The cartridge

16 KB in page 1 (0x4000-0x7FFF), an AB header with INIT at 0x4077 and no BASIC. The screen is SCREEN 2.

VRAM, the other way round

The eight registers are loaded by 0x44EE from 0x44FF: 02 E2 0E 7F 07 76 03 E1. In SCREEN 2, R3 and R4 are base and mask, so the colour table is at 0x0000 and the patterns at 0x2000.

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0x0000the colour table
0x1800the sprite patterns
0x2000the patterns
0x3800the name table
0x3B00the sprite attributes
0x3B80the stage script: between 723 and 918 bytes

RAM

The game's whole RAM is 1 KB: 0xE000-0xE3FF, cleared by INIT. The stack is at 0xE400.

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0xE000the current scene
0xE003the frame counter
0xE005the interrupt lock, one bit
0xE010the three sound voices, eleven bytes each
0xE050the player in turn, 32 bytes; the other one at 0xE080
0xE051the stage number, in BCD
0xE05C / 0xE05Dthe stage counted from zero and its colour mask
0xE0B0the sprite buffer
0xE132the forty objects: row, column and type
0xE1DEthe three spiders, nine bytes each

The BIOS

It uses eight routines: RDVDP, RDVRM, SETRD, SETWRT, WRTVDP, WRTPSG, RDPSG and SNSMAT.

The two menu screens

Both are drawn from the ROM and checked against openMSX down to 0 bytes.

The company screen

The title screen