Akazukin: Okami Taiji Densetsu
& Yasuo Okumura
Magazine" Oct. 1988 Issue
("Little Red Riding Hood: The Legend of defeating the Wolf" in English.)
Return key: Return from the spell selection screen or the item selection screen.
You must also press Return key when you pick up an item or after talking to some NPCs.
The game:Red Riding Hood tries to solve a mystery to help her grandmother.
And the objective is to defeat the bad wolf.
By the line #1230,
the actual color of enemy is determined by the color number, which is the value of the variable "CO" set for each enemy minus a value of 1~3.
Whether this "1~3" is really "1~3" or whether "0~2" was the author's intention is something I cannot determine.
So this time my suggestion is modifying only the blob's color, not the line #1230.
|Issue 2: After your level
ups, the first digit of the previous value of EXP is still
This problem can also occur in the weapon shop. My suggestions are:
Sorry if there are any typos, however, I've already tested my data, including the ending, and had no problems.
My suggestions for English version:
"STRIG(0)" is found in lines #270 & #1930. The quickest way is to simply replace each "0" with "1".
In addition, you can also modify other lines as below.
This will eliminate the need for the keyboard after conversations, after obtaining items, on the spell selection screen, and in the store.
To return from the spell selection screen or the store, press Trigger 2.
By the modifications described so far, each checksum changes as follows
When you use "AmiMSX" or "fMSX"(Amiga port), nothing happens even though Little Red Riding Hood collides with an enemy.
When you use "MSXAdvance", it occurs a fatal issue immediately after it runs the game. To avoid this issue, select "Off" for "Fake Spritecollision",
however, it becomes the same situation as "AmiMSX" or "fMSX"(Amiga port).
The only way to solve the root problem is to delete that "On Sprite Gosub". Modify following lines.
For SNES+AD Adapter users:
Furthermore, other lines must be modified in addition to the above.
This game was originally designed for MSX2. It causes "syntax error" when it's going to show credits at the ending.
To avoid that error on MSX1, force the program to ignore "COLOR=(,,,)" commands.
code, graphics & music by:
& Y. Shimogochi
R. Matsumoto & K. Hira
Magazine" Nov. 1988 Issue
word "ふうせん(Fusen)" is "balloon" in English.
Return key: Restart the current level.
"A"~"Z" keys: Enter a password. The password changes every time and must be in uppercase when entered.
Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
Sorry if there are any typos, however, I've already tested my data and it works without any problems.
By the way,
both AmiMSX and fMSX (Amiga port) cannot show the main character (merman) sprite fully.
The green part is not displayed.
It doesn't really affect the gameplay, though...
"STRIG(0)" is found in lines #670, #1010, #1130 & #1140. The quickest way is to simply replace each "0" with "1".
In addition, it strongly recommends you to modify the line #560 as below.
After that modification, you can use Trigger 2 instead of Return key for restarting the current level.
By the modifications described so far, each checksum changes as follows (using version 3.1 coded by the "MSX•FAN" team).
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