16 KB in page 1 (0x4000-0x7FFF), an AB header with INIT at 0x40C7 and no BASIC. The screen is SCREEN 2.
The eight registers come from 0x474F: 02 E2 0E 7F 07 76 03 E1. In SCREEN 2, R3 and R4 are base and mask, so the colour table is at 0x0000 and the patterns at 0x2000.
| area | what is there |
|---|---|
0x0000 | the colour table |
0x1800 | the 64 sprite patterns |
0x2000 | the patterns |
0x3800 | the name table; the bakery, from 0x39A0 |
0x3B00 | the sprite attributes |
The game's whole RAM is 1 KB: 0xE000-0xE3FF, cleared by INIT. The stack is at 0xE400.
| area | what is there |
|---|---|
0xE000 / 0xE001 | the scene and the sub-state |
0xE003 | the frame counter |
0xE00B | its low three bits: the eight-beat |
0xE00D | the end-of-stage flag |
0xE038 | the copy of the eight VDP registers |
0xE050 | the player in turn, 48 bytes; the other at 0xE0C0 |
0xE051 | the stage counter, from zero |
0xE080 | the sprite buffer |
0xE110 | the state of the three raccoons |
0xE1A0 | the bakery window, 320 bytes |
It uses seven routines: RDPSG, RDVDP, SETRD, SETWRT, SNSMAT, WRTPSG and WRTVDP. It has its own for reading VRAM.
Both are drawn from the ROM and checked against openMSX down to 0 bytes.

