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