Preservation journal · media release 1.0

Mega Man X2 preservation begins.

32 music cues, 95 effects and 537 image views now have their own collection, with source records and a dedicated repeating audio player.

What changed

The supplied archive and its exact ROM member were hashed and frozen. Audio was recovered through the original sound driver, and graphics were decoded with their native tile, palette and stage structures.

The player offers Repeat track, Repeat all and Repeat off. 26 music cues have verified frame loop points; other cues are explicitly labeled as whole-recording repeat.

What remains

This preservation release includes the emulated original, recovered media and a separate gallery of six new AI-assisted illustrations. Dynamic graphic swaps, every animation and every original palette association are not established by static exports. Coverage and unresolved records remain visible in the source inventories.

  • Unreferenced uncompressed data outside known stage-load tables
  • Every sprite frame assembly and animation
  • Palette animations and every runtime palette assignment
  • Background parallax, runtime effects and Cx4 geometry
  • Foreground composition and later-stage tile/palette load visual comparison against gameplay
  • The declared original sound command tables and music dependency lists were fully scanned; silent/null entries are preserved as diagnostics. Unreferenced alternate data and unknown control-command interactions are not claimed as a complete game soundtrack.
  • Sound-effect sample contexts from every original music dependency list were compared; no distinct additional sound-effect instrument variants were found.
  • Native loop bounds follow source-sequence recurrence; the unmodified-PCM seam is aligned within source timer ticks and checked against nearby natural sample steps. This records a playable frozen loop, not infinite original-hardware echo/noise phase equivalence.
  • Source cue IDs are retained. Names not established by game tables remain labeled by source ID.

Verification

All 32 music cues and 95 sound effects were decoded in the browser and compared sample by sample with their preserved PCM recordings. The 26 native sequence loops passed two repeated-wrap checks with no differing samples. The original ZIP and ROM hashes match the frozen inputs.

All 17 collectible approaches were exercised in the native SNES core against this exact cartridge. Browser checks covered one representative item shortcut for this game, boot, all three assist toggles, the opening health guard, item preview and zoom, exact Undo, external-load cancellation and the wrong-stage guard. Across the three games, the native surveys cover 60 approaches and the browser checks cover three representative shortcuts.

The source checks passed 44 cases: 22 music-player tests, seven WRAM-binding tests, nine queued-restore tests and six native-adapter tests. Layout checks covered 1120-pixel desktop and 390-pixel mobile viewports. Static graphics retain the dynamic tile, palette and animation limits documented in their inventory; this verification does not claim a campaign playthrough.

Original intake record → · Audio evidence → · Image evidence → · Original-player profile → · Release checks →

The playable original and optional guide

The unchanged supplied cartridge runs in the preserved local SNES core. Optional health, weapon-energy and lives controls begin off. Boss-weapon hints and collectible locations sit to the left of the game. The 17 verified item shortcuts reload the current stage through the original loader, with temporary runtime patches and an Undo option.

The new illustration gallery contains exactly six separate generated paintings using this game’s supplied reference and the selected painterly treatment. Their original files, prompts and reference hashes are retained. Generated paintings are labeled separately from cartridge graphics.

Play the original → · See the new illustrations →