COSOMGame preservation

Shadowrun: the original graphics and sound effects

Explore 7,941 original graphic entries and the Japanese cartridge’s sound programs in two new source-indexed collections, with original-file downloads and repeat controls.

What is recovered

The graphics gallery brings together 7,941 indexed entries: character animation frames, 275 appearance sheets, original Japanese and English lettering, 165 full maps, isolated scene objects, dialogue portraits, palettes and cutscene components. Search, category filters and a pixel-preserving detail view keep the original PNGs accessible.

The source recovery identifies all 13 previously neutral blocks within the existing 162-block cutscene index. Their actual roles include tilemaps, character lookups and original text; the earlier raw previews remain documented in the downloadable archive. The gallery does not label non-image source text as a newly discovered painted scene.

The sound player presents 70 audible game effects and one intentionally silent original control. A separate library holds 38 instrument auditions. Original FLAC recordings, MP3 compatibility copies and 49 original BRR sample blobs with decoded previews are available in the sound archive.

Repeat can replay the selected recording or its library. Two sustained game effects use labeled 12-second previews and 11 sustained instrument auditions use 8-second previews. Repeating these previews returns to their beginning; no seamless native loop is claimed.

Every collection retains source IDs, alias relationships and coverage notes. The media collections are separate from the original-game player, its local save-file workflow, the existing soundtrack and the incomplete JavaScript reconstruction.

Verification

The final graphics freeze records 8,791 deployable files and 7,941 catalog entries. Native checks compare recovered decompression, placement, palettes and scene uploads against the original Japanese cartridge; a further 85,472 source bytes and six actual intro uploads resolve the previously neutral source roles.

The final sound freeze records 324 files: 109 FLAC recordings and 109 MP3 copies, plus source inventories and 49 original BRR blobs with decoded sample previews. Native render and sample-upload comparisons retain the original driver’s envelopes, modulation, noise and echo; MP3 encoder padding is recorded rather than described as sample-exact.

Actual browser checks passed: 7,941-entry gallery, map filtering and ordered pagination, empty search, original PNG lightbox/source details, sound playback, selected-preview repeat, automatic library advancement, separate instrument library and explicit silent/sustained labels. Both galleries rendered without horizontal overflow at 390 CSS pixels. PNG and both ZIP download URLs matched their frozen bytes through the local preview server.

The bounded release gate verified all 9,115 frozen media files, 16,433 catalog/provenance URLs and both ZIP archives by member hash. Fifteen release-gate checks passed; these are separate from native gameplay or physical controller testing.

What remains

The recovered source indexes and their native comparisons do not prove that every dynamically selected graphic, every timeline state or the complete original credits scroll has been reconstructed. Full-game graphics completeness remains false.

BRR sample previews are single passes at unity volume. They are separate from the native sound-program performances, which retain the game’s original sound processing.

Semantic character names are not inferred from animation-table numbers. Original text masks preserve their source pixels without inventing contextual tint.

This update does not establish a completed Japanese campaign or a finished JavaScript game engine. The original cartridge, retained SNES runtime, soundtrack, user saves and frozen save-session release remain protected.