User:Chpexo/Prerelease:Sunsoft 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 and  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
The first set of notifications are at, with the second set at. DISK SAVE DISK ERROR NOW SAVING SET DISK CARD EJECT DISK NOW KEEPING NOW LOADING DISK DELETE DISK LOAD COMPLETE

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, with the exception of Trip World for the Game Boy. These disks cannot run on their own, and attempting to will result in an error. It's important to note that even with the error, the graphics at the beginning of the disks are loaded into the PPU. You can view maps from the disk by inserting the data from the disk into the Tile Editor.

D-16-4
Contains assorted graphics and mockup boss battles from Super Spy Hunter.

F08
Operation SSS, an early title for Journey to Silius (presumably after being itself changed from The Terminator).

Title Screen


Part of the moon is cut off on the title screen. The image above shows the missing parts of it.

G-18
Composed of level mockups, cutscene mockups, and sprites for Gremlins 2.

Sprites
The green Gremlin in the final throws pineapples instead of cabbages. Also, the last gremlin with the googly eyes doesn't appear as a boss or enemy in the final game, although he does appear in a cutscene.

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.

G-18-3
Contains, surprisingly, sprites of the main character from Trip World for the Game Boy.



J22
Contains graphics for Gremlins 2 and a Superman game.

Gremlins 2








J22-3
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
Freeon Leon from Ufouria: The Saga and O-chan from Hebereke.