Lagoon X68000 music and sound archive 1.2.0 November 2, 2026 CONTENTS 94 recordings from the supplied original game disks:40 populated music cues, 22 FM effects,9 sampled effects, and23 individual music samples. All four disks were inspected; these SOUND banks occur on the System disk. Original names, all 12 files and every original byte are retained in original-sound-files.zip. The supplied original DIMs/ZIPs and the published playable disk payloads are unchanged. No downloaded soundtrack, synthesized replacement or SNES audio is used. Music sample 22 is defined but never referenced by any of the supplied PCM music streams; it is included. No official song names were supplied. Recording labels are source IDs, not claimed official titles or verified gameplay roles. SOURCE BANKS ZSD.X is the original native driver (SHA2566e4bb62f4db528bff0199f64a62400bdae666ad414bba35200dca83e698aed89). OPMSONG.INF/DAT, PCMSONG.DAT andPCMPAT.DAT define the music. TONE.DAT has 64 complete 26-byte FM instruments. ADPCM.INF/PCM define 23 music samples. SOUNDEF.INF/DAT contain 22 defined FM effect offsets; SE.INF/PCM define 9 sampled effects. Original file identities and per-record offsets are in manifest.json and the source inventory JSONs. The remaining 24 music slots and 42 FM effect offsets are empty. SOUNDEF.INF nonetheless flags slots 22-43; zero-offset entries were never triggered. Effect20 references instrument 70 beyond the 64 complete tone records; its original native rendition, rather than an invented repair, is retained. SE.PCM has 12 bytes after the 9 defined sample records; the archive preserves them. NATIVE CAPTURE Pinned WebX68k host96abd36d33f8f8b78e114b4847d449c5c0684498; px68k corec7f831fc7ad6892c46f774ce15764644304cb328; WASM SHA256 1a50ee7fd034ce2960f6d08a4344750b7100efdc06100792f9cd03d4ac87e7cc. 10MHz M68000,2MB RAM, full frames, adjusted frame rates, no-wait for offline capture. Stereo signed16-bit core output at44100Hz. No-wait affects rendering speed, not sample rate or native music tempo. Original YM2151/MSM6258 synthesis retained. Core levels:OPM8, ADPCM10, lowered before mixing for headroom. Native defaults are OPM12, ADPCM15; the selected settings preserve their relative ratio within0.3dB. All 94 native captures were checked for audible data and zero clipped samples. Original sampled sounds run at15625Hz, then the core resamples to44100Hz. Native left/right sample panning was retained and checked, including one-sided samples. A private music-only System derivative replaces only IPL.X with a command mailbox program. The original ZSD driver loads the original banks normally. TRAP0 commands 0100|cue start music;0300|id start FM effects;0200|id start sampled effects. Music sample previews temporarily point the private SE metadata/address table at ADPCM.INF and its23 cumulative addresses; original record rate, pan and length stay intact. Every capture begins with a fresh native boot, so this remap cannot leak to normal sampled-effect recordings. No game saves or live game sessions are used. Two guarded render-only RAM trampolines count native loop-return opcode85 at ZSD text+A84 and loop-anchor opcode86 at+AC8. They preserve overwritten native instructions/registers/status; original bank bytes are unchanged. Polling occurs once per core frame. Native instruction validation confirms original/instrumented music state agreement for all 40 cues. Full px68k capture confirms38 looping cues and finite cues15/39. Event sample positions have approximately18ms resolution. EXPORT Music:full initial passage through two native loop returns, then4seconds of common stereo PCM fade. Cues15/39 retain native end plus 2-second release tail. FM effects retain native end plus 2-second release tail; PCM effects/music samples retain DMA completion plus0.3second filter tail. All finite exports have a10ms final de-click. Each file receives one common gain for both channels to peak-normalize to-2dBFS; no limiter, time stretch, equalizer or independent-channel normalization is applied. Music is FFmpeg7.1/libmp3lame VBRquality2 MP3. Effect/sample previews are lossless 16-bit stereo WAV. All 40 MP3s were decoded, with duration/sample-count checks allowing one1152-sample MP3 frame of codec padding; decoded peaks stay below full scale. WAV frame counts/rate/channels were checked. Exact decoded counts, peaks, gain and hashes are retained in manifest.json. Repeat track repeats the entire recording, including its fade; these exports do not claim gapless or sample-exact loop joins. REPRODUCTION capture-source-1.2.0.zip contains the capture/player/extraction sources and scripts. Copy the deployed x68000/lagoon tree into public/x68000/lagoon beside the scripts. Install Node22+, Python3.12+, NumPy andUnicorn from their official registries. Set LAGOON_FFMPEG to the official FFmpeg7.1 executable. Run: python make-render-disk.py node capture-all.cjs python validate-captures.py python encode-music.py node capture-all-effects.cjs python package-effects.py node build-music.mjs python package-source.py The new script paths use this source root. source-inputs/SOUND contains original bank bytes for the research scripts. The pinned core's complete corresponding source and GPL2 notices remain linked at ../../source/ on the game website. Copyright1990ZOOM. Existing English fan translation byNLeseul applies to game text, not to these original Japanese-disk music and sound recordings.