November 3, 2026 · America/New_York
Giving the phone more room for sound.
The startup fix got the original DOS game past its black screen. Longer phone testing found a separate issue: the emulation could fall behind real time, and audio delivery gaps made voices choppy.
The phone profile now uses a lighter guest CPU budget. Supported browsers feed PCM directly from the emulator worker to an AudioWorklet, with fixed-rate resampling and a bounded buffer. There is no adaptive tempo or time-stretch correction. Desktop launch retains its previous guest CPU budget.
The same adjustable 24× default gain, mute, compressor and final sample ceiling stay in the output path. The original voices, music, sound effects, game files, CDs and emulator WebAssembly remain unchanged.
Reading ahead on the CDs
The player can fetch the next two blocks before the game asks for them. Two requests and the shared32 MiB cache keep this bounded. Failed prefetches fall back to normal reading, and every block is checked for the expected byte range and length. The player does not force a full-disc download.
What the checks cover
Physical Samsung Z Fold4 Chrome 156 tests measured the source audio clock and exercised playback, AI Play and mute. Desktop Edge also launched the original video and exercised AI pause. Processor tests preserved a 440 Hz tone at 440 Hz, and the runtime was reproduced from the retained base files with matching hashes.
This is an improvement with recorded limits. CD startup and some scene transitions can still produce brief gaps; network conditions and device load matter. A complete phone campaign, all browser engines and final perceived-smoothness acceptance are not verified here. The existing paintball/manual-play and save-coverage limits remain.
Read the technical note, runtime patcher and preservation record. The old releases and corresponding source remain retained.