There are two common dumps of this game that are recognized by most MSX emulators.
Name | GoodMSX | Kanji |
---|---|---|
CRC-32 | 25FC11FA | 367D385E |
Bank 1 | $68 | $60 |
Bank 2 | $70 | $80 |
Bank 3 | $78 | $A0 |
Original | True | False |
Mapper | ASCII8 | Konami |
The only difference between the ROMs is that they use different mappers. So the only different hex values in the ROMs are related to the address of banks used. This translation uses the original, ASCII8 ROM for patching.
$D000
is the current position of the password cursor
$D001
is the current Y position of the password arrow
$D002
is the current X position of the password arrow
$D265
is the moon state
$D266
is the moon state timer
$D271
is Nakajima's current HP
$D272
is Nakajima's current level
$D27E
is the number of Lapis
$D27F
is the number of Bones
$D280
is the number of Batteries
$D281
is the number of Izanami Potions
$D282
is the number of Yumiko Potions
$D283
is the number of Small Potions
$D284
is the number of Cerberus
$D285
is the number of Mercury Sulfides
$D286
is the number of Omamoris
$D287
is the number of Cat's Eyes
$D288
is the number of Remola Staffs
$D289
is the number of Salamanders
$D28A
is the number of HHC
$D28B
is the number of Red Gem
$D28C
is the number of Macca
$D28D
is the number of Keys
$D28E
is the number of Hourglasses
$D28F
is the number of Spiked Boots
$D290
is the number of Horus Keys
$D291
is the number of Maps
$D292
is the number of Purses
$D293
is the number of Opoponacs
$D294
is the number of Bells
$D295
is the number of Lanterns
$D296
is the number of Enocian Tablets
$D297
is the number of Silver Talismans
$D298
is the number of Yumikos
$D6AE
is the current area number
$D6AF
is the current floor number
$D6BB
is the amount of Macca
$D71C
is Nakajima's INT stat
$D7A4
is the current amount of HHC Battery (Max is $10, decreases by 1 each time it is used)
$D7A8
through $D7B7
are the character values (According to DDSMT.tbl) of the inputted characters
Label $5080
is the text printing routine
It loads text data from address stored in hl
Prints text location based on what's stored in de
(YYXX Where XX is X position in pixels and YY is line number)
Text colour (X) and highlight (Y) based on what's loaded in b
based on the MSX colour palette
In cutscenes, one line can print 32 characters
Automatically wraps but no line break
Characters for the text are loaded from the BIOS based on their hex value
Stops printing text until it sees the $FF
character
Some text will use a pointer table to load its text into hl
It will also used the fixed value of de = $10F0
but will call $59CC
The routine at $59CC
uses the character value $FE
as a newline and also centers the text
Text loaded with this routine can only print 20 characters per line
Visiting a new Izanami shrine displays a text message. After exiting Nakajima's INT stat increases by 1
Izanami has a new message for each level of INT
The pointer table for Izanami's messages are at $1B51B
and are indexed by the value of $D71C
(Nakajima's current INT)
The pointer table for the Yumiko Dolls' messages are at $1B727
and are indexed by the value of $D71D