to Jamma I/O, has anyone been able to output buttons 1-3 on Jamma and 4-6 over the kick harness?
And specifically for people using the Sega I/O with their Blast City, can you really transmit kick buttons through CN6? Looking at Arcade Otaku it appears the the Aux/Kick AMP UP...