CCOSOM GAME PRESERVATION
October 26, 2026 · Website update 0.1.4

Move through time.
Keep the music.

An optional experimental music mode lets the original adventure fast-forward while its music continues at normal speed.

A choice in the original player

Enable the normal-speed music checkbox to try the mode. It starts off, so the player begins with the original combined game audio. With the option enabled, fast-forward accelerates the game while a separate original music engine follows its own normal-speed clock. Music cues still come from the game: changes, stops and volume fades follow the observed original sound state. The original sound effects remain in the main game engine.

The music renderer pauses with the player. Loading a state or rewinding requires it to resynchronize with the resulting game position; it pauses during rewind and picks up the current music state afterward. Turning the option off returns to the main game's original audio.

Original music, a separate clock

This is a change to audio playback. The original playable cartridge and the retained emulator WASM keep their verified bytes. The mode temporarily suppresses only the main sound driver's music output in emulated sound memory, leaving the original effects in that engine. The temporary override is removed from exported game snapshots.

A second isolated renderer runs the original SPC700 music driver, sequences, instruments and mixer. It uses a small CPU sound-test loop derived only in browser memory from the verified cartridge. At a music boundary, it receives the original sound state, then lets that music continue at normal speed. The renderer does not replay the finite listening copies from the music gallery, invent loop points or substitute a new soundtrack.

The separate audio renderer does not receive the chosen save-file handle or mount persistent save storage. The original ZIP and headered SMC remain preserved, along with the unchanged playable ROM and retained WASM.

Experimental coverage

The extra renderer uses additional CPU time and memory. A copied sound effect can leave a brief shared echo tail at a music change. If an effect had borrowed a music voice at that instant, that voice can return at the next note. Audio may briefly pause while a changed music state is confirmed.

The bridge observes original driver state at native iteration boundaries. These observations do not establish a lossless recording of every transient audio command; unusually short cues or changes inside one observation interval may be missed. A full campaign playthrough has not been completed, so this release does not claim every scene, alternate arrangement or sound interaction has been verified.

The original audio remains available by clearing the checkbox. The player also restores it if the independent music engine cannot be confirmed.

Validation and coverage

Tests used the unchanged playable cartridge and retained browser core. In a browser timing run, gameplay advanced at about 180 frames per second during fast-forward while music advanced at about 60. A separate native comparison produced identical complete sound states after the same number of normal-speed music frames, even while the game advanced three times as far.

Real original controller inputs changed the theme to the menu music and then to silence; the independent renderer followed those changes. Browser checks also covered audible music output, pause and resume, retaining the music position through an ordinary save hold, loading, rewind to music or silence, full-player browser backups, and returning to audible original audio. Portable snapshots restored exactly with the experiment turned off. All source archives, the playable ROM and retained runtime files passed their preservation checks.

This is an opt-in experiment. It has not been verified through the complete adventure or on every controller, browser and device.

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