Monday, October 5, 2026

A Trojan Horse for the Konami Picno — Dumping the ROM That Kept Us Waiting for Nine Years

 


Sometimes, the smallest missing ROM becomes the biggest obstacle.

Back in 2017, I had the chance to dump the Konami Picno’s external base ROM and several cartridges. That preserved a substantial part of this unusual console’s software, but one crucial piece remained out of reach: the 32 KB internal ROM inside its Hitachi HD6435328F10 microcontroller.

It could not be dumped through the usual ROM-reader approach. And without it, emulating the machine was missing the very code that brings the hardware to life.

Today, October 5, 2026, we finally persuaded the Picno to reveal that missing piece — by sneaking a Trojan horse into a cartridge and making the console display its own internal ROM.

Konami’s Lesser-Known Console

When you hear “Konami,” you probably think of Castlevania, Contra or Gradius. A children’s drawing console is perhaps a little further down the list.

Yet that is exactly what the Konami Picno was: a Japan-only educational system combining a drawing tablet and pen with a television display. Released in 1992, and followed by the Picno 2 in 1993, it offered drawing, colouring and cartridge-based learning activities.

Even without a cartridge, its external base ROM provided built-in drawing functions. The cartridges themselves were remarkably thin, almost reminiscent of PC Engine HuCards — but their unusual ROM pinouts made the original dumping work an adventure of its own.

In 2017, I documented those connections and built a cartridge dumper around an Arduino Mega 2560. The external 512 KB base ROM could also be desoldered and read using a conventional programmer.

The microcontroller’s internal ROM was a different story.

Getting the Trojan Through the Gate

The trick was to let the Picno do the reading for us.

Although an external programmer could not simply extract the internal ROM, the console’s own processor could access it. What we needed was a way to run our code on the real hardware.

Our Trojan horse was Picno Art Puzzle, cartridge RX109.

We modified its ROM image and redirected a callback pointer in the cartridge header to a small routine of our own. Loaded onto a flash cartridge, the patched image gave the Picno a familiar cartridge structure to process — with our dumping code hidden inside.

The initial wrapper called the original Art Puzzle callback first, allowing the normal setup to take place. It then read the complete internal ROM address range, 0x0000–0x7FFF, and copied those 32,768 bytes into video memory.

The first proof-of-concept payload was just 59 bytes long.

A tiny passenger, carrying the key to a nine-year-old problem.

Turning a TV Picture Into a ROM Dump

Getting the bytes onto the screen was only half the challenge. We still had to recover them accurately on a PC.

The first approach displayed the ROM contents directly as pixel values, producing a colourful image of apparently meaningless data. For the final extraction, we moved to clearly defined black-and-white bit patterns.


The ROM was split into 64 pages of 512 bytes. Each page represented its data as a 128 × 32 matrix of bits, using enlarged pixel cells and markers to help locate the grid in captured frames.

That turned the Picno’s ordinary video output into a data export channel.

We recorded the output with a capture card, decoded the patterns on the PC and assembled the pages back into a binary file. A console designed to put children’s drawings on a television was now putting its own firmware there instead.

Two Runs, One ROM

We repeated the capture to check the result.

An initial comparison showed 16 differing bits. After correcting the sampling geometry, those differences disappeared: they were capture-decoding artefacts.

Both runs reconstructed the same complete 32 KB ROM.

The resulting dump has CRC32 2DED39B5.

Its contents also make sense as genuine firmware: a valid reset vector, coherent H8/500 startup code, a table of 192 jump entries and mathematical lookup data consistent with drawing and geometry routines.

After almost nine years, the missing internal ROM is finally preserved.

The Next Chapter

This does not instantly give us complete Picno emulation. The custom video hardware, memory behaviour, pen input and sound still need work.

But we can now study and execute the real internal firmware alongside the base ROM and cartridges, replacing a major unknown with actual code.

Back in 2017, I ended my original Picno post hoping that the last undumped chip could be read soon.

“Soon” turned out to take almost nine years.

And the way out was wonderfully appropriate for a drawing console: we made it draw its own ROM.

Wednesday, April 29, 2026

Preservation of Jakks Pacific Plug & Play Systems: Discovery of a Previously Unknown GameKey Release



This post is a short overview of my work over the past 18 months, and how I ultimately discovered something very special.

Over the last few years, many Jakks Pacific Plug & Play consoles were dumped thanks to the work of Sean Riddle. A number of these could be accessed via the GameKey port—a cartridge interface that allowed certain consoles to be expanded with additional games by purchasing dedicated cartridges.

However, not all consoles were easy to work with. Some of the Jakks Pacific systems had no straightforward way to dump their ROMs. The ROM chip was hidden under a glob top, making it very difficult to identify the individual lines coming out of it. On top of that, physically connecting to those extremely thin lines for dumping was a real challenge.

If you’ve been following the work of David Haywood (“Haze”) and myself in MAME over the past year and a half, you may have noticed that in late 2024 I found a method to dump these consoles using inexpensive equipment and materials. Even better, the process takes only about 2–3 hours per console. I’ll go into detail about this technique in a future blog post, as I’d like to document it thoroughly so others can replicate it.

Fast forward a few months to mid-2025: most of the remaining Jakks Pacific games had been successfully dumped and are now working in MAME. At this point, only a handful of first-generation Plug & Play consoles from 2003–2004 remain undumped. These systems don’t use any external ROM on the PCB—we believe they rely on MCUs with internal ROM, which currently cannot be accessed. We also know that some games had later revisions released, but those versions have not yet been found or acquired.

In short, the past 18 months have been incredible—we’ve preserved a huge amount of content. In my opinion, Jakks Pacific Plug & Play consoles stand out as some of the highest-quality systems of their kind, both in terms of gameplay and graphical design.

Now, back to the main topic. The GameKey system was not a commercial success for Jakks Pacific, and only a small number of cartridges were ever released. The entire GameKey initiative was discontinued after roughly a year.

Many consoles were advertised as “GameKey-ready,” promising future expansions that ultimately never materialized. A good example is the Winnie the Pooh: Piglet’s Special Day console. Across the internet, you’ll find claims that a GameKey for this system was in development but never released. The console itself includes a cartridge port and was clearly designed to support it. The GameKey was supposedly planned for release in 2006, yet all available sources insist it never came out:



 

But what if that assumption is wrong?

Two weeks ago, I came across an auction listing for a GameKey—not just one, but two. Both were in perfect condition and still sealed. I bought them immediately.



 And yes—this is the missing GameKey for Winnie the Pooh: Piglet’s Special Day. It appears that it was actually released in Italy, but only in extremely small quantities. While the box art is entirely in Italian, the manual and all included games are fully in English.



It took me about an hour to build a GameKey dumper and extract the data. Haze has already added it to MAME, meaning that another previously unknown game has now been preserved—and will soon be playable by everyone in the next MAME release. 

Enjoy some snaps from MAME:

 












 

Thursday, November 21, 2024

Ninja Spirit (World) MCU preserved

 While i already decapped and dumped many (37) 8751H mcu's the last couple of years, there are still some left which will be needed to get done!

I received another undumped one from Darksoft today.

Did not took more than 10 minutes and this one is now preserved too.

 



 Credits: Darksoft & TeamEurope


Tuesday, March 12, 2024

Casio PV-2000 Multicart [27 in 1]

 Finally, as many of you asked for it...here it is. 


 A Multicart for the PV-2000, which has 27 games inside. All 12 commercial games and 15 homebrew games.

 As with the PV-1000 multicart i used here a Megadrive-Shell with CNC-cut hole for the DIP-Switch and a high quality printed cartridge-cover

 



 

Here's the DIP-Sheet:




Wednesday, December 27, 2023

Tomy Tutor/Pyuta RAM-Cartridge (Updated Version)

 I updated the Tomy Tutor/Pyuta RAM-cartridge and it has now 16 homebrew games included.

 

Don't forget, you will also need the Adapter for this cartridge.

Insert it upside-down into the adapter (DIP-Switch facing to the console).



Here's the DIP-Sheet for it:




Tuesday, December 19, 2023

The WEBAK-roadtrip

 Some of you maybe remember the "Long trip to get some Mouse Trap's", which i nearly did two years ago, to preserve an german revision of Mouse Trap.

I had to do another trip yesterday to preserve an completely unknown game for the WEBAK MPU-12 system.

The MPU-12 system from WEBAK is a pretty complex system, which uses a protected subboard completely covered in epoxy. The subboard has a PAL16L8, a M68B09P and a 28F512 flashrom (which contains the complete program) inside. Luckily by heating up the epoxy with about 300-400°C, you can pop it away with an screwdriver...just like an archeologist would uncover prehistorical bones from earth. This takes some time, as you don't want break the flashrom, so you really have to do it layer by layer.

I already dumped a MPU-12 board in 2012...but because of the complexity of the system it nearly took 10 years and a second board for Roberto Fresca, Grull Osgo and Mirko Buffoni to get these fully emulated in MAME. You can read more about it here on Roberto's blog.

This progress in 2022 got us motivated, so we hunted down some more boards from this system. While i always had my eyes open for MPU-12 boards since 2012, not many showed up for sale...and the only game we ever saw on that system was Fruit Star Bonus.

If you look at the MAME driver (mpu12wbk) you will find this:

  Games running on this hardware:

  * Fruit Star Bonus (Ver 8.2.00ITL),                     199?, Webak Elektronik.
  * Fruit Star Bonus (Ver 8.27PVIE),                      199?, Webak Elektronik.
  * Fruit Star Bonus (Ver 8.20PIR),                       1997, Webak Elektronik.
  * Fruit Star Bonus (Ver 8.36UNG-1100),                  1996, Webak Elektronik.
  * Fruit Star Bonus (Ver 8.30UNG-200),                   1996, Webak Elektronik.
  * Fruit Star Bonus (Ver 8.23PSTK, Steiermark),          1999, Webak Elektronik.
  * Fruit Star Bonus (Ver 8.17BGL-3, Burgenland, set 1),  1997, Webak Elektronik.
  * Fruit Star Bonus (Ver 8.17BGL-3, Burgenland, set 2),  1997, Webak Elektronik.

 So until december 2023 we only ever found different revisions from Fruit Star Bonus on that hardware. And in fact, we believed that this is the only game, which Webak ever released on the MPU-12 system.

Guess what, we were wrong! :-)

Just some days ago an MPU-12 board showed up for sale here in Austria, which had the handwritten title GOLDEN JOK on the subboard. You can be sure, that i was on fire to get this!

Sadly, the seller did not want to ship the board. So i had to make a 400km trip (for both ways) to rescue this unknown game.

The amazing team of Roberto Fresca, Brian A Troha, f205v and Kevin Eshbach helped with the financial costs! 

I started the trip at about 3pm and while we currently sadly don't have snow in Upper- and Loweraustria the weather was pretty good for such a trip. Fun fact, the board was again located near the czech boarder...like two years ago...

After about 2 hours of driving through the amazing landscape of Austria, i had the board in my hand and even had the chance to buy a second MPU-12 board from him.

I immediately drove back to my home, as it already started to get dark...


And after some serpentines threw the austrian mountains...i finally arrived at home two hours later.


Here's what we finally got:


After some sleep i directly started to get these two boards dumped and removed the epoxy from the subboards to get to the program-roms!

The flashroms for the program are 28f512 (having 64kb of space), but the program-data of each game is only 32kb..so Webak sometimes (at least we had it on one board before) put's two different program-revisions on one flashrom, which can get selected by setting the highest addressline to HIGH or LOW. (But currently we don't know how they switch between the revisions...this needs to get more investigation)

On both of these boards, two revisions were included inside the flashrom, which means, we got 2 games with two different revisions each!

I already sent everything to Roberto Fresca and here are some preview snaps of the preserved stuff:

 

GOLDEN JOKER

 (a completely unknown game to this date and the first time to see this emulated in MAME)











The flashrom has the revisions 16.06UNG-25 and 16.10UNG-25 included!


FRUIT STAR BONUS


While we already have eight revisions already in MAME, with this board we got  the new revisions 8.30UNG-25 and 8.36UNG-25


Thanks to everyone envolved here: Brian Troha, Kevin Eschbach, f205v, Roberto Fresca, Team Europe


You will most likely find all these new dumps in the next MAME release!