Everything checked by playing was done in openMSX with the C-BIOS_MSX2_JP machine and -romtype Konami, one emulator at a time, with the probes in tools/. The dumps go to work/, which does not travel in the repository: they are made again with these commands.
| probe | what it does |
|---|---|
lanza_vuelca.sh <dir> "<seconds>" ["<spaces>"] | dumps VRAM, palette, RAM and registers at those moments |
lanza_bp.sh <dir> <address> [time] | dumps when the Z80 goes through there |
lanza_guion.sh <dir> "<script>" | waits for the game (state 5) and runs a script: keys, text, dumps |
lanza_lecturas.sh | who reads each byte of the cartridge (a read watchpoint) |
The three that take extra arguments pass them on to openMSX: that is how another cartridge goes into slot B (-cartb kingkong2.rom -romtype Konami).
| what | how | result |
|---|---|---|
| the logo | lanza_bp.sh work/logo 0x66F9 | 0 bytes different |
| the title | lanza_vuelca.sh work/v4 "23" | 0 bytes and the 16 colours |
| the menu with Q*bert | lanza_bp.sh work/menu_qbert 0x4735 120 "…" 120 -cartb qbert.rom | 0 bytes |
| the sheet and the palette | lanza_bp.sh work/area_1 0x5D6E 1 and 2 | areas 0 and 1: 0 tiles and 0 colours different |
| the map on screen | a dump of the demo and work/area_1, area_2 | the screen rows, consecutive and in order in the map (25/25, 31/31, 31/31) |
| the room bosses | lanza_guion.sh work/salas with tools/guion_salas.txt (the gate to 0xC486 and 0xC485 = 0x80) | each room, its whole boss in the VRAM; none of the unloaded figures |
| the passwords | lanza_guion.sh with F1, HOME, HOME, the text and RETURN | 15 with their change in RAM |
| King Kong 2 next to it | lanza_guion.sh … -cartb kingkong2.rom | King Kong 2 boots; F4 → SAVE MODE |
make coteja repeats the checks with whatever dumps there are in work/.
screenshot come one step late when it runs unthrottled; what counts are the dumps.