Memory map
Page
Byte
Address
Label
Description
91
0
5B00
SEED
Game variables
91
136
5B88
OBJECTS
The object records
98
136
6288
BELOW_BLOCK
Unused
98
253
62FD
BLOCK_START
The block's first three bytes
99
0
6300
ENTRY
Where the BASIC loader enters the game
99
8
6308
FONT
The font
100
96
6460
ROOM_SIZES
Room sizes
100
105
6469
ROOM02
Room $02 (row 0, column 2): 128 by 128, yellow
100
138
648A
ROOM03
Room $03 (row 0, column 3): 128 by 128, green
100
162
64A2
ROOM04
Room $04 (row 0, column 4): 128 by 128, cyan
100
188
64BC
ROOM05
Room $05 (row 0, column 5): 128 by 128, magenta
100
215
64D7
ROOM0A
Room $0A (row 0, column 10): 128 by 128, magenta
100
249
64F9
ROOM0B
Room $0B (row 0, column 11): 128 by 128, cyan
101
29
651D
ROOM0C
Room $0C (row 0, column 12): 128 by 128, green
101
69
6545
ROOM0D
Room $0D (row 0, column 13): 128 by 128, yellow
101
103
6567
ROOM12
Room $12 (row 1, column 2): 128 by 128, cyan
101
132
6584
ROOM13
Room $13 (row 1, column 3): 128 by 128, magenta
101
165
65A5
ROOM14
Room $14 (row 1, column 4): 128 by 128, yellow
101
203
65CB
ROOM15
Room $15 (row 1, column 5): 128 by 128, cyan
101
232
65E8
ROOM1A
Room $1A (row 1, column 10): 128 by 128, cyan
102
5
6605
ROOM1B
Room $1B (row 1, column 11): 128 by 128, yellow
102
32
6620
ROOM1C
Room $1C (row 1, column 12): 128 by 128, magenta
102
66
6642
ROOM1D
Room $1D (row 1, column 13): 128 by 128, cyan
102
110
666E
ROOM20
Room $20 (row 2, column 0): 128 by 128, cyan
102
137
6689
ROOM23
Room $23 (row 2, column 3): 64 by 128, yellow
102
173
66AD
ROOM24
Room $24 (row 2, column 4): 64 by 128, green
102
189
66BD
ROOM27
Room $27 (row 2, column 7): 128 by 128, yellow
102
224
66E0
ROOM28
Room $28 (row 2, column 8): 128 by 128, yellow
103
14
670E
ROOM2B
Room $2B (row 2, column 11): 64 by 128, green
103
20
6714
ROOM2C
Room $2C (row 2, column 12): 64 by 128, yellow
103
26
671A
ROOM2F
Room $2F (row 2, column 15): 128 by 128, cyan
103
61
673D
ROOM30
Room $30 (row 3, column 0): 128 by 128, magenta
103
84
6754
ROOM31
Room $31 (row 3, column 1): 128 by 128, green
103
119
6777
ROOM33
Room $33 (row 3, column 3): 64 by 128, cyan
103
140
678C
ROOM34
Room $34 (row 3, column 4): 64 by 128, magenta
103
178
67B2
ROOM36
Room $36 (row 3, column 6): 128 by 128, green
103
213
67D5
ROOM37
Room $37 (row 3, column 7): 128 by 128, cyan
103
243
67F3
ROOM38
Room $38 (row 3, column 8): 128 by 128, cyan
104
24
6818
ROOM39
Room $39 (row 3, column 9): 128 by 128, green
104
46
682E
ROOM3B
Room $3B (row 3, column 11): 64 by 128, magenta
104
86
6856
ROOM3C
Room $3C (row 3, column 12): 64 by 128, cyan
104
98
6862
ROOM3E
Room $3E (row 3, column 14): 128 by 128, green
104
141
688D
ROOM3F
Room $3F (row 3, column 15): 128 by 128, magenta
104
176
68B0
ROOM40
Room $40 (row 4, column 0): 128 by 128, yellow
104
204
68CC
ROOM41
Room $41 (row 4, column 1): 128 by 128, cyan
104
245
68F5
ROOM42
Room $42 (row 4, column 2): 128 by 64, magenta
105
12
690C
ROOM43
Room $43 (row 4, column 3): 128 by 128, green
105
54
6936
ROOM44
Room $44 (row 4, column 4): 128 by 128, yellow
105
108
696C
ROOM45
Room $45 (row 4, column 5): 128 by 64, cyan
105
134
6986
ROOM46
Room $46 (row 4, column 6): 128 by 128, magenta
105
169
69A9
ROOM47
Room $47 (row 4, column 7): 64 by 128, green
105
175
69AF
ROOM48
Room $48 (row 4, column 8): 64 by 128, green
105
213
69D5
ROOM49
Room $49 (row 4, column 9): 128 by 128, magenta
105
229
69E5
ROOM4A
Room $4A (row 4, column 10): 128 by 64, cyan
106
1
6A01
ROOM4B
Room $4B (row 4, column 11): 128 by 128, yellow
106
50
6A32
ROOM4C
Room $4C (row 4, column 12): 128 by 128, green
106
94
6A5E
ROOM4D
Room $4D (row 4, column 13): 128 by 64, magenta
106
104
6A68
ROOM4E
Room $4E (row 4, column 14): 128 by 128, cyan
106
137
6A89
ROOM4F
Room $4F (row 4, column 15): 128 by 128, yellow
106
174
6AAE
ROOM51
Room $51 (row 5, column 1): 64 by 128, green
106
180
6AB4
ROOM54
Room $54 (row 5, column 4): 64 by 128, cyan
106
213
6AD5
ROOM56
Room $56 (row 5, column 6): 128 by 128, yellow
107
5
6B05
ROOM57
Room $57 (row 5, column 7): 64 by 128, magenta
107
24
6B18
ROOM58
Room $58 (row 5, column 8): 64 by 128, magenta
107
69
6B45
ROOM59
Room $59 (row 5, column 9): 128 by 128, yellow
107
98
6B62
ROOM5B
Room $5B (row 5, column 11): 64 by 128, cyan
107
124
6B7C
ROOM5E
Room $5E (row 5, column 14): 64 by 128, green
107
133
6B85
ROOM61
Room $61 (row 6, column 1): 128 by 128, yellow
107
175
6BAF
ROOM62
Room $62 (row 6, column 2): 128 by 128, magenta
107
217
6BD9
ROOM64
Room $64 (row 6, column 4): 128 by 128, green
108
5
6C05
ROOM65
Room $65 (row 6, column 5): 128 by 128, cyan
108
44
6C2C
ROOM67
Room $67 (row 6, column 7): 64 by 128, yellow
108
63
6C3F
ROOM68
Room $68 (row 6, column 8): 64 by 128, yellow
108
69
6C45
ROOM6A
Room $6A (row 6, column 10): 128 by 128, cyan
108
119
6C77
ROOM6B
Room $6B (row 6, column 11): 128 by 128, green
108
163
6CA3
ROOM6D
Room $6D (row 6, column 13): 128 by 128, magenta
108
170
6CAA
ROOM6E
Room $6E (row 6, column 14): 128 by 128, yellow
108
217
6CD9
ROOM72
Room $72 (row 7, column 2): 128 by 128, cyan
109
6
6D06
ROOM74
Room $74 (row 7, column 4): 128 by 128, magenta
109
59
6D3B
ROOM75
Room $75 (row 7, column 5): 128 by 128, yellow
109
100
6D64
ROOM76
Room $76 (row 7, column 6): 128 by 64, green
109
135
6D87
ROOM77
Room $77 (row 7, column 7): 128 by 128, cyan
109
182
6DB6
ROOM78
Room $78 (row 7, column 8): 128 by 128, cyan
109
211
6DD3
ROOM79
Room $79 (row 7, column 9): 128 by 64, green
109
217
6DD9
ROOM7A
Room $7A (row 7, column 10): 128 by 128, yellow
109
251
6DFB
ROOM7B
Room $7B (row 7, column 11): 128 by 128, magenta
110
24
6E18
ROOM7D
Room $7D (row 7, column 13): 128 by 128, cyan
110
55
6E37
ROOM82
Room $82 (row 8, column 2): 128 by 128, green
110
90
6E5A
ROOM83
Room $83 (row 8, column 3): 128 by 128, yellow
110
98
6E62
ROOM84
Room $84 (row 8, column 4): 128 by 128, cyan
110
128
6E80
ROOM85
Room $85 (row 8, column 5): 128 by 64, magenta
110
134
6E86
ROOM86
Room $86 (row 8, column 6): 128 by 64, yellow
110
166
6EA6
ROOM87
Room $87 (row 8, column 7): 128 by 128, green
110
212
6ED4
ROOM88
Room $88 (row 8, column 8): 128 by 128, green
110
245
6EF5
ROOM89
Room $89 (row 8, column 9): 128 by 64, yellow
110
254
6EFE
ROOM8A
Room $8A (row 8, column 10): 128 by 64, magenta
111
16
6F10
ROOM8B
Room $8B (row 8, column 11): 128 by 128, cyan
111
53
6F35
ROOM8C
Room $8C (row 8, column 12): 128 by 128, yellow
111
87
6F57
ROOM8D
Room $8D (row 8, column 13): 128 by 128, green
111
130
6F82
ROOM93
Room $93 (row 9, column 3): 128 by 128, magenta
111
172
6FAC
ROOM94
Room $94 (row 9, column 4): 128 by 128, green
111
206
6FCE
ROOM95
Room $95 (row 9, column 5): 128 by 128, yellow
111
228
6FE4
ROOM96
Room $96 (row 9, column 6): 128 by 128, magenta
112
20
7014
ROOM97
Room $97 (row 9, column 7): 64 by 128, magenta
112
38
7026
ROOM98
Room $98 (row 9, column 8): 64 by 128, magenta
112
63
703F
ROOM99
Room $99 (row 9, column 9): 128 by 128, magenta
112
103
7067
ROOM9A
Room $9A (row 9, column 10): 128 by 128, yellow
112
131
7083
ROOM9B
Room $9B (row 9, column 11): 128 by 128, green
112
139
708B
ROOM9C
Room $9C (row 9, column 12): 128 by 128, magenta
112
169
70A9
ROOMA4
Room $A4 (row 10, column 4): 128 by 128, yellow
112
214
70D6
ROOMA5
Room $A5 (row 10, column 5): 128 by 128, magenta
113
4
7104
ROOMA6
Room $A6 (row 10, column 6): 128 by 128, cyan
113
22
7116
ROOMA7
Room $A7 (row 10, column 7): 64 by 128, yellow
113
50
7132
ROOMA8
Room $A8 (row 10, column 8): 64 by 128, yellow
113
56
7138
ROOMA9
Room $A9 (row 10, column 9): 128 by 128, cyan
113
82
7152
ROOMAA
Room $AA (row 10, column 10): 128 by 128, magenta
113
119
7177
ROOMAB
Room $AB (row 10, column 11): 128 by 128, yellow
113
153
7199
ROOMB5
Room $B5 (row 11, column 5): 128 by 128, cyan
113
199
71C7
ROOMB6
Room $B6 (row 11, column 6): 128 by 128, green
113
228
71E4
ROOMB7
Room $B7 (row 11, column 7): 64 by 128, cyan
113
247
71F7
ROOMB8
Room $B8 (row 11, column 8): 64 by 128, cyan
114
25
7219
ROOMB9
Room $B9 (row 11, column 9): 128 by 128, green
114
53
7235
ROOMBA
Room $BA (row 11, column 10): 128 by 128, cyan
114
93
725D
ROOMC6
Room $C6 (row 12, column 6): 128 by 128, magenta
114
136
7288
ROOMC7
Room $C7 (row 12, column 7): 128 by 128, yellow
114
164
72A4
ROOMC8
Room $C8 (row 12, column 8): 128 by 128, yellow
114
193
72C1
ROOMC9
Room $C9 (row 12, column 9): 128 by 128, magenta
114
232
72E8
ROOMD6
Room $D6 (row 13, column 6): 128 by 128, green
115
10
730A
ROOMD7
Room $D7 (row 13, column 7): 128 by 128, cyan
115
40
7328
ROOMD8
Room $D8 (row 13, column 8): 128 by 128, cyan
115
58
733A
ROOMD9
Room $D9 (row 13, column 9): 128 by 128, green
115
98
7362
ROOME7
Room $E7 (row 14, column 7): 64 by 128, yellow
115
130
7382
ROOME8
Room $E8 (row 14, column 8): 64 by 128, yellow
115
136
7388
ROOMF7
Room $F7 (row 15, column 7): 128 by 128, magenta
115
168
73A8
ROOMF8
Room $F8 (row 15, column 8): 128 by 128, magenta
115
200
73C8
OBJECT_TABLE
Object template table
116
24
7418
OBJECT1
Object template 1: graphic 30
116
30
741E
OBJECT2
Object template 2: graphic 28
116
36
7424
OBJECT3
Object template 3: graphic 29
116
42
742A
OBJECT4
Object template 4: graphic 31
116
48
7430
OBJECT5
Object template 5: graphic 44
116
54
7436
OBJECT6
Object template 6: graphic 45
116
60
743C
OBJECT7
Object template 7: graphic 46
116
66
7442
OBJECT8
Object template 8: graphic 68
116
72
7448
OBJECT9
Object template 9: graphic 69
116
78
744E
OBJECT10
Object template 10: graphic 70
116
84
7454
OBJECT11
Object template 11: graphic 71
116
90
745A
OBJECT12
Object template 12: graphic 47
116
96
7460
OBJECT13
Object template 13: graphic 66
116
102
7466
OBJECT14
Object template 14: graphic 67
116
108
746C
OBJECT15
Object template 15: graphic 72
116
114
7472
OBJECT16
Object template 16: graphic 76
116
120
7478
OBJECT18
Object template 18: graphics 86, 11
116
131
7483
OBJECT19
Object template 19: graphics 87, 11
116
142
748E
OBJECT17
Object template 17: graphics 94, 11
116
153
7499
OBJECT20
Object template 20: graphic 73
116
159
749F
OBJECT21
Object template 21: graphic 74
116
165
74A5
OBJECT22
Object template 22: graphic 74
116
171
74AB
OBJECT23
Object template 23: graphic 75
116
177
74B1
OBJECT24
Object template 24: graphics 112, 108
116
188
74BC
OBJECT25
Object template 25: graphics 113, 109
116
199
74C7
OBJECT26
Object template 26: graphics 114, 110
116
210
74D2
OBJECT27
Object template 27: graphics 115, 111
116
221
74DD
OBJECT28
Object template 28: graphic 116
116
227
74E3
OBJECT29
Object template 29: graphic 120
116
233
74E9
OBJECT30
Object template 30: graphic 124
116
239
74EF
OBJECT33
Object template 2:1: graphic 122
116
245
74F5
OBJECT34
Object template 2:2: graphic 122
116
251
74FB
OBJECT35
Object template 2:3: graphic 123
117
1
7501
OBJECT36
Object template 2:4: graphic 123
117
7
7507
OBJECT37
Object template 2:5: graphic 128
117
13
750D
OBJECT38
Object template 2:6: graphic 129
117
19
7513
OBJECT39
Object template 2:7: graphic 130
117
25
7519
BACKGROUND_TABLE
Background table
117
53
7535
BACKGROUND0
Background 0
117
70
7546
BACKGROUND1
Background 1
117
87
7557
BACKGROUND10
Background 10
117
104
7568
BACKGROUND12
Background 12
117
121
7579
BACKGROUND2
Background 2
117
138
758A
BACKGROUND11
Background 11
117
155
759B
BACKGROUND13
Background 13
117
172
75AC
BACKGROUND3
Background 3
117
189
75BD
BACKGROUND4
Background 4
117
238
75EE
BACKGROUND5
Background 5
118
31
761F
BACKGROUND6
Background 6
118
64
7640
BACKGROUND7
Background 7
118
97
7661
BACKGROUND8
Background 8
118
162
76A2
BACKGROUND9
Background 9
118
227
76E3
PLACES
Where the valves can lie
120
39
7827
GRAPHICS
Graphic table
121
47
792F
SPRITE0
Sprite for graphics 0-1
121
49
7931
SPRITE131
Sprite for graphic 131
121
171
79AB
SPRITE85
Sprite for graphic 85
123
11
7B0B
SPRITE130
Sprite for graphic 130
123
197
7BC5
SPRITE129
Sprite for graphic 129
124
93
7C5D
SPRITE124
Sprite for graphic 124
124
239
7CEF
SPRITE125
Sprite for graphic 125
125
129
7D81
SPRITE126
Sprite for graphic 126
126
19
7E13
SPRITE127
Sprite for graphic 127
126
165
7EA5
SPRITE122
Sprite for graphic 122
127
143
7F8F
SPRITE123
Sprite for graphic 123
128
121
8079
SPRITE118
Sprite for graphic 118
129
23
8117
SPRITE116
Sprite for graphic 116
129
181
81B5
SPRITE117
Sprite for graphic 117
130
83
8253
SPRITE119
Sprite for graphic 119
130
241
82F1
SPRITE120
Sprite for graphic 120
131
167
83A7
SPRITE121
Sprite for graphic 121
132
93
845D
SPRITE82
Sprite for graphic 82
132
223
84DF
SPRITE81
Sprite for graphic 81
133
113
8571
SPRITE80
Sprite for graphic 80
133
181
85B5
SPRITE83
Sprite for graphic 83
134
97
8661
SPRITE88
Sprite for graphic 88
134
147
8693
SPRITE89
Sprite for graphic 89
134
197
86C5
SPRITE84
Sprite for graphic 84
135
75
874B
SPRITE11
Sprite for graphic 11
135
173
87AD
SPRITE73
Sprite for graphic 73
136
33
8821
SPRITE46
Sprite for graphic 46
136
179
88B3
SPARE_SPRITEA
Sprite no graphic number reaches
137
125
897D
SPRITE74
Sprite for graphic 74
138
63
8A3F
SPRITE86
Sprite for graphics 86, 94
138
215
8AD7
SPRITE28
Sprite for graphic 28
139
193
8BC1
SPRITE29
Sprite for graphic 29
140
155
8C9B
SPRITE30
Sprite for graphics 30-31, 44-45, 47, 66-71, 128
141
133
8D85
SPRITE87
Sprite for graphics 87, 95
142
29
8E1D
SPRITE75
Sprite for graphic 75
142
231
8EE7
SPRITE2
Sprite for graphic 2
143
225
8FE1
SPRITE3
Sprite for graphic 3
145
3
9103
SPRITE13
Sprite for graphic 13
146
85
9255
SPRITE15
Sprite for graphic 15
147
39
9327
SPRITE4
Sprite for graphic 4
148
41
9429
SPRITE6
Sprite for graphic 6
148
91
945B
SPRITE5
Sprite for graphic 5
148
99
9463
SPRITE10
Sprite for graphic 10
148
117
9475
SPRITE7
Sprite for graphic 7
148
167
94A7
SPRITE8
Sprite for graphic 8
148
233
94E9
SPRITE9
Sprite for graphic 9
149
11
950B
SPRITE72
Sprite for graphic 72
149
205
95CD
SPRITE12
Sprite for graphic 12
150
19
9613
SPRITE25
Sprite for graphics 25, 90, 92
150
157
969D
SPRITE41
Sprite for graphics 41, 91, 93
151
31
971F
SPRITE24
Sprite for graphic 24
151
169
97A9
SPRITE40
Sprite for graphic 40
152
43
982B
SPRITE26
Sprite for graphics 26-27
152
181
98B5
SPRITE42
Sprite for graphics 42-43
153
63
993F
SPRITE20
Sprite for graphic 20
153
201
99C9
SPRITE36
Sprite for graphic 36
154
83
9A53
SPRITE21
Sprite for graphics 21, 23
154
221
9ADD
SPRITE37
Sprite for graphics 37, 39
155
103
9B67
SPRITE22
Sprite for graphic 22
155
241
9BF1
SPRITE38
Sprite for graphic 38
156
123
9C7B
SPRITE16
Sprite for graphic 16
157
5
9D05
SPRITE32
Sprite for graphic 32
157
143
9D8F
SPRITE17
Sprite for graphics 17, 19
158
25
9E19
SPRITE33
Sprite for graphics 33, 35
158
163
9EA3
SPRITE18
Sprite for graphic 18
159
45
9F2D
SPRITE34
Sprite for graphic 34
159
183
9FB7
SPRITE14
Sprite for graphic 14
160
25
A019
SPRITE55
Sprite for graphics 55-56
160
147
A093
SPRITE54
Sprite for graphics 54, 57
161
19
A113
SPRITE53
Sprite for graphics 53, 58
161
159
A19F
SPRITE52
Sprite for graphics 52, 59, 78, 108
162
49
A231
SPRITE49
Sprite for graphics 49, 51, 60, 62, 65, 77, 79, 109, 111
162
195
A2C3
SPRITE48
Sprite for graphics 48, 50, 61, 63-64, 76, 110
163
85
A355
SPRITE112
Sprite for graphics 112-115
164
31
A41F
SPRITE96
Sprite for graphics 96, 100, 104
164
177
A4B1
SPRITE97
Sprite for graphics 97, 101, 105
165
61
A53D
SPRITE98
Sprite for graphics 98, 102, 106
165
177
A5B1
SPRITE99
Sprite for graphics 99, 103, 107
166
49
A631
START
Start the game
166
71
A647
AFTER_GAME
Back to the menu after a game, set up a game, and run it
166
192
A6C0
OBJECT_DONE
After each object's update routine; the end of a turn
167
73
A749
COLOUR_PANEL
Colour the screen and the panel for the room
167
151
A797
LIGHT_YEARS_TEXT
The panel's label
167
162
A7A2
LIGHT_YEARS_TEXT_END
The end of the panel's label
167
163
A7A3
PRINT_CHAMBERS
Print the count of chambers activated
167
174
A7AE
COLOUR_CLOCK_BOX
Colour the light-years box
167
202
A7CA
CLOCK_BOX_COLOURS
The light-years box's colours
167
220
A7DC
CLEAR_WIPE_FLAGS
Clear every object's wipe flag
167
234
A7EA
UPDATES
Update routines, by graphic
168
240
A8F0
NO_UPDATE
An update routine that does nothing
168
241
A8F1
R_CHECK_LEFTOVER
A leftover that returns at once
168
248
A8F8
JP_HL_LEFTOVER
An unused JP (HL)
168
249
A8F9
LEAPER
A leaper (graphic 130)
169
90
A95A
SCENE_ROBOT_TOP
The robot's top in the ending (graphic 93)
169
113
A971
OILED_ROBOT
The robot being oiled, in the ending (graphic 92)
169
177
A9B1
FRAGILE
A thing that breaks when moved (graphic 129)
169
199
A9C7
REMOTE_ROBOT
A remote-controlled robot (graphics 124 to 127)
170
67
AA43
REMOTE_STEPS
The remote-controlled robots' steps
170
77
AA4D
REMOTE_PAD
The remote-control pad (graphic 128)
170
99
AA63
REMOTE_BUTTON
A remote-control button (graphics 122 and 123)
170
137
AA89
SLOW_CHASER
A thing that homes in on the player (graphics 120 and 121)
170
161
AAA1
CLOCKWORK_MOUSE
A clockwork mouse (graphics 116 to 119)
171
31
AB1F
FACE_BY_STEP_UNUSED
Unused: face by the signs of the steps
171
97
AB61
SCENE_TOOL
A tool in the re-programming (graphics 81 to 83)
171
245
ABF5
SCENE_SPARKS
The sparks over the robot (graphic 80)
172
107
AC6B
SUMMARISE_CHAMBERS
Count the chambers and the cryonauts for the summary
173
19
AD13
CEILING_DROP
A thing that drops from the ceiling (graphic 73)
173
84
AD54
THUD_ON_LANDING
A thud, once, when it lands
173
102
AD66
RUN_CLOCK
Count down the light years, and show them
173
176
ADB0
PRINT_ROLLING_DIGIT
Print a digit rolled
173
201
ADC9
CLOCK_BORROW
Take a light year off
173
229
ADE5
ROLL_CLOCK
Roll the clock's digits a row
173
243
ADF3
SET_WIPE_AND_DRAW_IY
Mark the object at IY to be wiped and redrawn
174
3
AE03
FIND_GRAPHIC_HERE
Find the room's first object with a graphic in a range
174
23
AE17
WANTED_VALVE
The picture of the valve a socket wants (graphics 104 to 107)
174
51
AE33
SOCKET_SPARKLE
A socket's sparkle (graphics 108 to 111)
174
93
AE5D
SEATED_VALVE
A valve seated in its socket (graphics 100 to 103)
174
104
AE68
SOCKET
A chamber's socket (graphics 112 to 115)
174
129
AE81
ANY_SPECIAL_HERE
Is anything lying in the room from the places?
174
138
AE8A
CALC_PIXEL_XY_IY
Project the object at IY onto the screen
174
150
AE96
CRYONAUT
A frozen cryonaut (graphic 74)
174
153
AE99
FIND_SPECIAL_OBJS_HERE
Bring in what lies in the room from the places
175
5
AF05
UPDATE_SPECIAL_OBJS
Write the valves in the room back to their places
175
63
AF3F
INIT_SPECIAL_OBJECTS
Deal the valves and the extra lives to their places
175
121
AF79
LOOSE_VALVE
A valve (graphics 96 to 99), and activating a chamber
176
85
B055
LOWER_HALF
The update routine for the lower half of a two-part creature (graphic 11)
176
107
B06B
WANDERER
The update routine for a creature that wanders at random (graphics 94 and 95)
176
173
B0AD
TURN_QUARTER
Turn a creature a quarter
176
221
B0DD
TURN_QUARTER_BACK
Turn a creature a quarter the other way
176
231
B0E7
STEP_FROM_FACING
Set a creature's step from the way it faces
177
8
B108
FACING_STEPS
The step in U and V for each way a creature can face
177
16
B110
PACER
The update routine for a creature that paces to and fro (graphics 86 and 87)
177
101
B165
MOVE_TOWARDS_PLAYER
Point an object at the player
177
133
B185
TOGGLE_FRAME
Flip between an object's two frames
177
140
B18C
NEXT_FRAME_MOD4
Step an object through four frames
177
156
B19C
SPARK_CHASER
The update routine for the thing that chases the player (graphics 76 to 79)
177
174
B1AE
FACE_ALONG_STEP
Turn a creature to face the way it is stepping
177
229
B1E5
PUT_UNDER_UPPER
Put a lower half under its upper half
177
250
B1FA
JOIN_HALVES
Make a two-part creature one box for its move
178
11
B20B
PART_HALVES
Part a two-part creature again after its move
178
28
B21C
SHUTTLE_V
The update routine for a block that shuttles to and fro in V (graphic 67)
178
36
B224
SHUTTLE_U
The update routine for a block that shuttles to and fro in U (graphic 66)
178
103
B267
CONVEYOR_PLUS_V
The update routine for a conveyor that carries things forwards in V (graphic 68)
178
122
B27A
CONVEYOR_PLUS_U
The update routine for a conveyor that carries things forwards in U (graphic 69)
178
128
B280
CONVEYOR_MINUS_V
The update routine for a conveyor that carries things back in V (graphic 70)
178
134
B286
CONVEYOR_MINUS_U
The update routine for a conveyor that carries things back in U (graphic 71)
178
140
B28C
COLLAPSING_BLOCK
The update routine for a block that collapses when landed on (graphic 45)
178
159
B29F
STILL_DEADLY
The update routine for things that kill but never move (graphics 72 and 75)
178
164
B2A4
SPIKES
The update routine for the spikes (graphic 46)
178
176
B2B0
DEADLY_AND_DRAW
Make an object deadly both ways, and redraw it
178
182
B2B6
DROPPING_BLOCK
The update routine for a block that sinks while something stands on it (graphic 44)
178
217
B2D9
SAVE_UVZ
Keep an object's position
178
235
B2EB
SAME_UVZ
Is an object where it was?
178
255
B2FF
PUSHABLE
The update routine for a block that can be pushed (graphic 28)
179
26
B31A
PUSHABLE_INVERTED
The update routine for the other block that can be pushed (graphic 29)
179
31
B31F
LIFT
The update routines for the lift (graphic 47) and the bobbing block (graphic 31)
179
154
B39A
START_SPARKLE
Start the sparkle an object vanishes in
179
164
B3A4
SPARKLE_STEP
The update routine for a frame of the sparkle (graphics 48 to 54, and 64)
179
176
B3B0
SPARKLE_END_PLACE
The update routines for the last frame of a sparkle (graphics 65 and 55)
179
197
B3C5
TUNE_START
The tune as a game starts
179
214
B3D6
TUNE_START_END
The end of the start tune
179
215
B3D7
TUNE_WON
The tune at the end of the winning scene
179
246
B3F6
TUNE_WON_END
The end of the winning tune
179
247
B3F7
TUNE_GAME_OVER
The game-over tune
180
11
B40B
TUNE_GAME_OVER_B
The game-over tune, continued
180
12
B40C
TUNE_GAME_OVER_C
The game-over tune, continued
180
15
B40F
TUNE_GAME_OVER_D
The game-over tune, continued
180
16
B410
TUNE_GAME_OVER_E
The game-over tune, continued
180
43
B42B
TUNE_GAME_OVER_F
The game-over tune, continued
180
44
B42C
TUNE_GAME_OVER_G
The game-over tune, continued
180
47
B42F
TUNE_GAME_OVER_H
The game-over tune, continued
180
48
B430
TUNE_GAME_OVER_I
The game-over tune, continued
180
54
B436
TUNE_GAME_OVER_END
The end of the game-over tune; the arrival tune; the menu tune
180
161
B4A1
PLAY_TUNE_ONCE
Play the menu's tune, once, until a key is pressed
180
186
B4BA
PLAY_TUNE
Play the tune at DE
180
197
B4C5
PLAY_NOTE
Play one note
181
29
B51D
NOTES
The notes: 61 of three bytes
181
238
B5EE
SPARKLE_SOUND
The sparkle's sound
182
4
B604
MATERIALISE_SOUND
The sound of the robot materialising
182
25
B619
THUD_SOUND
The sound of a thud
182
44
B62C
JUMP_SOUND
The sound of a jump
182
60
B63C
BEEP_BY_Z
A note pitched by an object's Z
182
74
B64A
BEEP_BY_U
A note pitched by an object's U
182
79
B64F
BEEP_BY_V
A note pitched by an object's V
182
84
B654
BEEP_BY_UVZ
A note pitched by an object's position
182
95
B65F
TRANSFORM_SOUND
Unused: Knight Lore's werewolf sound
182
118
B676
CRASH_SOUND
The sound of a crash
182
144
B690
WARBLE_SOUND
A warble for the remote-controlled robots
182
169
B6A9
WARBLE_COUNTS
How many waves each warble has
182
177
B6B1
PLAIN_BEEP
A plain beep: 16 waves at half-wave count 128
182
182
B6B6
PAUSE_BEEP
A beep: 24 waves at half-wave count 80
182
187
B6BB
HIGH_BEEP
A beep: 32 waves at half-wave count 48
182
192
B6C0
LOWER_HALF_STEP
A footstep for a creature's lower half
182
206
B6CE
FOOTSTEP
The robot's footstep
183
2
B702
CLICK
One wave
183
18
B712
DO_ANY_OBJS_INTERSECT
Does this object overlap any other?
183
77
B74D
IS_OBJECT_NOT_IGNORED
Does this object take part in collisions?
183
89
B759
READ_KEYS
Read a half-row of the keyboard
183
97
B761
GAME_ENDED
The game is over
183
245
B7F5
REPROGRAMMING
The text shown over the scene after a lost game
183
246
B7F6
REPROGRAMMING_TEXT
The re-programming text
184
3
B803
REPROGRAMMING_END
The re-programming text's last character
184
4
B804
SET_UP_SCENE
Put the scene's objects in the object records
184
42
B82A
SCENE_LOST
The objects of the scene after a lost game
184
49
B831
SCENE_LOST_B
The scene after a lost game, continued
184
53
B835
SCENE_LOST_C
The scene after a lost game, continued
184
69
B845
SCENE_LOST_D
The scene after a lost game, continued
184
73
B849
SCENE_LOST_E
The scene after a lost game, continued
184
74
B84A
SCENE_LOST_F
The scene after a lost game, continued
184
78
B84E
SCENE_LOST_G
The scene after a lost game, continued
184
79
B84F
SCENE_LOST_H
The scene after a lost game, continued
184
82
B852
SCENE_LOST_END
The end of the lost game's scene; the scene after a won game
184
95
B85F
SCENE_WON_B
The scene after a won game, continued
184
98
B862
SCENE_WON_END
The end of the won game's scene
184
99
B863
MARK_ROOM_SEEN
Mark the robot's room as seen
184
129
B881
COUNT_ROOMS_SEEN
Count the rooms seen
184
153
B899
WAIT_KEY_OR_TIME
Wait for a key, or for a while
184
169
B8A9
ARRIVAL_SCREEN
The game is won: the arrival screen
184
208
B8D0
ARRIVAL_COLOURS
The arrival screen's text: colours
184
216
B8D8
ARRIVAL_XY_B
The arrival screen's text: places, continued
184
219
B8DB
ARRIVAL_XY_C
The arrival screen's text: places, continued
184
222
B8DE
ARRIVAL_XY_D
The arrival screen's text: places, continued
184
223
B8DF
ARRIVAL_XY_E
The arrival screen's text: the last places and the first string
184
251
B8FB
ARRIVAL_TEXT_B
The arrival text, continued
184
252
B8FC
ARRIVAL_TEXT_C
The arrival text, continued
185
5
B905
ARRIVAL_TEXT_D
The arrival text, continued
185
6
B906
ARRIVAL_TEXT_E
The arrival text, continued
185
26
B91A
ARRIVAL_TEXT_F
The arrival text, continued
185
27
B91B
ARRIVAL_TEXT_G
The arrival text, continued
185
40
B928
ARRIVAL_TEXT_H
The arrival text, continued
185
41
B929
ARRIVAL_TEXT_I
The arrival text, continued
185
54
B936
ARRIVAL_TEXT_J
The arrival text, continued
185
55
B937
ARRIVAL_TEXT_K
The arrival text, continued
185
68
B944
ARRIVAL_TEXT_L
The arrival text, continued
185
69
B945
ARRIVAL_TEXT_M
The arrival text, continued
185
78
B94E
ARRIVAL_TEXT_N
The arrival text's last character
185
79
B94F
SUMMARY_COLOURS
The summary screen: the colour of each line
185
87
B957
SUMMARY_Y_TITLE
The summary screen: where the lines go (the title's y; lines 2 and 3)
185
92
B95C
SUMMARY_XY_UNACTIVATED
The summary screen: where the lines go (line 4; line 5's x)
185
95
B95F
SUMMARY_Y_CHAMBERS
The summary screen: where the lines go (line 5's y)
185
96
B960
SUMMARY_XY_LOST
The summary screen: where the last two lines go, and the title
185
108
B96C
SUMMARY_TITLE_LAST
The summary screen: the title's last letter
185
109
B96D
SUMMARY_ACTIVATED
The summary screen: "ACTIVATED CRYOGENIC"
185
127
B97F
SUMMARY_ACTIVATED_LAST
The summary screen: "ACTIVATED CRYOGENIC", its last letter
185
128
B980
SUMMARY_CHAMBERS_ACTIVE
The summary screen: the first "CHAMBERS" line
185
146
B992
SUMMARY_CHAMBERS_ACTIVE_LAST
The summary screen: the first "CHAMBERS" line, its last character
185
147
B993
SUMMARY_UNACTIVATED
The summary screen: "UNACTIVATED CRYOGENIC"
185
167
B9A7
SUMMARY_UNACTIVATED_LAST
The summary screen: "UNACTIVATED CRYOGENIC", its last letter
185
168
B9A8
SUMMARY_CHAMBERS_IDLE
The summary screen: the second "CHAMBERS" line
185
186
B9BA
SUMMARY_CHAMBERS_IDLE_LAST
The summary screen: the second "CHAMBERS" line, its last character
185
187
B9BB
SUMMARY_CRYONAUGHTS
The summary screen: "CRYONAUGHTS LOST."
185
206
B9CE
SUMMARY_CRYONAUGHTS_LAST
The summary screen: "CRYONAUGHTS LOST.", its last character
185
207
B9CF
SUMMARY_RATING
The summary screen: "OVERALL RATING"
185
220
B9DC
SUMMARY_RATING_LAST
The summary screen: "OVERALL RATING", its last letter; and the eight ratings
185
237
B9ED
RATING_POOR
Rating 0: "POOR"
185
244
B9F4
RATING_POOR_LAST
Rating 0, its last letter
185
245
B9F5
RATING_AVERAGE
Rating 1: "AVERAGE"
185
253
B9FD
RATING_AVERAGE_LAST
Rating 1, its last letter
185
254
B9FE
RATING_FAIR
Rating 2: "FAIR"
186
5
BA05
RATING_FAIR_LAST
Rating 2, its last letter
186
6
BA06
RATING_GOOD
Rating 3: "GOOD"
186
13
BA0D
RATING_GOOD_LAST
Rating 3, its last letter
186
14
BA0E
RATING_EXCELLENT
Rating 4, the first for a won game: "EXCELLENT"
186
23
BA17
RATING_EXCELLENT_LAST
Rating 4, its last letter
186
24
BA18
RATING_MARVELLOUS
Rating 5: "MARVELLOUS"
186
34
BA22
RATING_MARVELLOUS_LAST
Rating 5, its last letter
186
35
BA23
RATING_HERO
Rating 6: "HERO"
186
42
BA2A
RATING_HERO_LAST
Rating 6, its last letter
186
43
BA2B
RATING_ADVENTURER
Rating 7, a won game with more than 96 rooms seen: "ADVENTURER"
186
53
BA35
RATING_ADVENTURER_LAST
Rating 7, its last letter
186
54
BA36
PRINT_SUMMARY_COUNTS
Print the summary's three counts
186
87
BA57
PRINT_LIVES
Print the number of lives
186
126
BA7E
MENU
The menu
186
251
BAFB
FLASH_MENU
Flash the chosen lines on the menu
187
20
BB14
MENU_COLOURS
The menu: the colour of each line
187
29
BB1D
MENU_Y_TITLE
The menu: where the lines go (the title's y; keys 1 and 2)
187
34
BB22
MENU_XY_KEY3
The menu: where the lines go (key 3; key 4's x)
187
37
BB25
MENU_Y_KEY4
The menu: where the lines go (key 4's y)
187
38
BB26
MENU_XY_KEY5
The menu: where the last three lines go, and the title
187
50
BB32
MENU_TITLE_LAST
The menu: the title's last character
187
51
BB33
MENU_KEYBOARD
The menu: "1 KEYBOARD"
187
60
BB3C
MENU_KEYBOARD_LAST
The menu: "1 KEYBOARD", its last letter
187
61
BB3D
MENU_KEMPSTON
The menu: "2 KEMPSTON JOYSTICK"
187
79
BB4F
MENU_KEMPSTON_LAST
The menu: "2 KEMPSTON JOYSTICK", its last letter
187
80
BB50
MENU_CURSOR
The menu: "3 CURSOR JOYSTICK"
187
96
BB60
MENU_CURSOR_LAST
The menu: "3 CURSOR JOYSTICK", its last letter
187
97
BB61
MENU_INTERFACE
The menu: "4 INTERFACE II"
187
110
BB6E
MENU_INTERFACE_LAST
The menu: "4 INTERFACE II", its last letter
187
111
BB6F
MENU_DIRECTIONAL
The menu: "5 DIRECTIONAL CONTROL"
187
131
BB83
MENU_DIRECTIONAL_LAST
The menu: "5 DIRECTIONAL CONTROL", its last letter
187
132
BB84
MENU_START
The menu: "0 START GAME"
187
143
BB8F
MENU_START_LAST
The menu: "0 START GAME", its last letter
187
144
BB90
MENU_COPYRIGHT
The menu: the copyright line
187
156
BB9C
MENU_COPYRIGHT_LAST
The menu: the copyright line's last character
187
157
BB9D
PRINT_TEXT_SINGLE_COLOUR
Print a string in one colour
187
177
BBB1
PRINT_TEXT
Print a string whose first byte is its colour
187
235
BBEB
PRINT_CHAR
Print a character into the screen buffer
188
21
BC15
TOGGLE_SELECTED
Flash one of B attributes, and steady the rest
188
28
BC1C
FLASH_NEXT_ONE
The rest of
TOGGLE_SELECTED
188
37
BC25
DISPLAY_MENU
Draw the menu
188
86
BC56
MULTIPLE_PRINT_SPRITE
Draw a sprite several times in a line
188
112
BC70
PLAYER_APPEARING
The update routine for the robot appearing (graphics 56 to 62)
188
131
BC83
PLAYER_APPEARED
The update routine for the robot's last frame of appearing (graphic 63)
188
157
BC9D
SHOW_CARRIED
Show the carried things on the panel, if they have changed
189
52
BD34
CARRIED_COLOURS
The colours of the carried things
189
56
BD38
PANEL_RECORD
A spare object record, for drawing on the panel and the border
189
88
BD58
CHK_PICKUP_DROP
Is the pick-up control pressed?
189
107
BD6B
TAKE_OR_LEAVE
Pick up, or put down
190
167
BEA7
CAN_PICK_UP
Can this thing be picked up?
190
214
BED6
IS_OBJ_MOVING
Is the object moving?
190
224
BEE0
EXTRA_LIFE
The update routine for an extra life (graphic 12)
191
47
BF2F
BLIT_2X8
Copy a 16 by 8 pixel patch from the buffer to the screen
191
61
BF3D
DRAW_AT_L16_D9
Drawing nudge X -16, Y -9 (graphic 30)
191
66
BF42
UNUSED_NUDGE_L12_D9
Unreached code: drawing nudge X -12, Y -9
191
71
BF47
DRAW_AT_L12_D8
Drawing nudge X -12, Y -8
191
76
BF4C
DRAW_AT_L16_D7
Drawing nudge X -16, Y -7
191
81
BF51
DRAW_AT_L12_D7
Drawing nudge X -12, Y -7 (graphic 13)
191
86
BF56
DRAW_AT_L16_D6
Drawing nudge X -16, Y -6
191
91
BF5B
DRAW_AT_L12_D6
Drawing nudge X -12, Y -6
191
96
BF60
DRAW_AT_L12_D5
Drawing nudge X -12, Y -5
191
101
BF65
DRAW_AT_L8_D5
Drawing nudge X -8, Y -5 (graphic 15)
191
106
BF6A
DRAW_AT_L12_D4
Drawing nudge X -12, Y -4
191
111
BF6F
DRAW_AT_L16_D3
Drawing nudge X -16, Y -3
191
116
BF74
DRAW_AT_L4_D3
Drawing nudge X -4, Y -3 (graphic 14)
191
126
BF7E
DRAW_AT_L8_D2
Drawing nudge X -8, Y -2
191
131
BF83
FILL_BOX
Fill a box of bytes, B wide and C rows high, with A
191
151
BF97
FILL_BOX_STORES
The eight stores of
FILL_BOX
191
171
BFAB
SET_WIPE_AND_DRAW_FLAGS
Mark an object to be rubbed out and redrawn
191
182
BFB6
DEC_DZ_AND_UPDATE_UVZ
Fall, and move
191
216
BFD8
SECOND_PILLAR
The update routine for the second pillar of a doorway (graphic 3)
191
234
BFEA
FIRST_PILLAR
The update routine for the first pillar of a doorway (graphic 2)
192
72
C048
NUDGE_ROUTINES
The doorway's nudge routines, by the pillar's facing
192
80
C050
NUDGE_ALONG_V
Nudge along V
192
105
C069
NUDGE_ALONG_U
Nudge along U
192
130
C082
CHK_PLYR_NEAR_ARCH
Is the robot in the doorway?
192
153
C099
IS_NEAR_TO
Is an object near a point?
192
190
C0BE
PLAYER_LEGS
The update routine for the robot's legs (graphics 16 to 23)
193
23
C117
CHK_PLYR_OOB
Is he inside the room's walls?
193
60
C13C
HANDLE_LEFT_RIGHT
Turn the robot
193
210
C1D2
TURN_RIGHT_VIEWS
The in-between views of a right turn
193
218
C1DA
TURN_LEFT_VIEWS
The in-between views of a left turn
193
226
C1E2
TURNING_LEGS
The robot's legs while he turns (graphics 24 to 27)
194
45
C22D
TURN_RIGHT_ENDS
The facings a right turn ends in
194
53
C235
TURN_LEFT_ENDS
The facings a left turn ends in
194
61
C23D
HANDLE_JUMP
Start a jump
194
94
C25E
HANDLE_FORWARD
Step the legs
194
150
C296
MOVE_PLAYER
Move the robot
194
246
C2F6
CALC_PLYR_DUV
Add a step in the direction he faces
195
25
C319
GET_SPRITE_DIR
Which way an object faces
195
47
C32F
WALK_STEP_TBL
A step in each direction
195
55
C337
STEP_U_DOWN
Step towards lower U
195
64
C340
STEP_U_UP
Step towards higher U
195
71
C347
STEP_V_UP
Step towards higher V
195
80
C350
STEP_V_DOWN
Step towards lower V
195
87
C357
ADJ_DZ_FOR_OUT_OF_BOUNDS
Shorten dZ at the floor
195
109
C36D
HANDLE_EXIT_SCREEN
Has the robot walked out of the room?
195
134
C386
SHORTEN_DELTA
Shorten a move by one unit
195
143
C38F
SCREEN_MOVE_TBL
Leaving a room, by facing
195
151
C397
EXIT_LOW_U
Out through the wall at low U?
195
240
C3F0
EXIT_HIGH_U
Out through the wall at high U?
196
11
C40B
EXIT_HIGH_V
Out through the wall at high V?
196
38
C426
EXIT_LOW_V
Out through the wall at low V?
196
66
C442
ADJ_FOR_OUT_OF_BOUNDS
Cut a move short against the room and the other objects
196
151
C497
ADJ_DU_FOR_OBJ_INTERSECT
Shorten dU against the other objects
196
230
C4E6
ADJ_DV_FOR_OBJ_INTERSECT
Shorten dV against the other objects
197
53
C535
ADJ_DZ_FOR_OBJ_INTERSECT
Shorten dZ against the other objects
197
169
C5A9
DO_OBJS_INTERSECT_ON_U
Do two objects overlap in U?
197
190
C5BE
DO_OBJS_INTERSECT_ON_V
Do two objects overlap in V?
197
211
C5D3
DO_OBJS_INTERSECT_ON_Z
Do two objects overlap in Z?
197
233
C5E9
ADJ_DU_FOR_OUT_OF_BOUNDS
Shorten dU at the walls
198
19
C613
ADJ_DV_FOR_OUT_OF_BOUNDS
Shorten dV at the walls
198
61
C63D
CALC_2D_INFO
Work out an object's screen rectangle
198
87
C657
SET_DRAW_OBJS_OVERLAPPED
Mark every object the moving object's old or new rectangle touches
198
228
C6E4
TOP_FOLLOWS_LEGS
The robot's top (graphics 32 to 43)
199
28
C71C
LIST_DRAWN
List the objects to be drawn
199
69
C745
DRAW_LIST
The objects to draw this turn
199
133
C785
SORT_AND_DRAW
Draw the listed objects, back to front
200
51
C833
DEPTH_ORDER
What to do about a pair of boxes
200
105
C869
ORDER_UNCONSTRAINED
A pair with no order between them
200
108
C86C
CANDIDATE_ALREADY_FIRST
The candidate is behind the other object
200
111
C86F
IY_GOES_FIRST
The other object must be drawn first
200
171
C8AB
BOXES_INTERSECT
Two boxes occupy the same space
200
213
C8D5
DRAW_CANDIDATE
Draw the candidate and start the next pass
200
234
C8EA
ALL_DRAWN
All the listed objects are drawn
200
239
C8EF
CANDIDATE_CHAIN
The chain of candidates since the last draw
200
255
C8FF
READ_CONTROLS
Read the controls
202
7
CA07
NEW_LIFE
Start a life
202
29
CA1D
START_LEGS
The start records
202
93
CA5D
START_TEMPLATE
The start of the robot's records at a new game
202
109
CA6D
NEW_GAME_START
Set the start records for a new game
202
158
CA9E
START_ROOMS
The four start rooms
202
162
CAA2
ENTER_ROOM
Build the room he is in
202
210
CAD2
RESET_ROOM_COLOURS
Give every room back its own colour
202
241
CAF1
TRANSFER_SPRITE
Copy a sprite's four bytes into the drawing record
203
6
CB06
TRANSFER_SPRITE_AND_PRINT
Copy a sprite's four bytes and draw it
203
15
CB0F
DISPLAY_PANEL
Draw the panel's scroll-work and icons at the foot of the screen
203
90
CB5A
PANEL_DATA
The pieces of the panel
203
138
CB8A
PRINT_BORDER
Draw the border round the screen
203
195
CBC3
BORDER_DATA
The pieces of the border, and unreached code from Knight Lore
203
246
CBF6
COLOUR_PANEL_RED
Unreached code, continued
203
249
CBF9
COLOUR_PANEL_TAIL
The rest of the unreached code
204
1
CC01
ADJUST_PLYR_UVZ_FOR_ROOM_SIZE
Put the robot in the doorway he came in by
204
109
CC6D
ADJUST_PLYR_Z_FOR_ARCH
Stand the robot on the floor of the arch he comes in by
204
150
CC96
GET_PTR_OBJECT
The address of the object record numbered A
204
167
CCA7
BUILD_ROOM
Build a room's object records from the room directory
206
6
CE06
ADD_HL_A
HL = HL + A
206
13
CE0D
HL_EQUALS_DE_X_A
HL = DE * A
206
28
CE1C
ZERO_DE
Clear B bytes from DE
206
34
CE22
HANDLE_PAUSE
Pause, when SPACE is pressed on its own
206
78
CE4E
CLEAR_OBJECTS
Clear all 56 object records
206
96
CE60
CLR_BITMAP_MEMORY
Clear the display bitmap
206
104
CE68
CLR_ATTRIBUTE_MEMORY
Set every attribute to bright red on black
206
115
CE73
CLEAR_SCRN
Clear the screen and make the border black
206
123
CE7B
CLEAR_SCRN_BUFFER
Clear the screen buffer
206
133
CE85
SHOW_BUFFER
Copy the screen buffer to the screen
206
171
CEAB
RENDER_DYNAMIC_OBJECTS
Redraw what changed and copy it to the screen
207
133
CF85
BLIT_TO_SCREEN
Copy a rectangle of the buffer to the screen
207
167
CFA7
BUILD_LOOKUP_TBLS
Build the drawing tables
207
210
CFD2
CALC_PIXEL_XY
Project an object's position onto the screen
207
254
CFFE
FLIP_SPRITE
Find an object's sprite and make it face the right way
208
19
D013
CALC_PIXEL_XY_AND_RENDER
Draw one object from the draw list
208
143
D08F
SPRITE_ALIGNED_RUN
The unrolled row of a byte-aligned sprite
208
185
D0B9
SPRITE_ROW
Start a row of a sprite
208
189
D0BD
SPRITE_SHIFTED_RUN
The unrolled row of a shifted sprite
209
32
D120
CALC_VIDBUF_ADDR
Buffer address of a pixel position
209
53
D135
CALC_VRAM_ADDR
Display address of a pixel position
209
87
D157
CALC_ATTRIB_ADDR
Attribute address of a pixel position
209
116
D174
VFLIP_SPRITE_DATA
Turn a sprite's stored data the way its object faces
209
235
D1EB
OLD_COPYRIGHT
Unused: Knight Lore's copyright line
210
0
D200
BUFFER
The screen buffer
234
0
EA00
STACK_SPACE
The stack
241
0
F100
MIRROR_TABLE
Lookup tables