Gigaleak - NEWS_11 Workstation Restore (Hino)
Edit on Github | Updated: 1st April 2026Gigaleak - NEWS_11 Workstation Restore (Hino)
NEWS_11 is a restored workstation snapshot centered on a user home directory called hino.
It is mostly art and tool data, not game source code.
The high-signal thing it preserves is the workflow split:
- palettes in
COL - tiles in
CGX - screen composition in
SCR - sprite and object layout in
OBJandOBX - CAD-side metadata in
SFX
If you want the decoding details, these two pages cover the formats directly:
Root Directory
At the top level, NEWS_11 is just a tarball and one extracted home tree.
| Path | Notes |
|---|---|
NEWS_11.tar |
the original archived restore |
hino/ |
extracted workstation home directory |
What Is Inside hino
This restore is large enough that file counts are useful.
Across the full tree there are 3,487 files.
The most common file types are exactly the SNES CAD formats:
| Extension | Count |
|---|---|
CGX |
1,281 |
OBJ |
917 |
SCR |
873 |
COL |
781 |
PNL |
487 |
BAK |
442 |
And the largest project workspaces under hino/ are:
| Folder | Files | Notes |
|---|---|---|
yoshi/ |
2,271 |
huge SNES art workspace with dense backups |
hati-toru/ |
761 |
another large art workspace split into many subfolders |
z-mario-4/ |
704 |
SNES Mario project art workspace dominated by SCR/CGX/OBJ/COL |
z-sword/ |
433 |
Zelda-like art workspace with MAP and panel resources |
NEW-CHR/ |
245 |
panel-heavy PNL workspace with many backups |
z-dmg-zelda/ |
73 |
DMG-style Zelda art data stored in the same CAD family |
Major Workspaces
The top-level layout is flat, but it clusters into a few obvious projects.
z-dmg-zelda
This folder is small, but it is one of the most interesting. It preserves DMG-style Zelda art stored in the same workstation container formats as the SNES projects.
The contents are a tight set of:
end-demo-*screen and object assets (CGX,SCR,OBJ,COL)wak.*andkihon.*base assets and palettes- a single
kihon.SFXmetadata sidecar - rendered
PNGpreviews beside some screens
This is also where the 2bpp vs 4bpp distinction becomes visible in practice.
Several SCR files reference tile ranges that only fit if their paired CGX is decoded as 2bpp.
yoshi
yoshi/ is the largest subtree by far.
It looks like a long-lived SNES art workspace with real iteration history:
- hundreds of
BAKbackups - dense
CGX,COL,SCR, andOBJbanks - large runs of panel resources (
PNL) and compressed object banks (OBZ) - many subfolders that read like specific scenes, map variants, or asset groups (
ENDING,SPR,V-RAM,NEW-MAP,KOOPA-FINAL)
This is the folder that best shows how the pipeline worked day-to-day, because it keeps so much intermediate state and backup material.
z-mario-4
This is a high-density SNES art workspace dominated by:
SCRscreen composition filesCGXgraphics banksOBJobject and sprite layoutCOLpalette banks
It also carries a small cluster of SFX sidecars.
So it is a good place to study the full COL + CGX + SCR + OBJ layer stack for menu-like or UI-heavy assets.
z-sword
z-sword/ is a strong “everything in one place” art workspace.
Compared with z-mario-4, it adds:
MAPresources- lots of
PNLpanel files - a more even mix of
OBJ,CGX,SCR, andCOL
It also has stock folders (BG-stock, CHR-stock, COL-stock, V-RAM) that look like shared banks or staging areas.
SRD Tools and CAD Support
The srd/ folder is unusually valuable because it is not a project asset tree.
It looks like a tool and documentation bundle:
srd/bin/includes binaries likecad,cad_chk, andobj_tool_chksrd/cad/sfc/includessfx_main.hex,obj_tool.hex, and relatedADDfilessrd/cad/bin/includes transfer and print utilities likepr_scr_*,pr_col_*,pr_obj_*,pr_chr_*srd/doc/contains tool documentation (README.doc,cadhelpers,arc,taraka,sf,srd)
If you are trying to understand how these formats were produced and moved around, this is the most directly “tooling shaped” part of the restore.
What SRD Means
In this tree, srd clearly acts like a shared tools prefix, with references to /usr/local/srd/bin and /usr/local/srd/doc.
SRD is Systems Research & Development, the name used by the long-running Nintendo partner company SRD Co., Ltd.
SRD is also known for having operated a CAD software division for decades.
That matters here because NEWS_11 preserves not just project assets, but what reads like an installable CAD tool bundle with dedicated output and transfer utilities for CHR (CGX), COL, SCR, OBJ, PNL, and MAP.
So the practical reading here is:
srd/is a shared internal tool bundle- the tools and docs are installed and managed under
/usr/local/srd - the same name aligns with the SRD organization that historically shipped tooling and development support around Nintendo projects
The Host Machine and Runtime
Several of the core tools are compiled MIPS big-endian executables in ECOFF format:
srd/bin/azraelsrd/bin/emlnsrd/bin/tarakasrd/bin/lpf_xwdpr801ymcsrd/cad/bin/cadand thepr_*print utilities
That points to an IRIX-era MIPS workstation environment.
The srd/bin folder also mixes in small shell scripts that act as wrappers and checks.
/usr/local/srd As a “Command Registry”
The Japanese srd/doc/README.doc describes the intent of /usr/local/srd/bin:
- commands registered there are free to use
- if you need to modify one, you copy it into your own directory first
- every command requires a matching
*.docdescription under/usr/local/srd/doc - new commands must be general-purpose, not project-private
- the directory is managed by the superuser
The srd command itself is documented as a tool that prints the list of registered commands.
It also notes there were separate CISC and RISC variants with different registered command sets.
CAD Tool Bundle
The srd/cad/ subtree is the closest thing to a packaged CAD distribution in NEWS_11.
It has three layers:
srd/cad/bin/: the maincadbinary and a matching set of print utilitiessrd/cad/options/: CAD option and helper config files (sfx_main.OPT,obj_tool,cad_clear)srd/cad/sfc/: Super Famicom-side hex payloads and theirADDsidecars
The srd/cad/bin/readme.doc file lists the required binaries, and the names line up perfectly with the formats seen elsewhere in NEWS_11:
pr_chr_*prints character banks (CGX)pr_col_*prints palettes (COL)pr_scr_*prints screen composition (SCR)pr_obj__prints objects (OBJ)pr_obj_Qprints object sequences (OBJ SEQ)pr_pnl__prints panels (PNL)pr_map__prints maps (MAP)
That is a very direct confirmation that these extensions are not just “game blobs”. They are first-class CAD layers with dedicated output paths.
Super Famicom Payloads
The srd/cad/sfc/ folder includes the tool-side payloads that match the CAD metadata formats:
| File | Size | Notes |
|---|---|---|
sfx_main.hex |
130,690 bytes |
the main CAD SFX support payload |
sfx_main.ADD |
3,414 bytes |
sidecar associated with sfx_main |
obj_tool.hex |
4,680 bytes |
object tooling payload |
sfx_clear.hex |
514 bytes |
small helper payload |
color_change.hex |
331,062 bytes |
large color-change payload plus color_change.ADD |
The important point is not that these are “ROMs”, but that they are tooling-side payloads sitting directly beside the CAD environment.
They help explain why formats like SFX exist at all: they are part of a tool pipeline, not a game runtime format.
Example Tool Docs
Two of the srd/doc/*.doc files are especially revealing:
arcis a simple archiver that bundles multiple files into one and compresses themazraeleditsMAPfiles and checks overlap and bank overflow across multiple map inputs, marking issues per-line and returning status1on failure
Those descriptions line up neatly with the rest of the restore:
NEWS_11 is full of intermediate CAD assets, and srd/ preserves the “plumbing” used to validate, print, transfer, and manage them.