Pretty Soldier Sailor Moon S
Disc Archaeology
Findings from a byte-level analysis of the Japanese retail disc image (597,999,616 bytes / 291,840 blocks).
A complete debug menu ships on the disc
The disc root contains gmdebug — an 83,104-byte standalone debug program, pressed onto every retail copy. Its menu strings describe a full development tool:
- Modes:
BATTLE/DEBUG BATTLE/TITLE/DATA BASE/DEBANIM-1/DEBANIM-2(animation viewers) /GAME/STAFF ROLL/SUPER ENDING/EXIT - Per-player cheats:
MUTEKI(invincibility),TIME INFINITY, handicap, speed and color overrides - Live memory readouts:
SYS_FREE/VRAM_FREE/DRAM_FREE NOW=%06d - Full character and stage select lists (see below)
The main executable (launchme) contains the strings TaskDebug and gmdebug, indicating it can spawn the debug program directly. A leftover development-kit string sits alongside: "Cannot communicate with Mac" — the tether check for 3DO's Macintosh-based debugging link.
The debug menu preserves earlier stage names
The debug stage list reads: GAME CENTER, SCHOOL, JINJYA, PARK, TAIIKUKAN, CERKIT, YACHT, DOOR, NEO CRYSTAL, CRYSTAL PALACE. Position 7, "YACHT", corresponds to the shipped file 06_Pool.pak — the pool stage apparently began life as a yacht/harbour setting and kept its old name in the debug tool. "CERKIT" (circuit) is a romanization slip that also survives in the shipping filename 05_Cerkit.pak.
NUPTUNE
Sailor Neptune is spelled "NUPTUNE" throughout — in the debug menu's character roster and in the shipped animation archives (Nuptune1P_0.pak, Nuptune2P_1.pak, etc.). The misspelling was evidently entrenched in the project's asset pipeline.
A Japanese-named folder in the filesystem
The directory /data/SE35ウラヌス ("SE35 Uranus", in raw Shift-JIS katakana) sits in the Opera filesystem alongside its ASCII siblings — a working folder holding four Uranus voice samples (Uranus11.ADPCM–Uranus14.ADPCM) whose name was never romanized before mastering. Opera filesystems are meant to carry ASCII names; on non-Japanese systems this entry renders as garbage bytes.
Superseded assets pressed to disc
The team's backup convention — appending (org) — shipped along with the game:
08_NeoCrystal.pak(org1)through(org5)— five successive revisions of the Neo Crystal stage alongside the final, a complete iteration history of one arena.03_Kouen.pak(org),07_Door.pak(org),SE60.PAK(org)— older versions of a stage, a door arena and a sound bank.- The staff-roll font files are named
Stuff.Font.OBJandStuffRoll.data— "Staff Roll" misspelled as "Stuff Roll" — and the font ships with both compiled (.OBJ) and source (Moon.Font.SRC) forms.
Multi-program architecture
Beyond launchme, the disc carries several cooperating ARM programs: sub (161,024 bytes), and the parenthetically-named movie players MovieDemo(Main) and MovieDemo(Sub) (identical 71,872-byte sizes). A launch command survives in the executable: MovieDemo(Main) MoonOp.Film 18 12 5fff. There are no text credits on the disc — the staff roll is pre-rendered graphics (StaffRoll.pak/StaffRoll2.pak).
Filesystem notes
The redundant directory copies ("avatars") of /System/Drivers, Folios, Programs and Scripts, plus rom_tags, disagree between copies — stale older generations from multi-pass mastering, pressed into every disc. The root directory copies verify hash-identical, so this is a mastering artifact, not dump damage.
Unallocated space
63,351 blocks (~124 MB, 22% of the disc) belong to no file. Every byte was checked: 100% standard iamaduck mastering filler, nothing hidden inside.