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Mario Kart GP Pinout Question

freddiefiasco

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Hoping someone can help me with a setup. I have a Triforce set up with Mario Kart GP 1 on my SEGA Initial D Cab. I am using a JVS I/O board 837-1551-92. It seems that the following JVS I/O pins seem to register properly:

CN3 Pin 41 - Service
CN3 Pin 43 - Test
CN6 Pin 3 - Steering
CN6 Pin 4 - Gas
CN6 Pin 10 - Brake

I would like to set up the Item and Cancel buttons in the I/O Test on Mario Kart GP 1 to the JVS I/O board to make my own makeshift Item/Cancel buttons. Would anyone have any idea which pins I should tap on the JVS I/O board?

Thanks!
 
No idea, what that button supposed to do? View change maybe? I have played the game severl time but, beside the steering and pedals, I only have used the power and start button.

Anyway you can try the rest of the pins for Player 1 on the I/O, one of them should work!

Best regards.
 
No idea, what that button supposed to do? View change maybe? I have played the game severl time but, beside the steering and pedals, I only have used the power and start button.

Anyway you can try the rest of the pins for Player 1 on the I/O, one of them should work!

Best regards.
This button is used to cancel opponent searching. It is not important but it would be nice to have this option for linked play. :) Thanks!
 
What I did when I was trying to figure out WMMT shifter controls was I booted the game and went into control test mode for the game. Then I used a wire to connect ground to each of the unused digital pins, making note of which ones triggered which in-game control. It helped to have a small LCD monitor that I could place behind the cabinet for viewing the screen from back there during this test. If doing this, just make sure you know which pins are the the inputs, and don't ground 5v or 12v or anything.

Also, take a look at the JVS I/O project I'm undertaking. It might make it so you wouldn't have to add new buttons to your cab.

JVS I/O - hardware emulator

For example, Mario Kart doesn't use ID3-like shifter controls, so the shifter could become Item (maybe map both up and down as Item) and View Change becomes Cancel.
 
For all of you that are wondering about the Naomi / Chihiro / Triforce / Lindbergh controls, here is a comprehensive list done by Android some time ago, the article is on Spanish, but is easily understandable.


Best regards.
 
What I did when I was trying to figure out WMMT shifter controls was I booted the game and went into control test mode for the game. Then I used a wire to connect ground to each of the unused digital pins, making note of which ones triggered which in-game control. It helped to have a small LCD monitor that I could place behind the cabinet for viewing the screen from back there during this test. If doing this, just make sure you know which pins are the the inputs, and don't ground 5v or 12v or anything.

Also, take a look at the JVS I/O project I'm undertaking. It might make it so you wouldn't have to add new buttons to your cab.

JVS I/O - hardware emulator

For example, Mario Kart doesn't use ID3-like shifter controls, so the shifter could become Item (maybe map both up and down as Item) and View Change becomes Cancel.
thanks @winteriscoming. This was my next route right before @Darksoft provided Andy's pinout list that I totally forgot about until i saw 'triplemonster' and should have looked there first. I linked up the I/O pins to my logic analyzer just to make sure that the signals solid (was having weird response issues with the crap buttons I had lying around). I'm working on a project to move my TEST/SYSTEM/Volume control panel from inside the coin box to a more accessible location so I don't have to keep leaning over every time I adjust the sound or go into the menu.

I will also follow your emulator project. Thanks for the link!
 
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