Ao no Machi no Bokensya

Author:
Hideharu Hamaguchi
Release:
"Mycom Basic Magazine" Dec. 1993 Issue
Program length:
12 screens
Japanese title name:
"青の町の冒険者" (It means "An adventurer of the blue town".)

Note:

Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
checksum-of-ao-no
screen-ao-noSorry if there are any typos, however, I tested my data, including the ending, and had no problems.
For Amiga CD32 users:
Unfortunately AmiMSX causes graphical glitches and issues. Try fMSX of Amiga version.


Sabaku no Aru Kuni

Author:
Naoki Ito
Release:
"Mycom Basic Magazine" Dec. 1993 Issue
Japanese title name:
"砂漠のある国"(It means "A country with a desert.".)
"Y" key: Yes,    "N" key: No,   Space: Use an item(water, an iron axe, logs)

Original version:

Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).

Sorry if there are any typos, however, I tested my data, including the ending, and had no problems.

My suggestions for English version:

In this game, several field map tiles were originally assigned to the alphabet as well.
So, before we translate each Japanese message into English, we need to reassign that assignment to Katakana.
First, modify the following lines.

In addition, the map itself has been modified.
This is because the MSXAdvance does not display the 8 dots on the edges.
As a result, the coordinates of certain locations have been changed, which are described below (the lines #24, #76 & #77).
(Sorry, REM lines have been omitted.)

The line #77 becomes more than 256 characters long, so split it into two lines.
Type following. (Pay particular attention to numbers that have been painted with yellow color.)

Now it becomes English version!

Joystick support:

"STICK(0)" is found in the line #13.
"STRIG(0)" is also found in the line #13. The quickest way is to simply replace each "0" with "1".
In addition, it strongly recommends you to modify lines #41 and #44 as follows.

After that modification, you can use Trigger 1 & Trigger 2 instead of "Y" & "N" keys.
By the modifications described so far, each checksum changes as follows (using version 3.1 coded by the "MSX•FAN" team).

Fully tested!

Additional modification:

For CD32+FDD users:
AmiMSX cannot enlarge sprites. Don't mind, however, the final boss has 2 sprites that appears to be split if each of them aren't enlarged.
So you must modify the line #31 as below.


For SNES+AD Adapter users:
Have you already modified the code to create English version that have been described above?
Now you can solve two problems caused by MSXAdvance's inability to display the 8 dots on the edge.
• Can't see the first letter of each NPC's message.
• Can't see some monster's houses on the edge of the country.
But this is still not enough. You will get an "illegal function call" error in the line #34 a moment you attack enemy.
(It seems that this game was originally designed for MSX2.)   Delete "VDP(9)" commands to avoid that error on MSX1.




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