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:
COLCGXSCROBJ and OBXSFXIf you want the decoding details, these two pages cover the formats directly:
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 |
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 |
The top-level layout is flat, but it clusters into a few obvious projects.
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.* and kihon.* base assets and paletteskihon.SFX metadata sidecarPNG previews beside some screensThis 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/ is the largest subtree by far.
It looks like a long-lived SNES art workspace with real iteration history:
BAK backupsCGX, COL, SCR, and OBJ banksPNL) and compressed object banks (OBZ)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.
This is a high-density SNES art workspace dominated by:
SCR screen composition filesCGX graphics banksOBJ object and sprite layoutCOL palette banksIt 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/ is a strong “everything in one place” art workspace.
Compared with z-mario-4, it adds:
MAP resourcesPNL panel filesOBJ, CGX, SCR, and COLIt also has stock folders (BG-stock, CHR-stock, COL-stock, V-RAM) that look like shared banks or staging areas.
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 like cad, cad_chk, and obj_tool_chksrd/cad/sfc/ includes sfx_main.hex, obj_tool.hex, and related ADD filessrd/cad/bin/ includes transfer and print utilities like pr_scr_*, pr_col_*, pr_obj_*, pr_chr_*srd/doc/ contains tool documentation (README.doc, cad helpers, 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.
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/usr/local/srdSeveral 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/cad and the pr_* print utilitiesThat points to an IRIX-era MIPS workstation environment.
The srd/bin folder also mixes in small shell scripts that act as wrappers and checks.
The Japanese srd/doc/README.doc describes the intent of /usr/local/srd/bin:
*.doc description under /usr/local/srd/docThe 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.
The srd/cad/ subtree is the closest thing to a packaged CAD distribution in NEWS_11.
It has three layers:
srd/cad/bin/: the main cad binary 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 their ADD sidecarsThe 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_Q prints 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.
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.
Two of the srd/doc/*.doc files are especially revealing:
arc is a simple archiver that bundles multiple files into one and compresses themazrael edits MAP files and checks overlap and bank overflow across multiple map inputs, marking issues per-line and returning status 1 on failureThose 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.