The ship and its weapons

The ship, the gauge pieces and the items are drawn from the bytes of the ROM. The GIFs are the VRAM of every frame of a game in openMSX, painted the way the TMS9918 paints it (tools/anima.py), one frame in three.

The ship

The fourteen poses of the ship

The fourteen poses.

Two 16 x 16 sprites and fourteen poses (p09:A145-p09:A19F, patterns at p14:95F7): level, climbing and diving, the same with the shield in front, and as many again for the vertical stages. The shield takes the hits counted in IY+22 (p02:960B).

There are two ships: SABEL TIGER, flown by IGGY ROCK, and THRASHER, flown by ZOWIE SCOTT. The SELECTION screen at p12:B877 asks YES or NO to «PLAYER1 JOINT GAME».

The weapons

The four options behind the ship

The four options, following the ship along the path it took.

At the bottom, the gauge has seven boxes (p00:5D8E). Each 0x29 capsule moves the chosen box along (p02:97C9) and the second button activates it (p02:8929): the box raises its weapon one level, with its routine from the table at p02:8967. On the right, a 5-character window says what is carried: a piece from the table at p14:8849, 35 bytes of pattern and one of colour, chosen by the box and its level (p00:5E52).

The 22 window pieces

The 22 pieces, drawn from the ROM. Those of the seven boxes are identical to the ones the game paints in openMSX when picking up each capsule (tools/armas.py coteja).

Box Level 1 Level 2 Level 3
1 SPEED, seven times    
2 NORMAL TWIN TRIPLE
3 2WAY-B HAWK WING HOWMING
4 RIPPLE ARMING  
5 LASER METEO SCREW
6 OPTION, up to four (three with two players)    
7 F.FIELD, ten hits    

Each link leads to the ship firing that weapon.

Boxes 2, 4 and 5 are the main weapon (IY+40: 1 NORMAL, 2 RIPPLE, 3 LASER, 4 SCREW, 5 METEO, 6 TWIN and 7 TRIPLE) and box 3 and the ARMING the panel weapon (IY+41: 1 to 3 the missiles and 4 the ARMING). The game only gives the second and third levels with both ships joined, in state 3 or 4 (p02:8995), when the window says PILOT or Co.PILOT. For the GIFs the weapon was set by hand in RAM (0xE340 and 0xE341); the options and the F.FIELD are activated as in the game. The ARMING goes wherever the controller is pushed (p03:B43F): with the ship still, it does not fire.

The capsules and the items

The six items

Items 1 to 6, drawn with the runs at p09:A331. Items 2 and 3 are identical, at 0 bytes, to the VRAM of two games in openMSX.

There are three capsules (p02:9670):

The 0x29 and the 0x2A are in the sheet of the stage 4 enemies. The 0x35 has not shown up in any of the recorded games, and it is not drawn here.

Some enemies drop one of these items when destroyed (p01:7C36; with one player, 1 to 4). They are four characters in the scenery (p02:8B97) and give 30 points when picked up (p02:9909). Each one sets a clock (0xE630 the mode, 0xE631 the time) and its piece in the window (p02:991E):

Item In the window The clock
1 S.STOP mode 1, 0x10
2 O.HOLD mode 2, 0x15, and IY+34 = 1
3 SPARK mode 3
4   nothing
5   mode 5, 0x10, on the other player
6 O.CHAIN mode 6, 0x30

Stages 3, 5 and 6 also have items to pick up (p12:A5CE). Picking one up brings a screen with its result. Item 1 says «IN THE RUIN OF LATIS... YOU HAVE GOT A CRYSTAL BREEZE» and p01:7B73 sets 0xE30A to 1.