racingj Racing Jam (JAC)

Immagine gioco: Racing Jam (JAC)
Available images:

Romset name:
Production year: 1998
Manufacturer: Konami

Game genre: Driving
Category: Driving / Race (chase view)

This game has the following clones:
 • Racing Jam: Chapter 2 (EAE)
 • Racing Jam: Chapter 2 (JAE)

This game is NOT working in MAME This game works in MAME

Emulation status: Preliminary
Color emulation: Good
Sound emulation: Preliminary
Graphics emulation: Imperfect
Save states: Not supported

In MAME since version: .086

The MAME driver of this game is: nwk-tr.c - Read the code

 Technical information  
Number of players: ???
Controlled by:
  Driving wheel
  Flight controller
Number of buttons: 3

This game uses a single screen:
  Graphic type: Raster
  Screen orientation: Horizontal
  Game resolution 512 x 384 @ 60.000000 Hz

The PCB of this game uses 6 CHIP
PowerPC 403GAcpu32000000 Hz
M68000cpu16000000 Hz
ADSP21062cpu36000000 Hz
RF5C400audio16934400 Hz

 PCB Info 
The ROMset of this game is composed by 9 ROMs
Referred to MAME version: 0.161

NameSizeCRC32SHA1Working statusIn romset
676gnc01.27p2097152690346b5 157ab6788382ef4f5a8772f08819f54d0856fcc8 good racingj
676a04.16t2097152d7808cb6 0668fae5bb94cc120fe196d4b18200f7b512317f good racingj
676a05.14t2097152fb4de1ad f6aa4eb1b5d22901a2aaf899ed3237a9dfdc55b5 good racingj
676a13.8x419430429077763 ee087ca0d41966ca0fd10727055bb1dcd05a0873 good racingj
676a14.16x419430450a7e3c0 7468a66111a3ddf7c043cd400fa175cae5f65632 good racingj
676gna08.7s5242888973f6f2 f5648a7e0205f7e979ccacbb52936809ce14a184 good racingj
676a09.16p4194304f85c8dc6 8b302c80be309b5cc68b75945fcd7b87a56a4c9b good racingj
676a10.14p41943047b5b7828 aec224d62e4b1e8fdb929d7947ce70d84ba676cf good racingj
676jac_m48t58y.35d819247e1628c 7c42d06ae2f2cd24d083890f333552cbf4f1d3c9 good racingj

:  PARENT Game
:  CLONE Game

The dimensions of are 13.28 Mbytes (compressed)

The PCB of this game has 8 options that can be set by dipswitch

Default settings in bold

Disable Machine InitOff
Test ModeOff


Racing Jam (c) 1998 Konami Co., Ltd.

This racing game boasts (at least) 24 cars and 4 different modes of play, with differing difficulty levels : Time Trial and Circuit Course racing (beginners and intermediate), uphill and downhill versions of Winding Road (expert), and several Gymkhana Racing modes. Like "Gran Turismo", it is possible to upgrade engine power and suspension.


There were at least 2 versions of this cabinet - a sit down version boasting a large curved rear projection screen and a twin cabinet version with standard television screens.

Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)

Sound Chips : RF5C400 (@ 36 Mhz)

Players : 2

Control : 8-way Joystick

Buttons : 3


Released in December 1997 in Japan.

Racing Jam was originally intended as a showcase title for Konami's new COBRA hardware. After rumours of a hardware switch to the lower-end Konami Hornet hardware, Racing Jam was eventually released on Konami NWK-TR hardware.


1. Racing Jam (1998)

2. Racing Jam - Chapter 2 (1999)


Game's rom.

Giochi Simili

18 Wheeler (deluxe) (Rev A)
Battle Gear
Battle Gear 2 (v2.04J)
Big Run (11th Rallye version)
California Chase
California Speed (Version 2.1a, 4/17/98)
Change Lanes
Cisco Heat
Cruis'n Exotica (version 2.4)
Cruis'n USA (rev L4.1)
Cruis'n World (rev L2.5)
Dangerous Curves (Ver 2.2 J)
Dirt Dash (Rev. DT2)
Faster Than Speed
GTI Club (ver EAA)
GTI Club 2 (ver JAB)
Hard Drivin' (cockpit, rev 7)
Hard Drivin's Airborne (prototype)
Initial D Arcade Stage Ver. 3 Cycraft Edition (Rev. B) (GDS-0039B)
Initial D Arcade Stage (Rev B) (Japan) (GDS-0020B)
Initial D Arcade Stage (Export) (Rev A) (GDS-0025A)
Initial D Arcade Stage Ver. 2 (Japan) (Rev. B) (GDS-0026B)
Initial D Arcade Stage Ver. 3 (Export) (GDS-0033)
Initial D Arcade Stage Ver. 3 (Japan) (Rev. C) (GDS-0032C)
Initial D4 (Rev D)
The King of Route 66 (Rev A)
Konami GT
Midnight Run: Road Fighters 2 (EAA, Euro v1.11)
Out Run (Mega-Tech, SMS based)
Turbo Outrun (Mega-Tech)
Night Driver
OutRunners (World)
Out Run 2 (Rev A) (GDX-0004A)
Outrun 2 SP SDX
Out Run 2 Special Tours (Rev A) (GDX-0014A)
Out Run (sitdown/upright, Rev B)
Over Rev (Model 2C, Revision A)
Rad Racer II (PlayChoice-10)
Rad Racer (PlayChoice-10)
Pocket Racer (Japan, PKR1/VER.B)
Race Drivin' (cockpit, rev 5)
Race On! (RO2 Ver. A)
Racing Jam DX
Rad Mobile (World)
Rad Rally (World)
Rave Racer (Rev. RV2, World)
Ridge Racer 2 (Rev. RRS2, World)
Ridge Racer (Rev. RR3, World)
Roads Edge / Round Trip (rev.B)
Ridge Racer V Arcade Battle (RRV3 Ver. A)
Scud Race Twin (Australia)
Sega Race-TV (Export)
San Francisco Rush 2049
San Francisco Rush
San Francisco Rush: The Rock
Side by Side (Ver 2.7 J)
Side by Side 2 (Ver 2.6 A)
Smashing Drive
Speed Freak
Speed Up (Version 1.20)
Sega Rally 2
Sega Rally 2 DX
Sega Rally Championship - TWIN (Revision C)
Street Drivin' (prototype)
Thrill Drive 2 (ver EBB)
Thrill Drive (JAE)
Top Speed (World)
Turbo Out Run (Out Run upgrade, FD1094 317-0118)
Wangan Midnight (WMN1 Ver. A)
Wangan Midnight Maximum Tune 2 (Japan) (Rev A) (GDX-0015A)
Wangan Midnight Maximum Tune (Export) (Rev B) (GDX-0009B)
Wangan Midnight Maximum Tune 2 (Export) (GDX-0016)
Wheels& Fire
Winding Heat (EAA, Euro v2.11)

Chiudi Lista

Warning: information in history.dat can differ from the ones present in the rest of the page (taken from MAME) as they come from a different source

Information on racingj

0.86 [Ville Linde]


- 1st September 2012: Ville Linde - I've been trying to figure out what is causing Racing Jam to crash. Turns out a display list function on the SHARC ends up overwriting the display list and wreaking havoc. I'm still not quite sure why this happens, as the Racing Jam DSP microcode is very similar to Gradius 4, which works just fine. I managed to hack things a little bit to get past those problems, and the game eventually boots up, but quickly dies to a network error. Pretty much as expected. I also managed to figure out the "-11N" error in Racing Jam 2, which turned out to be a LAN board EEPROM (or serial number chip) test. RJ2 has identical SHARC problems as RJ.

- 0.142u1: RetroRepair added clone 'Racing Jam: Chapter 2 (EAE)'. Changed parent description to 'Racing Jam (JAC)' and clone to 'Racing Jam: Chapter 2 (JAE)'.

- 0.135u4: Fabio Priuli moved K056800 sound device to emu\sound and removed the old code. Updated Racing Jam to use this implementation.

- 0.133u3: Changed RF5C400 sound clock speed to 16934400 Hz.

- 0.127u2: Added M48T58Y RTC/NVRAM timekeeper rom to 'Racing Jam' and clone 'Racing Jam: Chapter 2'.

- 0.114u2: Added Stick, Paddle and Pedal control.

- 0.114u1: Added 'Disable Machine Init' dipswitch. Removed 2nd Player.

- 5th April 2007: Ville Linde - Racing Jam and Hang Pilot are finally starting to show something. I had to force the SHARC not to execute the display list because of some weird bugs, so no 3D graphics yet.

- 0.110u3: Added RF5C400 stereo sound.

- 0.97u2: Changed user3 roms ($800000 + c00000) to user5.

- 0.97u1: Added 68000 (16MHz) CPU2 and ADSP21062 (36MHz) CPU3. Swapped user2 roms. Added dipswitches 'Test Mode' and 'DIP2-DIP8'.

- 5th June 2005: Ville Linde - I decided to have a look at what's wrong with Racing Jam: Chapter 2 as it was the last of the Konami PowerPC games not to boot yet. There was a small problem related to ROM loading, and now the game boots just fine. The test mode hangs on network board test (not emulated yet). Without running test mode, the game starts to boot normally (with the fixed backup RAM), but ends just spinning there, without showing anything. Turns out that Konami Hornet and NWK-TR games require some preformatted data in their backup RAMs (probably as a protective measure). So far I've managed to find the correct values for Gradius 4, Silent Scope, Racing Jam and Racing Jam 2, leaving Silent Scope 2 and Thrill Drive to be done. Silent Scope and Racing Jam start to boot but end up spinning much like Racing Jam 2.

- 0.86: Ville Linde added Racing Jam (Konami 1998) and clone 'Racing Jam: Chapter 2' (Konami 1999) and various other Konami PPC based games: GTI Club, Gradius 4, Silent Scope, Silent Scope 2, Thrill Drive, Midnight Run and Winding Heat. These are to demonstrate the PPC core in action, they contain only very preliminary emulation and do nothing more than display the initial test screens.

- 11th July 2004: Ville Linde - Hornet games hit a deadend, so I quickly moved on to NWK-TR games with some success. Racing Jam and Thrill Drive hang to some IC tests, much like the Hornet games.

Information on nwk-tr.c (MAME driver)

0.86 [Ville Linde]


- 0.147: Improved LAN controller emulation. Fixed vblank interrupt and tilemap rendering. Corrected tilemap position [Ville Linde].

- 0.145u4: Minor NWK-TR driver clean up [Brian Troha]: Added PCB location to all roms. Fixed a comment, a rom name and white space.

- 0.136u3: Fabio Priuli converted NWK-TR driver to use the Konami 001604 device and removed the old code.

- 0.130u3: Kanikani added DIP locations to NWK-TR driver.

- 0.126u2: Atari Ace made the initialization of various Konami PPC drivers consistent from run to run, hopefully fixing most multisession issues. Also moved some allocations from static to dynamic storage.

- 0.125u7: Aaron Giles cleaned up system register access in Konami PowerPC games. Altered network IRQ timing to fix several problems. Most games are back to their previous "working" states. Guru added more complete README's for Konami PowerPC games.

- 0.125u5: Aaron Giles designated the Konami PowerPC fast RAM accesses for work RAM. Removed unnecessary mirroring.

- 0.124: R. Belmont got most of the Konami PPC games running again.

- 0.115u3: Cleaned up the tilemap get_info callbacks [Atari Ace]: Regularized and clean up the existing callbacks. Changed some callbacks to use int tile_index as the parameter so that all callbacks use consistent naming. Folded some direct uses of tile_info.flags into calls to SET_TILE_INFO(). Changed the Konami drivers to manipulate the tile_info global only within the tile_get_info callbacks. Replaced all the callback declarations with TILE_GET_INFO() wrappers. Changed the interface to pass tile_info as a parameter and made tile_info a static variable only accessible inside tilemap.c.

- 0.114u3: Further improved the ROZ layer emulation in the K001604 [Ville Linde].

- 0.114u2: More Konami updates [Ville Linde]: Hooked up vblank interrupt to Voodoo in all Voodoo-based games. Added ADC1213x A/D converter emulation (machine\adc1213x). Hooked up analog controls in NWK-TR games.

- 0.114u1: Ville Linde improved the NWK-TR driver to get Thrill Drive mostly working.

- 0.114: Konami NWK-TR update [Ville Linde]: Improved the LANC board emulation. Improved the graphics board emulation so that it passes all the self-tests.

- 0.113u4: Ville Linde improved the K001604 ROZ layer emulation.

- 0.113u2: Zsolt Vasvari updated Voodoo-based games to use the new video timing code and newer MAME timers.

- 0.112u3: Ville Linde improved the K001604 tilemap chip emulation.

- 0.110u3: Ville Linde added support for multiple K001604 chips. Hooked up sound emulation. Consolidated K056800 emulation (machine\konamiic.c). Improved NWK-TR gfx board emulation.

- 0.99u2: SHARC updates [Ville Linde]: Reworked the SHARC internal ram implementation so that multiple instances of the core work. Added data address space. Updated Konami NWK-TR to work with the SHARC changes.

- 0.97u1: Progress on the Konami PowerPC drivers [Ville Linde]. Cleaned up and consolidated common hardware. Hooked up ADSP-21062 and 3dfx chips. Initial NVRAM values plugged in for many games (they're used as a crude protection, similar to the EEPROM on GV System). No games are playable or even show much yet, but nearly all of them do pass POST now.

- 0.86: Added nwk-tr.c driver.

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