Wiring PS2 Dance Dance Revolution Pad to Supergun

Discussion in 'Arcade and Supergun' started by root670, Jul 25, 2013.

  1. root670

    root670 Robust Member

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    I'm working on a supergun for use with a Konami System 573 for use with DDR games. I have a Red Octane Ignition 3.0 dance pad which natively supports PS1/PS2 and Xbox/PC that I'd like to use with it. So I bought the guts of a ToTek PS1->NeoGeo converter in hopes of connecting it to the dance pad and soldering connections from my JAMMA harness directly to the converter's PCB. Unfortunately, the adapter appears to only support regular DualShock 1/2 controllers. The pad doesn't respond at all when connected to the adapter, yet my DS2 works like a charm.

    My plan is to wire traces from the dance pad's PCB to a DSUB connector and then wire that to my JAMMA harness. I've been pulling my hair out trying to get this to work. Using a piece of wire, I map edout which test points on the PCB (the ones near the bottom area next to resistors) triggered a button press on a PS2 when bridged. Problem is, when I connect the controller's PCB to ground, I cannot find any test points that give me a closed circuit when I press any buttons on the pad. It's as if the pad is "dead" whether it's plugged in or not.

    I don't understand what I'm doing wrong here. If have a ground wire from the JAMMA harness connected to the controller PCB's ground, and a wire for a button connected to a point corresponding to a button on the controller PCB, wouldn't the game register a button press if I'm physically pressing the button that matches the one I'm wired up to? That's how many people make fighting sticks, correct? Hope I explained that clearly enough, but this is frustrating.

    Here's the dance pad's PCB. As a test, I connected the JAMMA harness's TEST button wire to the red point and a ground wire to the black point. If you were to bridge these points while connected to a PS2, you'll trigger the start button. While wired to the JAMMA harness, pressing start on the pad does nothing.
    [​IMG]
     
    Last edited: Jul 25, 2013
  2. darkchao

    darkchao Newly Registered

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    The 573 is some silly silly hardware. I haven't been inside one of the 573 boards in a long time but my first thought is to make sure that none of the cables leading to the JAMMA side have anything to do with the lights connectors on the digital I/O board. I know that if you're trying to wire a USB to JAMMA controller up to the JAMMA harness inside of a DDR machine, you have to jump pins #1 and #6 on each of the pad lights connectors. (on the 573 they are color coded by white and orange I believe)
     
  3. root670

    root670 Robust Member

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    Actually, I'm using a modified version of DDR Extreme that skips IO checks (which are normally bypassed with the pin jumping method you described, iirc) allowing the game to boot without crossing any wires. I don't have any light-related wires hooked up to anything.
     
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