MSX

MSX

Edit on Github | Updated: 26th October 2026

Introduction

Welcome to our page dedicated to MSX reverse engineering!

On this page, we’ve compiled a list of links to other pages that cover various topics related to MSX reverse engineering. Whether you’re interested in understanding the hardware architecture of retro CPUs, analyzing software at the binary level, or exploring the many mods and hacks that have been created by enthusiasts over the years, you’ll find a wealth of resources and information on the pages we’ve linked to.

So grab your keyboard and mouse, and get ready to dive into the exciting world of MSX reverse engineering!


MSX

The MSX was a standard introduced by Microsoft Japan to make sure no matter which manufacturer build the PC (e.g Sony, Panasonic, Philips) they would all be able to run the same software.

The MSX has a version of BASIC built in which was an extended version of Microsoft Basic, hence the MSX name 1.

There were three different revisions of the MSX:

  • MSX (October 21st 19832)
  • MSX2 (1985)
  • MSX2+ (1988)
  • MSX Turbo R (1990)

Introduction to the technology of the MSX

The best video I have found on the MSX is by the Youtuber Displaced Gamers where he goes through all the variations of the MSX (MSX2 etc) and explains the hardware limitations and the impressive feats developers managed to accomplish on the systems:

MSX Games

While the MSX system is most famous for Konami games like Vampire Killer (Castlevania) and Metal Gear there are quite a few games worth playing for the system. What better video to show off the MSX games than the Game Sack episode on the topic:

Sony MSX Hardware

Way before the PlayStation or even the Super Nintendo CD, Sony created hardware for playing games in the form of MSX computers 1. Sony released their HIT-BIT machines which started with the HB-10 which had 16KB of RAM and ranged all the way up to the MSX 2 compatible HB-T600 with 128KB RAM 3.

All Sony hardware that they developed - Generation MSX


All Posts


Magazine Interviews

The magazine index collects developer interviews tagged for this system across all indexed magazines.

MagazineIssuePagesDeveloperPlatformsDescription
Retro Gamer23 pp. 58-61 Tony Porter ZX Spectrum, Amstrad CPC, MSX, Sega Master System Porter describes Gremlin Graphics’ home conversions of Gauntlet and the constraints of each machine.
Retro Gamer56 pp. 40-45 Hideo Kojima MSX Interview about his game design career, including Metal Gear.
Retro Gamer86 p. 101 Francisco Javier Peña ZX Spectrum, MSX Homebrew Heroes Q&A about his 8-bit games.
Retro Gamer164 p. 105 Alastair Brown MSX Brown discusses developing the homebrew shooter Codename: Intruder.
Retro Gamer174 p. 107 Oscar Kenneth Albero Ingles MSX The Kai Magazine developer discusses creating XSpelunker.
Retro Gamer180 p. 49 John Mullins ZX Spectrum, Amstrad CPC, MSX Mullins discusses converting Power Drift to 8-bit computers.
Retro Gamer182 p. 50 John Mullins ZX Spectrum, MSX Mullins discusses completing the home computer conversion of WEC Le Mans.
Retro Gamer187 p. 26 Hiroko Yokoyama MSX2, Arcade Yokoyama discusses the pixel art behind SNK games including Ikari Warriors.
Retro Gamer190 pp. 46-49 Julio Martin and Javier Arevalo ZX Spectrum, Amstrad CPC, MSX Former staff revisit Spanish publisher Erbe and development studio Topo Soft.
Retro Gamer197 p. 103 Juan J Martinez MSX Martinez discusses creating his first MSX game, Night Knight.
Retro Gamer234 p. 100 Juan J Martinez Amstrad CPC, Commodore 64, MSX, ZX Spectrum Martinez discusses programming new games for 8-bit computers, including Hyperdrive.
Retro Gamer236 p. 100 Jon Cortazar MSX Cortazar discusses developing homebrew games for the MSX.
Retro Gamer240 pp. 98-99 Marco Blom, Angel Colaso and MSXdev organisers MSX Organisers and coders discuss entries in the 2022 MSXdev competition.
Retro Gamer243 pp. 84-85 Pål Frogner Hansen MSX2 Hansen discusses the design and programming of Lilly’s Saga for MSX2.
Retro Gamer252 p. 100 Under 4MHz Master System, Game Boy, MSX, ColecoVision The homebrew coder discusses multiformat development methods and upcoming ports.

References