Pretty Soldier Sailor Moon S-Demo
Disc Archaeology
Findings from a byte-level analysis of the Japanese demo disc image (194,600,960 bytes / 94,720 blocks; 255 filesystem entries).
A command-line demo player
The disc's program is /Demo (51,648 bytes), a movie/demo player whose Unix-style usage text survives intact — typo included:
demo [FilaName] -f [fps] -v [volume] (-m -b) — with options documented as "-f...Set fps option (default is 24)", "-v...Set Output volume (default is 0x4000)", and -m/-b selecting whether the parent is the main or battle task.
The player's error strings are a typo collection: "FilaName", "Cab't open InitEventUtility", "Can;t search Drawing buffer pointer", "DIasplayScreen faild error".
A disc with no LaunchMe
The startup script (AppStartup) ends by declaring "the system will start $boot/Launchme" — but no LaunchMe exists on the disc. The only executable is /Demo, which expects command-line arguments. This is consistent with the disc being driven by an external menu or store-kiosk system rather than booting standalone, fitting its Panasonic (hardware-maker) publisher.
Development leftovers
- The BGM directory preserves the project's raw audio pipeline: numbered
.4416-format sample files (TAKI02–TAKI25) and loosely-named stage streams, among them the misspelledjupitarstageandolgol(オルゴール — "music box"). /data/SE/SE1/holds 19 loose, unpackedUSE*.AIFCsound-effect samples — working files that later builds ship only inside packed archives.- Win/lose card art exists for only two fighters (
card_moon,card_jupiter), suggesting the demo's versus mode was scoped to a Moon-vs-Jupiter showcase.
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. The root directory copies verify hash-identical, so this is a mastering artifact, not dump damage.
Unallocated space
20,222 blocks (~40 MB, 21% of the disc) belong to no file, in three runs. Every byte was checked: 100% standard iamaduck mastering filler, nothing hidden inside.
Demo vs Retail
The Panasonic-published demo disc is not a trimmed copy of the Bandai retail game — it was cut from an earlier snapshot of the project, before several asset-pipeline overhauls:
- Character animation naming: the demo ships
moon0.pak/moon1.pakper fighter; the retail disc uses the latermoon1P_0.pak/moon2P_1.pakper-player scheme. The demo roster is five fighters (Moon, Mars, Jupiter, Venus, Uranus) against retail's full lineup. - Music pipeline: the demo's BGM is raw numbered
.4416sample files (TAKI02–TAKI25) plus loose stage streams — including the misspelledjupitarstageandolgol(オルゴール, "music box") — where retail reorganized everything into per-character AIFF banks. The demo's sound-effects tree still contains a folder of loose unpacked samples (SE1/USE*.AIFC) that retail ships only in packed archives. - Missing systems: the demo has no
FONTdata (no staff-roll/profile text system) and nogmdebugdebug program; its interface archives (SubData) are five files against retail's ten, and the shared ones differ in size — different builds, not copies. - Identical media: the big Cinepak movies (
Opening,Moon.FILM,moon08.film,moon16.film) andMidiData.pakare byte-for-byte the same sizes on both discs — the video and MIDI content was locked before the demo was cut.