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Conversions & multi (arcade)

Two ways to run other games on an existing arcade PCB:

  • Convert: turn one game's board into another — reprogram/swap the ROMs, set the customs, handle the security. A historical scene skill (making a rare game playable from a common board).
  • Multi: a single kit (usually SD/flash) carrying a whole library and replacing ROMs/CD/cartridge — the modern preservation route. See the dedicated page: Multi-game solutions.

Ethics & legality

This wiki describes the method (how it works, how you repair/convert), never hosts ROMs. Conversions are done from your own dumps. Multi bootlegs ("N-in-1") are mentioned for information — dubious legality and variable quality.

Convert vs Multi — which to choose?

Criterion Convert (swap/reprogram ROMs) Multi (SD/flash kit)
Games available 1 (the target game) the whole platform
Reversible yes (keep the original ROMs) yes (removable kit)
Preserving the original board you modify a board you don't touch it (interposed kit)
Skill EPROM, customs, security plug in + SD
Cost low (ROMs) high (kit)
"Suicide" security platform-dependent often bypassed

Conversions by platform

Platform Difficulty Key points Page
CPS-1 🟡 B-board + CPS-B-21 config; base non-suicide (except Kabuki/Dash) · OpenKey codes CPS-1 converts
CPS-2 🟠 key encryption → mainly B-board swap; phoenix/de-suicide · jumpers per game CPS-2 converts
CPS-3 🟠 CD + cartridge (keys) + SIMM flash; Darksoft multi CPS-3 converts
Neo-Geo 🟡 MVS ↔ AES (same code, different cart/pinout) Neo-Geo converts
System 16/18/24 🟠 FD1094/FD1089: Arduino re-key, ROM+68000 de-suicide · keys per game FD1094/FD1089
IGS PGM 🟠🔴 IGS027A (ARM) protection: dump internal ROM + patched P PGM converts
Namco 2/11/12 🟠🔴 MCU (Sys 2) / per-game KEYCUS (Sys 11/12) · KEYCUS per game Namco converts
Namco 357/369 🟠 PS3-based arcade; HDD+dongle; retail board conversion System 357/369
Konami 573 🟡🟠 media + paired security cartridge; 573in1 tool · catalogue Konami 573
Taito F3 🟡 cartridge (Neo-Geo/CPS2-like); region keying + byte Taito F3 converts
Sega System 32 🟡🟠 suicide: decrypted-ROM de-suicide; Big/Small ROM board System 32
Taito B / F2 🟡🟠 ROM reprogram + per-game C-Chip (TC0030CMD) Taito B/F2
Sega System 24 🟡🟠 floppy: imaging + HxC/Gotek emulator (± FD1094) System 24
Taito Z / H / X 🟡🟠 ROM reprogram; C-Chip on Z/H; X simpler Taito Z/H/X
Sega System 18 🟠 FD1094 + 8751 MCU: ROM de-suicide + remove 8751 System 18
Sega System C / C-2 🟡🟠 Mega Drive base; per-game 317-0xxx protection chip System C/C-2
Sega X / Y-Board 🟠 super-scaler; FD1094 on some games X/Y-Board
Taito G-NET 🟡 ZN-2 base; CAT702 + mod-BIOS → CF cards G-NET
Konami GX / Viper 🟡🟠 ROM board (GX, EEPROM reinit) / CF card (Viper, RTC+DS2430) GX/Viper
IREM M72 / M92 🟡🟠 ROM board + per-game i8751 MCU (dumped) M72/M92
Toaplan V1/V2 🟠 HD647180 MCU (dumped) + custom GP9001 VDP Toaplan
Psikyo 🟠 68020 / SH-2; PS3/4/5 variants + security EEPROM Psikyo
Cave 68000 🟠 038/013 customs; per-game sprite layouts Cave 68000
Data East 🟠 DECO Cassette (tape+dongle); 146/104/156 ASIC Data East
SNK Hyper 64 🔴 VR4300 cartridge; mostly preservation Hyper 64

The red thread: security

Many platforms encrypt the program or authenticate it with a battery-backed SRAM key (the "suicide": CPS-2, CPS-3, System 16 FD1094). Every conversion must account for this lock — hence phoenix ROMs (decrypted, battery-less) and multi kits (which handle security internally).

DIP settings — the general rule

After a conversion, the board is set up like the target game: the config (difficulty, lives, credits, region…) follows the game, not the board. There are two main ways to configure an arcade game:

A. Physical DIP switches (1980s / early-90s systems)

One or more micro-switch banks on the board. Most common convention (8-way bank), to adapt per game:

Switch Typical function
1-2 Coinage
3-4 Difficulty
5 Lives / bonus (extend)
6 Demo sound (on/off)
7 Flip screen (cocktail-upright)
8 Free play (or) Test / service
  • Many platforms have 2 banks (A/B) or even 3 (e.g. CPS-1: DIP A = coinage, B = difficulty, C = lives/flip/free-play/test).
  • Region is sometimes a DIP (Toaplan, IREM…), sometimes hard-wired/soldered (see the Region-free pages on the system side).

After conversion: TARGET game's DIP

Positions don't mean the same thing from one game to another. Once converted, set the board per the target game's DIP table (source: the game's entry in MAME, DIP switches menu, or the game manual). Safe start: all OFF, then enable service/test to check.

B. Soft-dips / test menu (cartridge / EEPROM systems)

Newer systems (CPS-2/3, Neo-Geo, System GX, Viper, ST-V, Naomi…) are set via a software test menu ("soft-dips") stored in EEPROM, reached with the TEST button. Key points:

  • On many of these, changing game forces an EEPROM reset: hold TEST at power on (Konami GX), or the board does it on first boot.
  • CPS-2: the physical jumpers do NOT set the game — they configure the ROM size/type (see CPS-2 converts). Game settings are soft-dips (TEST menu).
  • Neo-Geo MVS: settings via the BIOS/soft-dips (UniBIOS adds more).

Preservation note: the per-game DIP values form a very large dataset (MAME scale). The wiki documents the logic and conventions above (reusable), plus full flagship-game tables transcribed in-wikiDIP settings — flagship games. More games are added on request (transcribed from the durable MAME definitions).

Sources & attribution

Review & corrections

How this space is used

Spotted a wrong value, an outdated procedure, a chip reference that does not match your board? Say so here, with what you observed (model, board revision, serial number, measurement). Every report is cross-checked against a source before anything changes — an unverifiable correction is published as “reported by …, not cross-checked” rather than silently applied.

Reading is open to everyone; posting requires signing in with Discord. Reports from the wiki's declared reviewers are handled first; anyone else's are read too, but go through a human before anything is changed.