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Namco converts (System 2 / 11 / 12…)

At Namco, conversion almost always hits a hardware protection: a custom MCU (System 1/2) or a per-game KEYCUS chip (System 11/12, PlayStation-based). These platforms are hard to convert — the value is mostly in the understanding and preservation (MiSTer/MAME).

Platform Base Protection Convertibility
System 1 / 2 2× 68000 + MCU custom MCU (C65/C68…) 🟠 hard (MCU)
System 11 PlayStation (R3000A) per-game KEYCUS (C4xx) 🔴 very hard
System 12 improved PlayStation KEYCUS CPLD (MACH211) 🔴 very hard
System 10 PlayStation NAND + dongle 🔴
System 246/256 PlayStation 2 dongle + DVD/HDD 🔴 (dongle)

System 1 / 2 (68000 + MCU)

  • Two 68000 (master/slave) + a custom MCU (e.g. C68, Mitsubishi-based) handling I/O and part of the logic/protection.
  • Converting = reprogram the target game's EPROMs and have the compatible MCU (or its firmware). The rare Namco customs complicate everything.
  • Well documented in MAME (MCU dumps), less so on the "home convert" side.

Program EPROM, game by game (System 1 / System 2)

Size → EPROM: 64 KB → 27C512 · 128 KB → 27C010. (Source: MAME namco/namcos1.cpp, namco/namcos2.cpp. Board views: System 1 · System 2.)

  • System 1: banked 6809 program in 27C512 / 27C010 (mainrom region), + the C117 MMU and an MCU (light protection). Games: Dragon Spirit, Pac-Mania, Galaga '88, Splatterhouse, Blast Off, Tank Force, World Court, Bakutotsu Kijuutei…
  • System 2: 2× 68000 (master + slave, each with its own EPROMs) + a C68 MCU (protection — the key to conversion). The table below gives the master program:
Game (System 2) Program EPROM (master)
Assault 27C512
Final Lap 27C512
Marvel Land 27C512
Mirai Ninja 27C512
Golly! Ghost! 27C512
Metal Hawk 27C010
Ordyne 27C010
Phelios 27C010
Rolling Thunder 2 27C010
Cosmo Gang the Video 27C010
Steel Gunner 27C010
Suzuka 8 Hours 27C010
Burning Force 27C010
Dirt Fox 27C010
Final Lap 2 / 3 27C010
Super World Stadium 27C010

System 2 = the C68 MCU governs conversion

Every System 2 has a C68 MCU (often with a game-specific external data EPROM). Reburning the master program is not enough: you also need the C68 / its ROM for the right game, plus the slave program and the graphics. See preservation below.

System 11 / 12: the architecture (PlayStation-based)

Block System 11 System 12
CPU R3000A (PS1) R3000A +50%
GPU CXD8538Q + 2 MB VRAM improved PS1 GPU
Sound C76 (M37702) + C352 (32-voice PCM) H8/3002 + C352
Media banked ROM (no CD) motherboard flash + ROM board
Protection per-game KEYCUS KEYCUS (MACH211 CPLD)
  • The CPU/video board ("COH", top board) is interchangeable between games.
  • The ROM board (game data) is title-specific: swapping it to another game won't boot (different graphics data and KEYCUS).

The wall: the KEYCUS

  • Each game has a KEYCUS (authentication coprocessor): the CPU must run a precise unlock sequence to access the ROMs. On System 12, the KEYCUS also does lockout (blocks ROM access until the sequence is played).
  • System 11: 8 known KEYCUS (C406, C409, C410, C411, C430, C431, C432, C442, C443) — all implemented and verified in the MiSTer core.
  • System 12: KEYCUS = MACH211 CPLD (PLCC44, 64 macrocells).

→ A real conversion requires neutralising the KEYCUS (program patch) and handling the varied ROM boards (different chip count/type per game). It's very hard for most people.

The program (flash) & region

  • The program lives in fine-pitch flash on the motherboard (typically 2E / 2J, sometimes 2L / 2P, under the CPU board).
  • A region change = reprogram these flash → fine SMD soldering.

🎮 Which per-game KEYCUS / ROM board?Namco 11/12 KEYCUS reference (14 S11 + 47 S12, from MAME).

🎮 Next generation (PS3-based): Namco System 357 / 369 (Tekken 6 / Tekken Tag 2) — HDD+dongle, retail PS3 motherboard conversion, full tutorial.

System 10 / 246 / 256 (preservation, not really "converting")

  • System 10: PlayStation, data in NAND + a protection dongle.
  • System 246 / 256: PS2-based, game on DVD/HDD + a hardware dongle — without the right dongle, no boot. Preservation tied to the dongle and the media's condition. See System 246.

Preservation (the main contribution)

Most Namco work is on the emulation/FPGA side: dumping the MCUs (System 1/2) and implementing the KEYCUS (System 11 on MiSTer, System 12 on MAME). That's what will eventually enable de-protected conversions — still rare on real hardware.

Before / after

  • System 2: reprogram EPROM + compatible MCU → another game (hard).
  • System 11/12: without neutralising the KEYCUS, no conversion; the realistic route stays emulation (MiSTer/MAME) until a clean hardware kit exists.

Where to read more

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.

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