INIT (0x40C7) sets interrupt mode 1, hooks H.KEYI, puts the stack at 0xE400, clears the kilobyte of RAM and waits. The hook (0x405C) saves the twelve registers, both sets with IX and IY, before doing anything. The sixteen scenes are in the table at 0x4119, stuck right behind the call of the dispatcher at 0x4096.
The game frame (0x48CE) is twenty-seven calls in a row, one for each thing that moves or is drawn, and the clock at the end.
0x4D0C draws a column: the index times ten, without multiplying, and ten indices from the map at 0x7604, one per row.0xE1A0 and goes to the name table from 0x39A0, row 13.0x49A6 sets up the stage and 0x49BB..0x49E7 pick its blocks with (0xE051). The screen at 0x6051 is set up only once, at power-on, with the stage at zero.0x70D6 loads the sprite patterns: three compressed blocks and their mirror images (0x443F, which reverses each byte and swaps the two halves).0x4C51 sets the baker's pose and 0x4C67 the jump, with the arc at 0x4CC3.0x5117 runs the three raccoons, with their ten states in the table at 0x5138; 0x51D9 makes them walk.0x4614.0x4775 swaps the controller reading for the 80 bytes at 0x6001 while in the menu.0x498E.tools/graficos.py: the scene and game VRAM, the bakery and the menu screens.tools/figuras.py: the baker and the raccoons.tools/coteja_partida.py and tools/omsx_partida.tcl: the check against openMSX.