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# Konami Identifiers
This file describes the various identifiers and their formats that are used in products by Konami.
## Sources
* [bemaniwiki ](http://bemaniwiki.com/ )
* Game/cabinet manuals
* MAME
* Various sources around the internet
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* Game data
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## Format
The format of each identifier/ID is described as a perl/php/shell-style string with `$` denoting
that a variable is resolved, e.g. `$a` "resolve variable a". Additionally, a more complex regex
string is provided to constrain the format properly.
### Variables and values
The following variables are used across the different identifiers and can denote the listed values:
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* `$p` : Product category
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* `B` : Consumer hardware
* `C` : Consumer hardware, cards
* `G` : Arcade games
* `H` : Hardware? e.g. card dispenser
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* `K` : Media (Konami Media Entertainment, Inc.)
* `L` : Media (Konami Media Entertainment, Inc.)
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* `M` : Consumer games
* `R` : Consumer games
* `V` : Consumer games
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* `Y` : Consumer hardware?
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* `$t` : Product type
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* Category `B` :
* `H` : LCD game
* Category `C` :
* `F` : Fanclub cards
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* `K` : Tokimeki prizes
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* `M` : こなみるく (KonaMilk) cards
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* `P` : Tokimeki goods
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* `T` : BEMANI POCKET
* Category `G` :
* `C` : Conversion kit: Software/rom/art/dongle only
* `E` : Conversion kit: Software + hardware
* `G` : Gambling/slot/casino hardware/board?
* `K` : Cabinet manufactured by third party?
* `L` : Redemption cabinet?
* `M` : Cabinet?
* `N` : Cabinet manufactured by third party?
* `O` : Cabinet?
* `P` : Cabinet?
* `Q` : Cabinet
* `S` : Medal cabinet (station?)
* `U` : Conversion kit: Upgrade or utility: Hardware/art only
* `V` : Cabinet (System GV)
* `X` : Hardware/board?
* `Y` : ???
* `Z` : ???
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* Category `H` , `Y` :
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* `A` : ???
* `B` : TV game
* `C` : CD-rom?
* `O` : hardware?
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* Category `K` :
* `D` : Video DVD
* Category `L` :
* `C` : Audio CD
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* Category `M` :
* `E` : Windows 95 (floppy, cdrom)
* `F` : Mac
* Category `R` :
* `A` : MSX, PC-98, X68000 (Floppy)
* `C` : MSX (Cartridge), Famicom
* `D` : NES (North America, Europe)
* `E` : GB (prototype?)
* `G` : SNES (North America)
* `H` : SNES (Europe)
* `I` : Wii (Japan)
* `K` : GB, GBC, GBA (Japan)
* `L` : Switch (Japan)
* `Q` : Gamecube (Japan)
* `R` : 3DS (Japan)
* `S` : Super Famicom
* `U` : Controllers
* `V` : Famicom
* `Y` : DS (Japan)
* `Z` : Nintendo 64 (Japan)
* Category `V` :
* `C` : Dreamcast (Japan)
* `F` : PS4 (Japan)
* `K` : Xbox 360 (Japan)
* `M` : Xbox (Japan)
* `N` : PS Vita (Japan)
* `P` : PSP (Japan)
* `S` : Saturn (Japan)
* `T` : PS3 (Japan)
* `W` : PS2 (Japan)
* `X` : PS1 (Japan)
* `Z` : 3DO (Japan)
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* `$g` : Gamecode, identifies a game or series in [Konami's product portfolio ](products.md )
* Format: `yxx`
* `y` : `A` + (project development start year - 2000) (`L`: 2011, `T` : 2019, etc.)
* `xx` : Remainder, (incremental) game/product identifier
* Example: `LDJ`
* `$d` : Destination, target locale/market
* `A` : Asia
* `C` : China
* `E` : Europe
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* `H` : Hong Kong (Asia 220V; software is often/always? A-region)
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* `J` : Japan
* `K` : Korea
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* `S` : Singapore? (Asia 220V; software is often/always? A-region)
* `T` : Taiwan (Asia 110V; software is often/always? A-region)
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* `U` : US
* `Y` : Indonesia
* `$s` : Specification: Product type and game dependent, e.g. type of cabinet or hardware
* `A` , `B` , `C` , ..., `Z`
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* コナステ streamed games use `N`
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* In some [System 573 ](boards.md#system-573 ) and [Firebeat ](boards.md#firebeat ) games, rental cabinets (at the time referred to as e-Amusement: not the online network!) use `R`
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* `$r` : Software revision. Modern games utilizing the extension part pinned this to the value `A`
* `A` , `B` , `C` , ..., `Z`
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* `$e` : Extension/release date of the software
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* Format: `yyyymmddnn`
* `yyyy` = year, e.g. `2020`
* `mm` = month, e.g. `11` for November
* `dd` = day of month, e.g. `03`
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* `nn` = release number on the day, e.g. `00` , `01` , ...
* Older games may omit `nn` , example: `FK9:J:A:A:20060217`
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* Example: `2018073002`
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## Identifiers
### Product identifier
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[Packages ](products.md ) that can be acquired, e.g. bought or leased.
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* Format: `$p$t$g-$d$s`
* Example: [GQLDJ-JA ](product/GQLDJ-JA.md )
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### Part number
Usually indicated with `PN` or `PWB` . Any kind of specific part, manual or anything else that can be acquired.
* Source: stickers or labels on product
* Formats:
- A: `$g$N` (game-specific part)
- B: `$T$N` (generic part)
- C: `$L` (used from roughly 1998 onwards)
- D: `$M0000` (used from roughly 2005 onwards)
* Variables:
- `$T` : part type, known values:
* `30` : button, switch, joystick
* `35` : power supplies, transformers
* `40` : monitors, glass, bezels
- `$N` : A three-digit number, e.g. `205`
- `$L` : An eleven-digit number, e.g. `00000058559`
- `$M` : An eight-digit number, e.g. `11003358`
* Examples:
- `A00400` : format A; the US Police 911 (`A00`) operator's manual
- `0000068482` : format C; the US DanceDanceRevolution GN845-UC operator's manual
- `110033580000` : format D; the US DanceDanceRevolution GQMDX-UD operator's manual
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### Serial number
* Source: stickers on hardware
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* Formats:
- A: `$N`
- B: `$g$N`
- C: `$g $t$d$s $S` (maybe not a serial number?)
- D: `$g$t$d$s$N`
* Variables:
- `$N` : A six-digit number, e.g. `038902`
- `$S` : A four-digit number, e.g. `0104`
* Examples:
- `812169` : number `812169` , found on `533` (Sexy Parodius)
- `FDH EUA 0104` : corresponds to [product identifier ](#product-identifier ) `*EFDH-UA` (DanceDanceRevolution SuperNOVA), number `0104` ; found on EXTIO
- `FDHKUA012905` : corresponds to [product identifier ](#product-identifier ) `*KFDH-UA` (DanceDanceRevolution SuperNOVA), number `012905` : found on EXTIO
- `MBRQJA038902` : corresponds to [product identifier ](#product-identifier ) `*QMBR-JA` (REFLEC BEAT), number `038902`
### ROM identifier
* Source: stickers and labels
* Formats:
- `$p $R$N`
- `$p $d$s $R$N`
* Variables:
- `$R` : A single letter
* Sometimes indicates revision (`$r`)
* In modern PC setups, replaced with `*` on a case sticker
- `$N` : Two digits
* Indicates the type of ROM
* Examples:
- `700 A01` : System 573 (`700`) BIOS ROM
- `C23 EA A02` : Dancing Stage EuroMIX2 (`C23`) game CD-ROM
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### Mcode, Contents Code
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* Source: License dongle certificate CN, game data
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* Format: `$g-$N`
* `$N` : An three-digit number, e.g. `001`
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* Example: `PIX-001`
### Security code
* Source: License dongle certificate subjectAltName
* Format: `$p$t$g$d$s$r`
* Example: `GQPIXJBA`
### Release code
* Source: Game data
* Format: `$e`
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* Example: `2018073002`
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### System ID
* Source: Account dongle certificate CN
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* Format: `0120$X0$Y`
* `$X` : `1` or `2`
* `$Y` : 14-digit hex string
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* Example: `0120100000000160B3D2`
### License ID
* Source: License dongle serial number
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* Format: `0121$X`
* `$X` : 8-digit numeric value
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* Example: `012194810293`
### Account ID
* Source: Account dongle serial number
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* Format: `0122$X`
* `$X` : 8-digit numeric value
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* Example: `012291862492`
### Hardware ID
* Source: MAC address
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* Format: `0100$X`
* `$X` : 12-digit hex string
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* Example: `0100705CAD0365F2`
### Software ID
* Alias for License ID
### Soft ID code
* Source: [Security code ](#security-code ) and [release code ](#release-code ) combined and shown in-game
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* Some games change the soft ID, for example jubeat: `GQL44JBA` (security code) -> `L44:J:F:A` (in-game)
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* Format: `$g:$d:$s:$r:$e`
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* Example: `PIX:J:B:A:2018073002`