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Naomi 2 output frequency

Discussion in 'VF.TV' started by GaijinPunch, Aug 18, 2002.

  1. GaijinPunch

    GaijinPunch Well-Known Member

    I'm really getting sick of fucking with this shit. Anyone know what frequency & resolution Naomi 2 output is? I've got my new adaptor, which supports
    1024x768 @ 60 Hz
    800x600 @ 75Hz, 70Hz, 65Hz
    640x480 @ 85Hz, 75Hz, 70Hz, and 65 Hz

    I couldn't imagine it anything outside of this range, but then again, here we are.... again for fucks sake.

    Video looks scrambled -- like it's a strange pattern, quite similar throughout the screen. Sound is fine. Looks like the frequency isn't supported, but the resolution is maybe... or the opposite I suppose.
     
  2. CreeD

    CreeD Well-Known Member

    the video is garbled when played back, even uncompressed? or is it not uncompressed? Because the green shit effect is very, very common when you're trying to play back and the correct codec isn't installed, or an old codec is installed, or even when there are conflicting codecs. Like for example I downloaded the official morgen mpeg2 decoder to watch a video because it was chuggy. I then got the green slightly fuzzy screen, sound was fine. I uninstalled it completely and in the process found an older version that came with a bigass codecs pak I'd installed earlier. I uninstalled the old one too. Only by uninstalling both did the video play fine, the built in codecs pak with windows media player 6.4/7 handles that type of mpeg fine.

    If you want, send me a sample via irc or ftp.
     
  3. GaijinPunch

    GaijinPunch Well-Known Member

    My VCR doesn't use codecs... nor does yours, and I can't send a tape via IRC. /versus/images/icons/smile.gif

    I bought a converter (hardware) to go from VGA to NTSC. There are no 'settings' per se on the adaptor, so I'm wondering why the video is scrambled -- I'm assuming the Naomi 2's output is within the adaptors input res/frequency limitations.

    With the tape basically being audio-only, and scrambled video, I've not gotten to the joy of capturing yet... unfortunately. /versus/images/icons/frown.gif
     
  4. akiraattack

    akiraattack Active Member

    here are just some thoughts,

    maybe the problem is, that the mainboard runs at 60 fps a second. and a videorecorder runs at 24 frames a second?

    maybe there is a macrovision chip on the naomi board? because that explains maybe the green effect.

    that is all I can think of at the moment.
     
  5. GaijinPunch

    GaijinPunch Well-Known Member

    There is no green effect -- CreeD's assuming I was having problem w/ video files, not a video tape.

    I've emailed the Diaoh guys, so hopefully they can shed some light. Another bigger game center I know of has a professional box that will properly convert the output... perhaps I can dig around that.
     
  6. GaijinPunch

    GaijinPunch Well-Known Member

    Okay, I need a geek, or just someone that can decipher this bullshit to tell me if this will fit within the res/frequencies I've listed above.

    According to this site http://www.klov.com/V/Virtua_Fighter_4.html, VF4 uses Standard Raster resolution. Also on that site, is this information on that resolution.

    HORIZONTAL VERTICAL
    Scan Frequency: 15.72 KHz Scan Frequency: 60.0 Hz
    Scan Period: 63.6 µSec Scan Period: 16.7 mSec
    Active Video: 46.9 µSec Active Video: 15.3 mSec
    Video Delay: 11.9 µSec Video Delay: 1.2 mSec
    Sync Pulse: 4.7 µSec Sync Pulse: 0.2 mSec
    Scan Line: 456 Pixels Screen: 262 Lines
    Resolution: 336 Pixels Resolution: 240 Lines
    Clock Freq: 7.16 MHz

    I've seen this shit outputed STRAIGHT from VGA to a normal non-flat screen monitor, and plasma TV's alike, w/ no converter, so I'm obviously fucking something up somewhere.
     
  7. Hamme

    Hamme Well-Known Member

    GP, I think I see the problem. According to the fact you listed Naomi2 out @ 15.72 khz for horizontal scans. Standard VGA output are 30 khz and above, So your converter will not work. 15.72 khz is standard rgb monitor frequenzy & tv frequenzy if I remember correctly. This means no need for converter. But, I don't know it is needed to change RGB to NTSC or there is no need for conversion just wire properly.

    Sorry, that's all the help I can give. Look for Horizontal Freqenzy as your main concern
     
  8. GaijinPunch

    GaijinPunch Well-Known Member

    Thanks for the input -- but isn't that weird that VGA output is all that they've got on the board? hmmmm... need to dig a little bit more. I'll ask the manager at Gigo tomorrow. He's successfully taped the video (but not the audio). /versus/images/icons/smile.gif
     
  9. kbcat

    kbcat Well-Known Member

    Maybe Mr. Bungle can shed some more light on the this -- but, it's always been my understanding that the VF series has been on Medium Res, even on the Naomi2. Further more, the Naomi2's VGA output was "High res" -- maybe the "VGA20" on KLOV. At the very least the VGA output is not Standard res since the Horizontal scan rate of 15.72 KHz is too low for VGA monitors/output. I would say that the best bet so far without seeing a Naomi2/VF4 technical manual is the VGA20 on KLOV...

    Horizontal: 31.55 KHz
    Vertical: 70hz
    Resolution: 512x384

    but who knows if this is right? I thought that the Naomi2's VGA output was 640x480. All I can say for sure is that the VGA output is not Standard Res.


    good luck.
    kbcat
     
  10. GaijinPunch

    GaijinPunch Well-Known Member

    That seems to make the most sense to me. You know what though... I never thought of it this way. My adaptor might not support a resolution LOW enough... boy wouldn't that suck? I think the lowest it goes is 640x480... never thought that would happen. Bizarre. Wish those guys at Daioh would get back to me.
     
  11. CreeD

    CreeD Well-Known Member

    if this helps, I have the VF4 official manual in pdf format. It says 'switchable from high resolution 31k to standard/low resolution 15.75k' .. .maybe you need to switch to the lower res mode before capture is possible.

    To do that locate a row of four dipswitches on the naomi filter board and put the first one (on the left) in the lower position, the other three up.
     
  12. GaijinPunch

    GaijinPunch Well-Known Member

    Damn...your site is full. Any chance you can mail that doc to me?
     
  13. CreeD

    CreeD Well-Known Member

    as dumb as this sounds, email is one thing I do NOT have working yet... I keep meaning to make a hotmail address and never do. But anyway I can mail through someone else's account... be sure you don't accidentally delete because it'll look like spam /versus/images/icons/smile.gif

    Do I use texashotstuff@hotmail.com ?

    PS: you know you can always grab stuff from me on IRC if my site's off/down.
     
  14. GaijinPunch

    GaijinPunch Well-Known Member

    Okay, I need a video genius.

    The guy at Daioh emailed me back. He's using this as a step down converter (IOData TVC-XGA).
    http://www.iodata.jp/products/video/tvcxga.htm

    If I look at the details, it seems it doesn't got lower than 640x480 -- can anyone tell me why this one works and mine doesn't? /versus/images/icons/frown.gif
     
  15. kbcat

    kbcat Well-Known Member

    Ok, without looking at the Naomi2 manual (I can't seem to get to Creed's FTP) here's what I can come up with.

    <ul type="square">Standard 640x480 VGA is:
    [*]Resolution: 640x480
    [*]Horizontal Sync: 31.77 KHz
    [*]Vertical Sync: 60 Hz
    [/list]<ul type="square">The TVC-XGA converter @ 640x480 supports:
    [*]Horizontal Sync: 24~80 KHz
    [*]Vertical Sync: 50~80 Hz
    [/list]<ul type="square">Your converter @ 640x480 (from your original post):
    [*]Horizontal Sync: ? KHz
    [*]Vertical Sync: 65, 70, 75, and 85 Hz
    [/list]
    Assuming the Naomi2's VGA output is "standard" 640x480 then the TVC-XGA converter covers it since the required horizontal (31.77 KHz), and vertical (60 Hz ) sync frequencies are both in it's range. You converter however can't do 640x480 at 60 Hz vertical sync (lowest is 65Hz). This may be your problem. Are you sure that your converter can do 640x480 at 60 Hz? I'll see if I can grab the Naomi2 manual from Creed tonight.



    good luck,
    kbcat
     
  16. CreeD

    CreeD Well-Known Member

    having done a search in my manual for ANYthing else even remotely related to signal output, I come up with the same info I put up a few posts ago in this thread: output options are high and low resolution, 31 or 15.75 k. That's the only information it gives, they're definitely not looking to help anyone capture. They give a url: www.seuservice.com ... aside from that the kit manual has nothing else to give you, I'm pretty sure, tho I'll gladly paste a bit of info from the site -

    Sega Enterprises Inc., USA
    Service Department
    phone 415.701.6580
    fax 415.701.6594


    And here's a halfassed attempt to paste the whole manual. It's gonna look all fucked up because the manual is a PDF, but here goes:


    ===============================================
    1ST PRINTING SEPT 01
    MANUAL NO. 999-1310
    SEGA ENTERPRISES, INC. USA
    Universal Kit
    Kit Installation Instructions
    & Service Manual
    Switchable FROM High Resolution 31K
    TO Standard (Low) Resolution 15.75K.
    1 - 2 PLAYER GAME
    VISIT OUR WEBSITE!
    1 www.seuservice.com
    Virtua Fighter 4
    Sega Naomi System
    Kit Contains List
    Part #
    400-5397-01
    838-13616
    560-5407-UL
    838-13683-93CV1
    600-7141-200
    600-7009-2500
    840-0080D-01
    600-7247-500
    LOC. PURCHASE
    LOC. PURCH. HAPP
    LOC. PURCH. HAPP
    LOC. PURCH. HAPP
    LOC. PURCH. HAPP
    LOC. PURCH. HAPP
    999-1312
    999-1313
    999-1314
    999-1315
    999-1316
    999-1310
    999-1317
    999-1319
    Desc
    NAOMI POWER SUPPLY
    AUDIO POWER AMP 2 CH
    AUDIO XFORMER 120V
    JAMMA I/O BD (NAOMI)
    USB CABLE
    VGA VIDEO CABLE
    ASSY CASE NAT VF4 USA
    CABLE SCSI TYPE 2 500MM
    SERVICE SWT BRKT ASSY
    JOYSTICK, COMP. GR
    SWITCH, PB LARGE
    BUTTON, COMP. GR
    BUTTON, COMP. BLU
    BUTTON, COMP. RED
    MARQUEE ART
    INSTRUCTION SHEET
    SIDE DECALS
    CONTROL PANEL OVERLAY (DED)
    CONTROL PANEL OVERLAY (GEN)
    VF4 MANUAL
    (METALPLATE) CONTROL PNL VS3
    INSTRUCTION FOR CHARACTERS
    Qty
    1
    1
    1
    1
    1
    1
    1
    1
    1
    2
    2
    2
    2
    2
    1
    1
    2
    1
    1
    1
    1
    1
    2 www.seuservice.com
    Virtua Fighter 4
    Sega Naomi System
    Kit Contains List
    Part #
    999-1320
    999-1321
    999-1322
    Qty
    2
    2
    2
    Desc
    DECAL FOR DEFENSE (GREEN)
    DECAL FOR PUNCH (BLUE)
    DECAL FOR KICK (RED)
    3 www.seuservice.com
    DESIGNED RELATED PARTS
    MARQUEE ART ----- 999-1312
    INSTRUCITON SHEET ---- 999-1313
    INSTRUCTION SHEET FOR CHARACTERS ----- 999-1319
    NOT PICTURED ARE DECAL DEFENSE (GREEN) ---- 999-1320
    PUNCH (BLUE) ---- 999-1321
    KICK (RED) ---- 999-1322
    4 www.seuservice.com
    DECAL SIDE ART ---- 999-1314
    CONTROL PANEL ---- 999-1315
    CONTROL PANEL ---- 999-1316
    5 www.seuservice.com
    SERVICE BULLETIN
    SEGA Service Department http://www.seuservice.com
    45133 Industrial Drive Phone: 415.701.6580
    Fremont, Ca. 94538 Fax: 415.701.6594
    If you have any questions please contact the SEGA Service Department at the numbers given above.
    120 Feb 9. 2000
    The SEGA Naomi Game kits are actually &#8216;JAMMA Dependent&#8217;. What this means exactly is they will only
    install into existing JAMMA Cabinets. If an operator tries to install these kits into a Non-JAMMA cabinet,
    they will first have to bring the wiring up to JAMMA Standards.
    ° Step 1 Disconnect the games original DC Power Supply. You may only use the power supply provided
    with your kit. Be sure to set the voltages going to your Game BD to 5.1 and 3.3 volts DC to assure proper
    operation ( Measure on Square Connector at Game BD. Yellow = 5vdc / Brown = 3.3vdc / White = Gnd )
    ° Step 2 You MUST USE THE COIN METER SUPPLIED WITH YOUR KIT to assure proper Coin
    acceptance. A minimum 18 Gauge wire should be used from the Coin Meter 1 output line on your
    JAMMA Harness. The 5vdc ( Yellow ) wire found in the wiring bag of your kit MUST BE USED for the
    supply voltage to the meter.
    SPECIAL NOTICE FOR
    ALL SEGA NAOMI KITS
    PROBLEM:
    SOLUTION:
    Not following the directions provided herein may cause your game to malfunction.
    All electrical work should be performed by the site&#8217;s Serviceman or Technician.
    In order to prevent an electric shock and short circuit, be sure to turn power off before performing
    work or touching the interior parts of the product.
    Be careful so as not to damage wirings. Damaged wiring can cause an electric shock or short circuit
    accident.
    Do not touch places other than those specified. Touching places not specified can cause an electric
    shock or short circuit accident.
    6 www.seuservice.com
    INSTALLATION INSTRUCTIONS
    1) First. Remove all access panels from the game. Locate the original game Logic PCB&#8217;s & Power
    Supply and remove from the Cabinet by first disconnecting all harnesses from the boards. (You need
    only to splice in the Main Power (110v AC) into the 3-Pin Connector (GRN/WHT/BLK).)
    2) Remove all existing game harnesses (we suggest using New Jamma Harnesses (NOT contained in the
    kit) to ensure reliability).
    3) Locate the most convenient and open area of the cabinet to mount the Virtua Fighter 4 Naomi
    System Assembly. Make sure this area is free and clear of all cable harnesses and grounds, cable
    clamps, etc.
    Vacuum out or clean bottom of cabinet of dirt & miscellaneous parts (e.g.
    screws, loose coins / tokens, etc.).
    Remove all exterior decals and repair any cabinet damage. Repaint
    cabinet if necessary. Remove the Monitor Plexi or if your game plexi has
    Silk-screened artwork, you will need to strip it off.
    4) Connect the JAMMA Harnesses to the JVS-JAMMA Interface Boards. Separate the wires from each
    other (i.e. Control Panel, Video, Speaker, Power Supply). Run the various harnesses to the part of the
    cabinet they go to ensuring they are dressed properly & secured to the cabinet. Locate the Volume/
    Speaker/Coin Meter Cable and connect to your existing Switch Bracket or use the new one included
    with the kit. Note: If you are using a VGA Compatible Monitor you can run your VGA Cable directly
    to the monitor or connect it to your JVS JAMMA Interface for RGB Conversion to your JAMMA
    Cables.
    5) Remove Marquee from cabinet and cut to fit the new Virtua Fighter 4 Marquee in place.
    REPLACE old Joysticks & Buttons with the NEW ones supplied in Kit.
    6) First remove all Joystick and Button assemblies from the Control Panel. Remove Lexan and Control
    Panel Overlay. Proceed to clean surface of the Control Panel by removing all adhesive and dirt. Fill
    in or plug up existing button holes to set up a blank work area for your new controls.
    7) Install the new Control Panel Overlay by carefully peeling off the paper backing and laying down on
    the panel. Smooth it out, starting in the center and working your way to the edges (removing all of
    the trapped air pockets). If necessary, cut the edges of the overlay excess and fold under panel.
    8) Cut out the button and Joystick Holes. Install Joystick and buttons from kit into the Control Panel
    and tighten down. Connect all game harness wires to switches and buttons.
    7 www.seuservice.com
    INSTALLATION INSTRUCTIONS
    9) Proceed to place new decals on the sides of the cabinet. Locate a new monitor bezel, if needed, and
    replace glass, if required (due scratches). Install Instruction Placard to the back of the Monitor Glass.
    NOTE: As a precaution, disconnect the JAMMA Harness from the I/O Boards and turn power on. With a
    Multi-Meter, measure the 5v and 3.3v. Adjust if necessary to 5.15v DCand 3.3vDC. Measure the +12 to
    ensure the wires and voltages are in the correct position. Turn power off. Plug in the JAMMA Harness once
    again to the I/O Boards. The Attract Mode should appear on the screen.
    Adjust the SIZE, CONTRAST, BRIGHTNESS, and COLORS on the
    Monitor for optimum appearance. Adjust VERTICAL/HORIZONTAL
    Hold to get a stable picture, if required.
    Enter DIAGNOSTICS and adjust the Volume Level, test all Buttons &
    Joystick for proper operation & wiring. Adjust Pricing. Coin-Up and
    test out a game to ensure proper play functions are as they should be.
    8 www.seuservice.com
    Sega Naomi System Switch
    Bracket and Speaker
    Installation Diagrams
    (Figure 3)
    Coin Meter
    Test Service
    Volume
    JAMMA Pin R
    JAMMA Pin 15
    JAMMA Pin 1
    Yellow Wire from Extra
    Harness (+5v)
    JAMMA Pin 8
    + _
    Pin 1
    Pin 5
    Pin 4
    To CN1 of
    Amplifier Board
    YEL/RED
    WHT/RED
    GRN/RED
    From CN2 of
    Amplifier Board
    From CN4 of
    Amplifier Board
    GRY/RED
    ORG/RED
    ORG/BLUE
    GRY/BLUE
    Left
    Speaker
    Right
    Speaker
    9 www.seuservice.com
    Sega Naomi System
    JAMMA Harness Wiring
    (JAMMA I/O BD)
    (Figure 4)
    4
    1
    2
    3
    5
    6
    7
    8
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    21
    A
    B
    C
    D
    E
    F
    H
    J
    K
    L
    M
    N
    P
    R
    S
    T
    U
    V
    X
    Y
    Z
    a
    22
    23
    24
    4
    e
    d 26
    25 c
    b
    28 f
    27
    9
    W
    Ground
    Ground
    Ground
    Ground
    +5v (Not Used) +5v (Not Used)
    +5v (Not Used) +5v (Not Used)
    (Not Used) (Not Used)
    +12v (Not Used) +12v (Not Used)
    Key Key
    Coin Meter 1 Coin Meter 2
    (Not Used)
    (Not Used)
    (Not Used)
    (Not Used)
    (Not Used)
    (Not Used)
    Video Red
    Video Blue
    Video Ground
    Video Green
    Video Sync
    Service
    Test (Not Used)
    Coin 1 Coin 2
    1P Start 2P Start
    1P UP 2P UP
    2P Down 1P Down
    1P Left 2P Left
    1P Right
    Attack 1P (1P SW1)
    Grapple 1P (1P SW2)
    Support 1P (1P SW3)
    Ground
    Ground
    2P Right
    Attack 2P (2P SW1)
    Ground
    Ground
    Support 2P (2P SW3)
    Grapple 2P (2P SW2)
    (Not Used)
    (Not Used)
    (Not Used)
    (Not Used)
    10 www.seuservice.com
    CN4
    Sega Naomi System
    Filter Board Information
    Connector Description etc.
    PSW2 PSW1
    CN3
    CN2 CN1
    DIPSW1
    Power Connectors VGA Level
    Video Out
    Preamp Level
    Audio Out
    Test
    Switch
    Service
    Switch
    1
    1
    2
    2
    3
    3
    4
    Setting for High
    Resolution 31KHZ
    1 -4 off
    Setting for Standard
    Resolution 15KHZ
    1 on 2-4 off.
    11 www.seuservice.com
     To prevent electric shock or IC Board malfunctioning, be sure to turn off the
    power for the cabinet when installing or removing the IC Board.
     Extraneous matter such as dust on the IC Board can cause the IC Board to
    generate heat and result in a fire due to short circuit, etc. Ensure the IC Board
    surfaces are always kept clean.
     Use NAOMI 2 for the cabinets compatible with JVS. Using NAOMI for the
    cabinet other than those compatible with JVS can cause generation of heat
    and a fire.
     Be sure to connect the IC Board and connectors completely. Insufficient
    insertion can damage IC Board, etc.
     For the IC Board circuit inspection, only the use of Logic Tester is permitted.
    The use of ordinary testers is not permitted as these can damage the IC Board.
     Do not subject the IC Board to static electricity when installing the IC Board
    in the cabinet or when connecting wire harness connectors to the IC Board.
     When soldering buttons, etc. to the wire harnesses, be sure to remove the wire
    harnesses from the IC Board so as not to subject the IC Board to heat.
     Using NAOMI 2 without the Shield Case can cause electric wave trouble. Be
    sure to use NAOMI 2 together with the accessory Shield Case.
     The monitor frequency corresponding to NAOMI 2 is 15kHz or 31kHz.
    NAOMI 2 can not be used for the cabinet incorporating a monitor or projector
    not corresponding to 15kHz or 31kHz.
    1. HANDLING PRECAUTIONS
    STOP
    IMPORTANT
     Concerning the display of JAMMA VIDEO STANDARD:
    JAMMA VIDEO STANDARD adopted by NAOMI 2 is referred to as JVS. As against this
    Standard, the conventional JAMMA STANDARD which employs 56P Edge Connectors
    adopted by ST-V, etc. is displayed as Old JAMMA STANDARD.
    The specific Manual attached to each game sometimes displays JVS as JV STANDARD, New
    JAMMA STANDARD, or JAMMA 2 STANDARD against OLD JAMMA STANDARD as
    JAMMA STANDARD, JS, etc.
     The contents herein described are subject to change without notice.
    12 www.seuservice.com
    2. SPECIFICATIONS
    ON-SCREEN DISPLAY
    Monitor Position
    Horizontal Synchronous Frequency
    31 / 15 kHz
    CONTROL PANEL
    HORIZONTAL
    START
    DEFENSE (GUARD)
    PUNCH
    KICK 8WAYS
    1
    2
    13 www.seuservice.com
    3 -1 OUTLINE OF THE GAME
    &#8226; You, as a martial art fighter, play in a tournament.
    &#8226; You operate a playing character to fight against an opponent computer-operated character
    (CPU).
    &#8226; The playing characters covers 13 selectable regular characters and 1 boss character.
    3 - 2 PLAYING PROCEDURE
    Total 13 characters are available. Out of them you select one character to start the game.
    At each stage you play a match against a computer-operated character.
    Winning a match
    &#8226; Each match consists of multiple rounds. You win a match when the number of your gained
    rounds reaches a preset value.
    &#8226; When you win a match at any stage, you can proceed to a next stage and play a match
    against a new computer-operated character.
    Gaining a round
    You can gain a round when either of the following events occurs.
    &#8226; You successfully reduce the opponent's energy to 0 (zero).
    &#8226; Your energy remains much more than the opponent's energy when the limit time has become
    0 (zero).
    &#8226; You turn the opponent out of the ring.
    When you and the opponent have drawn (that is, at the end of a round, both have a same level of
    energy or have knocked each other at the same time), both can gain the round exceptionally.
    When you and the opponent have drawn under a sudden death state (that is, the number of the
    gained rounds is equal to each other and either can win the match by obtaining one more round),
    either with more energy becomes a winner of the match.
    When the GAME becomes OVER
    The game is over when either of the following events occurs.
    &#8226; You lose a match against a computer-operated character.
    &#8226; You finish all the 14 stages: 13 stages, each with a regular computer-operated character, and
    1 stage with a boss computer-operated character.
    Continuing the game
    You can continue the game as follows.
    &#8226; When you lose a match, the CONTINUE screen appears.
    &#8226; Insert the credit coins before the limit time is counted down to 0 (zero) on the CONTINUE
    screen, and press the start button. Then, you can continue the game (or resume the first round
    of the stage where you lost a match).
    3. CONTENTS OF GAME
    1
    2
    3
    4
    5
    6
    14 www.seuservice.com
    3 - 3 CHARACTER SELECT SCREEN
     You select one out of the 13 available characters.
     Each character indicates its difficulty level: novice, intermediate, or expert.
     Place the lever in an upper, lower, left, or right position to migrate from character to
    character, and press either of the punch, kick, and defense buttons to select a character.
     Hold down the start button and press either of the punch, kick, and defense buttons to toggle
    between 1P character's color and 2P character's color.
    3 - 4 GAME-PLAYING SCREEN
    1P Energy Gauge Reduced when damaged.
    The round ends when the gauge reads 0.
    Limited Time of the Round The round ends when the
    time is counted down to 0.
    2P Energy Gauge
    2P Character
    Obtained Rounds of 2PYou win
    if you obtain all the rounds.
    1P Character
    Obtained Rounds of 1P
    15 www.seuservice.com
    3 - 5 BASIC OPERATIONS OF THE CONTROLS
    The following explains the operation for a 1P character. For a 2P character, read right and left
    reverse.
    The following abbreviations are used herein.
    P: Punch button
    K: Kick button
    G: Defense (Guard) button
    +: Operating the two or more controls at the same time
    &#8226; P: Punching attack
    &#8226; K: Kicking attack
    &#8226; G: Defending upper and middle parts
    &#8226; Lever in a lower position + G: Defending lower part
    (Note: The opponent may attack you at your upper, middle, or lower part. You must defend
    your upper, middle, or lower part accordingly.)
    &#8226; Lever in a right position: Moving forwards
    &#8226; Lever in a left position: Moving backwards
    &#8226; Lever in an upper position: Dodging away from you
    &#8226; Lever in a lower position instantly: Dodging toward you
    &#8226; P or K + lever in an upper position: Jumping upwards
    &#8226; P or K + lever in an upper right position: Jumping diagonally forwards
    &#8226; P or K + lever in an upper left position: Jumping diagonally backwards
    &#8226; Lever in a right position two times quickly: Dashing forwards
    &#8226; Lever in a left position two times quickly: Dashing backwards
    &#8226; Lever in a lower right position two times quickly: Crouching and dashing forwards
    &#8226; Lever in a lower left position: two times quickly: Crouching and dashing backwards
    &#8226; Lever held in a lower position: Crouching
    &#8226; P + G when you are close to the opponent: Throwing
    &#8226; P + G when the opponent is throwing you: Escaping the throw (slipping)
    &#8226; Lever in an upper position + P for the downed opponent: Jumping and attacking the downed
    opponent
    &#8226; Repeated G when you are downed: Standing up quickly
    &#8226; Repeated K when you are downed: Kicking attack immediately after quickly standing up
    &#8226; Lever in a left position when you are downed: Rolling backwards and standing up
    &#8226; Continuously operated lever when you are faltering: Unfaltering quickly
    16 www.seuservice.com
    3 - 6 SPECIAL OPERATIONS OF THE CONTROLS
    Dodging/Attacking
    Immediately after surely dodging by a lever operation, you attack an opponent. Thus you can
    use the combination of dodging/attacking skills.
    Lever in an upper position + P + K + G: Dodging away from you and attacking
    Lever in a lower position instantly + P + K + G: Dodging toward you and attacking
    Ukemi (safe ways of falling down)
    The ukemi enables you to regain your balance just when landing and to immediately attack an
    opponent. This skill lessens damage to you. Thus you can escape from the crunch and rather
    earn a chance to counterattack. You may be just downed or use the ukemi, whichever is
    tactically desirable in each situation.
    P + K + G immediately before you are downed: Ukemi
    Attacking with the accumulated energy
    Using the energy accumulated for a little time, you can destroy an opponent's defenses. This
    high-risk, high-return skill enhances your tactical capabilities. Special commands, one each with
    a character, are available to activate this function.
    Fighting by the walls
    &#8226; You may damage and destroy the walls. Thereby you can change the state of the ring as
    tactically required.
    &#8226; The opponent may falter when you throw him/her against the walls. This enables you to use
    the combination (Combo) skills.
    17 www.seuservice.com
    3 - 7 PERSON-VS-PERSON (VS) MATCHS
    &#8226; A new player may join you in playing the GAME or selecting a character. As a result the
    system suspends the current one-person match against a computer-operated character and
    starts a person-vs-person match.
    &#8226; The new player must insert the credit coins before joining.
    &#8226; After playing the person-vs-person match only the winner can continue to play the
    suspended match: one-person match against a computer-operated character. He/she resumes
    the first round of the suspended match.
    &#8226; When you have set the STAGE item to RANDOM on the GAME ASSIGNMENTS screen,
    the built-in computer (CPU) randomly selects a stage.
    &#8226; When you have set the STAGE item to SELECTIVE on the GAME ASSIGNMENTS
    screen, the newly joined player selects a stage. (For more information see the chapter 4, B, b.
    "GAME ASSIGNMENTS.") To select, he/she places the lever in an upper, lower, left, or
    right position to migrate from stage to stage, and presses either of the punch, kick, and
    defense buttons.
    PERSON-VS-PERSON (VS) MATCHS&#8226;STAGE SELECT SCREEN
    18 www.seuservice.com
    4. TEST MODE
    A. SYSTEM MENU
    When settings are changed in SYSTEM ASSIGNMENTS, COIN
    ASSIGNMENTS, and GAME ASSIGNMENTS of GAME TEST MODE, be sure
    to exit from the test mode of SYSTEM MENU screen. The contents of setting
    changes are stored in the IC on the BOARD when exiting from the Test Mode. If
    the power is turned off in the Test Mode (before exiting), the contents of setting
    changes are ineffective. In this case, the settings remain unchanged.
    STOP
    IMPORTANT
    This test mode mainly allows the IC Board to be checked for accurate functioning, monitor
    color to be adjusted as well as COIN ASSIGNMENTS and GAME ASSIGNMENTS to be
    adjusted.
    1) Connect the power, and press the TEST Button. Then the following SYSTEM MENU screen
    appears.
    SYSTEM MENU
    RAM TEST
    JVS TEST
    SOUND TEST
    C.R.T. TEST
    SYSTEM ASSIGNMENTS
    COIN ASSIGNMENTS
    BOOKKEEPING
    BACKUP DATA CLEAR
    CLOCK SETTING
    ROM BOARD TEST
    GAME TEST MODE
    [X X X X X X X X X ]
    -> EXIT
    SELECT WITH SERVICE BUTTON
    AND
    PRESS TEST BUTTON
    1423
    123
    144424443
    For the SYSTEM ASSIGNMENTS, do not
    change the following default settings:
    CABINET TYPE: 2 PLAYER(S)
    MONITOR TYPE: HORIZONTAL
    SERVICE TYPE: COMMON
    For the COIN ASSIGNMENTS, set as follows:
    COIN CHUTE TYPE: INDIVIDUAL
    COIN/CREDIT SETTING: at discretion
    SEQUENCE: at discretion
    Out of the COIN ASSIGNMENTS items, the SEQUENCE # items means as
    follows:
    SEQUENCE 1: The number of credits required for starting the game
    SEQUENCE 2: The number of credits required for continuing the game
    SEQUENCE 3 to 8: Not Used
    BOOKKEEPING 2/2 means as follows:
    P1 SEQ 1: Play frequency of Player 1
    P2 SEQ 2: Frequency of CONTINUE by Player 1
    P3 SEQ 3 ~ 8: Not Used
    19 www.seuservice.com
    B. GAME TEST MODE
    Press the SERVICE Button to move the arrow mark to the GAME TEST MODE item on the
    SYSTEM MENU screen, and press the TEST Button. The GAME TEST MENU screen,
    specific for this game, opens.
    Press the SERVICE Button to move the arrow mark to a desired test item on the GAME TEST
    MENU screen, and press the TEST Button to open the related screen.
    After testing, move the arrow mark to the EXIT item and press the TEST Button. The SYSTEM
    MENU screen reappears
    VF4 GAME TEST MENU
    -> INPUT TEST
    GAME ASSIGNMENTS
    1P ARRIVAL STAGE
    CHARA DATA
    TOTAL DATA
    VS DIAGRAM
    GAME BOOKKEEPING
    BACKUP DATA CLEAR
    EXIT
    SELECT WITH SERVICE BUTTON
    AND PRESS TEST BUTTON
    GAME TEST MENU Screen
    2) Press the SERVICE Button to move the -> mark to any desired item, and press the TEST
    Button.
    3) Press the SERVICE Button to move the -> mark to GAME TEST MODE item, and press the
    TEST Button. Then the GAME TEST MENU screen appears that enables to test the items
    specific to this game. For the details, see the following pages.
    4) After testing, select the EXIT and press the TEST Button. The game advertising screen
    reappears.
    NOTE: For more information about the SYSTEM MENU screen, see the NAOMI 2 Service
    Manual.
    20 www.seuservice.com
    a. INPUT TEST
    INPUT TEST Screen
    CONTROL PANEL
    This test displays the state of each switch and button.
    If the switch goes ON when the switch/button is pressed, it is satisfactory.
    Press SERVICE Button and TEST Button simultaneously to have the MENU return on
    to the screen.
    INPUT TEST
    PLAYER 1P 2P
    START OFF OFF
    UP OFF OFF
    DOWN OFF OFF
    LEFT OFF OFF
    RIGHT OFF OFF
    GUARD OFF OFF
    PUNCH OFF OFF
    KICK OFF OFF
    TEST OFF
    SERVICE OFF
    PRESS SERVICE+TEST BUTTON TO EXIT
    START
    DEFENSE (GUARD)
    PUNCH
    KICK UP
    RIGHT LEFT
    DOWN
    21 www.seuservice.com
    b. GAME ASSIGNMENTS
    Allows game difficulty adjustments, time setting, etc. to be changed. Move the arrow to the
    desired item by SERVICE Button and press the TEST Button to change the setting. Select
    EXIT to return to the MENU screen.
    GAME ASSIGNMENTS Screen
    GAME ASSIGNMENTS
    ENEMY LEVEL EASY
    ENERGY MAX(1P) 200
    ENERGY MAX(VS) 200
    MATCH COUNT(1P) 2
    MATCH COUNT(VS) 2
    TIME LIMIT 30
    STAGE SELECT RANDOM
    CONTINUE ON
    VS FINISH OFF
    RETURN TO DEFAULT SETTING
    -> EXIT
    SELECT WITH SERVICE BUTTON
    AND PRESS TEST BUTTON
    22 www.seuservice.com
     ENEMY LEVEL: Sets the difficulty level of the one-person match.
    VERY EASY gEASY gNORMAL gHARD gVERY HARD
    (Default: NORMAL)
     ENERGY MAX (1P): Sets the energy (initial value) in a one-person game.
    180 g200 g220 g240 (Default: 200)
     ENERGY MAX (VS): Sets the energy (initial value) in a person-vs-person game.
    180 g200 g220 g240 (Default: 200)
     MATCH COUNT (1P):Sets the number of the rounds that a player aims to gain for winning
    the related match in a one-person game.
    2 g3 g4 g5 (Default: 2)
     MATCH COUNT (VS): Sets the number of the rounds that a player aims to gain for
    winning the related match in a person-vs-person game.
    2 g3 g4 g5 (Default: 2)
     TIME LIMIT: Sets the limit time of a match.
    30 g45 g60 (Default: 30)
     STAGE SELECT: Sets the method of selecting a stage in a person-vs-person game.
    RANDOM indicates an automatic selection by the computer.
    RANDOM gSELECTIVE (Default: RANDOM)
     CONTINUE: Determines whether you can continue to play the lost match in a
    one-person game.
    ON indicates that you can play the lost match.
    ON gOFF (Default: ON)
     VS FINISH: Determines whether to finish the game after you have successfully
    played the matches.
    The *WIN settings indicate that the game is finished for both the
    players after you have won consecutively * times (Note that the *
    mark is equal to 1 up to 10 or the number of winning matches as
    below). These settings are prepared for some competitions or
    events. Usually, therefore, set this item to OFF.
    OFF g1 WIN g2 WIN g3 WIN g4 WIN g5 WIN g6 WIN
    g7 WIN g8 WIN g9 WIN g10 WIN (Default: OFF)
     RETURN TO DEFAULT SETTING: Resets all the GAME ASSIGNMENTS items to the
    default values.
     EXIT: Returns to the GAME TEST MENU screen.
    23 www.seuservice.com
    c. 1P ARRIVAL STAGE
    Lists the playing statistics by difficulty level.
    ARRIVAL STAGE 1/5
    1P GAME STAGE RECORDS
    VERY EASY
    TOTAL 1COIN
    #1 0 0
    #2 0 0
    #3 0 0
    #4 0 0
    #5 0 0
    #6 0 0
    #7 0 0
    #8 0 0
    #9 0 0
    #10 0 0
    #11 0 0
    #12 0 0
    #13 0 0
    #14 0 0
    PRESS TEST BUTTON TO CONTINUE
    ARRIVAL STAGE 1/5 Screen
     ARRIVAL STAGE 1/5:
    Indicates that the statistics is for a VERY EASY level of one-person game.
     1COIN:
    Indicates how many times each stage has been reached in a VERY EASY level of oneperson
    game, excluding the number of continuing.
     TOTAL:
    Indicates how many times each stage has been reached in a VERY EASY level of oneperson
    game, including the number of continuing.
    Press the TEST Button to open the next screen. Press the TEST Button on the last 5/5 screen to
    return to the GAME TEST MENU screen.
     ARRIVAL STAGE 2/5: Indicates the similar statistics in an EASY level.
     ARRIVAL STAGE 3/5: Indicates the similar statistics in a NORMAL level.
     ARRIVAL STAGE 4/5: Indicates the similar statistics in a HARD level.
     ARRIVAL STAGE 5/5: Indicates the similar statistics in a VERY HARD level.
    24 www.seuservice.com
    d. CHARA DATA
    Lists the playing statistics by character. The following 1/13 screen is the example for the
    character named Akira.
    CHARA DATA 1/13
    AKIRA
    MAX COMBO 0
    MAX DAMAGE 0
    MAX WALL COMBO 0
    MAX WALL DAMAGE 0
    PRESS TEST BUTTON TO CONTINUE
    PRESS SERVICE+TEST BUTTON TO EXIT
    CHARA DATA 1/13 Screen
     MAX COMBO: Indicates the maximum number of the combos without walls.
     MAX DAMAGE: Indicates the maximum damages without walls.
     MAX WALL COMBO: Indicates the maximum number of the combos with walls.
     MAX WALL DAMAGE: Indicates the maximum damages with walls.
    Press the TEST Button to open the next screen. Press the TEST Button on the last 13/13 screen
    to return to the GAME TEST MENU screen.
    Press the TEST and SERVICE Buttons simultaneously to directly return to the GAME TEST
    MENU screen.
     CHARA DATA 2/13 SARAH: Indicates the similar statistics on Sarah.
     CHARA DATA 3/13 LAU: Indicates the similar statistics on Lau.
     CHARA DATA 4/13 SHUN: Indicates the similar statistics on Shun.
     CHARA DATA 5/13 JEFFRY: Indicates the similar statistics on Jeffry.
     CHARA DATA 6/13 PAI: Indicates the similar statistics on Pai.
     CHARA DATA 7/13 JACKY: Indicates the similar statistics on Jacky.
     CHARA DATA 8/13 KAGE: Indicates the similar statistics on Kage.
     CHARA DATA 9/13 LION: Indicates the similar statistics on Lion.
     CHARA DATA 10/13 WOLF: Indicates the similar statistics on Wolf.
     CHARA DATA 11/13 AOI: Indicates the similar statistics on Aoi.
     CHARA DATA 12/13 LEI: Indicates the similar statistics on Lei Fei.
     CHARA DATA 13/13 VAN: Indicates the similar statistics on Vanessa.
    25 www.seuservice.com
    e. TOTAL DATA
    Lists the entire statistics by character.
    TOTAL DATA
    SERIES OF WINS WINS OF CHARA
    1ST 20 AKIRA AKIRA 0
    2ND 20 SARAH SARAH 0
    3RD 20 LAU LAU 0
    4TH 20 SHUN SHUN 0
    5TH 19 JEFFRY JEFFRY 0
    6TH 19 PAI PAI 0
    7TH 19 JACKY JACKY 0
    8TH 18 KAGE KAGE 0
    9TH 18 LEI LION 0
    10TH 18 AOI WOLF 0
    AOI 0
    LEI 0
    VAN 0
    PRESS TEST BUTTON TO EXIT
    TOTAL DATA Screen
     SERIES OF WINS: Indicates the number of the consecutive winnings for each character.
     WINS OF CHARA: Indicates the accumulated number of the winnings for each character.
    Press the TEST Button to return to the GAME TEST MENU screen.
    26 www.seuservice.com
    f. VS DIAGRAM
    Illustrates a matching diagram.
    VS DIAGRAM
    --------------------------------------------------------
    |AKI|SAR|LAU|SHN|JEF|PAI|JAK|KAG|LIO|WOL|AOI|LEI|VAN|
    ---+---+---+---+---+---+---+---+---+---+---+---+---+----
    AKI| | | | | | | | | | | | | | 0.00( 1
    ---+---+---+---+---+---+---+---+---+---+---+---+---+----
    SAR| | | | | | | | | | | | | | 0.00( 1
    ---+---+---+---+---+---+---+---+---+---+---+---+---+----
    LAU| | | | | | | | | | | | | | 0.00( 1
    ---+---+---+---+---+---+---+---+---+---+---+---+---+----
    SHN| | | | | | | | | | | | | | 0.00( 1
    ---+---+---+---+---+---+---+---+---+---+---+---+---+----
    JEF| | | | | | | | | | | | | | 0.00( 1
    ---+---+---+---+---+---+---+---+---+---+---+---+---+----
    PAI| | | | | | | | | | | | | | 0.00( 1
    ---+---+---+---+---+---+---+---+---+---+---+---+---+----
    JAK| | | | | | | | | | | | | | 0.00( 1
    ---+---+---+---+---+---+---+---+---+---+---+---+---+----
    KAG| | | | | | | | | | | | | | 0.00( 1
    ---+---+---+---+---+---+---+---+---+---+---+---+---+----
    LIO| | | | | | | | | | | | | | 0.00( 1
    ---+---+---+---+---+---+---+---+---+---+---+---+---+----
    WOL| | | | | | | | | | | | | | 0.00( 1
    ---+---+---+---+---+---+---+---+---+---+---+---+---+----
    AOI| | | | | | | | | | | | | | 0.00( 1
    ---+---+---+---+---+---+---+---+---+---+---+---+---+----
    LEI| | | | | | | | | | | | | | 0.00( 1
    ---+---+---+---+---+---+---+---+---+---+---+---+---+----
    VAN| | | | | | | | | | | | | | 0.00( 1
    --------------------------------------------------------
    PRESS TEST BUTTON TO EXIT
    VS DIAGRAM Screen
    The percentage of wins is indicated on the second rightmost column of the screen. The order of
    wins percentage is indicated on the rightmost column of the screen.
    Press the TEST Button to return to the GAME TEST MENU screen.
    Abbreviations on the Screen for the Character Names
    Abbreviations: Character Names
    AKI: AKIRA
    SAR: SARAH
    LAU: LAU
    SHN: SHUN
    JEF: JEFFRY
    PAI: PAI
    JAK: JACKY
    KAG: KAGE
    LIO: LION
    WOL: WOLF
    AOI: AOI
    LEI: LEI FEI
    VAN: VANESSA
    27 www.seuservice.com
    g. GAME BOOKKEEPING
    Indicates the overall statistics. Three screens are available. Press the TEST Button to migrate
    from one screen to another. Press the TEST Button on the third screen to return to the GAME
    TEST MENU screen.
    GAME BOOKKEEPING 1/3
    NUMBER OF GAMES 0
    1P GAMES 0
    VS GAMES 0
    NUMBER OF CONTINUE 0
    CHALLENGE/PARTICIPATION 0
    TOTAL TIME 0D 0H 0M 0S
    TOTAL PLAY TIME 0D 0H 0M 0S
    ALL AVERAGE PLAY TIME 0H 0M 0S
    1P AVERAGE PLAY TIME 0H 0M 0S
    1P LONGEST PLAY TIME 0H 0M 0S
    1P SHORTEST PLAY TIME 0H 0M 0S
    VS AVERAGE PLAY TIME 0H 0M 0S
    VS LONGEST PLAY TIME 0H 0M 0S
    VS SHORTEST PLAY TIME 0H 0M 0S
    OPERATING RATIO 0.0%
    PRESS TEST BUTTON TO CONTINUE
    GAME BOOKKEEPING (1/3) Screen
     NUMBER OF GAMES: The total number of the games played
     1P GAMES: The number of the one-person games played
     VS GAMES: The number of the person-vs-person games played
     NUMBER OF CONTINUE: The number of accumulated continuing-times
     CHALLENGE/PARTICIPATION: The number of accumulated joining-times
     TOTAL TIME: The accumulated power-up time period
     TOTAL PLAY TIME: The accumulated playing time period
     ALL AVERAGE PLAY TIME: The averaged playing time period
    (one-person + person-vs-person)
     1P AVERAGE PLAY TIME: The averaged playing time period (one-person)
     1P LONGEST PLAY TIME: The longest playing time period (one-person)
     1P SHORTEST PLAY TIME: The shortest playing time period (one-person)
     VS AVERAGE PLAY TIME: The averaged playing time period (person-vs-person)
     VS LONGEST PLAY TIME: The longest playing time period (person-vs-person)
     VS SHORTEST PLAY TIME: The shortest playing time period (person-vs-person)
     OPERATING RATIO: TOTAL PLAY TIME/TOTAL TIME (%)
    28 www.seuservice.com
    GAME BOOKKEEPING 2/3
    USAGE OF CHARACTERS
    1P CHARACTERS 2P CHARACTERS
    AKIRA 0 AKIRA 0
    SARAH 0 SARAH 0
    LAU 0 LAU 0
    SHUN 0 SHUN 0
    JEFFRY 0 JEFFRY 0
    PAI 0 PAI 0
    JACKY 0 JACKY 0
    KAGE 0 KAGE 0
    LION 0 LION 0
    WOLF 0 WOLF 0
    AOI 0 AOI 0
    LEI 0 LEI 0
    VAN 0 VAN 0
    PRESS TEST BUTTON TO CONTINUE
    Indicates how many times each character (for 1P and 2P) has been used.
    GAME BOOKKEEPING (2/3) Screen
    Indicates how many times each stage has been used with the STAGE item set to SELECTIVE.
    Abbreviations on the Screen for the Stage Names
    Abbreviations: Stage Names
    GAME BOOKKEEPING 3/3
    USAGE OF STAGE
    #ROM 0
    #NYC 0
    #CAS 0
    #SUI 0
    #YAM 0
    #UMI 0
    #DUR 0
    #DJO 0
    #GDN 0
    #HBR 0
    #CAV 0
    #NOH 0
    #ARE 0
    #BAN 0
    PRESS TEST BUTTON TO EXIT
    GAME BOOKKEEPING (3/3) Screen
    ROM:COLOSSEUM
    NYC:CITY
    CAS:CASTLE
    SUI:AQUARIUM
    YAM:TEMPLE
    UMI:ISLAND
    DUR:HANGAR
    DJO:GYMNASIUM
    GDN:GARDEN
    HBR:HARBOR
    CAV:CAVE
    NOH:SHRINE
    ARE:ARENA
    BAN:GREAT WALL
    29 www.seuservice.com
    h. BACKUP DATA CLEAR
    Clears the backup data from the screen.
    BACKUP DATA CLEAR
    YES
    -> NO(CANCEL)
    SELECT WITH SERVICE BUTTON
    AND PRESS TEST BUTTON
    BACKUP DATA CLEAR
    COMPLETED
    PRESS TEST BUTTON TO EXIT
    After clearing the backup data, the COMPLETED message appears.
    Press the TEST Button to return to the GAME TEST MENU screen.
     YES: Opens the BACKUP DATA CLEAR - COMPLETED screen for clearing the
    following data. (The other data are not cleared.)
    1P ARRIVAL STAGE
    CHARA DATA
    TOTAL DATA
    VS DIAGRAM
    GAME BOOKKEEPING
     NO: Returns to the GAME TEST MENU screen.
    30 www.seuservice.com
    5. GAME BOARD
     Do not expose the Game Board so as to avoid causing an accident or
    malfunctioning.
     Static electricity discharge can damage electronic parts on the IC Board.
    Before starting work by opening the Shield Case Lid, be sure to touch
    grounded metallic surfaces to discharge physically charged static electricity.
     When replacing the Game Board, refer to the CVT Manual and Instruction
    Manual.
    PART NO. DESCRIPTION
    ASSY CASE ( + ) 840-0080D-01 ASSY CASE NAT VF4 USA : USA
    840-0080D-02 ASSY CASE NAT VF4 EXP : OTHERS
    840-0080D-03 ASSY CASE NAT VF4 KOR : KOREA
    840-0080D-04 ASSY CASE NAT VF4 AUS : AUSTRALIA
    ASSY CASE NAOMI 2 840-0046A-01 ASSY CASE NAOMI 2 MAIN BD USA
    MAIN BOARD 840-0046A-02 ASSY CASE NAOMI 2 MAIN BD EXP
    840-0046A-03 ASSY CASE NAOMI 2 MAIN BD KOR
    840-0046A-04 ASSY CASE NAOMI 2 MAIN BD AUS
    ROM CASE 840-0080C ROM CASE NAT VF4
    1 2
    1
    2
    JAMMA INTERFACE OTHER THAN
    THE ABOVE FOREMENTIONED.
    NAOMI KIT UNIVERSAL
    WIRING DIAGRAM (1/1)
     
  17. GaijinPunch

    GaijinPunch Well-Known Member

    kbcat:
    I think you're right -- mine only handles 60 Mhz in 1024x768 --- not anything lower. That's probably it.
    Now I need to decide if I'm going to shell out for that one. :)
     
  18. CreeD

    CreeD Well-Known Member

    if we all chipped in a dollar.. . ..

    but seriously DO IT DO IT ...
    I'd like movies with sound, sound is rad. Random evo movies with sound is almost as good as movies of famous players with sound.
     
  19. GaijinPunch

    GaijinPunch Well-Known Member

    Lemme see if I can find one in Akihabara. That'll be the trick. I'd really hate to go out there again.

    I'll try to post my other one I bought on Ebay. It was like $100 new, so I could probably get $70 or so for it.
     
  20. GaijinPunch

    GaijinPunch Well-Known Member

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