> Which supergun shall I buy? It has to be one > that supports six buttons per player (not including the start button) and that can > handle two gamepads. I've read about superguns that support only four buttons, but > that's of course unacceptable for "Street Fighter II".
The problem is, six buttons per player is not JAMMA standard. http://en.wikipedia.org/wiki/Kick_harness You must find a Supergun that explicitly supports the extra button inputs found on your CPS-1 arcade PCB, maybe it has to have a separate kick harness output next to the JAMMA connector like this one:
And this one:
at 3:35 in this video you can see the JAMMA harness with an added kick harness connector:
> Also I'd like to know: How are the coin insert and the start button implemented in > this case?
Same as every other control you'll find on a Supergun. Two buttons for each player are connected to each players coin and player start pins on the JAMMA harness inside the Supergun, according to the JAMMA wiring standard.
Mine had a spring loaded 3-position switch mounted on the side that would insert a coin when pulling it downwards, and start a game when pushing it upwards.
> And can I be sure that the buttons are correctly mapped? So, if I use a Genesis > controller, are X, Y and Z mapped to light, medium and hard punch accordingly while > A, B and C are light, medium and hard kick?
A Supergun would not normally have inputs for console gamepads. Not so strange considering the whole point of a Supergun is to play arcade games with arcade controls.
Typically the only way to "remap" controls on a Supergun is to physically rewire them.