Sega NAOMI¶
Sega arcade platform (1998), Dreamcast architecture with more memory. It runs in a candy cab via JVS (modern serial I/O), and comes in cartridge, GD-ROM (via DIMM board) and netboot forms. An often-misunderstood point: the DIMM board battery — not a "suicide" as brutal as the CPS-2's.
Identification¶
| Field | Value |
|---|---|
| Manufacturer | Sega |
| Year | 1998 (NAOMI 2: 2000) |
| Base | Dreamcast + more RAM (32/16/8 MB main/graphics/sound) |
| Media | ROM cartridge, GD-ROM (via DIMM), netboot (NetDIMM) |
| I/O | JVS (JAMMA Video Standard, serial) |
| Multiboard | 3-4 boards per game |
Architecture¶
| Block | Chip | Clock | Role |
|---|---|---|---|
| CPU | Hitachi SH-4 | ~200 MHz | + FPU/vector unit |
| GPU | NEC/VideoLogic PowerVR2 (CLX2) | ~100 MHz | Tile-Based Deferred Rendering |
| Sound | ARM7 + Yamaha AICA | 64 voices | |
| RAM | 32 MB main + 16 MB VRAM + 8 MB sound | 2× the Dreamcast (hence "superior" ports) |
NAOMI = New Arcade Operation Machine Idea. Architecture identical to the Dreamcast but with more RAM — hence near-perfect arcade↔home conversions (often superior on the arcade side). Region/language set at the BIOS.
Media & loading¶
- ROM cartridge: the simplest, no critical battery.
- GD-ROM: GD drive + DIMM board (RAM). At boot, the game is copied from the GD to the DIMM.
- Netboot (NetDIMM): loads the game from a PC over the network → no GD or cartridge.
The DIMM board battery¶
The DIMM board has a battery that keeps the loaded game (+ its key) in RAM between power cycles — to avoid recopying the GD at every boot (several minutes).
- Dead battery ≠ dead board: at the next boot, the game reloads from the GD (slow), or you switch to netboot.
- It's therefore far less serious than a CPS-2/CPS-3 suicide (as long as you have the GD or netboot).
Netboot (NetDIMM) — step by step¶
Netboot is the NAOMI preservation route: you send the game image from a PC into the DIMM board's RAM over Ethernet — no GD or cartridge. Principle and steps:
- Required hardware: a network DIMM board (NetDIMM) (not all are — check for the Ethernet port), the NAOMI, a JVS I/O, and the appropriate security PIC (per-game key; community setups bypass this point).
- DIMM firmware: the DIMM must have a netboot-capable firmware (flash it once if needed).
- Network: connect PC ↔ NetDIMM over Ethernet (crossover cable or switch). Set the IPs in the NAOMI system menu (the DIMM shows "Network booting…" / waits for the transfer).
- Transfer: on the PC, a send tool (community scripts like
triforcetools.py/naomi.py, or sending via emulators that talk to the NetDIMM) pushes the game image into the DIMM's RAM. - Launch: once the transfer finishes, the NAOMI boots the game from RAM. Thanks to the DIMM battery, the game stays loaded between power cycles — no need to re-send each time.
Why it's the best route
Netboot removes the GD drive (the wear point) and doesn't depend on a rare cartridge. Combined with a fresh DIMM battery, it's a reliable, silent setup. → See also ODE (GDEMU/MODE, netboot). (We describe the method; no ROM hosting.)
JVS (I/O)¶
The NAOMI uses JVS: serial I/O that replaces the parallel JAMMA wiring (sticks, buttons, coins via a JVS I/O board). It's the standard for modern Sega cabinets; it can be driven/emulated (see JVS-adapter type projects).
Cabinets¶
- Naomi Universal Cabinet (dedicated cabinet).
- In a candy cab (Astro City & co.) via a JVS I/O board + suitable power.
NAOMI 2 (2000)¶
A high-end evolution of the NAOMI for heavy 3D: it adds a second SH-4 dedicated to geometry and two PowerVR2 graphics engines (+ an ELAN for transform/lighting), i.e. far more polygon power — while staying compatible with the NAOMI's cartridge/GD-ROM format and JVS I/O.
- Games: Virtua Fighter 4 (+ Evolution/Final Tuned), Club Kart, Wild Riders, Virtua Striker 3, Beach Spikers, Soul Surfer…
- Preservation: the same routes as the NAOMI (imaged GD-ROM, netboot, DIMM battery), handled by Flycast/Demul for emulation.
- Not to be confused with the Hikaru (another contemporary high-end 3D, different hardware).
Common faults¶
| Symptom | Likely cause | Lead |
|---|---|---|
| Game reloads at every boot / load time | DIMM battery flat | Replace the DIMM battery, or netboot |
| GD read errors | Worn GD-ROM drive | Repair/replace, or netboot (removes the GD) |
| No image / crash | Power, caps, contacts | Base diagnosis |
| I/O not responding | JVS I/O board / wiring | Check JVS, I/O power |
Mods & preservation¶
- Netboot (NetDIMM): the modern solution — no GD or critical battery; loads from a PC. → ODE (GDEMU/MODE, netboot)
- GD-ROM emulation / SD storage (depending on solutions).
- Replace the DIMM battery with a holder.
- Emulation: Flycast / Demul (Dreamcast lineage) + MAME. No FPGA/MiSTer core (SH-4 + PowerVR2 out of budget).
Manual (archived)¶
- 📘 Manual — Sega NAOMI Universal Cabinet (PDF) — Source: Arcade Otaku Wiki, archived locally.
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). ⚠️ On this platform, a dead battery does NOT kill the game — it is a leaking battery that corrodes traces. Check and replace it before it leaks → save batteries.
- Optical storage 🟡: the drive is the number-one wear part. Modern routes: an ODE, netboot, or replacement by flash storage depending on the platform → PCB preservation hub.
- Scan rate 📺: ~32.83 kHz / 61.7 Hz — high resolution (VGA class), ⚠️ you need a 31 kHz / tri-sync monitor; a 15 kHz chassis is incompatible → tri-sync and upscalers.
(Computed from the MAME sources —
sega/naomi.cpp— pixel clock ÷ htotal.) - FPGA / emulation: see the Emulation & FPGA section below.
Repair (technician)¶
- DIMM board (GD-ROM / NetDIMM): the game loaded into RAM is held by a battery → flat battery = full reload at every start-up (slow). Some cartridges carry a key/RTC battery → watch for suicide on encrypted games (backup batteries).
- Per-game encryption (key on cartridge/DIMM): an unreadable game = the key, not the motherboard.
- GD-ROM: drive/laser = a weak point → ODE mods (GDEMU).
- Sound: ARM7 + AICA — diagnose the sound stage. Capacitors: recap.
→ Methods: PCB fault-finding · Recap · Backup batteries · Traces & vias
DIP settings ✅¶
2 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 alpilota
| Setting | Position | Options (default in bold) |
|---|---|---|
| Monitor | SW1:1 | 31 kHz · 15 kHz |
DIP settings — MAME set naomi_mie
| Setting | Position | Options (default in bold) |
|---|---|---|
| Monitor | SW1:1 | 31 kHz · 15 kHz |
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
Photos / assets¶
(To add: NAOMI board, DIMM board + battery, ROM cartridge, GD drive, JVS I/O.)
Sources & attribution¶
- Wikipedia — Sega NAOMI (Dreamcast base, SH-4, media, multiboard, Naomi 2) — CC-BY-SA — https://en.wikipedia.org/wiki/Sega_NAOMI
- System16 — Sega NAOMI Hardware — to reference — https://www.system16.com/hardware.php?id=709
- Netboot / JVS documentation — to reference
Image:
-
naomi.jpg— Yaca2671, CC BY-SA 3.0 — https://commons.wikimedia.org/wiki/File:NAOMI_PowerVR2.jpg
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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