The cartridge

titleKing Kong 2: Yomigaeru Densetsu (キングコング2 甦る伝説, Konami, 1986)
numberRC-745
machineMSX2 (V9938), SCREEN 5
size131,072 bytes: 16 banks of 8 KB
mapperKonami without SCC (Konami4)
soundPSG, three channels
sha2569c42a0b4d4219176e0e894c434deb0b479cde3ce9edbd9e99395a8baae6c01d6

It is MSX2 even if it does not look like it at first: p00:46DD waits for the CE bit of status register 2 and p00:4706 issues VDP commands (LINE, HMMV, HMMM, LMMM, PSET). On an MSX1 machine it keeps waiting in that loop.

The mapper

Bank 0 is fixed at 0x4000-0x5FFF. The other three slots are chosen by writing the bank number to 0x6000, 0x8000 and 0xA000, and here always three at a time: p00:42C6 has five gates (1-2-3, 4-5-6, 7-8-9, 10-11-12 and 13-14-15). That is why every bank always goes to the same slot, which is decided by the remainder of its number divided by three:

slotbanks
0x4000 (fixed)0
0x60001, 4, 7, 10, 13
0x80002, 5, 8, 11, 14
0xA0003, 6, 9, 12, 15

The copies of what is mapped live at 0xF0F1-0xF0F3, and 0xF0F6 keeps a reserve bank for 0xA000: 76 bridges in bank 0 are call X / jp 0x4215, and 0x4215 puts that bank back when done.

What each bank holds

Nine banks carry code; seven are data only.

bankwhat it holds
0start-up, the interrupt, the VDP commands, how a screen is built, the sprites, the enemy records, the bosses uploaded raw
1the game states, keyboard and joystick, Mitchel, the items, each area's music, who talks
2the conversation engine, the changing scenery, the figure that follows Mitchel and half of the enemies
3the other half of the enemies, what they throw and what they drop when they die
4the sound player and its tracks; the planes of the split screens
5the enemies' sprite patterns (RLE) and the letter font (p05:9F99)
6the arrival on the island, the three endings, the title, the passages and the alternate planes
7, 8which tile set each screen uses, the palettes, the blocks of 4 × 4 tiles and the item icons (p07:630A)
9hits and damage, experience, each screen's neighbours (p09:B1C5) and the scenery that can be removed
10, 11the outdoor map (25 blocks per screen, p10:6000) and 8 × 8 tiles
12what each conversation line does, their texts and the item window
13Mitchel's poses, the enemies of each screen and the graphics of the sprite bosses
14the figures of the bosses painted by the VDP
15the names of items and enemies, the scenery that dissolves dot by dot

The VRAM

SCREEN 5, 256 × 212 in 16 colours. Page 0 is the one on view; page 1 is the store:

The RAM that matters

addresswhat it is
0xC100 / 0xC101the game state and its step
0xC125the screen
0xC131the plane (0, outdoors; on split screens, the alternate one)
0xC127DAYS
0xC129LIFE
0xC12BEXP
0xC12ELEVEL
0xC12FMP
0xC135GOLD
0xC140 / 0xC141SHOT1 (the weapon) and SHOT2 (the item)
0xC16Ehow many times you have continued
0xC300-0xC306Mitchel: state, y, x, direction
0xC400the items on the ground (4 records)
0xC500the scenery that can be removed (3 records)
0xC600the figure that follows Mitchel
0xC800the thing that can be pushed
0xD000the 13 enemy records, 0x80 bytes each
0xDE00, 0xDF00the dead bosses and the dead enemies around