The music

Every piece comes from running the cartridge's own sound engine (tools/musica.py with tools/motor_musica.py and tools/z80run.py): it is asked for with pide_sonido (p00:4D6E, which maps banks 4, 5 and 6 and calls p04:6472) and every frame p04:6978 is called, as the interrupt does. That gives the PSG and SCC writes of every frame, which are mixed into an MP3. The ones that start again are heard twice and fade out.

The check

The writes were compared with openMSX's, register by register (tools/omsx_psg.tcl and tools/coteja_psg.py):

The pieces

0x4E The Konami logo (and a boss falls: 0x25 sounds the same)

Asked for at p10:82D7 (0x25, at p02:9CB8 and p11:B575)

0x2E The title

Asked for at p10:83B3

0x28 The take-off

Asked for at p10:887B

0x48 The ship leaves

Asked for at p10:88A0 and p10:88E3

0x1B Stage 1

Asked for at p02:876A, the list of stage 1

0x1C Stage 2

Asked for at p02:876A, the list of stage 2

0x1E Stage 3

Asked for at p02:876A, the list of stage 3

0x1D Stage 4

Asked for at p02:876A, the list of stage 4

0x1F Stage 5

Asked for at p02:876A, the list of stage 5

0x20 Stage 6

Asked for at p02:876A, the list of stage 6

0x19 Stage 7 (OPERATION X)

Asked for at p02:876A, the list of stage 7

0x21 The bosses

Asked for at p02:876A, at the end of each list

0x24 A boss falls

Asked for at p02:9CFE, p11:A372 and p11:B580

0x27 The ship blows up

Asked for at p02:96A4

0x2F Between stages

Asked for at p10:8C36 and p10:8DB3

0x22 The tune at p00:56C4

Asked for at p00:56C4

0x30 The ending, without Nemesis 2

Asked for at p10:8FEA

0x31 The good ending

Asked for at p10:8FE6 and p03:A3DB

0x32 Game over

Asked for at p00:551F

0x34 The intro window

Asked for at p10:82C5