Namco System 2

Repair Status: In Progress as of 7/20/2026

In for repair is a Namco System 2 arcade boardset with the Darksoft Namco System 2 Multi kit installed.

Namco System 2 was a powerful late-80s arcade system that hosted over 20 games. The majority of the games ran on a “standard” setup of a CPU board and a Video board, while a handful of titles utilized either an additional third daughterboard or a completely different video board. The Darksoft Multi installs onto the “standard” System 2 board set and thus allows you to run approximately 14 of the total games on one donor board.

I say “approximately” here because some System 2 games implemented a protection mechanism. Protected games used a so-called KeyCus chip that was unique to that game. If a protected game didn’t have a matching KeyCus chip then it wouldn’t boot up and run properly. Most (but not all) of the protected Namco System 2 games have had their protection mechanisms patched out by the enthusiast community. The Darksoft Multi doesn’t reproduce KeyCus behavior, so it requires that de-protected ROM sets be used.

KeyCus 319 from the game Rolling Thunder 2 installed in Socket 5G on the Video board (Photo credit: ShootTheCore)

The problem with this board set is that not all of the games supported by the Darksoft Multi kit would run properly. These games would run fine:

  • Assault
  • Assault Plus
  • Burning Force
  • Cosmo Gang
  • Dragon Saber
  • Finest Hour
  • Super World Stadium ‘92
  • Ordyne
  • Rolling Thunder 2
  • Legend of Valkyrie
  • Marvel Land (USA Prototype)

While these games would hang on a black screen (with repeated audio clicks) or rapidly blink a blue screen at the end of the startup diagnostics:

  • Marvel Land (Japan)
  • Mirai Ninja
  • Phelios

The donor game for this board set is the game Assault, and that game runs fine on the board, both with the factory ROMs and the Darksoft Multi. Assault did not utilize a KeyCus protection mechanism though, so the KeyCus socket at position 5G was left empty at the factory.

The Darksoft Multi instructions specify that either a KeyCus (any KeyCus) be installed in the 5G socket, or that a diode be installed between pins 13 and 26 on the socket. This board already had the diode installed correctly.

We’ll revisit the protection system shortly. First, I did some straightforward troubleshooting. I personally own a fully functional Namco System 2 board set (donor game was Rolling Thunder 2) with a Darksoft Multi kit also installed. By swapping the CPU and Video boards around between these two board sets, I was able to deduce that the project CPU board is fine and that the fault lies with the Video board.

Namco System 2 Video board with game ROMs removed and KeyCus 319 installed in socket 5G. (Photo Credit: ShootTheCore)

The Video board has several socketed components – mostly RAM and GAL chips. I removed and tested all of the RAM chips in a chip tester – all of them passed. I also tried exchanging all of the socketed components between the faulty video board and my working video board – and the behavior stayed the same. That meant that the fault on the video board was with something else besides the socketed components.

Socketed parts mid-trade between the two boards

Now it’s time for advanced diagnostics. Thankfully, schematics for this board are available in the manual for the game Assault.

I decided to focus on the protection system next as the possible culprit. So what does that KeyCus diode bypass do? The schematics for the 5G KeyCus socket (labeled CUSXX on the schematics) show that Pin 13 is a signal called BUSACK and Pin 26 is a signal called KEY. Thus, the diode connects the KEY signal to the BUSACK signal. Both signals are prefixed on the schematic with a slash / , so they are Inactive when the signal holds High, and Active when they get pulled Low. BUSACK is the CPU Bus Acknowledge signal that tells the CPU when a subsystem has taken control of the bus. Since BUSACK is a shared signal, a diode is used instead of a bodge wire with the KeyCus bypass so that when BUSACK is triggered by another system component, that trigger doesn’t feed back into the KEY signal – the diode behaves as a “one way valve”.

The same page of the schematics for the KeyCus socket also show that the KEY signal originates from a GAL chip located at position 2P on the board. I probed the KEY signal on the video board during the startup diagnostics for the non-booting games, and noticed it never triggers – the signal on the oscilloscope always reads High. Therefore, I made an assumption that the lack of a KEY signal trigger was the problem with those three non-booting games. [FYI: This assumption turned out to be incorrect, but I decided to explain the KEY diagnosis anyway for documentation purposes]

So … the GAL chip at location 2P doesn’t generate a KEY signal, and I know the GAL part itself is good because it’s a socketed part and the behavior stays the same when I swap in the same GAL from a fully functional Video board. A GAL chip acts like a switchboard – a set of conditions is programmed into the chip. When certain conditions are met, signals are switched High or Low for as long as the specified condition is met. In this scenario, KEY is Active Low, so the conditions in the GAL for that pin to toggle Low aren’t being met. But what are those conditions?

Fortunately, there is a straightforward way to find out. The GAL has been dumped, and by downloading the dump from the PLD Archive and decoding the JED file with the JEDUTIL application in MAME, we get these conditions:

The KEY is on Pin 13 (o13), so for the KEY signal to trigger Low, the following must happen simultaneously:

  • Pin 1 (i1): Must be LOW
  • Pin 4 (i4): Must be LOW
  • Pin 5 (i5): Must be LOW
  • Pin 6 (i6): Must be HIGH
  • Pin 7 (i7): Must be LOW
  • Pin 8 (i8): Must be LOW
  • Pin 11 (i11): Must be LOW

I started probing those pins on the faulty video board during the startup diagnostics for a non-functioning game. Pins 1, 4, 8 and 11 all showed healthy High / Low pulsing activity.

However, Pins 5 and 6 looked sickly – like they were trying to signal but the signals were getting pulled down. The scope’s maximum voltage for a pulse reading (VMax) was 1.14V, which is lower than the ~2.5V threshold the GAL has for treating a signal as High. Since Pins 5 and 6 never trigger High enough for the GAL, the KEY signal never gets triggered Low.

OK, so perhaps another part connected to GAL Pins 5 and 6 (such as a driver TTL) may have failed and is dragging those signals down. Let’s see what they are and what they connect to.

The schematics show that Pins 5 and 6 on the GAL are CPU Address lines A20 and A19, and that they come into the video board from the CPU board on Pins A13 and B14 of the connector labeled J202.

J202 connector after I added some extra solder to the signal carrier pins just in case the fault was caused by a loose pin. It didn’t help.

As much as I scoured the schematics though, I didn’t see those Address lines connecting to anything else on the Video board. Just to be certain, I used my multimeter in continuity mode and tested GAL Pins 5 and 6 against literally every other component pin on the Video board and found no other connections. Continuity tests from the GAL pins directly to the pins on the CPU board connector also showed a healthy connection.

As an experiment, I decided to bypass the video board connections for Pins 5 and 6 by bending them out of the GAL socket and soldering direct bodge wires from the pins to the CPU board. If this resolved the issue then I could look into a permanent fix.

To my surprise, with this bypass in place, the scope readings were exactly the same – only 1.2V peak on High pulses. Physical connections weren’t the problem here.

At this point, I decided to go back to the Good video board and check the GAL signals there so I could compare and contrast. To my great surprise, the Good Video board showed identical behavior! I didn’t try every game, but on all of the games that the faulty Video board won’t run, on the Good Video board, the KEY signal never triggers Low and Pins 5 and 6 only show 1.2V peaks – until the game boots up, at which point Pin 5 shows healthy 5.1V peak High activity during screen transitions and Pin 6 never rises above 1.2V .

I’ve concluded that the low pulse readings I’ve been seeing on the scope for GAL Pins 5 and 6 are probably cross-talk interference from the nearby channels. The KEY signal never triggering has never been the cause of the faulty Video board to not run the games Marvel Land (Japan), Mirai Ninja and Phelios.

So, what to look at next? I know that the problem is presumebly still with one of the soldered components on the video board. I’m planning on checking as many of those components as I can with a diagnostic tool called SLICE. SLICE can monitor TTL logic chips in-circuit while the board is running and flag any aberrant behavior. Stay tuned!


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