16 KB in page 1 (0x4000–0x7FFF), with no bank switching. The "AB" header declares only INIT (0x4010); STATEMENT, DEVICE and TEXT are zero.
INIT sets interrupt mode 1, writes a jp into the H.KEYI hook (0xFD9A) pointing at 0x4051, puts the stack at 0xE800, clears the work RAM 0xE000–0xE7FF, sets up the VDP and the first screen, and then falls into a jr to itself at 0x404F. From that point on the main program does nothing: the interrupt, once per frame, runs the whole game.
SCREEN 2. The name table is at 0x3800 and the sprite attribute table at 0x3B00. The cartridge does not store whole screens: it stores compressed scripts that a decompressor (0x446D, with its out (c),a core relocated to 0xE310) unpacks into VRAM.
Everything the game touches lives from 0xE000 up, under the stack:
djnz chains inside each handler