Putting 4p Sunset Riders PCB in 4P Xmen Cab - Issues

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Putting 4p Sunset Riders PCB in 4P Xmen Cab - Issues

Hi Guys,
I recently picked up a 4 player X Men cabinet, and I'm very happy with it.
I picked up a Sunset Riders 4-player Jamma board and I'm having a few wiring issues:

First off, is it required on a 4-player Sunset Riders PCB to have a dedicated start button for every player? I looked at the pin on the Jamma connector and I do not have any wires coming out of 1P and 2P start. I wired a switch up to 1P start so I was able to navigate the test menu and look at the settings. I guess I answered my own question since I was able to play once I hooked up the switch to 1P start, but is there any way I can make it like X Men and have one of the player's buttons start that player?

Will I be better off wiring up dedicated start buttons for all 4 players if I plan to get some other Konami PCBs?

One other thing I noticed, in the control I/O test screen, all of the coin slots are "1" instead of "0", is this a grounding issue? On power up the system automatically adds 2 credits every time, but it works fine for XMen. The first 2 coin slots also work to add credits, but not the last two.

I know I'm all over the place with this (sorry), but starting with this question:
Is there a way to use my Sunset Riders like X Men and hit the player buttons as the start button?

Thank you!
 

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O.K., here you go.

The 1/0 issue with the coin mechs is because you have them connected to the wrong terminal. If you look close at the coin switches, you'll see the ground wire goes on the blade at the end, then there's two other blades. One is "normally open", and one is "normally closed". You've got the wire on the normally closed blade when it should be on the normally open blade.

On the start button issue, that's kind of one of the problems with using an X-Men cab. One way you can do it is to attach the wire for the start button to one of the other buttons, but that will mess up how you add a credit to get more energy or whatever. It'll work, but it just won't be perfect.

So you could either

A. attach the start wire to the jump button or something, or

B. add a new button for the start button.

If you do add dedicated start buttons, you may want to consider just putting them on the front of the control box instead of on the panel, it'll look better imho. I wouldn't want to mess up the artwork on the X-Men cpo.
 
Thanks so much!

I feel dumb now about the coin switch question, but way to knock out all of my questions in one reply :)

The previous owner didn't bother keeping the coin mechs and put 4 buttons in the cab right above the coin doors. I think I'll convert those to be 1-4P start buttons, and make the coin mechs work again.

Cheers, and thank you for the help.

O.K., here you go.

The 1/0 issue with the coin mechs is because you have them connected to the wrong terminal. If you look close at the coin switches, you'll see the ground wire goes on the blade at the end, then there's two other blades. One is "normally open", and one is "normally closed". You've got the wire on the normally closed blade when it should be on the normally open blade.

On the start button issue, that's kind of one of the problems with using an X-Men cab. One way you can do it is to attach the wire for the start button to one of the other buttons, but that will mess up how you add a credit to get more energy or whatever. It'll work, but it just won't be perfect.

So you could either

A. attach the start wire to the jump button or something, or

B. add a new button for the start button.

If you do add dedicated start buttons, you may want to consider just putting them on the front of the control box instead of on the panel, it'll look better imho. I wouldn't want to mess up the artwork on the X-Men cpo.
 
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