Athletic Land 1984
Konami · MSX · 16 KB cartridge · RC-700
Konami's first MSX cartridge. The game is a table of thirty-two screens, not a map, and what kills you is not the height you fall to but the height you fell from. The vine is nine drawings, each ending with the three bytes that say where its tip is.
16,384 bytes · 0 unexplained · reassembles byte for byte · 7,448 of code, 8,936 of data · 513 routines · commented to 29.7%
RepositoryWebsite
Antarctic Adventure 1984
Konami · MSX · 16 KB cartridge · RC-701
Three different builds of this cartridge are taken apart here, each in its own folder, and all three reassemble byte for byte. The attract mode is a recording: 64 bytes carrying the joystick's own bits, read one every 32 frames. And NEW ZEALAND is spelled out inside for a research base nobody visits.
16,384 bytes · 0 unexplained · three builds, all byte for byte · main listing: 5,947 of code, 10,437 of data · commented to 24.0%
RepositoryWebsitewhich build is which is not settled
Monkey Academy 1984
Konami · MSX · 16 KB cartridge · RC-702
Konami's arithmetic cartridge. The five levels are five scripts of three to five bytes, the digit that gets hidden depends on the one you can see, and the fruit gets thrown back and forth between the monkey and the crabs.
16,384 bytes · 0 unexplained · reassembles byte for byte · 8,962 of code, 7,422 of data · 498 routines · commented to 25.9%
RepositoryWebsite
Time Pilot 1983
Konami · MSX · 16 KB cartridge · RC-703
The plane does not move: it turns, one step at a time between sixteen directions, and only the drawing in use is in video memory. The shots and the end-of-era machine are not sprites but screen characters that read the cell before writing themselves into it. And the attract mode flies by reading the cartridge's own code.
16,384 bytes · 0 unexplained · reassembles byte for byte · 8,911 of code, 7,473 of data · 593 routines · commented to 23.4% · measured in openMSX: the interrupt takes 50.1% of the frame
RepositoryWebsite
Frogger 1983
Konami · MSX · 8 KB cartridge · RC-704
Half the size of any other Konami cartridge here, and it carries the very same sound player as Time Pilot: 163 bytes with only three different. Logs and cars do not spend a single sprite — four pre-generated versions of every drawing, shifted two pixels at a time — and the whole attract mode fits in fifteen bytes.
8,192 bytes · 0 unexplained · reassembles byte for byte · 4,880 of code, 3,312 of data · 314 routines · commented to 25.6%
RepositoryWebsite
Super Cobra 1983
Konami · MSX · 8 KB cartridge · RC-705
The main thread does nothing: it hooks the interrupt and settles into a jr $ forever, so the whole game runs inside the video hook. It shares 400 bytes with Athletic Land and not one run of bytes with Frogger, from the same year and the same 8 KB. And the letters are not even in the cartridge: they are copied from the BASIC ROM.
8,192 bytes · 0 unexplained · reassembles byte for byte · 5,783 of code, 2,409 of data · 407 routines · commented to 24.2%
RepositoryWebsite
Konami’s Billiards 1984
Konami · MSX · 16 KB cartridge · RC-706
Collision physics in the eight kilobytes the game uses: trigonometry by slope, a twelve-byte square root that rounds, and 45° bounces done by swapping the two velocity components, without one multiplication. There are only seven balls — the eighth entry is the point you aim at — and the attract mode plays by writing the fire button into the same variables where the player’s keys land.
16,384 bytes · 0 unexplained · reassembles byte for byte · 5,343 of code, 11,041 of data · 333 routines · commented to 39.3%
RepositoryWebsite
Konami’s Mahjong Dojo 1984
Konami · MSX · 32 KB cartridge · RC-707
The whole game runs inside the interrupt — the deal, the scoring, the screens — while the main program is an ei / jr $ that never gets the machine back. And the computer does not play mahjong: its thirteen tiles are written into the cartridge one away from completion, and the tile it throws is drawn from the wall and then filtered so it looks like a human discard. Even the empty slot in its face-down hand is theatre.
32,768 bytes · 0 unexplained · reassembles byte for byte · 15,432 of code, 17,336 of data · 1,001 routines · commented to 30.7%
RepositoryWebsite
Hyper Olympic 1 1984
Konami · MSX · 16 KB cartridge · RC-710
Almost nothing here is drawn: the screens are scripts that get interpreted, and the large letters are manufactured by stretching the small ones. The 400 metres does not exist in the arcade — it is the 100 metres label with one glyph changed. And the stopwatch was worked out for 60 Hz, so in Europe a «12.00» is really 14.4 seconds.
16,384 bytes · 0 unexplained · reassembles byte for byte · 9,335 of code, 7,049 of data · 569 routines · commented to 33.4%
RepositoryWebsite
Hyper Olympic 2 1984
Konami · MSX · 16 KB cartridge · RC-711
Four new events on the previous cartridge’s program: 83.4 % of its instructions are here, and the motor that span the hammer over there is the one that lifts the high jumper. What belongs to this one fits in 1,519 bytes — and in the first event’s label, which reads 110 HURDLERS, with the typo written into the ROM.
16,384 bytes · 0 unexplained · reassembles byte for byte · 9,872 of code, 6,512 of data · 647 routines · commented to 29.9%
RepositoryWebsite
Circus Charlie 1984
Konami · MSX · 16 KB cartridge · RC-712
The whole game lives inside the interrupt: INIT hooks H.KEYI and sits forever on a jr $. Five circus acts chosen by a single byte, and the ring drawn from the cartridge's tables, frame by frame, without one byte differing from the emulator.
16,384 bytes · 0 unexplained · reassembles byte for byte · 7,894 of code, 8,490 of data · 576 routines · commented to 47.1%
RepositoryWebsiteThe five acts drawn from the cartridge's tables, with Charlie and the obstacles: 0 bytes different from openMSX.
Magical Tree 1984
Konami · MSX · 16 KB cartridge · RC-713
The level lives in VRAM: each stage's script goes up to 0x3B80, behind the sprite attributes, and the screen doubles as the map. Nine stages drawn from the cartridge's tables without one cell differing from the emulator.
16,384 bytes · 0 unexplained · reassembles byte for byte · 8,537 of code, 7,847 of data · 628 routines · commented to 47.4%
RepositoryWebsiteThe tree's nine stages, whole, drawn from each stage's script: 0 cells different from openMSX in 156 dumps.
Comic Bakery 1984
Konami · MSX · 16 KB cartridge · RC-714
A 92-column bakery whose machines change from one stage to the next, an eight-minute working day, and the raccoons the listing called carts, drawn from the ROM without one byte differing from the emulator.
16,384 bytes · 0 unexplained · reassembles byte for byte · 8,097 of code, 8,287 of data · 535 routines · commented to 46.9%
RepositoryWebsiteThe baker's fourteen poses, the three raccoons and the bakery of each stage, drawn from the ROM: 0 bytes different from openMSX in 16 dumps.
Hyper Sports 1 1984
Konami · MSX · 16 KB cartridge · RC-715
Its four events are written into the ROM as plain text — DIVING, TRAMPOLINE, LONG HORSE, HORIZONTAL BAR — and two players take turns by swapping the whole block of state. Unlike its Hyper Olympic siblings, it carries no hidden Konami mark.
16,384 bytes · 0 unexplained · reassembles byte for byte · 5,953 of code, 10,431 of data · 386 routines · commented to 25.1%
RepositoryWebsite
Cabbage Patch Kids 1984
Konami · MSX · 16 KB cartridge · RC-716
Before you play, it asks you two things: which kid you want and what it is called — ten letters that come out of the factory saying ANNA LEE, written in next to the three lives. It is another Konami cartridge recompiled, and it still carries 439 bytes of that game's scenery that nothing here reads.
16,384 bytes · 0 unexplained · reassembles byte for byte · 7,981 of code, 8,403 of data · 562 routines · commented to 24.5%
RepositoryWebsite
Hyper Sports 2 1984
Konami · MSX · 16 KB cartridge · RC-717
Skeet shooting, archery and weight lifting. The bow scores with Pythagoras and no square root, against ring radii already squared; the clays are not random but read bit by bit from two tables; and a lift is good only when three judges’ lights come on, one every 0x20 frames.
16,384 bytes · 0 unexplained · reassembles byte for byte · 6,956 of code, 9,428 of data · 500 routines · commented to 22.7%
RepositoryWebsite
Hyper Rally 1985
Konami · MSX · 16 KB cartridge · RC-718
The road is pseudo-3D with no 3D: each strip is picked from a table of shapes indexed by the curve ahead. And hidden at the tail of the ROM, in katakana, is Konami’s house mark — RC-718 — the signature Manuel Pazos found.
16,384 bytes · 0 unexplained · reassembles byte for byte · 6,446 of code, 9,938 of data · 428 routines · commented to 22.8%
RepositoryWebsite
Konami's Tennis 1984
Konami · MSX · 16 KB cartridge · RC-720
The screen’s three thirds painted with a single loop that reads its own output, the colour table kept underneath the pattern table, and every player built from five stacked sprites. The chair umpire has three faces so he can follow the ball with his eyes.
16,384 bytes · 0 unexplained · reassembles byte for byte · 7,882 of code, 8,502 of data · 492 routines · commented to 32.4%
RepositoryWebsite
Sky Jaguar 1984
Konami · MSX · 16 KB cartridge · RC-721
There are no levels: one 1,920-row stage that repeats. And the fine scroll is not computed but stored — every landscape strip is kept in eight versions, the same one started zero to seven rows lower. The giant enemy has no body sprites either: the background draws it.
16,384 bytes · 0 unexplained · reassembles byte for byte · 7,086 of code, 9,298 of data · 461 routines · commented to 32.1%
RepositoryWebsite
Konami's Golf 1985
Konami · MSX · 16 KB cartridge · RC-723
Nine holes in 16 KB, and every one of them stored once: the same bytes are read as a VRAM script to paint the plan view and as data to build the grid that knows fairway from bunker. The wind is rolled from the memory refresh register, and the ball’s height is never stored anywhere — it is the gap between its two sprites.
16,384 bytes · 0 unexplained · reassembles byte for byte · 8,665 of code, 7,719 of data · 558 routines · commented to 35.4%
RepositoryWebsite
Konami's Baseball 1984
Konami · MSX · 16 KB cartridge · RC-724
The script’s address written behind the CALL itself, the twelve teams of the 1984 Japanese league hidden in twelve letters, and a computer opponent that plays by writing into the joystick slot. The menu demo plays itself, and it is silent on purpose.
16,384 bytes · 0 unexplained · reassembles byte for byte · 9,618 of code, 6,766 of data · 629 routines · commented to 44.5%
RepositoryWebsite
Yie Ar Kung-Fu 1985
Konami · MSX · 16 KB cartridge · RC-725
The cartridge’s two builds collated instruction by instruction: 95% of their bytes differ and 97% of their instructions match. What actually changes is a mask that the hard one makes depend on the level — and the fact that only that one carries Konami’s hidden mark.
16,384 bytes · 0 unexplained · reassembles byte for byte · 7,494 of code, 8,890 of data · 568 routines · commented to 44.0%
RepositoryWebsite
King's Valley 1985
Konami · MSX · 16 KB cartridge · RC-727
The colour table kept underneath the pattern table, the explorer’s position in twenty-four bits, and eighty-seven bytes of code hidden behind a push. Sprite flicker is shared out on purpose, and the stone changes colour every four rooms.
16,384 bytes · 0 unexplained · reassembles byte for byte · 9,803 of code, 6,581 of data · 651 routines · commented to 45.5%
RepositoryWebsite
Mopi Ranger 1985
Konami · MSX · 16 KB cartridge · RC-728
The house’s secret bonus —5730 points, which read go-na-mi in Japanese—, an attract mode that is not AI but a recorded game of 77 keypresses, and a game that keeps no collision map: it reads the screen to find out where you can walk.
16,384 bytes · 0 unexplained · reassembles byte for byte · 7,789 of code, 8,595 of data · 512 routines · commented to 53.0%
RepositoryWebsite
Pippols 1985
Konami · MSX · 16 KB cartridge · RC-729
It scrolls one pixel at a time in a video mode with no scroll register: the background sits in video memory eight times over, each copy a pixel lower, and the whole screen is rewritten every frame. That costs three quarters of the machine's time, measured in the emulator, and the road of every stage fits in 328 bytes.
16,384 bytes · 0 unexplained · reassembles byte for byte · 9,099 of code, 7,285 of data · 675 routines · commented to 23.1%
RepositoryWebsite
Road Fighter 1985
Konami · MSX · 16 KB cartridge · RC-730
A game that stores nowhere where the road is —it reads it off the screen—, a routine hidden inside its own pointer table, and two builds that differ by a single byte.
16,384 bytes · 0 unexplained · reassembles byte for byte · 7,797 of code, 8,587 of data · 482 routines · commented to 55.1%
RepositoryWebsite
Konami's Ping Pong 1985
Konami · MSX · 16 KB cartridge · RC-731
A table whose right half is not stored anywhere —it is drawn by mirroring the left one byte by byte—, forty frames each carrying the pointer to its own patterns right behind it, and the whole of table tennis scoring written in BCD.
16,384 bytes · 0 unexplained · reassembles byte for byte · 7,676 of code, 8,708 of data · 548 routines · commented to 64.3%
RepositoryWebsiteThe densest listing in the series.
Konami’s Soccer 1985
Konami · MSX · 32 KB cartridge · RC-732
A 1985 football game that calls offside —and only from level 3 up against the machine—, twelve players that are not sprites but 3x3 tile patches over an eighty-column pitch held in RAM, and an aim that is never computed: it is looked up in two tables.
32,768 bytes · 0 unexplained · reassembles byte for byte · 20,116 of code, 12,652 of data · 1,213 routines · commented to 36.5%
RepositoryWebsiteThe same cartridge also came out as Konami’s Football: one instruction out of 9,755 differs.
Hyper Sports 3 1985
Konami · MSX · 32 KB cartridge · RC-733
Four events and four different ways of moving the screen: a circuit that is not in VRAM but in two RAM windows, a runway stored twice to move half a tile at a time, half a sheet of ice mirrored by hand, and a cyclist who is not a sprite but four tiles with eight one-pixel copies. Plus a demo nobody plays: it is a recording.
32,768 bytes · 0 unexplained · reassembles byte for byte · 14,410 of code, 18,358 of data · 931 routines · commented to 34.5%
RepositoryWebsiteThe world records live in RAM, because the game overwrites them.
The Goonies 1986
Konami · MSX · 32 KB cartridge · RC-734
A hundred rooms and not one repeats, in 32 KB, and none of them is drawn: each room is eighty bytes pointing at 8x4 tile blocks, and those blocks share tails and can be asked for mirrored. And the name of each round is its own password: the very bytes that paint the caption are the ones you type to get there.
32,768 bytes · 0 unexplained · reassembles byte for byte · 17,422 of code, 15,346 of data · 1,176 routines · commented to 36.9%
RepositoryWebsiteAll one hundred rooms drawn from the ROM, and 64,000 tiles in 2,983 bytes.
Konami’s Game Master 1986
Konami · MSX · 16 KB cartridge · RC-735
Not a game: the cheat cartridge. It plugs in beside another one, works out which game it is by adding up 256 bytes of its ROM, and patches that game’s start-up in RAM to take over its interrupt. Its “cheat active” light is the CAPS LED.
16,384 bytes · 0 unexplained · reassembles byte for byte · 10,522 of code, 5,862 of data · 663 routines · commented to 22,1 %
RepositoryWebsiteThe only commercial MSX cartridge whose entire job is to read and modify another cartridge. It recognises 28 games.
Konami's Boxing 1985
Konami · MSX · 32 KB cartridge · RC-736
Six opponents out of three figure archives, and still six faces. There are six names in the table at 0x5661 and the figures come out of a table of three words, but every opponent figure hides one piece more that only the second round paints: SANCHESS's long hair, CHINA KHAN's pigtail, MOAI Jr.'s face —and only the moai changes colour. And the scorecard is kept upside down — it adds up faults and finishes with 10 - faults, which is the ten-point must system of real boxing.
32,768 bytes · 0 unexplained · reassembles byte for byte · 6,932 of code, 25,836 of data · 475 routines · commented to 52.6%
RepositoryWebsite
Yie Ar Kung-Fu II 1985
Konami · MSX · 32 KB cartridge · RC-737
It looks for its own first part in the next slot. Before installing the interrupt hook it scans the four slots and takes two 16-byte sums, and it tells the two builds of Yie Ar Kung-Fu (RC-725) apart. Inside, half a screen: the scenery is drawn only on the left and the right half is the same patterns with all eight bits reversed.
32,768 bytes · 0 unexplained · reassembles byte for byte · 13,725 of code, 19,043 of data · 1,027 routines · commented to 40.9%
RepositoryWebsite
Knightmare 1986
Konami · MSX · 32 KB cartridge · RC-739
Konami left two typos in its cosine tables. A cosine quadrant can only go down; these two go up once each, and the value that goes up is precisely the only one that departs from the function. Inside there is also a cheat that asks for left and right at once — impossible on a joystick — and hands over twenty-six lives.
32,768 bytes · 0 unexplained · reassembles byte for byte · 15,233 of code, 17,535 of data · 985 routines · commented to 22.4%
RepositoryWebsite
Twin Bee 1986
Konami · MSX · 32 KB cartridge · RC-740
Only half a ship is in the ROM. Each sprite pattern stores its left half; the right half is worked out by flipping every byte bit for bit, which is why everything that flies in this game is symmetric. And the demo is a recorded game: twenty-eight joystick readings fed in through the player's own door, with the Z80's R register set to zero so the randomness comes out the same every time.
32,768 bytes · 0 unexplained · reassembles byte for byte · 14,406 of code, 18,362 of data · 1,000 routines · commented to 41.4%
RepositoryWebsite
Konami's Synthesizer 1986
Konami · MSX · 32 KB cartridge with a DAC · RC-741
Not a game: a synthesizer that computes every note sample by sample on the Z80 and plays it through an 8-bit DAC. The seven screens, the sixteen TONE EDITs and the fourteen waves, drawn from the ROM and checked against openMSX down to zero; the engine written anew gives the sixteen tones byte for byte, and what reaches the DAC is checked too. Plus the pitch, which is a loop of cycles with thirteen paddings, the noise that comes from the BIOS, and the tape with seven SAMPs that came with the cartridge.
32,768 bytes · 0 unexplained · reassembles byte for byte · 16,229 of code, 16,539 of data · 1,187 routines · commented to 43.6%, none below 10%
RepositoryWebsite
Nemesis / Gradius 1986
Konami · MSX · 128 KB MegaROM · RC-742
Twelve stages of Gradius in a 128 KB MegaROM, and the terrain is not in video memory: it is 22 rows of 32 cells in RAM, shifted one column left by hand every scroll step with 22 ldirs. That is what lets the twelve maps on the site be drawn from the ROM and checked against the cartridge running. There is no random generator anywhere in the 128 KB: the stars, the falling rocks and the out-of-step blinking all come out of the Z80’s R register.
131,072 bytes · 0 unexplained · reassembles byte for byte · 25,471 of code, 105,601 of data · 1,540 routines · commented to 23.4% · 12 maps
RepositoryWebsite
Penguin Adventure 1986
Konami · MSX · 128 KB cartridge · RC-743
Two hidden keyboard codes: NORIKO and KAZUMI. They turn on a CONTINUE that does not exist without them, and the proof is in the watcher itself: the nine keys it polls are exactly the letters needed to spell those two names and no others. And the gambling machine is a real slot machine — the cherry takes five of sixteen slots and is the only symbol that pays on its own. And the good ending or the bad one —the princess alive or dead— does not depend on how you play: it depends on how many times you pause, a finding of Manuel Pazos’s that is pinned down here in the binary.
131,072 bytes · 0 unexplained · reassembles byte for byte · 32,317 of code, 98,755 of data · 1,526 routines · commented to 44.7%
RepositoryWebsite
Vampire Killer 1986
Konami · MSX2 · 128 KB cartridge · RC-744
The first MSX2 in the series: Dracula’s whole castle, drawn from the ROM. The 156 rooms with what each one hides, Simon, the enemies and the six bosses, checked against openMSX down to zero bytes. There are 33 hidden vendors who do not always sell: what happens depends on how many times you hit them. And Dracula is half sprite and half drawing: the body is copied by the VDP.
131,072 bytes · 0 unexplained · reassembles byte for byte · 29,786 of code, 101,286 of data · 1,909 routines · commented to 49.4%
RepositoryWebsite
King Kong 2: Yomigaeru Densetsu 1986
Konami · MSX2 · 128 KB cartridge · RC-745
A 140-screen island, drawn from the ROM, with what every screen hides: 15 passages, 37 pieces of scenery that can be removed, the items and who talks. Mitchel, the 55 named enemies and five bosses that are not sprites, painted by the VDP and checked against openMSX down to zero bytes. Three endings that depend on the days and on how many times you continue, and an axe that only works against one enemy.
131,072 bytes · 0 unexplained · reassembles byte for byte · 37,983 of code, 93,089 of data · 2,414 routines · commented to 40.1%
RepositoryWebsite
Q*bert 1986
Konami · MSX · 32 KB cartridge · RC-746
The cubes roll like dice: each one is one of the 24 rotations of a cube, and a stage is cleared with five finished in a row, not by painting the pyramid. The 50 stages, the bonus stage and the duel drawn from the ROM and checked against openMSX down to zero bytes. A two-player duel settled by rock, paper, scissors, a hidden life and a moai.
32,768 bytes · 0 unexplained · reassembles byte for byte · 11,743 of code, 21,025 of data · 788 routines · commented to 78.1%
RepositoryWebsite
Hinotori 1987
Konami · MSX2 · 128 KB cartridge · RC-747
With King Kong 2 next to it, it boots King Kong 2 and saves its game to tape with F4. Seventeen cheat passwords, one named after a designer in the credits and one in lower case that can never be typed. The six stages, their rooms and the 18 gates that join them drawn from the ROM and checked against openMSX.
131,072 bytes · 0 unexplained · reassembles byte for byte · 32,229 of code, 98,843 of data · 1,944 routines · commented to 40.4%
RepositoryWebsite
Ganbare Goemon! Karakuri Dōchū 1987
Konami · MSX2 · 128 KB cartridge · RC-748
Seven stages of seven areas, 124 screens, drawn from the ROM street by street. The 21 interiors with their prices, Goemon, Ebisumaru and 30 enemy types, and the 42 secret passages walked in first person, all checked against openMSX down to zero. Plus four password keywords, two words to type in the pause, a stage menu with Q*bert or the Game Master next to it, and Konami's hidden mark written in the game's own hiragana.
131,072 bytes · 0 unexplained · reassembles byte for byte · 28,724 of code, 102,348 of data · 1,678 routines · commented to 42.5%, none below 10%
RepositoryWebsite
The Maze of Galious 1987
Konami · MSX · 128 KB cartridge · RC-749
The castle and ten worlds, all 321 rooms, drawn from the ROM and laid out by their neighbours. Popolon and Aphrodite, the sprite sets, the ten bosses (character mosaics, not sprites), the 47 items and the shops, all checked against openMSX down to zero. Plus the black rooms that turn out to be hints and shops, ZEUS in the pause to continue, the character sitting on a cup with F2, and what Q*bert next to it gives you.
131,072 bytes · 0 unexplained · reassembles byte for byte · 53,613 of code, 77,459 of data · 3,423 routines · commented to 40.1%, none below 10%
RepositoryWebsite
Metal Gear 1987
Konami · MSX2 · 128 KB cartridge · RC-750
All of Outer Heaven from its tables: 235 rooms in 9 zones, joined by their lifts, 154 doors, 64 actor types, Metal Gear and the Hind D, drawn from the ROM. The rooms match Manuel Pazos’s reference images point for point (thank you, Manuel); the check against openMSX is still to be done. And five passwords in the pause, tape saving with F5, what each item does, and Metal Gear, which only falls to sixteen bombs in order.
131,072 bytes · 0 unexplained · reassembles byte for byte · 35,620 of code, 95,452 of data · 2,190 routines · commented to 46.8%, none below 10%
RepositoryWebsite
Nemesis 2 1987
Konami · MSX · 128 KB cartridge with SCC · RC-751
The twelve stages built from their maps, the five bosses from their records, the 65 enemy types, the ship with its weapons and the seven that can be captured, all drawn from the ROM. And what changes with the cartridge in the other slot: three words in the pause with Q*bert alongside, the equipment kept with The Maze of Galious, the ship turned penguin with Penguin Adventure. Plus three secret stages and the way back through the planets.
131,072 bytes · 0 unexplained · reassembles byte for byte · 41,242 of code, 89,830 of data · 2,630 routines · commented to 43.4%, none below 10%
RepositoryWebsite
F-1 Spirit — The Way to Formula 1 1987
Konami · MSX · 128 KB MegaROM · RC-752
The first MegaROM in this series, with the Konami SCC mapper and the SCC sound chip: sixteen 8 KB pages the game swaps in and out, so there is not one listing but sixteen. The depth of the road is not perspective: SCREEN 2 keeps three pattern banks, one per third of the screen, and the cartridge loads different drawings under the same index at the top and at the bottom. And its 21 circuits are lists of pieces that can be rewritten — there is an editor to do it, and it runs in the browser.
131,072 bytes · 100% explained · reassembles byte for byte · 31,591 of code, 99,481 of data · 1,953 routines · commented to 24.2% · 21 circuits
RepositoryWebsite
The Treasure of Usas 1987
Konami · MSX2 · 128 KB cartridge · RC-753
The five ruins from their tables: the 20 stages with what each screen holds, the antechambers, the outside map, the stage bosses, the enemies, and Wit and Cles with their four moods, all drawn from the ROM. And what each mood changes: a double jump, walking on thin air, a different shot or blow. Plus what four other Konami cartridges give in the other slot, and the texts in Japanese and English.
131,072 bytes · 0 unexplained · reassembles byte for byte · 41,458 of code, 89,614 of data · 2,536 routines · commented to 40.1%, none below 10%
RepositoryWebsite