Another Nintendo leak uploaded online, features betas and source code for many SNES games

fNoC788.png

It's time for another anonymous treasure trove. Someone has, yet again, posted a collection of highly interesting bits of Nintendo history, in the form of source codes, development repositories, and beta/debug builds of Super Nintendo games. This is an addition to the previously uploaded content we've seen earlier this year, which included beta Pokemon designs, the source code for the Nintendo 3DS, Nintendo 64 prototypes, and other files. In this leak, source code for Star Fox and Star Fox 2, Super Mario World, Link's Awakening, Yoshi's Island, F-Zero, potentially Super Mario RPG, A Legend of Zelda: Link to the Past, and more are all available. Some Twitter users have already gotten their hands on the files, uploading footage of these beta versions of games, such as an early build of Yoshi's Island, seen below.

Downloads for these files cannot be provided, though they are making their rounds across the internet, and have not been taken down from their original source yet.





Referred to by some as the "Gigaleak", the contents of the 4chan post are as such, so far.

Contents of the leak:
Full development repository for Ensata official DS emulator
\20100713cvs_backup.tar\ensata\

Full development repository for Pokemon Diamond and Pearl
\20100713cvs_backup.tar\pokemon\pm_dp_ose\

Full development repository for Pokemon Diamond and Pearl, ending in March of 2006
\20100713cvs_backup.tar\pokemon\pokemon_dp\

Full personal development repository by a Diamond and Pearl dev
\20100713cvs_backup.tar\pokemon\yama_work\

Full development repository for NetCard (cancelled GBA peripheral)
\netcard.7z

iQue GBA stuff

Full development repository for Game Boy Advance BIOS
\other.7z\agb_bootrom.zip\agb_bootrom

Full development repository for Game Boy Color Boot ROM
\other.7z\agb_bootrom.zip\cgb_bootrom

Full master ROM database (America and Japan, NOT Europe) for Famicom and NES including the ROMs (and I mean everything - there’s even Nintendo World Championships 1990 and shit like that)
\other.7z\NES
\other.7z\HVC

Master ROM of Super Mario RPG

Source code to Star Fox
Source code to Star Fox 2
Source code to Link’s Awakening DX
Link’s Awakening DX bug reports
Source code to Wild Trax / Stunt Race FX
Source code to Yoshi’s Island
Source code to Mario Kart
Source code to F-Zero
Source code to TLOZ A Link to the Past
TLOZ A Link to the Past dev stuff & bug reports
Source code to Super Mario All-Stars (including Mario World?)
Source code to the Wii VC Game Boy Emulator
Some weird prototype game (“super_donkey”, from early 1993 - Yoshi’s Island style)
Super Mario Kart prototype(s)
Full development repository for a tool to upload titles to the Wii Shop Channel
“WallPaperPasswordMaker” source code
Random test program source code
Seven early 1990s tape backups
Several Super Mario World 2 prototypes - “Super Mario Bros 5: Yoshi’s Island”
eTicket signing keys for an unknown system
Private and public keys for “various arcade manufacturers”
Game Boy Advance and Iris (early 2003-era DS prototype with 1 screen) board documentation
Tons and tons of CAD documents in general relating to Nintendo products
Wii private keys?
ES/FS source code (IOS) (also a p2p/voice chat lib?)
P2p lib:
/netcard.7z/gba/depot-offline/sw/common/sdks/p2p
IOS Arm Toolchain patches:
netcard/gba/depot-offline/sw/devroot/tools
Hamtaro Ham-Hams Unite! debug build
other\CGB\B86__ハム太郎 2\Master\USA\ham2usa_020807
SuperFX Test Program (1991)
 

piratesephiroth

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I made a decoder too. Just paste the email in the TextBox and press the button to save the file.
If the decoding fails and checksums don't match, it selects the password automatically from the list.
 

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eyeliner

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The files I talked about are already compiled master images. Its the files used to create the ROM inside the cartridges. The reason that they are not usable even if you did the copy /b command, is because you are missing the iNES header file used to tell emulators what type of game it is (MMC-3, Horizontal Scolling, etc..)

Example:

Nintendo World Cup (Rev 1) NESXZ0P.066 + NESXZ1C.066

copy /b NESXZ0P.066 + NESXZ1C.066 NESXZ1.HEX

The last step is to generate a iNES header based on the data from the master list. The iNES header tells the emulator what mapper it uses and other information so it is unique to each game.

For the previous example 'Nintendo World Cup (Rev 1)' open the NESXZ1.HEX you created in a HEX Editor such as HxD and paste the following at the very beginning of the file.

4E45531A081040000000000000000000

Save and run it on an emulator. It should work. Again note that this example is only for Nintendo World Cup. The hex value might be sligtly different for other roms.

It would be possible to create a python script that parse the MasterList and generate the header + working rom for each title but no real use as no-intro team seems to have already validated all existing roms checksum with the ones from the master list and the ones I listed previously seems to be the only one that needs to be dumped or (re) dumped.

Some other exist in the list but they never went to production so they are not in the leaked archive. So lady and gentlemans, it seems that we might now have a 100% fullset of all Japanese and USA romset for Nintendo/Famicon.
May Iask where have you gotten the mapper number from?
 

BigPanda

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May Iask where have you gotten the mapper number from?

Column V (MMC) converted using the following table.

Mapper# Name Examples
---------------------------------------------------------------------------
0 No mapper All 32kB ROM + 8kB VROM games
1 Nintendo MMC1 Megaman2, Bomberman2, etc.
2 CNROM switch Castlevania, LifeForce, etc.
3 UNROM switch QBert, PipeDream, Cybernoid, many Japanese games
4 Nintendo MMC3 SilverSurfer, SuperContra, Immortal, etc.
5 Nintendo MMC5 Castlevania3
6 FFE F4xxx F4xxx games off FFE CDROM
7 AOROM switch WizardsAndWarriors, Solstice, etc.
8 FFE F3xxx F3xxx games off FFE CDROM
9 Nintendo MMC2 Punchout
10 Nintendo MMC4 Punchout2
11 ColorDreams chip CrystalMines, TaginDragon, etc.
12 - FFE F6xxx F6xxx games off FFE CDROM
13 CPROM switch
15 100-in-1 switch 100-in-1 cartridge
16 Bandai chip Japanese DragonBallZ series, etc.
17 FFE F8xxx F8xxx games off FFE CDROM
18 Jaleco SS8806 chip Japanese Baseball3, etc.
19 Namcot 106 chip Japanese GhostHouse2, Baseball90, etc.
20 Nintendo DiskSystem Reserved. Don't use this mapper!
21 Konami VRC4a Japanese WaiWaiWorld2, etc.
22 Konami VRC2a Japanese TwinBee3
23 Konami VRC2a Japanese WaiWaiWorld, MoonWindLegend, etc.
24 - Konami VRC6
25 Konami VRC4b
32 Irem G-101 chip Japanese ImageFight, etc.
33 Taito TC0190/TC0350 Japanese PowerBlazer
34 Nina-1 board ImpossibleMission2 and DeadlyTowers
64 Tengen RAMBO-1 chip
65 Irem H-3001 chip
66 GNROM switch
67 SunSoft3 chip
68 SunSoft4 chip
69 SunSoft5 FME-7 chip
71 Camerica chip
78 Irem 74HC161/32-based
79 AVE Nina-3 board KrazyKreatures, DoubleStrike, etc.
81 AVE Nina-6 board Deathbots, MermaidsOfAtlantis, etc.
91 Pirate HK-SF3 chip
---------------------------------------------------------------------------

However, if you are trying to compare the master images with the no-intro set, your best bet is to remove the header from the no-intro set.

Checksum starts after the 16 bytes iNes header.
 
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eyeliner

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Thanks, man. I am doing a bit of research and figured it must me something along those lines.
I am just using this as a brain activator because this freaking virus is active and I'm at home, jobless and uni only starts next September.

Might try to make a auto tool to rebuild the roms and then compare them.

Just for the sake of it.
 

WannyTiggah

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Uhh... you have to mount it in a virtual machine like VMWare or VirtualBox.
Since it's just a hard drive you have to manually set up the virtual machine you're going to use that drive in, so you have to give it the approximate settings it had before.
 
Last edited by WannyTiggah,

FAST6191

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are the games in this leak first party only games or is there third party titles too?
The NES collection is more or less complete for the regions in question (basically not PAL, which was presumably the various things before Nintendo of Europe appeared) but that is more of an archive of ROMs and nothing you have not been able to get for years, save perhaps Hit the Ice NES version (prototype hit a while back but this is a different version). ique we saw a few months back as well for the interesting stuff.
Have not seen an analysis of the arcade stuff yet (though have not gone properly looking either)

Anything debug or source code related is stuff Nintendo published, made themselves or had one of their owned developers make as far as I am aware. The way people are analysing this though means we will probably be seeing stuff picked out and analysed for months, if not years, at this point.
 

EPgrouch

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The NES collection is more or less complete for the regions in question (basically not PAL, which was presumably the various things before Nintendo of Europe appeared) but that is more of an archive of ROMs and nothing you have not been able to get for years, save perhaps Hit the Ice NES version (prototype hit a while back but this is a different version). ique we saw a few months back as well for the interesting stuff.
Have not seen an analysis of the arcade stuff yet (though have not gone properly looking either)

Anything debug or source code related is stuff Nintendo published, made themselves or had one of their owned developers make as far as I am aware. The way people are analysing this though means we will probably be seeing stuff picked out and analysed for months, if not years, at this point.
ah ok was just curious.I'm gonna keep watching this stuff purely out of curiosity.
 

MurraySkull

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Been looking into the first two Super Mario Kart protos.

First off, I have found the ROM address for changing what music plays on the title screen.
April - 00f1f8
May - 00f141
Haven't found anything new, though the id for Rainbow Road (27) gives a black screen in the May proto, whereas it plays silence in the April proto, like other empty ids (such as the one for Credits in the final) do in the protos.

Also, the May proto has 4 demos (though some seem to be glitchy), animated Koopa Beach shorelines and non-glitchy Luigi, whereas the Hoarder's build supposedly only has one demo, non-animated shorelines and Luigi's wheels constantly spin. In addition, there are no Thwomps on Rainbow Road, though there are supposedly regular Thwomps in the Hoarder's build, however no screenshots exist to confirm this.
However, the graphics for Thwomps are loaded for Rainbow Road in the May proto, as can be seen in this image of the Rainbow Road theme being forced over Donut Plains (note the Monty Mhwomps):
5ha2FH7.png

It is possible that the May proto has been assembled incorrectly as kart_02 has uncompressed graphics, viewable with YY-CHR, which should be compressed.

Also, I may have found another proto, dated July 2, at NEWS_05\data.lzh\data\rom\ rom1-e - rom4-e.DAT
May not be much different from the July 9 build.
 
Last edited by MurraySkull,

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