Development:Sunsoft Dev Disks
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This page covers a set of 19 Sunsoft FDS dev disks that were dumped and released on Lost Levels. These disks were used during the development of several Sunsoft games and contain some early graphics from them. This page shows all the extracted graphics and some insight into the development material.
The disks have an interesting provenance, where DreamTR obtained them from Sunsoft of America through a trade.[1]
A picture of 17 of the disks can be seen in nashvillearcade/DreamTR's auction (see right).
To do: Research other files on the disks that aren't graphics. |
Contents
Dev Disks
Disk Control
While running, the program goes into a loop indicated by the routine below:
$CFB7:A5 F0 LDA $00F0 = #$XX $CFB9:10 FC BPL $CFB7 //Loop
Commands
At startup, the program asks you to input a command and waits for RAM addresses $E0 and $E1 to be modified. The available commands are:
- 10-DISK DELETE
- 20-DISK SAVE
- 40-DIRECTORY
- 80-DISK LOAD
...However, every time a command is put in the message "DISK ERROR 24" appears.
Notifications
Present at 0xFE1:
DISK SAVE DISK ERROR NOW SAVING SET DISK CARD EJECT DISK NOW KEEPING NOW LOADING DISK DELETE DISK LOAD COMPLETE
...and at 0x1C80:
WAIT A MOMENT SET DISK SIDE DISK ERR
Tile Editor (Newer Version)
The editor contains a total of 12 maps, but all of them appear empty because the tile editor has a unique storage system: each file you load can be either a CHR file or a BG file, but never both. To view the maps correctly, you have to look at a CHR file's graphics then go to the map that you want to view correctly. Since the PPU doesn't reset when you view a map, the map will use the graphics of what you last saw.
One file contains graphics for mountains and castles, but there doesn't appear to be a map that corresponds with the graphics. Likewise, there is one map that doesn't have any corresponding graphics. All the maps don't seem to belong to any games and are probably just demos.
Data Disks
These data disks contain early graphics and maps from mostly NES games, plus one Game Boy title. These disks cannot run on their own. In order to view the assembled graphics, you have to copy and paste the files from these disks into the Tile Editor's ROM.
D-16-4
Contains assorted graphics and mockup boss battles for Super Spy Hunter.
F08
Contains graphics and mockups for Journey to Silius.
G-18
Composed of level mockups, cutscene mockups, and sprites for Gremlins 2.
Ship
This rather crude ship exploding animation can be found on dev disks G-18 and J22, but the graphics are corrupted on the latter disk. All of the files on the disks have names; they can be named after the person who named it, or can be named for what it is. Oddly enough, this file is named after a person called Ryan; people's names for files except for this one are named after a Japanese person.
G-18-2
256px 256px
Contains a sample version of Shanghai II, with a different tile arrangement on each side.
G-18-3
Contains the sprites of the main character from Trip World for the Game Boy.
J22
Contains graphics for Gremlins 2 and an unknown Superman game (possibly what became Sunman).
Superman
J22-3
To do: This is the only difference I know of. I haven't looked at the two games in complete depth. |
Contains an actual game. By copying the disk's data onto Side B of Adian no Tsue, you can see that it is in fact Step Drill from "Super Boy Allan".
There is only one difference between the two versions: Step Drill on the dev disk contains a minor musical error which has the FDS channel disabled during part of the title screen music. Resetting the game will fix this.
K05
Contains graphics of Freeon Leon from Ufouria: The Saga and O-chan from its Japanese counterpart, Hebereke.