Archive notebook / Amiga
Opening the
Rubicon archive.
The supplied two-disk edition of Rubicon now has a dedicated home: an original-game player, a music player, a separate sound-effects player and a searchable image archive.
Start with the supplied disks.
All four supplied files are retained unchanged. Hashes show two identical filename pairs, making two unique disks. This is the supplied NEMESIS/+19 edition, including its introduction and trainer. The browser player uses self-hosted vAmigaWeb and a documented normalization of the supplied Amiga ROM. The game disks stay unchanged.
Listen outside the game.
Five Rubicon music cues are extracted from the game’s loader MOD and two native MON programs. Two clearly labeled bonus entries preserve music bundled with the supplied crack introduction and trainer. The original programs remain available alongside browser MP3s. Repeating cues use finite recordings and whole-recording repeat.
199 sound auditions cover both 88-entry effect tables and all nine source banks. Native driver routines supply their pitch and envelope. The auditions use simplified Paula resampling; original filtering, overlapping effects and gameplay mixing are not reproduced. Level-bank combinations are labeled as auditions where gameplay reachability remains unverified.
Look inside the graphics.
Includes all four embedded ILBM occurrences (three unique pictures), all seven level tile atlases and both landscape layers for each level, all292 decoded level sprite blocks, shared/player strips, source fonts, title/ending scenes and all128 compiled star frames in a contact sheet. Four trailing bytes in SPRS7 block9 are retained outside the native512-byte bitmap. Runtime masking, frame divisions, animation timing and dynamic palette changes are not reconstructed; a source atlas is not a rendered gameplay scene.
The gallery contains 375 PNG entries with original dimensions and source records. It includes decoded screens, animation strips, landscape layers, tiles and interface graphics. Packed banks and all unpacked sprite blocks are retained with the extraction code.
What has been checked.
Original boot, the supplied trainer with all nine options set to NO, title-screen startup, the first disk-two request and DF0 swap, first-stage movement and firing, held keyboard input, Pause/Resume, fullscreen, sound controls, and portable state export/close/new-session import passed. A damaged-hash state was rejected. Music and sound playback, repeat, source search, image filtering, full-resolution viewing and dialog dismissal passed. The final Canvas2D player displays the saved native frame while paused and resumes correctly.
The full campaign, later disk changes, physical controller input and mobile gameplay remain unverified. Portable emulator states are separate from original in-game saves.
Read the preservation methods · Release record · Source disk hashes