Dream in Pianist Heipei

Author:
Atsuyoshi Hirata
Release:
"POPCOM" Feb. 1988 Issue
Y after the game is over: Return to the title screen.,   N after the game is over: Quit the game., CQ after the game is over: Continue from the last level reached.
H at the title screen: The number of your lives becomes 10.,   Hold O then N at the title screen: Start the game from the 3rd level.
Space: Restart the current level.

The game:

The game tells the story of a boy named Heipei who receives piano training in a dream and wakes up to find that he has really improved at the piano.
Each stage is divided into the action scenes and the piano playing scenes.
The objective of the action scene is to return all notes to the place in the score while avoiding enemies.
A green note that is pressed will move forward until it hits a wall.
A pressed red note will advance three blocks, but a wall or other block in the way will cause an immediate miss.
In the piano scene, the player must press the key of the scale before the note flows away to the left.
hepei-notes-and-keys
If you make even one mistake, you will fail and have to start over from the action scene.

Note:

Particular attention should be paid when typing following lines.
heipei-some-lines
In fact, there are many other lines that are not so clear, but refer above.
Furthermore, there is a graphical glitch as below.
puzzle-screen-heipei-original
The lines related that glitch are #200, #550, #870 and #1550.
heipei-modify-lines
There are also some typos. Correct them.
Green colored parts are referred to information provided by "Honmyo Arai".(Thanks!) The original #1620 caused a fatal issue.
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
heipei-checksum
Sorry if there are any typos, however, I have tested my data, including the ending, and had no problems.

My suggestions for English version:

Modify following lines.
heipei-en-suggestions
If you modify the code as described above, each checksum will change as follows (using version 3.1 coded by the "MSX•FAN" team).
heipei-checksum-english-version
Fully tested!

Joystick support:

"STICK(0)" is found in the lines #620 and #1310.
"STRIG(0)" is found in the lines #100, #480, #640 and #1320. The quickest way is to simply replace each "0" with "1".
In addition, modify the lines as below.
heipei-joystick
Trigger 1 after the game is over: Return to the title screen.,   Trigger 2 after the game is over: Quit the game.
D-pad left, right after the game is over: Continue from the last level reached.
D-pad up at the title screen: The number of your lives becomes 10.,   Hold D-pad left then right at the title screen: Start the game from the 3rd level.
Trigger 1: Restart the current level.

For blueMSX users:

It strongly recommends to type following after you played this game.
SET BEEP 1,4
SET PROMPT"Ok"


For Amiga CD32 + FDD users:

Unfortunately, the game will crash when it loads a new level regardless of whether you use AmiMSX or fMSX.
To avoid that issue, modify the line #530.
"On Sprite Gosub" also doesn't work with either AmiMSX or fMSX.
It means that nothing happens even though you collides with an enemy.
The only way to solve that issue is to delete that "On Sprite Gosub" and define collision detection by specifying coordinates instead.
Modify the line #660 as below.
heipei-onspritegosub
Furthermore, the game will stop if your CPU is 020. To avoid that issue, Modify the code as below.
heipei-for-020
The BGM can corrput sooner or later, but it is fixed each time you carry a note to the goal point, and the game never hangs up.


Spirit II

Author:
Teruhiko Matsubara
Special thanks to:
Ryo Saito, Seiki Saito, E-chan and Shuichi
Release:
"POPCOM" Mar. 1988 Issue
F1: Show the 1st item menu./ Close the 2nd item menu.,   F2: Change the game speed.,   F3: Return to the title screen.,
Up arrow / D-pad up in the 1st item menu: Equip with the item selected.,
Down arrow / D-pad down in the 1st item menu: Show the 2nd item menu.

The game:

You had saved the princess in the previous game, but the village asked you to pay for the pots you had broken all over the place to defeat enemies.
At a loss, you heard a rumor that there are many brand new pots in the demon world.

To complete the level, you must kill at least 10 enemies, collect at least 10 pots, and buy a key sold for 30 coins each to open the goal door.
In addition to the key, the store sells two other important items.
One is an item that allows you to pass through certain brick walls, priced at 15 coins.
The other is an item that allows you to earn coins for each enemy you defeat, priced at 20 coins.
It is like a puzzle to be familiar with the map structure of each level and think about in which order to buy those items.

The 1st file (The "memory monitoring" program):

You don't create this file if you use "DumpWithRTCS" described below.

The 2nd file:

Particular attention should be paid when typing following lines.
spirit2-2nd-file-lines
For disk users:
This game is originally for tape only. This is because part of the program's area of use overlaps with the 1st disk's work area.
To load the game on Disk Basic, add the following lines.
spirit2-2nd-file-for-disk
Each checksum is as follows (using version 3.1 coded by the "MSX•FAN" team).
spirit2-2nd-file-checksum
Sorry if there are any typos, however, I tested my data, including the ending, and had no problems.

The 3rd file named "SPIRIT21.BIN":

You cannot even save the 2nd dump file on Disk Basic using the monitoring program coded by MSX Magazine.
First, enter all data using a binary editor on Windows to create one.
In such cases, we Japanese usually use freeware called "DumpWithRTCS".
Choose "Tool(T)">"Address Offset(A)...". Enter "9800". Then enter all hexadecimal numbers to AFFFH.
Don't forget to compare each checksum with that in the magazine. (Choose "Checksum(C)">"Add8(E)")
Finally add a header. (FE0098FFAF0098)

The 2nd dump file:
Split it into 2 files. One is from B300h to DDFFH, and the other is from DE00h to E7FFH.

The 4th file named "SPIRIT22.BIN":

Choose "Tool(T)">"Address Offset(A)...". Enter "B300". Then enter all hexadecimal numbers to DDFFH.
Don't forget to compare each checksum with that in the magazine. (Choose "Checksum(C)">"Add8(E)")
Finally add a header. (FE00B3FFDD00B3)

The 5th file named "SPIRIT23.BIN":

Choose "Tool(T)">"Address Offset(A)...". Enter "DE00". Then enter all hexadecimal numbers to E7FFH.
Don't forget to compare each checksum with that in the magazine. (Choose "Checksum(C)">"Add8(E)")
Finally add a header. (FE00DEFFE700DE)

To load the game:

spirit2-screen Simply run the 2nd file.

Joystick support:

As you know, the game supports joystick, however, you still had to press F1 ~ F3 key.
The 2nd file:
"KEY(2)" is found in the lines #190, #220, #240, #270, #440 and #840. The quickest way is to simply replace each "KEY(2)" with "STRIG(1)".
In addition, modify the lines as below.
spirit2-2nd-file-joystick
The 4th file (SPIRIT22.BIN):
spirit2-4th-file-joystick
Trigger 1 holding D-pad down: Return to the title screen.,   Trigger 1 holding D-pad up: Changing the game speed.
(It recommends to try it while jumping because you may put an item selected.)
Trigger 2: Show the 1st item menu./ Close the 2nd item menu.

For blueMSX users:

If you use arrow keys, disable joystick.
If you enable joystick, conversely, do not press arrow keys or define arrow keys as D-pad.
In addition, it strongly recommends to type following after you played this game.
SET BEEP 1,4
SET PROMPT"Ok"


For Amiga CD32+FDD users:

It will be very sluggish if CPU is 020. Select "0" for the game speed.


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