Retroelectronik The Supergun Pro Gamer User manual

Retroelectronik
Supergun Pro Gamer
User Manual V1.1 beta

Table of Contents
I- Short word from the creators.........................................................3
II – Compatibilities............................................................................3
II.1- Compatible PCBs....................................................................3
II.2- Power suppl compatibilit .....................................................4
II.3 Compatible controls................................................................4
III- Your Supergun in details..............................................................5
III.1 – JAMMA CONNECTOR.............................................................7
III.2 - Controls................................................................................7
III.3 - The Scart socket.................................................................10
III.4-Audio part of the Supergun..................................................11
III.4.1 - Stereo audio Jack connector «Headphone»..................11
III.4.2 - Stereo audio Jack connector «Speaker».......................11
III.4.3 – Stereo Audio RCA connectors LEFT and RIGHT.............11
III.4.4 - Mono / Stereo audio switch, details of its operation.....12
III.4.5 – Speaker Connectors Right and Left on blocks..............13
III.5 - Power suppl part of Supergun...........................................13
III.5.1 - General information on the power suppl of an arcade
PCB..........................................................................................13
III.5.2 - The ATX connector of the supergun..............................14
III.5.3 - The ON / OFF button and its deportation terminal........16
III.5.4 - Connection of the power terminal blocks.....................17
IV - Available accessories...............................................................17

I- Short word from the creators
Thank you for your interest in the Retroelectronik Supergun
Pro Gamer. Our small team has tried to design with this
supergun the most powerful system available at the best value
for money. The versatility of this system will allow you to
run all J MM PCBs and much derivatives (J MM +, MVS, PGM
IGS, Pandora's box, little elf, 60in1, etc.). We also wanted
to design a simple,user friendly system.Thus,no soldering, is
necessary to operate your supergun, all the configuration will
be done through switches.
II – Compatibilities
II.1- Compatible PCBs
Our supergun is certainly the most versatile in the
market.Indeed it's natively compatible with:
ll PCBs conforming to the J MM standard (including
60 in 1)
ll PCBs conforming to the J MM + standard such as
Street fighter 2, etc. (requires an additional kick
harness cable for buttons 4,5 and 6
rcade Systems SNK Neo Geo MVS
PGM IGS arcade systems (requires an accessory to
play in 4 player mode)
Modified J MM systems such as the Pandora's box and
the little elf (on VG video output or RGB/SC RT
outputs if the PCB can supply a regular 15Khz
signal)
Non-J MM cards using a J MM adapter (Jeutel,
valadon, sega system, etc ...)
Be careful however some of the latest J MM PCBs supply a
random quality video sync signal. This is the case for
Pandora's Box 4. Some of them work very well but some
others display a shifted image and some others supply a
signal too far from the standard 15Khz to be able to
display an image.

II.2- Power supply compatibility
Your supergun can be powered in different ways :
Using a standard 20-pin or 24-pin TX power supply
thanks to its 24-pin TX connector (also 20-pin
compatible but with a better electrical charge
distribution than a 20-pin connector, you deserve
the best :)
Using a standard arcade power supply, which often
also allows the +5V to be adjusted. You can connect
it using the integrated terminal blocks
II.3 Compatible controls
The supergun can be attached:
To any remote arcade system (up to 2 players and 6
buttons per player) thanks to its connection
terminals
To any hacked joystick using the connection
terminals
To any a neogeo pad or compatible using the two DB15
connectors
To any SEG megadrive / Genesis pad 3 or 6 buttons
using the Sega megadrive/genesis to neogeo adapter
The integrated autofire mode will be available regardless
of the controller you'll use

III- Your Supergun in details
Preliminary,the switchs :
We designed the pro gamer to be as simple as possible without
soldering or jumpers. Configuration can be done using 13 switches:
The Mono / Stereo switch is used to adapt the audio output of
the supergun to the type of your PCB. If your J MM PCB is a
mono sound card, switch it to mono, otherwise switch it to
stereo.
Switches J1 and J2 control the availability of the +5V
respectively on the DB15 pad of player 1 and player 2. If
the pad require to be powered electrically, switch it ON,
otherwise switch it to OFF. Except in rare cases, it's
advisable to leave them at the ON position.

The P1 and P2 switches allow you to choose between standard
J MM / MVS mode and extended 6-button J MM mode. The J MM
6 buttons mode is useful for some very recent cards like the
famous Pandora's Box,it is dedicated to these «Xin1» PCBs
with 6 buttons available. On the other hand, for older cards
such as Street Fighter 2 (CPS / 2), the 3 additional buttons
must be wired using a kick harness and P1, P2 must be
switched to "Standard J MM "
The Voltmeter switch is used to define whether the voltmeter
should display the exact value of + 12V or + 5V
The three RGB switches control the Red, Green and Blue color
respectively.
They activate the potentiometer of the corresponding color
and allow fine adjustments.
The utofire ON / OFF switch enables or disables the autofire
function. To be able to put a button in autofire, it's
necessary that the autofire is ON. Then press simultaneously
Start and the concerned button during 2 seconds.
The switch SW7 activates the self-generation of -5V by the
supergun. If your power supply has its own -5V or your PCB
does not require it, it is recommended to set it to position
2 by default. If you decide to set it to 1, make sure that
your PCB don't need more than 1W or 0.25 mperes (or 2W or
0.5 depending on your model), or you could burn the
transformer that generates it!
The Power switch allows you to turn ON the supergun and the
PCB. Be careful, it only works with TX power supply and when
the SW5 switch is OFF. Using an arcade supply,it will be
useless and always ON. It must be OFF if you want to remote
the power button.
The switch SW5 is used to force the power ON of the supergun.
When ON, the supergun switches to "always ON" mode and
disables the ON / OFF switch. It is usually switch OFF and
must be OFF if you want to remote the power button.

III.1 – JAMMA CO ECTOR
The J MM connector allows you to connect any type of PCB
whether J MM or not (see compatibility section). Be sure
to plug your card in the correct direction, this may seem
self-evident but the lack of mechanical coding is an
element to take into account and plugging a PCB upside
down could destroy it. Commonly, a PCB is defined by a
component side and a solder side.
The compatibility between the different types of cards
(little elf, J MM , J MM +, IGS, MVS, etc ...) and
supergun is ensured by switches and jumpers.
The jamma connector used here is a 56P edge blue. It was
used in the last arcades of origin and defined by the
standard for its robustness. Indeed it can support
several thousand connections / disconnections and is
resistant to time.
III.2 - Controls
The most important part of a supergun! We have worked
here to give you total freedom. The supergun pro gamer
has neo geo pads connectors but also terminal blocks.
That way,you can for example integrate it in a customized
arcade panel or an arcade cabinet; in short, the only
limit is your imagination.
You want to build an ultimate supergun with sanwa buttons
and seimitsu joysticks?
This supergun is for you!
4 small integrated buttons allow you to access to credits
validation,test mode and service features of your PCB.
Each of these buttons can also be easily remoted using
their respective terminal blocks.
The neo geo pads connectors are 100% compatible with SNK
NEO GEO ES pads but are also compatible with extended to
6 buttons pads.

Here are the wiring diagrams (you can freely distribute
if you wish) :
•The autofire is integrated
It is available on both DB15 connectors and terminal blocks.
This for the 6 buttons available to the 2 players.
To activate it, it is enough that the switch "autofire" is ON
at the start of the supergun. From there, press simultaneously
Start and the concerned button during 2 seconds. Do the same
to remove the autofire.
•As an option, the SEGA controllers are also compatible
Our supergun is also planned to be able to benefit from many
improvements, among them, in the register of the controls we
propose for the hardcore gamers : the megadrive / genesis to
NEO GEO which makes it possible to connect on this supergun
any pad / joystick SEG megadrive / genesis 3 or 6 buttons on
the DB15 connection of the Supergun Essential Retroelectronik.
You benefit from the best "made by SEG " controllers or
compatible from the king of the arcade at a much lower cost
than a neo geo pad, the autofire being integrated into the
SEG / Genesis 2neogeo adapter (see its own manual for more
details, it is available on www.r2tronik.com )

•Kic Harness expands the range of possibilities
For the academic definition of the term, I refer you to the excellent Wikipedia article here :
https://en.wikipedia.org/wiki/Kick harness
The J MM standard originally provided for 2 players and 3
buttons per player. When the arcade PCB manufacturers started
to launch advanced combat games, they had to increase the
number of buttons to offer a wide range of shots and combos.
C PCOM was thus in a dilemma when Street Fighter 2 was
developed. s a member of the J MM association, it had to
comply with it but needed 3 more buttons.
To stay compatible J MM , C PCOM has decided to add a
connector that included buttons 4, 5 and 6 of each player. On
these cards therefore, the additional buttons are not
available directly on the J MM port. This problem mainly
affects C PCOM cards (CPS1 / CPS2 / CPS3) but also other cards
such as Fighter's History from Data East or Mortal Kombat.
For the development of other systems (MVS, IGS, Little Elf,
Pandora's Box, etc ...), their respective creator chose not to
comply with the standard to 100% to put all the controls on
the connector, the use kick harness is not necessary in this
case.
In order to allow you to use these cards, we have added a Kick
Harness to the Supergun Retroelectronik. This female DB9
connector allows you to add a link cable buttons 4, 5 and 6 of
each player for cards that need it.
We offer these cables for sale on www.r2tronik.com but you can
also make it yourself easily.

Here is the wiring diagram of the Kick Harness of our supergun
(drawn by me and that you can freely distribute if you wish) :
III.3 - The Scart socket
The scart socket of the supergun essential
retroelectronik is wired in audio and video.
The video cabling is RGB (a Scart socket can be wired in
composite or RGB, the RGB offers an image of much better
quality because conveyed on 4 separate wires instead of
one).
Be careful, some SCART cables are simply not wired in
RGB, ma e sure yours is, otherwise you will not have an
image. Retroelectroni also offers guaranteed cables
running on our supergun.
udio cabling is compatible with Mono and Stereo
televisions. It has a galvanic isolation to optimize the
sound quality and to protect all devices (J MM card, TV,
speakers) in case of malfunction or overvoltage on one of
them.
This protection / optimization, is extremely rare on the
superguns but nevertheless primordial with regard to old
cards of collection

III.4-Audio part of the Supergun
III.4.1 - Stereo audio Jack connector «Headphone»
The headphone stereo audio jack connector is connected
directly to the sound output of the jamma connector of
your card, it's amplified directly by the PCB, its sound
is not attenuated and it's very strong and can directly
power a headphone or unamplified speakers.
Be careful, however, because this output is not protected
by supergun isolation transformers.
III.4.2 - Stereo audio Jack connector «Speaker»
The jack connector "speaker" of the supergun pro gamer is
non-amplified, stereo, format 3.5mm standard.
It has a galvanic isolation to protect your jamma card
from improper handling (for example if you plug the + on
the mass following a DIY project poorly welded or the use
of a cable jack of poor quality making a short circuit,
your J MM game card will still be protected, which is
not the case with most superguns on the market).
It allows you to connect a pair of self powered speakers
(PC for example) easily and seamlessly. The sound it
produces is however too weak to use it with headphones
for example.
III.4.3 – Stereo Audio RCA connectors EFT and RIGHT
Both RC Right and Left connectors are either not or
slightly amplified.
It has a galvanic isolation to protect your jamma card
from improper handling and improve the sound
reproduction.
They allow you to connect the supergun to a monitor or
audio amp easily and seamlessly. The sound they produce,
however, is too weak to use with non-amplified speakers
for example.

III.4.4 - Mono / Stereo audio switch, details of its operation
When the J MM standard was defined, its designers had
not planned anything other than two audio outputs. Thus,
all the cards at the beginning had a Mono sound (one
speaker) and these two output corresponded to + and - of
the single speaker. Then, quickly, the jamma cards became
stereo and these two outputs matched the left speaker and
the right speaker, the lesser of the two speakers
becoming the common mass.
In these wonderful times or abound arcade terminals,
operators had to remake the wiring and soldering J MM
connectors directly into the terminal to adapt to the new
stereo cards.
The Supergun Pro Gamer avoids these tedious tasks; a
simple switch allows you to switch from a mono card to a
stereo card.
Do not know if your card is mono or stereo? Have a look
at http://www.arcade-museum.com, find your game.
For example, I wanted to play Express Riders, one of my
favorite cards, arcade-museum direction. I see this in
the technical part:
Sound: mplified Mono (one channel)
Hop, I spend my supergun in mono and I play!
Then, a small part of Street Fighter II I see this in the
technical part:
Sound: mplified Stereo (two channel)
Hop, I spend my supergun Stereo, I plug my kick harness
and I play!

III.4.5 – Speaker Connectors Right and eft on blocks
These two connectors are directly connected to the amp of
your game card.
The audio quality and the power of the amplification
therefore depend directly on the integrated amplifier.
This is the only amplified output of the supergun.
However, we have provided the supergun progamer to output
the sound on both left (right) and right (right)
speakers, whether you are in Mono or Stereo mode. In mono
mode, the same sound will be output on both speakers
while in stereo, each speaker will play its own score.
III.5 - Power supply part of Supergun
III.5.1 - General information on the power supply of an arcade
PCB
Video game cards consume to run a current of 5V but also
of 12V and sometimes (but much less frequently) of -5V.
When defining the J MM standard, the consortium
therefore included these 3 voltages in its standard to
ensure maximum electrical versatility.
Over time, the -5V became less and less important, until
the most recent J MM cards disappeared.
Your supergun has been designed to ensure maximum
electrical versability. However, because game cards
consume a lot of power and your power supply must at
least provide 12V and 5V (but also to be universal of
-5V), the most suitable power sources are:
✗TX-format PC power supplies that offer unbeatable
value for money with high reliability
✗rcade power supplies that also have the option to
adjust the 5V by a potentiometer to plus or minus
20% to satisfy the most capricious arcade cards
(some will start at 5.1V, d ' other 5V precisely,
etc ...). Note however that the most modern cards
(601in1, pandora's box, little elf, etc ...) and

maps of the 90s (street fighter II, fighter's
history, etc ... ) are not affected by these 5V
adjustment problems. So for most gamers, an TX
power supply is definitely the best.However, because
game cards consume a lot of power and your power
supply must at least provide 12V and 5V (but also to
be universal of -5V), the most suitable power
sources are:
III.5.2 - The ATX connector of the supergun
The Supergun Pro Gamer has an integrated 24-pin TX
connector.
The TX standard started with a standard 20-pin connector
but with the increase in power consumption of computers,
it quickly became necessary to upgrade to 24 pins to
better distribute the electrical load and ensure greater
reliability of the powered equipment.
Indeed, the more an electrical product consumes amps and
more his tracks heat, it's also the operating principle
of an electric heater, an iron, an oven, etc ... But what
is very good for a waffle maker is particulary damaging
for a supergun whose goal is not to cook an egg but to be
sustainable in time.
So that's the equation: the less the supergun heats up,
the more reliable it will be in time.

For this, the electric tracks must offer the electric
current as much space as possible to circulate freely. If
the current is blocked by tracks too narrow, it heats.
So, the more connections, the wider tracks and the better
the current is distributed.
That's the basis of our thinking, which led us to make
the choice to be the first supergun manufacturers (to my
knowledge) to incorporate a 24-pin TX connector rather
than 20, for increased reliability and longevity.
Note that 24-pin connectors are backwards compatible with
20-pin connectors, so you can always plug an old TX
20pins power supply into the supergun.
Thanks to the built-in keys in the TX standard, you can
only connect it to the right place, here is a 20-pin TX
power supply connected to the supergun essential (the
other Retroelectronik model which has exactly the same
power connector.) :
To ensure maximum compatibility with the most power-
hungry cards, the ideal is to use a power supply of 350
watts or more.

Finally, note that just like for J MM , -5V tends to
disappear from recent TX power supplies. It does not
matter if you want to use a map from the 90s to the
present day but if you want to use an older card, it may
require a -5V power supply; in this case prefer an older
TX power supply. This information is always on the label
stuck to your TX power supply. Take for example an old
HEDEN brand food that I had on hand. The label clearly
informs me that I have a -5V up to 0.6 amps which will be
more than enough for my needs.
III.5.3 - The ON / OFF button and its deportation terminal
The on / off button in the supergun allows you to simply
turn the system on or off. Note that it is connected to
the TX connector and will only work if your supergun is
powered by an TX power supply.
It does not work when you use an arcade power supply.
Therefore, if you are using an arcade type power supply,
its position (ON / OFF) does not matter; the super gun
will come on when your power supply provides power.
If you decide to integrate your supergun into an arcade,
and it is powered by an TX power supply, just leave it
in the ON position so that it comes on at the same time
as your terminal.
Finally, if you want to integrate your supergun into a
home-made arcade controller, you'll want to add a
discreet ON / OFF button.
You can do this using the integrated ON / OFF terminal
block. To do this, simply turn the ON / OFF switch to OFF
(up position) and pull two wires to your new button.

III.5.4 - Connection of the power terminal blocks
The 12V / 5V / -5V and GND power terminal blocks can have
two distinct functions:
In case you decide to power your supergun with an arcade
power supply:
Simply connect your power supply to the respective
terminals of the terminal blocks to power the Supergun.
In cases where you power your supergun with an ATX power
supply:
Each of the terminal blocks acts as an electrical output.
For example, you can use the terminal block 12V 16 to
power the lamps of the decoration of your arcade terminal
or to supply light buttons with the 5V.
IV - Available accessories
Our goal is to become the seller of the supergun that will have
the most extensions available, this to always push its limits and
be the first supergun 100% universal!
The list of accessories available for supergun Retroelectronik is
bound to grow rapidly. You would like an accessory that does not
exist yet? Contact us! We are always looking for new projects and
new ideas to explore!
Those presented to you here are not all available yet, some are
still under development, but all will be before mid 2017!
Kic harness connectors:
•Kic Harness for PCB CPS2 / CPS3
•Kic Harness for PCB CPS1
•Custom Kic Harness for specific cards
Adapter Megadrive/Genesis 2 Neogeo :
llows you to connect a megadrive 3/6 button directly to the two
ports neo geo controller of your supergun.
In addition, it adds autofire on all buttons by following the
operation of the neo geo autofire system described below.

IGS PGM 4 Players adapter :
Dedicated to IGS PGM system which offered the possibility to play
4 players on some of its games (Oriental Legend, Knights of
Valor). llows you to effectively and easily play at 4!
Scanlines Generator :
Small accessory unpretentious to play your arcade games on a
recent TV by finding this effect "scanlines" retro clean CRT
screens.Every other line is darker, limiting pixelation of the
image.
3.5mm Stereo Audio Jac Adapter to RCA :
To easily connect the supergun's non-amplified jack output to a
hi-fi system.
And many more to come,
We have left you want long nights of video game with the best of
arcade
Copyright © 2019 Retroelectronik all rights reserved –
Retroelectronik is not affiliated in any way with or supported by
Sega, SNK, Megadrive, genesis and Neo Geo are registered
trademarks.
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