Jamma Harness Query, Buttons 4 & 5

Phetishboy

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Would you be able to use these 2 pins to fully populate an MK or MK II CP without using a kick Harness? Otherwise, why are the pins for buttons 4 & 5 there? I have one of Bob's fully populated harnesses and was just wondering.
 
AFAIK you can't get away with not using the kick harness on the MK games or really any game that uses one. It's just the way the manufacturer designed the board. I understand where you're coming from though with the extra pins. A good example is some Neo Geo 1 slot boards that use the pin for button 4 so no extra harness is used.
 
This can sort of be done. You would have to add jumpers on the board itself, jumpering the kick harness position to the Jamma harness position. Frankly, I wouldn't recommend it because you would need to repeat the board mod to any new board you inserted.
 
This can sort of be done. You would have to add jumpers on the board itself, jumpering the kick harness position to the Jamma harness position. Frankly, I wouldn't recommend it because you would need to repeat the board mod to any new board you inserted.

Unless the board used less than 4 buttons, like Final Fight and Double Dragon. I may just try this with an MK board.
 
Unless the board used less than 4 buttons, like Final Fight and Double Dragon. I may just try this with an MK board.


Yes, I was referring to any different board that uses a kick harness. I just spent a couple of days repairing a SFII board that someone cut the traces for the unusesd buttons and then jumpered the kick harness buttons over. Of course, they only did this for player one so player two would still only have three functional buttons...
 
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