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Gigaleak - NEWS_11 Workstation Restore (Hino)

Edit on Github | Updated: 1st April 2026

Gigaleak - 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 OBJ and OBX
  • 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.* and kihon.* base assets and palettes
  • a single kihon.SFX metadata sidecar
  • rendered PNG previews 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 BAK backups
  • dense CGX, COL, SCR, and OBJ banks
  • 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:

  • SCR screen composition files
  • CGX graphics banks
  • OBJ object and sprite layout
  • COL palette 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:

  • MAP resources
  • lots of PNL panel files
  • a more even mix of OBJ, CGX, SCR, and COL

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 like cad, cad_chk, and obj_tool_chk
  • srd/cad/sfc/ includes sfx_main.hex, obj_tool.hex, and related ADD files
  • srd/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.

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/azrael
  • srd/bin/emln
  • srd/bin/taraka
  • srd/bin/lpf_xwdpr801ymc
  • srd/cad/bin/cad and the pr_* 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 *.doc description 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 main cad binary and a matching set of print utilities
  • srd/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 sidecars

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_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.

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:

  • arc is a simple archiver that bundles multiple files into one and compresses them
  • azrael edits MAP files and checks overlap and bank overflow across multiple map inputs, marking issues per-line and returning status 1 on 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.