In the emulator

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.

probewhat 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.shwho 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 has been checked

whathowresult
the logolanza_bp.sh work/logo 0x66F90 bytes different
the titlelanza_vuelca.sh work/v4 "23"0 bytes and the 16 colours
the menu with Q*bertlanza_bp.sh work/menu_qbert 0x4735 120 "…" 120 -cartb qbert.rom0 bytes
the sheet and the palettelanza_bp.sh work/area_1 0x5D6E 1 and 2areas 0 and 1: 0 tiles and 0 colours different
the map on screena dump of the demo and work/area_1, area_2the screen rows, consecutive and in order in the map (25/25, 31/31, 31/31)
the room bosseslanza_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 passwordslanza_guion.sh with F1, HOME, HOME, the text and RETURN15 with their change in RAM
King Kong 2 next to itlanza_guion.sh … -cartb kingkong2.romKing Kong 2 boots; F4 → SAVE MODE

make coteja repeats the checks with whatever dumps there are in work/.

Worth knowing