COSOMGame preservation
Super Nintendo / US version

The image
archive.

The characters. The places.
The little details between.

Original sprites, backgrounds and effects recovered from the game ROM. Explore the collections, inspect the pixels, and download the artwork.

360 image collections · 1,215 sprite poses · 296 background regions

Download all images ↓Recovery notes ↘
Look a little closer

Original game artwork.

PNG images · original pixel dimensions
Transparent sprites where applicable

360 collections

Choose an image to inspect
Keep a clear record

From the cartridge.
For the archive.

The image files retain their original pixels. The source notes record how they were recovered.

All images & downloads →

Extraction scope

All 1,416 sprite-frame records are inventoried: 1,215 nonempty indexed poses are assembled and 201 empty/control records remain documented. The archive also covers all 25 raw sprite banks (25,600 indexed tiles), all 173 resource-directory entries, 26 unique area descriptors and 296 assembled background regions. Palette variants, shared static-memory dependencies, opening/ending scene views, and interface art are labeled separately; see each entry for color-reference limits.

Characters and effects

Sprite poses are assembled from the original ROM transfer lists and positioned pieces. Their transparent PNGs retain the original shapes, colors and anchor metadata. Empty/control records and exact aliases are documented separately.

Backgrounds

The gallery presents compact region atlases and separate parallax layers. The download includes full stored world-map planes and coordinate maps, including filler and unused placements; these are not flattened gameplay panoramas.

Screens and interface artwork

Scene views show the original engine output. Separate screen layers expose recovered background and interface art. They are labeled independently from sprite sheets and complete background maps.

Original pixels and colors

PNG dimensions are native unless an entry explicitly states otherwise. Sprites use transparency. Runtime palette observations and native spawn records verify many color assignments; any remaining ROM palette reference assignments are explicitly labeled. Raw indexed art and all original palettes are preserved for further comparison.

Unused enemy palette

The US ROM retains enemy Kunoichi poses but its associated palette slot is filled with FFFF placeholders. That unused set is displayed as grayscale palette indices and labeled accordingly; the missing original colors have not been invented.

Preservation downloads

The complete archive includes PNG collections, individual sprite-frame ZIPs, metadata and the source graphics archive. SHA-256 checksums identify each published file.

Original source

Extracted from the supplied US SNES ROM. Headerless source ROM SHA-256:
3c109e50b91ec6df3bb8509778ae544c99433fb40dda9b801178dfe513053618

Audio archive

The existing collection includes 23 music tracks and 113 sound-effect recordings. Listen to the music and sounds →

Credits

Original game artwork belongs to its respective creators. This gallery documents a personal preservation project.

Native graphics downloads

Original background maps, graphics & palettes ↓

Native sprite banks, frame tables & indexed graphics ↓

Image index, dimensions & SHA-256 checksums ↓

Complete image archive ↓