Not one capture here. Every picture is drawn from the bytes of the ROM and checked to 0 bytes against the running cartridge or the openMSX VRAM. The tunes come from the cartridge's own engine and match openMSX frame by frame. The listing reassembles byte for byte with make.
To get into the game it looks in its start-up code for the address of an interrupt hook: first H.TIMI, where Konami's six MSX2 cartridges hook in, then H.KEYI, the MSX one (p00:588C). Game Master 1 only looked for the second.
Read in the code.
If the game has no second header at 0x4010, it adds up the 256 bytes at 0x5000 and looks the sum up at p00:44BE: Game Master 1's 62 plus five for Vampire Killer and one for Hinotori. 35 are checked by adding up the ROMs.
To clear the VRAM it uses BIGFIL (0x016B) on MSX too, where that BIOS entry does not exist: the VRAM is not fully cleared. It does not show because what is left falls on characters the screen does not use.
Checked against openMSX.
The Tennis and Hockey engine has three music tracks and two effect tracks; the effects take PSG voice B or C while they play and give it back when they end (p08:A291). It never touches an SCC.
Checked against openMSX.
On MSX2 the colours of the three curves rise a little each day of the animation until they end up yellow, cyan and magenta (p06:A2B7).
Checked against openMSX.
The “GAME MASTER II” title reuses characters between words (p09:8D99). At the bottom of the middle of the M of MASTER (p09:8DD5) it puts character 0x21, the corner of the G, where the M of GAME has 0x26.
Checked against openMSX.
Under each picture is where it comes from and what is on it.
p09:82CA).p09:8D27).p00:5DEE).p07:81A2).p07:81A2).p05:8B1B).p09:8B20).p09:8692).p05:8B29).