The Nintendo Gigaleak preserves a much larger and messier Star Fox 2 workspace under other/SFC/ソースデータ/StarFox2.
Unlike the original Star Fox drop, this one is not just a compact source archive.
It preserves the main SF2 game tree, a separate DOS-side content editor called SFCAD, a bundled BIN workstation tool directory, personal branch snapshots, packaged .LZH milestones, and even a standalone SF.ROM image in one developer folder.
The biggest takeaways from this Star Fox 2 drop are:
SF2 directory looks like a late, working game source tree rather than a token sampleMAKEFILE still names the full bank build, including bank0 through bank11, shbanks, incbins, and incbins2ARGSFXX and ARGLINK, are actually present in the bundled BIN folder.SOB objects and .MAP linker maps beside the source, which makes this feel unusually close to a live developer checkoutSFCAD is a separate DOS toolchain for shapes, fonts, slopes, and message assets rather than SNES runtime codeKAWAGUCH/SF2 looks like a later personal branch or mirror, with many files dated through September 1995ZIPS contains packaged .LZH milestones, including SF_J_FIN.LZH and SF_E_FIN.LZHWhat makes this drop special is that it shows both halves of the project. You can study the banked Super FX game code, but you can also see the PC-side tools and personal workspaces that sat around it.
This page uses several project-specific build and asset terms that are worth defining up front:
allcols.pac color package.At the top level the Star Fox 2 leak is much broader than the earlier Star Fox folder. It mixes the game source with workstation tools, local branch copies, editor installs, and packaged milestone archives.
The main thing to notice is that this is not just one clean project checkout.
The archive preserves the main SF2 build tree, the separate SFCAD editor side, a bundled DOS tool bin, and several personal or packaged snapshots around them.
Two top-level remnants are also worth noting.
ROM and YAJIMA survive as almost empty directories, which makes the rest of the archive feel even more like a copied workstation tree rather than a carefully repackaged release set.
This looks stronger than a typical “near-complete source snapshot”. It is closer to a preserved developer workspace.
The strongest signs in its favour are:
SF2 tree contains the source, includes, maps, data folders, sound folders, build scripts, and packed binary resources.SOB objects and .MAP outputs, which means the archive is not source-onlyBIN folder contains the exact assembler and linker named by SF2/MAKEFILE, ARGSFXX.EXE and ARGLINK.EXESFCAD tool workspace survives with both source and built executablesKAWAGUCH/SF2 and packaged .LZH milestones in ZIPS show that the project was still being copied and frozen in multiple forms through 1995There are still a few reasons to stop short of calling it perfectly self-contained:
SF2 tree does not keep one obvious final ROM image beside the main build productsKAWAGOE/SF.ROM and ZIPS/SF_J_FIN.LZH, not in one single “release” directorySo the safest description is: this looks like a late, very complete Star Fox 2 development workspace, with source, tools, generated outputs, and branch snapshots all preserved together.
SF2 is the heart of the leak.
It looks like a late 1995 game tree with source, generated objects, map outputs, binary asset banks, and region-specific message files all sitting side by side.
The main project tree is split into a few clear layers:
DATA, MAPS, MSPRITES, and SOUND as the content side of the buildEXT as exported/public symbol definitions used across the banked code.SOB and .MAP files, which make the folder feel like a working checkout rather than a source-only mirrorThe quick file-type count is useful because it shows how broad the tree really is:
| File type | Count | What it suggests |
|---|---|---|
.ASM |
221 |
A large banked codebase rather than a token sample |
.EXT |
118 |
Heavy use of exported/public symbol definition files across banks |
.BIN |
106 |
A lot of prebuilt binary data and sound payloads |
.CCR |
67 |
Many companion color/resource definition files |
.INC |
65 |
Extensive shared macro and structure layers |
.PCR |
61 |
Large amounts of packed graphics/resource data |
.MC |
48 |
A deep macro/support layer for rendering and utility code |
.SOB |
13 |
Surviving assembled object outputs from the real build flow |
.MAP |
12 |
Surviving layout/map outputs from linked banks |
The main tree also keeps little revision clues such as BANK11.OLD and BPATHDAT.NEW.
Those do not change the overall build picture, but they make the folder feel even more like a live working checkout.
The first big clue is SF2/MAKEFILE.
It uses ARGSFXX as the assembler and ARGLINK as the linker, and it still defines the final outputs finished.sg and sf.rom.
That alone would already be useful. What makes it more interesting is that the build products named in the makefile also survive in the folder.
| Output | Role |
|---|---|
finished.sg |
Default linked build target |
sf.rom |
Explicit ROM output target |
bank0.sob to bank11.sob |
Main assembled bank objects |
shbanks.sob |
Shared shape-bank object |
incbins.sob |
Packed graphics and resource object |
incbins2.sob |
Packed sound and music object |
This build layout is one of the clearest signs that the archive is not just source. The project still has the assembler, linker, object outputs, and map files in roughly the same place a developer would have used them.
It is also not perfectly tidy.
BANK9.ASM survives in the tree, but it is not part of the main ALLFILES target, which suggests the archive preserves at least a little bit of branch residue or retired build structure as well as the active path.
The bank dependencies in MAKEFILE act like a table of contents for the whole game.
Some of the most revealing groups are:
bank2.sob pulls in a large chunk of the main runtime, including MAIN.ASM, GAME.ASM, OBJ.ASM, PLANETS.ASM, WORLD.ASM, SCREEN.ASM, INTRO.ASM, SOUND.ASM, and DRAW.ASMbank4.sob leans into map, title, sprite, and screen setup work with files like MISMAP.ASM, MAPANIME.ASM, CONFIG.ASM, and TITLE.ASMbank5.sob is the clearest mission bank, because it assembles the MAPS route files directlybank6.sob and bank7.sob pull in player, view, display, and strategy-side modulesbank8.sob is unusually data-heavy, combining path files, charts, fonts, slopes, weapons, and results codeshbanks.sob and the two incbins banks are effectively the asset-packing half of the buildThat tells us Star Fox 2 was not laid out as a tiny central loop with a few helper files. It was a deliberately banked production tree with code, path logic, shape banks, compressed graphics, and streamed sound all split into separate build products.
MAIN.ASM is a particularly good entry point because it exposes both high-level game concepts and the low-level initialization flow.
Right near the start it seeds named gameplay variables like fox, frog, bunny, cock, pepper, and andorf, then calls routines such as playerstatus_init_l, playerstart_init_l, and initplanets_l.
That makes the source feel much closer to a real game than to anonymous engine scaffolding.
The same file also shows how many team-specific systems were being layered together. The comments call out “kawaguchi params”, “Yajima’s Parameter”, “Kawagoe’s Parameters”, and even a separate “Dylan Parameters” block. That is a nice little production detail. The code still preserves evidence of multiple people or subsystems feeding configuration into the same startup sequence.
The mission and battle split is also visible in plain assembly.
initgame_l branches between mission and battle setup, resets map and timer state, configures radar scale, sets window and HDMA state, and clears a large amount of gameplay state before the first scene starts.
The MAPS folder is one of the most useful content-side parts of the whole leak because it is still named in the main build.
This folder is not an optional extra beside the source tree.
bank5.sob explicitly assembles these route and mission files as part of the normal build, including battle maps, story stages, SOS missions, training routes, demos, and test scenarios.
The mission names are revealing on their own.
This tree still has stage scripts, battle maps, demo playback content, title-map data, and a TEST.ASM, which makes it look like a real iteration workspace rather than a cleaned archive of only shipping material.
MAPLIST.ASM makes the folder structure much easier to read because it names the map package in terms of actual game roles instead of just filenames.
It defines:
MAPP.ASMTITLEMAP.ASMstg1map through stg6mapext1map through ext4mapsos1map through sos3maptitledemomap, startenemydemomap, endingdemomap, specialenemydemomap, and cannondemomapThat one file shows that the MAPS folder is really a scenario library.
It is not just “level geometry”.
It is the script layer that ties title mode, gameplay, demos, and special scenes together.
The individual mission scripts are full of gameplay staging rather than just coordinates.
STG1.ASM is a good example because it exposes a lot of the map scripting vocabulary in one place.
It switches between ground and room starts, sets the mission background, configures battle area bounds and camera behavior, places the player start, seeds dust and radar state, and then fills the map with scripted objects using commands like pathobj and m_inertpath.
The same file also branches by difficulty.
It has separate step1_0, step1_2, and step1_4 blocks, each with different object layouts, switch setups, enemy placements, item boxes, and environmental props.
That makes the mission files look much closer to authored encounter scripts than to static map blobs.
There is also a clear training route embedded in the same stage file.
STG1.ASM jumps to training_mode for one level setting, then places simpler landmarks like bridges, houses, and way markers.
That is another useful clue that the map scripts were handling mission logic and mode selection together.
The non-story scripts are just as revealing.
They make it clear that the MAPS folder was also carrying multiplayer, title-loop, and debug-style content.
| Script | What it appears to do | Why it matters |
|---|---|---|
BAT1.ASM |
Sets up a ground battle arena with two player start positions, arena bounds, item spawns, and battle-init objects | Shows that battle mode was using the same map scripting system as the main missions |
DEMO0.ASM |
Sets the titledemo background, colored moving dust, and map_demomode title |
Looks like part of the title-loop playback system rather than a normal mission |
DEMO6.ASM |
Uses the same simple looping scene structure but switches map_demomode credits |
Preserves a dedicated credits/demo playback route |
TEST.ASM |
Loads attackcorneriademo and uses map_demomode destruct_enemy |
Looks like a compact test or debug scenario rather than shipping stage content |
MAPP.ASM is small but useful too.
It places EXplayer_Istrat, checks for one-screen mode, and conditionally adds EXplayer2_Istrat, which makes it look like a tiny player-start or mode-bootstrap script rather than a full mission.
That combination is what makes this folder so valuable. The leak preserves the scripting layer for actual stages, but it also keeps the route definitions for battle mode, the title/demo loop, the credits path, and a leftover test scenario.
SHBANKS.ASM, INCBINS.ASM, and INCBINS2.ASM are some of the best files in the archive for understanding how the final ROM was assembled.
INCBINS.ASM is effectively the graphics and resource packer.
It pulls in MSPRITES sprite packs, a large run of .PCR and .CCR inputs, tile graphics such as .CGX files, and big packed resources such as allcols.pac.
INCBINS2.ASM does the same thing for sound.
It gathers fox2snd.bin, sound-effect groups like sdse1.bin and sdse2.bin, set files like ffset1.bin and spset1.bin, and a long run of music01.bin through the later numbered music banks.
That split matters because it shows the build system treating game logic, graphics payloads, and sound payloads as distinct layers. The banked assembly is only part of the final ROM. These two packer files are the other half of the production pipeline.
INCBINS.ASM is more revealing than a plain asset list because it does not just pack files.
It also chooses between regional and revision-specific variants at build time.
The top of the file splits the sprite packs by PAL and janglish, so the same bank numbers can pull in:
spt_23.bin and spt_45.bin for the default NTSC/Japanese pathspt_23A.bin and spt_45a.bin for the English pathspt_23P.bin and spt_45p.bin for PALThe larger art banks do the same thing with many more files.
The Japanese path includes assets like w0.ccr, e5.ccr, e6.ccr, and b14.pcr, while the English path swaps in alternates such as w0_a.ccr, e5_a.ccr, e6_a.ccr, b14_a.ccr, and b14_a.pcr.
That is one of the best low-level details in the whole archive. The build was not relying only on text or message files for localisation. It had separate graphics and packed-resource variants for different builds too.
INCBINS.ASM also keeps year-tagged art decisions in plain sight.
The e9 resource is selected through kyear-95, kyear-96, and kyear-97 conditionals, with matching files like e9.ccr, e9_96.ccr, e9_97.ccr, and the _a English variants.
That makes the packer feel less like a static final script and more like a live branch that kept absorbing updated art revisions over time.
The graphics side is split quite deliberately across banks 18 to 25.
| Bank range | Content focus | Evidence |
|---|---|---|
18 to 20 |
Main sprite banks | msprites\\spt_01.bin, spt_23*, spt_45* |
21 to 23 |
Large runs of packed .CCR and .PCR art resources |
the a*, e*, and b* families |
24 |
Mixed support bank with d3_3.asm, sprdata.asm, keyscr.asm, kawaguti.cgx, and allcols.pac |
a blend of code/data helpers and packed graphics |
25 |
Another dense .CCR / .PCR bank plus mdata.mc |
looks like the tail end of the packed graphics layer |
Two details stand out here.
First, allcols.pac and kawaguti.cgx are treated as first-class build inputs, not odd leftovers.
That makes them feel like major shared visual resources rather than one-off test files.
Second, the structure in DATA backs up what the script is doing.
The folder still has both default and _A English variants for many B*, E*, and W* resources, which matches the conditional packing logic exactly.
INCBINS2.ASM does for sound what INCBINS.ASM does for graphics, but the audio split is even easier to read because the symbolic names are more explicit.
The file packs several layers of audio content:
fox2snd, sdse1, and sdse2ffset1, ffset2, spset1, spset2, ggset1, and ggset2foxvox, falvox, pepvox, slpvox, ga1vox, and ga2voxmusic01 through music25, plus music18bsdgrd1, sdspac, sdcnt, sdovr, sddis, and sdtlkThat mix is useful because it shows the game was not treating audio as one monolithic blob. The ROM was carrying separate banks for music, voices, menu or event speech, and grouped environment/effect sets.
The named voice banks are especially interesting because they are not isolated in the packer.
The same labels are referenced again in SOUND.ASM, which means this is a real symbol-driven audio pipeline rather than a dead include list.
The sound packer also preserves a lot of late-build decision making.
For music, the file switches between the normal musicNN.bin set and PAL-specific mNN_p.bin files.
That suggests the PAL build was not just a timing tweak in code.
It had its own alternate music assets.
There is also a small but revealing language split in the talk bank.
When janglish is enabled the build packs sdtlk.bin, and when it is not it switches to sdtlk2.bin.
Since VARS.INC defines janglish equ 0 ; 0 = english, 1 = japanese, the talk data was clearly being selected per-language in the pack script itself.
The file ends with an explicit ROM-size guard:
if the packed data pushes the build past $100000, it prints MORE THAN 8 MEGA-BITS OF ROM USED!! and fails.
That is a great little production clue.
It shows the packer was not just collecting files.
It was one of the places where the team was actively policing cartridge size limits.
The asset packers are only half the story. The main runtime files show how Star Fox 2 actually consumed those banks once the game was running.
SOUND.ASM makes it clear that the game was not triggering music with one tiny “play track” call.
It is a fairly involved dispatcher for transferring sound programs, background music, player voice data, and special interrupt-driven sound payloads to the APU side.
Three routines stand out immediately:
| Routine | What it does | Why it matters |
|---|---|---|
TransferSoundProg_l |
Pushes a sound program into the APU | Shows the code still thinks in terms of explicit sound-program transfer, not just abstract music IDs |
TransferSoundBGM_l |
Clears ports, selects scene-specific sound groups, and uploads the current BGM/effect sets | This is the core scene-audio dispatcher |
TransferSoundPlayer_l |
Uploads pilot voice banks and player-type sound sets | Separates character voices from vehicle or mode sound sets |
TransferSoundBGM_l is the most revealing.
It clears all four APU ports, resets several sound pointers and counters, checks stereo versus mono mode, checks for the ending demo path, then looks up the current sound profile through SoundTransTbl.
That matters because it ties the build-time packer directly to the runtime. The game is not simply choosing “music 5”. It is selecting a scene-specific bundle of BGM, effects, place flags, and special transfers.
TransferSoundPlayer_l adds another useful layer.
It maps pilot IDs onto explicit voice banks through plsndtbl, with foxvox, falvox, pepvox, slpvox, ga1vox, and ga2vox, then separately loads Arwing-type sets like FFset1, SPset1, and GGset1.
So the audio system is split not only by scene, but also by character and vehicle type.
SNDTBL.ASM is one of the best evidence files in the whole project because it exposes the game’s audio design in named tables.
The first half of the file defines ksf_* sound flags for different game states.
That includes:
ksf_title, ksf_selectmissionplayer, and ksf_selectmissionmapksf_missionstage1 through ksf_missionstage6ksf_missionsos1 through ksf_missionsos6 and ksf_missionextra1 through ksf_missionextra4ksf_titledemo, ksf_startarwingdemo, ksf_corneriafelldemo, ksf_endingdemo, and ksf_planetcanondemoksf_battlestage1, ksf_battlestage2, and ksf_battlestage3The second half, SoundTransTbl, is the real payload map.
It tells the game which concrete music and effect banks to load for each of those named situations.
A few examples make the structure easier to see:
| Scenario | Audio bundle |
|---|---|
missionstage1 |
music20, music05, sdgrd1, sdgrd2, sdst6, grdwtr |
missionstage6 |
music24, music10, sdspac, sdst6, seawtr |
missionsos6 |
music24, music21, music25, sdspac, sdst5 |
endingdemo |
music19, sdspac, sdend1 |
missionandrof |
music24, music21, music18, music18b, sdspac, sdse2, sdst1 |
endtalk |
music24, music21, music22, sdspac, sdtlk |
This table is why the sound system feels richer than a simple soundtrack list. The game is selecting bundles of ambience, environment sets, scene effects, speech, and music all at once.
configSNDtbl at the end tightens that picture further.
It maps numeric configuration entries directly onto named situations like title, missionstage1, missionextra2, missionandrof, and endingdemo, which makes the audio setup look like a normal, configurable gameplay system rather than hardcoded special cases spread everywhere.
CHART.ASM is one of the more surprising files in the project.
Its header still says “Code for various weapons”, but the actual contents are much closer to a timed event and cutscene scheduler.
The core clue is the chartdat macro and the timechart_l routine.
Together they define a compact timed-script format built around:
trig - run when the chart timer exactly matches a valueafter - run when the timer has passed a valuebefore - run while the timer is still below a valuebetween - run only inside a time windowalways - unconditional executiontimechart_l then walks the current chart pointer, checks those timing conditions, and jumps into named chart routines when the condition matches.
That is not a weapon helper.
It is a general-purpose scheduler for scripted sequences.
The earlier setclearseq_l routine backs that up too.
It picks chart pointers like gameclear_CORE_AW, gameclear_CORE_trans2AW, goto_endseq0, and clrawof_AW depending on the player state, current mode, and whether the game is in space, on a planet, or in a demo-ending path.
So the chart system appears to be one of the glue layers that drives mission clears, endings, and mode-specific scripted flows.
CHARTDAT.ASM complements the main chart code by focusing on object animation data rather than timer logic.
Its header describes it as ROM object animation chart, and the surviving body is very small.
The key line is an incfile d3_3.asm ; openning animation, which suggests this file was being used as a compact include point for opening-sequence or ROM-object animation data rather than a large self-contained system on its own.
That small surviving body is still useful. It ties the chart system to another concrete asset file and makes the overall picture a bit clearer:
CHART.ASM handles timed event execution and chart-flow logicCHARTDAT.ASM appears to hold or include animation-chart data for scripted visual sequencesTogether they make Star Fox 2 look more heavily script-driven than a quick skim of the bank files might suggest.
SFCAD is the most interesting non-runtime part of the leak.
It looks like a DOS content tool built in C++ for shape, font, message, and slope work rather than SNES gameplay code.
The folder mixes source, object outputs, executables, fonts, messages, and editable asset files. That makes it feel like a live PC-side authoring tool rather than a one-off utility.
SFCAD/MAKEFILE shows a completely different toolchain from the SNES game itself.
It uses GCC, BLINK, and go32, plus grx and libm, to build a DOS executable called sfc.exe.
That split is extremely useful because it makes the project boundary very obvious:
SF2 is the Super Nintendo game-side buildSFCAD is the PC-side authoring environment used to prepare content for that gameThe preserved .O files and .EXE binaries make this even clearer.
This was not just a helper source folder.
It was a compiled tool that lived alongside the game source as part of normal development.
SFC.CC makes the tool’s front end surprisingly easy to read.
It identifies itself as Starfox CAD Tool v0.9 - (c) 1994 Dylan Cuthbert, creates a windowed DOS GUI, and builds a simple mode menu with:
Font ConversionStarfox MessagesCGX TweakingSlope DataThe most interesting little wrinkle is that the visible menu is ahead of the source we have.
In DoMode, the code actually dispatches only the font, slope, and message tools.
CGX Tweaking is still present in the menu definitions, but there is no matching live mode handler in the surviving source.
That could mean the CGX editor lived in code we do not have, or that the option was planned or partially removed without the menu being cleaned up. Either way, it is a nice reminder that even the tool side of the leak preserves signs of active iteration.
The font and message modules show that SFCAD was not just a geometry tool.
It was also handling UI and localisation assets.
FONTS.CC builds a large internal character map covering:
That lines up neatly with the preserved font assets and the separate JAPANESE.MSG and ENGLISH.MSG files in the same folder.
The tool was clearly designed to manage multilingual text presentation rather than a single western-only font pipeline.
MESSAGES.CC goes one step further and shows how those assets were previewed and edited.
It loads .msg files and .bin font data, keeps per-message name and sound lists, draws the text into a preview window with real glyph widths, and even exposes a wordwrap boundary visually.
That is a very practical preservation detail. The editor was not only storing script strings. It was previewing how they would actually fit on screen with the packed in-game font.
SLOPES.CC is the clearest proof that the tool was doing 3D content preparation rather than just text work.
It defines editable slope types such as GROUND, WATER, ICE, and GRASS, tracks per-face flags like slopepoly and animation, and can export selected geometry into .slo files with generated metadata and timestamps.
That makes the .SLO files in the folder much easier to interpret.
They are not random opaque blobs.
They are authored collision or traversal surfaces exported from the CAD tool.
BUILD_1.TXT gives the same side of the tool a simpler plain-text face.
It stores a small object as vertices and polygon definitions, which makes it feel like a hand-editable or intermediate format the editor could consume during shape work.
The file mix inside SFCAD tells us what kinds of assets the tool was handling.
The font library is the first obvious clue.
There are many .FNT files across multiple families and sizes, plus matching JAPANESE.MSG and ENGLISH.MSG files, which suggests the editor had to deal with UI and message presentation in more than one language.
The slope and shape side is also visible.
Files like K_TORI_0.SLO, SAKA_7.SLO, YAMA_0_0.SLO, and YAMA_1_2.TXT sit beside .ANM and .CGX assets, which makes the tool look like a hybrid map/shape editor rather than a single-purpose font utility.
BUILD_1.TXT is a nice little example.
It stores a simple 3D object definition in plain text, with a vertex count, coordinate list, and polygon faces.
That kind of file makes SFCAD feel much closer to an in-house shape-building or authoring tool than to a generic external package.
The editor-side outputs also line up neatly with the game tree.
Files like FONT_0.BIN, FONT_1.BIN, MMJ.BIN, and MME.BIN have obvious cousins in the main SF2 folder, which suggests SFCAD was generating content that the game-side packer banks later pulled into the final build.
The utility code around the editor reinforces that.
WINDOWS.CC sets up a 640x480 GRX graphics mode with mouse support and multiple font families, while EXTRAS.CC implements a full DOS file requester for loading and saving project files.
So SFCAD was not a command-line converter.
It was a proper mouse-driven in-house editor environment.
The outer folders around SF2 and SFCAD are not just noise.
They are part of what makes this leak feel like a copied developer machine rather than a cleaned source release.
BIN is unusually valuable because it contains the actual DOS-side tools referenced by the game build, not just generic utilities.
The most important files are:
ARGSFXX.EXE - the assembler named by SF2/MAKEFILEARGLINK.EXE - the linker named by SF2/MAKEFILEMAKE.EXE - the build driver used by the DOS makefilesARGBUG.EXE and the matching ARGBUG*.ROM files - debugger or ROM-side tooling tied to the Argonaut environmentAround those sit many ordinary workstation tools too, including PKZIP, PKUNZIP, LHA, FTP clients, backup scripts, and DOS utilities.
That wider mix is useful because it shows the build tools living inside a much broader personal workstation environment rather than inside one neat SDK directory.
BRIEF starts as a normal install of the Brief text editor, but the real value is its BACKUP directory.
That BACKUP mirror is huge and messy.
It includes many Star Fox 2 source files, older or parallel copies of the bank sources, asset tools, build scripts, and also a large amount of unrelated PC-side C code for things like chat, HTML, mail, and network utilities.
That mix matters because it tells us two things at once:
BRIEF/BACKUP as a real working backup area rather than as a polished project exportThe dates inside BACKUP also skew earlier than the main SF2 tree in a lot of places.
That makes it a useful shadow archive for older revisions, even though it is clearly noisier than the main project folder.
Several smaller folders make the late-project history easier to read.
| Folder | What survives | Why it matters |
|---|---|---|
KAWAGOE |
AUTOEXEC.BAT, CONFIG.SYS, and a 997,300 byte SF.ROM dated 1 April 1994 |
Preserves a standalone ROM snapshot plus one developer machine’s boot environment |
PENTIUM |
AUTOEXEC.BAT and CONFIG.SYS dated 25 September 1995 |
Suggests a later workstation setup or migration to a newer machine |
KAWAGUCH/SF2 |
360 files, many matching the main SF2 tree but with dates through September 1995 |
Looks like a later personal mirror or branch of the same project |
EGUCHI |
SFC/SFC.EXE dated 8 July 1994 |
A personal copy of the editor-side toolchain |
YAMADA |
SLOPE.EXE, SHAPED.EXE, and SFC.EXE under SF2SLO |
Personal copies of slope/shape/editor tools |
ZIPS |
ES18-9.LZH, JS18-9.LZH, SF_E_FIN.LZH, SF_J_FIN.LZH, and related packages from June to September 1995 |
Packaged milestone or final-region archives, including explicit Japanese and English final bundles |
The ZIPS folder is especially telling.
By late September 1995, the archive has both SF_J_FIN.LZH and SF_E_FIN.LZH, which is about as close as this leak gets to preserving named final packaged builds.
The Star Fox 2 leak is useful for more than just proving that source survived.
It shows the shape of the whole production environment: the banked Super FX game code, the route and asset packers, the separate DOS content editor, the bundled assembler and linker, personal workstation backups, and final packaged milestones.
That makes it one of the best Nintendo source leaks for studying how an unfinished late-SNES game was actually built day to day. It is not only the code for Star Fox 2. It is much closer to the surrounding workshop.