Not one capture here. Every picture is drawn from the bytes of the ROM with the cartridge's own tables: the stages, Wit and Cles, the enemies and the bosses, the faces, the scenes and the title. The check against the openMSX VRAM is still to be done. The listing reassembles byte for byte with make.
Each ruin's tune plays higher or lower, and with another instrument, depending on the mood of whoever goes in (p15:BE7A, p13:625D): happy, two semitones higher; calm, as written; sad and angry, one or two lower. Hear it in The music, taken from the engine and checked against openMSX.
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Each hero has four states: happy, calm, sad and angry (p06:A644). A happy Wit jumps a second time in the air, once per jump (p01:64F1); a happy Cles keeps walking on thin air for 32 frames as long as the direction is held (p01:62C7).
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Wit's shot is type 4 minus the state: waves, bar, ball or beam (p01:6B0D); Cles's blow is the state plus 6 (p09:B7C9). An angry Cles hits hard and breaks the big crate (p01:7398, p01:7431). Happy, nobody pushes blocks; the other three states push them, each at its own speed (p01:7BD0).
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Each one sets its mood (p01:75EE), and each ruin sets the starting one (p00:4575).
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In INFORMATION you buy SPD and JMP with coins (p06:A0EA). The prices depend on the character: Wit 70 and 60, Cles 50 and 80 (p06:BF6C).
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The game looks in the other slots for four catalogue numbers (p06:B751). With RC-749 (The Maze of Galious) you start with 100 coins (p00:45F7); with RC-750 (Metal Gear), half the damage (p01:72FF); with RC-751 (Nemesis 2), F5 CONTINUE after GAME OVER (p00:4427); with RC-752 (F1 Spirit), the happy powers, always (p01:64F1, p01:62C7).
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A Japanese MSX gets the texts in Japanese; any other, in English (0x002B, p05:9849). The font holds hiragana and 28 kanji (p14:9289).
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On reaching ruins 1-4, a map makes the ruin blink and types out its password: JUBA RUINS, HARAPPA RUINS, GANDHARA RUINS or MOHENJO DARO (p06:A2BB). On the title screen, CTRL or button B asks for it (KEYWORD, p00:4643), and with it you start at that ruin (p00:45CB).
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Under each picture is where it comes from and what is on it.
p05:9988 (p05:96EA). Not yet checked against the VRAM.p10:5FFE), with what each holds on entry: enemies and their nests (p09:B12B), traps (p15:A4F9), items (p12:B8BB) and the boss (p09:BED3).p05:93C6) with the ruin marked and its password, for ruins 1-4.p00:5BC6) from their frame tables (p14:97AE, p14:9BCE), at the pace of p01:69E6.p06:A644, p06:A64C).p09:B12B), with their frames (p15:B744) and colours.p03:A81D) and the balloon shown when the mood changes (p15:A426).p04:71D5).