Multi Kong wiring question (jump button?)

Lukenatme

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I just picked up a Donkey Kong with a multi Kong board in it. The wiring was completely wrong, but I fixed most of it except for the "Jump" button, which doesn't appear to be labeled on the pcb. Could anyone tell me which cable is supposed to go to the jump button?
 
If your harness is somewhat intact you should have a common green (pin 5 @ P5)
and a dark blue wire (pin 6 @ P5) going to your jump switch.
 
I just have a board with DK, DK jr., and DK3 on it that says "multi Kong" at the start with a menu to select one of the games.
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You need to post pics of that board.There was discussion a few times of machines on eBay stating they were multikong but most of us assumed it was an XX-1 board with the other games disabled. Post a pic of the board and the menu.
 
I have seen this board in action. Video Dan has one. As far as I know everything on it is enabled. All games. It's basically an iCade type JAMMA board and menu. His has the three DK games and Dig-Dug only.
 
I have seen this board in action. Video Dan has one. As far as I know everything on it is enabled. All games. It's basically an iCade type JAMMA board and menu. His has the three DK games and Dig-Dug only.

That's what this is. I went through the setup menu and I saw Dig-Dug has been disabled. Why include Dig-Dug of all games?

I tried the wiring setup mentioned above and I'm still not having luck with my controls. The wires are labeled on the Jamma connector, but what confuses me is that grounds are both green cables and black cables. Sometimes a green ground cable works with a button (or joystick direction) other times, a black ground wire works, but they don't seem to be interchangeable.
 
Is your harness on the control panel original?
If someone added a jamma connector to the original harness for that board
any wire connected to pin 22 and ground should be jump. The correct (original) jump wire color is dark blue. This is true for DK and DKjr. I would think if someone hacked the harness for a jamma edge connector they would have left the CP end intact. But I've seen stranger things before. Try shorting pin 22 to gnd and see what you get then report back.
 
The wiring looks recent, which would make sense as the rest of the machine looks refurbed. The control panel has a new overlay, the side art is new (but one side is scratched--tron guy is sending me a new one though)...maybe if I uploaded a picture of the connector it would help, or at least the labels it has for all unused wiring.

I've been trying to troubleshoot this through the I/O test screen so I'll probably just do a little more trial & error using that to see if I make any progress.
 
I'll have a picture of the connector up soon. It looks like any other JAMMA connector to me. The important thing is that I finally figured out the correct wiring for the jump button. In the game now, the jump man always moves left, except when I press right on the joystick. He then goes right. The jump button overrides the left movement too. What causes this problem? Thanks for patiently helping me with this.
 
I'll have a picture of the connector up soon. It looks like any other JAMMA connector to me. The important thing is that I finally figured out the correct wiring for the jump button. In the game now, the jump man always moves left, except when I press right on the joystick. He then goes right. The jump button overrides the left movement too. What causes this problem? Thanks for patiently helping me with this.

Here is a image of a regular JAMMA pinout.

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If you look on the right hand lower side you will notice pins 17-24 are player 1 controls.
In order to activate these controls you must ground that particular pin. It sounds to me like pin # 20 is grounded somehow causing jumpman to go left. It could also be a few other things. Your switches could be out of adjustment on your joystick, The left switch could be bad and shorted or stuck closed, or you could have some wires crossed somewhere.
Check it out and post results,
Greg
 

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