The cartridge

16 KB in page 1 (0x4000-0x7FFF), an AB header with INIT at 0x40C7 and no BASIC. The screen is SCREEN 2.

VRAM

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.

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0x0000the colour table
0x1800the 64 sprite patterns
0x2000the patterns
0x3800the name table; the bakery, from 0x39A0
0x3B00the sprite attributes

RAM

The game's whole RAM is 1 KB: 0xE000-0xE3FF, cleared by INIT. The stack is at 0xE400.

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0xE000 / 0xE001the scene and the sub-state
0xE003the frame counter
0xE00Bits low three bits: the eight-beat
0xE00Dthe end-of-stage flag
0xE038the copy of the eight VDP registers
0xE050the player in turn, 48 bytes; the other at 0xE0C0
0xE051the stage counter, from zero
0xE080the sprite buffer
0xE110the state of the three raccoons
0xE1A0the bakery window, 320 bytes

The BIOS

It uses seven routines: RDPSG, RDVDP, SETRD, SETWRT, SNSMAT, WRTPSG and WRTVDP. It has its own for reading VRAM.

The two menu screens

Both are drawn from the ROM and checked against openMSX down to 0 bytes.

The company screen

The title screen