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Konami GX (System GX)

Konami's high-end 2D/2.5D base (1994): a 68EC020 + big sprite/tile customs, in Types 1 to 4 (including dual-screen versions). Sexy Parodius, Salamander 2, Tokimeki Memorial, Run and Gun… The base of the GX converts.

Identification

Field Value
Manufacturer Konami
Year 1994
Type 2D/2.5D (zoomed sprites, effects)
Variants Type 1 / 2 / 3 / 4 (Type 3/4 = dual monitor / DMA)
Settings EEPROM / DIP

Architecture

Block Chip Role
CPU Motorola 68EC020 (@ ~24 MHz) game logic
Sound K054539 (+ sound 68000) PCM samples
Video Konami customs (K055673 sprites, K054156/K053936 planes, zoom/rotation) rich 2.5D, "Mode 7" effects

The System GX pushes 2D with rotation/zoom (K053936 "Mode 7") — hence the warped backgrounds of Racin' Force or Run and Gun. Type 3/4 handle two monitors (dual-screen) or advanced DMA. Emulated in MAME (konami/konamigx.cpp).

Conversion & swap

The System GX allows game swaps with care (reinit the EEPROM by holding TEST at power-on); ⚠️ orientation differs by Type 1/3/4. → Konami GX / Viper converts.

EPROM repair: 68EC020 program on the ROM board, often 2× 27C040game-by-game EPROM table.

Notable games

Gokujō Parodius / Sexy Parodius, Salamander 2, TwinBee Yahho!, Daisu-Kiss, Tokimeki Memorial, Run and Gun (Slam Dunk), Lethal Enforcers II, Racin' Force, Konami's Open Golf Championship, Soccer Superstars, Dragoon Might, Fantastic Journey, Winning Spike

Common faults

Symptom Likely cause Lead
Corrupt sprites/planes GX customs / RAM RAM test, contacts; rare customs
No sound K054539 / sound 68000 Sound-stage diagnosis
2nd screen dead (Type 3/4) dual-screen output/harness Check the 2nd output
Lost config EEPROM / battery Reinit (TEST at boot); see converts
No image Power, 68EC020, contacts Base diagnosis

Modernisation & mods

The common ground for every JAMMA board

Video, power, control panel and upscalers depend on the cabinet rather than the board: everything is centralised in Modernising a cabinet. To run the board outside a cabinet (at home, on a display): supergun.

  • Battery 🟢: a save battery is fitted (settings/counters/RTC). A leaking battery corrodes traces — check and replace it before it leaks → save batteries.
  • Storage 🟡: the game lives in EPROM/mask ROM on the board. Changing or restoring a game means reprogramming the EPROMs (and, for a mask ROM, using a pinout adapter) → EPROM method.
  • Media preservation: replacing the original storage, multicarts, ODEs and modern options by family → PCB preservation hub.
  • Scan rate 📺: ~15.62 kHz / 59.2 Hz — standard resolution, a classic 15 kHz chassis is fine → tri-sync and upscalers. (Computed from the MAME sources — konami/konamigx.cpp — pixel clock ÷ htotal.)
  • FPGA / emulation: see the Emulation & FPGA section below.

Repair (technician)

  • Game swap = EEPROM reset: a GX booting to an error after a swap may need an EEPROM reset (held procedure), not a repair.
  • Konami customs (K055673 sprites, K054156/K053936 zoom/rotation planes): corrupt = **RAM
  • buffers first**, the custom next (donor).
  • Sound: sound 68000 + K054539 — diagnose the sound stage.
  • Capacitors: recap. ROM-board type per game (see converts).

Methods: PCB fault-finding · Recap · EPROM · Traces & vias

Expected clocks — measurement table ✅

Values extracted from the MAME sources for this platform. On a scope or frequency counter, a clock that is missing or off-value points straight at the crystal, the divider or the chip at fault — the fastest starting point on a dead board.

Component Expected clock Role
M68000 8 MHz main CPU
M68EC020 24 MHz main CPU

How to read this table

Several values for one component = several board variants in this family (or several instances of the chip clocked differently). These frequencies are those of the clock signal at the component's input, not of its original crystal — on many boards the clock is divided down from a single master crystal.

Original manuals for games on this platform ✅

Manufacturer manuals for games running on this board. Beyond the instructions, they very often carry the full DIP settings, the connector pinout, the test procedure, the parts list and the expected voltages.

→ Full catalogue: service manuals, wiring & game manuals

DIP settings ✅

8 games on this platform, settings extracted from the MAME sources (INPUT_PORTS_START blocks). The Position column gives the switch's physical reference on the board (SW2:!3,!4 = bank SW2, levers 3 and 4) — which is what lets you set it up without the paper manual. Games are sorted by MAME set name.

DIP settings — MAME set ggreats2
Setting Position Options (default in bold)
Select Connector SW1:4 3P 4P · 1P 2P
DIP settings — MAME set le2
Setting Position Options (default in bold)
Stereo SW1:1 Stereo · Mono
Coin Mechanism SW1:2 Common · Independent
Stage Select SW1:3 No · Yes
Mirror SW1:4 No · Yes
Flip Screen SW1:5 Off · On
DIP settings — MAME set le2j
Setting Position Options (default in bold)
Stage Select SW1:3 Yes · No
Mirror SW1:4 No · Yes
DIP settings — MAME set opengolf
Setting Position Options (default in bold)
Sound Output SW1:1 Stereo · Mono
Coin Slots SW1:2 Common · Independent
Number of Players SW1:3 2P · 4P
DIP settings — MAME set puzldama
Setting Position Options (default in bold)
Flip Screen SW1:3 Off · On
DIP settings — MAME set racinfrc
Setting Position Options (default in bold)
Flip Screen SW1:3 No · Yes
Cabinet SW1:4,5 2in1 · Upright (Mono) · Unused · Upright (Stereo)
Car Number & Color SW1:6,7,8 No. 1 (Red) · No. 2 (Blue) · No. 3 (Yellow) · No. 4 (Green) · No. 5 (Red) · No. 6 (Blue) · No. 7 (Yellow) · No. 8 (Green)
DIP settings — MAME set tokkae
Setting Position Options (default in bold)
Cabinet SW1:4 Upright · Vs. Cabinet
DIP settings — MAME set type3
Setting Position Options (default in bold)
Sound output SW1:1 Stereo · Mono
Left Monitor Flip Screen SW1:2 Off · On
Right Monitor Flip Screen SW1:3 Off · On
Number of Screens SW1:4 1 · 2

Check against your own board

These settings apply to the game and revision described by MAME. One title may have several DIP sets depending on region or revision, and some systems use soft-dips (settings in memory, via the test menu) rather than physical switches. In case of a discrepancy, the board's silkscreen and the test menu are authoritative.

See also: DIP reference · game manuals

Emulation & FPGA

  • Emulation: MAME (konami/konamigx.cpp).
  • FPGA / MiSTer: no confirmed dedicated core → MAME.

Lineage

After the 68000 beat-em-up era; for 3D, Konami moved to the Hornet (PowerPC) then Viper. For 573 security: see System 573.

Photos / assets

(To add: GX Type 1/3 board, sprite customs, K054539.)

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.