Page Byte Address Label Description
92 0 5C00 SYSTEM_VARIABLES
System variables
92 182 5CB6 CHANNELS
Channel information
92 203 5CCB LINE10
BASIC line 10
93 80 5D50 LINE20
BASIC line 20
93 139 5D8B LINE60
BASIC line 60
93 237 5DED LINE70
BASIC line 70
94 73 5E49 LINE90
BASIC line 90
94 196 5EC4 LINE95
BASIC line 95
95 3 5F03 LINE99
BASIC line 99
95 17 5F11 LINE100
BASIC line 100
95 95 5F5F LINE105
BASIC line 105
95 102 5F66 LINE110
BASIC line 110
95 238 5FEE LINE120
BASIC line 120
96 120 6078 LINE130
BASIC line 130
97 1 6101 LINE140
BASIC line 140
97 144 6190 LINE150
BASIC line 150
98 30 621E LINE160
BASIC line 160
98 172 62AC LINE170
BASIC line 170
99 58 633A LINE180
BASIC line 180
99 200 63C8 LINE190
BASIC line 190
100 14 640E LINE200
BASIC line 200
100 75 644B LINE205
BASIC line 205
100 82 6452 LINE210
BASIC line 210
100 203 64CB LINE220
BASIC line 220
101 45 652D LINE230
BASIC line 230
101 51 6533 LINE300
BASIC line 300
101 162 65A2 LINE302
BASIC line 302
101 217 65D9 LINE305
BASIC line 305
102 48 6630 LINE310
BASIC line 310
102 177 66B1 LINE320
BASIC line 320
102 237 66ED LINE330
BASIC line 330
103 43 672B LINE350
BASIC line 350
103 86 6756 LINE400
BASIC line 400
103 225 67E1 LINE600
BASIC line 600
103 241 67F1 LINE610
BASIC line 610
104 88 6858 LINE620
BASIC line 620
104 174 68AE LINE630
BASIC line 630
104 189 68BD LINE700
BASIC line 700
105 32 6920 LINE710
BASIC line 710
105 50 6932 LINE720
BASIC line 720
105 131 6983 LINE750
BASIC line 750
105 181 69B5 LINE800
BASIC line 800
106 35 6A23 LINE850
BASIC line 850
106 93 6A5D LINE860
BASIC line 860
106 135 6A87 LINE870
BASIC line 870
106 141 6A8D LINE900
BASIC line 900
107 21 6B15 LINE910
BASIC line 910
107 228 6BE4 LINE920
BASIC line 920
108 11 6C0B LINE930
BASIC line 930
108 51 6C33 LINE950
BASIC line 950
108 86 6C56 LINE960
BASIC line 960
108 203 6CCB LINE1000
BASIC line 1000
109 195 6DC3 LINE1001
BASIC line 1001
109 228 6DE4 LINE1010
BASIC line 1010
110 55 6E37 LINE1011
BASIC line 1011
110 172 6EAC LINE1020
BASIC line 1020
111 7 6F07 LINE1021
BASIC line 1021
111 124 6F7C LINE1030
BASIC line 1030
111 215 6FD7 LINE1031
BASIC line 1031
112 76 704C LINE1040
BASIC line 1040
112 168 70A8 LINE1041
BASIC line 1041
113 29 711D LINE1050
BASIC line 1050
113 133 7185 LINE1051
BASIC line 1051
113 251 71FB LINE1060
BASIC line 1060
114 83 7253 LINE1061
BASIC line 1061
114 200 72C8 LINE1070
BASIC line 1070
115 39 7327 LINE1071
BASIC line 1071
115 156 739C LINE1080
BASIC line 1080
115 252 73FC LINE1081
BASIC line 1081
116 113 7471 LINE1090
BASIC line 1090
116 250 74FA LINE1091
BASIC line 1091
117 111 756F LINE2000
BASIC line 2000
118 22 7616 LINE2500
BASIC line 2500
118 161 76A1 LINE2600
BASIC line 2600
118 233 76E9 LINE3000
BASIC line 3000
119 124 777C LINE3010
BASIC line 3010
119 130 7782 LINE3100
BASIC line 3100
119 218 77DA LINE3110
BASIC line 3110
120 177 78B1 LINE3120
BASIC line 3120
121 31 791F LINE3200
BASIC line 3200
121 231 79E7 LINE3210
BASIC line 3210
122 140 7A8C LINE3220
BASIC line 3220
122 190 7ABE LINE3500
BASIC line 3500
122 248 7AF8 LINE3510
BASIC line 3510
123 75 7B4B LINE3600
BASIC line 3600
123 126 7B7E LINE3610
BASIC line 3610
124 7 7C07 LINE3620
BASIC line 3620
124 123 7C7B LINE3630
BASIC line 3630
125 88 7D58 LINE3700
BASIC line 3700
125 218 7DDA BASIC_VARIABLES
BASIC variables and workspace
128 0 8000 PLAY
Play the game (USR 32768)
128 52 8034 PLAY_PAD
Signature
128 96 8060 READ_CONTROLS
Read the movement keys into the player's record
128 144 8090 GET_KEY
Return the key being pressed (USR 32912)
128 151 8097 WAIT_KEY
Wait for a key (USR 32919)
128 160 80A0 DRAW_SPRITE
Draw one sprite into the render buffer
128 211 80D3 MOVE_ANTS
Move the five ants
128 255 80FF MOVE_ANTS_PAD
Unused
129 0 8100 COPY_TO_SCREEN
Copy the render buffer to the screen
129 47 812F COPY_TO_SCREEN_PAD
Unused
129 48 8130 PLANE_TO_BUFFER
Convert a place in PLANES to an address in the render buffer
129 74 814A PLANE_TO_BUFFER_PAD
Unused
129 96 8160 CLEAR_PLANES
Fill PLANES with $FF (nothing)
129 121 8179 CLEAR_PLANES_PAD
Unused
129 128 8180 MARK_PLANE
Mark one height's blocks in PLANES
129 164 81A4 MARK_PLANE_PAD
Unused
129 176 81B0 BUILD_PLANES
Sort the gathered cells into PLANES, height by height
129 228 81E4 PRINT_COUNTERS
Print the grenade count and both energies
129 244 81F4 PRINT_COUNTERS_PAD
Unused
130 3 8203 DRAW_BLOCK
Draw a block (views 0 and 2)
130 160 82A0 COPY_POSITION
Put IX where IY is, facing the same way
130 185 82B9 COPY_POSITION_PAD
Unused
130 192 82C0 MOVE_PLAYER
Move the player
130 210 82D2 MOVE_PLAYER_PAD
Unused
130 224 82E0 BLAST_FRAME
Show the explosion while the explosion countdown runs
130 237 82ED BLAST_FRAME_PAD
Unused
131 0 8300 CLEAR_BUFFER_ROWS
Clear every fourth row of the render buffer
131 88 8358 CLEAR_BUFFER_ROWS_PAD
Unused
131 96 8360 RANDOM
Step the random number generator
131 121 8379 RANDOM_PAD
Unused
131 128 8380 READ_MAP_CELL
Read one cell of the city map
131 155 839B READ_MAP_CELL_PAD
Unused
131 176 83B0 GATHER_VIEW
Gather the cells in view into VIEW_CELLS
131 200 83C8 GATHER_VIEW_PAD
Unused
131 224 83E0 MOVE_GRENADE
Throw and move the grenade, and see whether it hit anything
131 245 83F5 MOVE_GRENADE_PAD
Unused
132 0 8400 READ_VIEW_KEYS
Turn the view with 0, P, ENTER or SPACE
132 72 8448 READ_VIEW_KEYS_PAD
Unused
132 96 8460 SCROLL_VIEW
Scroll the view when the player nears its edge
132 151 8497 SCROLL_VIEW_PAD
Unused
132 160 84A0 DRAW_VIEW
Draw the view
132 200 84C8 DRAW_VIEW_PAD
Unused
132 208 84D0 SHARE_CELL
The rescued person and the player in one cell: nobody falls
132 250 84FA SHARE_CELL_PAD
Unused
133 0 8500 DRAW_SCENE
Paint PLANES and the sprites into the render buffer, back to front
133 43 852B BLOCK_DRAWN
Where DRAW_BLOCK and DRAW_BLOCK_TURNED come back to
133 47 852F DRAW_HERE
Draw the sprite that is due, then carry on the scan
133 65 8541 DRAW_HERE_PAD
Unused
133 80 8550 NEXT_SPRITE
Load the count to the next sprite in SPRITE_LIST
133 97 8561 NEXT_SPRITE_PAD
Unused
133 112 8570 SELECT_BLOCK_DRAWER
Point IY at the block picture for this view
133 128 8580 SORT_SPRITES
Sort SPRITE_LIST by place in PLANES
133 194 85C2 SORT_SPRITES_PAD
Unused
133 208 85D0 SPRITE_DISTANCES
Turn the sorted places into distances from one to the next
133 247 85F7 SPRITE_DISTANCES_PAD
Unused
133 250 85FA OFF_VIEW
An object out of view: a place past the end, so it is never drawn
133 254 85FE OFF_VIEW_PAD
Unused
134 0 8600 PROJECT_SPRITES
Work out where each object falls in PLANES
134 129 8681 GATHER_VIEW0
Gather the cells in view, view 0
134 159 869F GATHER_VIEW0_PAD
Unused
134 161 86A1 GATHER_VIEW1
Gather the cells in view, view 1
134 191 86BF GATHER_VIEW1_PAD
Unused
134 193 86C1 GATHER_VIEW2
Gather the cells in view, view 2
134 223 86DF GATHER_VIEW2_PAD
Unused
134 225 86E1 GATHER_VIEW3
Gather the cells in view, view 3
134 255 86FF GATHER_VIEW3_PAD
Unused
135 3 8703 DRAW_BLOCK_TURNED
Draw a block (views 1 and 3)
135 160 87A0 BLAST_ANT
See whether an exploding grenade got an ant
135 208 87D0 SCANNER
Colour the scanner
135 245 87F5 SCANNER_PAD
Unused
136 0 8800 MOVE_OBJECT
Move an object one frame: fall, climb, jump, walk
136 87 8857 MOVE_OBJECT_PAD
Unused
136 96 8860 LANDED
Land from a fall
136 127 887F LANDED_PAD
Unused
136 128 8880 FALL
Fall, after a frame's grace
136 157 889D FALL_PAD
Unused
136 160 88A0 BITTEN
Something is in this cell: a bite
136 167 88A7 BITTEN_PAD
Unused
136 176 88B0 STUNNED
Count down being stunned
136 185 88B9 STUNNED_PAD
Unused
136 192 88C0 ON_TOP
The rescued person shares the player's cell
136 208 88D0 RISE
Go up a block, if there is room
136 223 88DF RISE_PAD
Unused
136 224 88E0 STEP_UP
Blocked: step up onto it, for things that can
136 245 88F5 STEP_UP_PAD
Unused
137 0 8900 STEP
Move a position one cell in a direction
137 20 8914 STEP_PAD
Unused
137 32 8920 TEST_MAP_BIT
Is there a block at a height in a cell?
137 59 893B TEST_MAP_BIT_PAD
Unused
137 64 8940 TOGGLE_MAP_BIT
Flip a height's bit in a map cell
137 89 8959 TOGGLE_MAP_BIT_PAD
Unused
137 93 895D TEST_BELOW
Is there anything to stand on?
137 124 897C TEST_BELOW_PAD
Unused
137 128 8980 CHOOSE_FRAME
Choose the animation frame
137 201 89C9 CHOOSE_FRAME_PAD
Unused
137 208 89D0 MOVE_OR_RESPAWN
Move an object, or count down its explosion and send it home
137 252 89FC MOVE_OR_RESPAWN_PAD
Unused
138 0 8A00 MOVE_ANT
Move an ant towards the player
138 92 8A5C MOVE_ANT_PAD
Unused
138 93 8A5D ANT_TURN
An ant's turn
138 118 8A76 ANT_TURN_PAD
Unused
138 128 8A80 DISTANCE
Distance between two cells, along the grid
138 145 8A91 DIRECTION_TO
The direction from one cell towards another
138 182 8AB6 FOLLOW_PLAYER
Walk the rescued person after the player
138 252 8AFC FOLLOW_PLAYER_PAD
Unused
139 0 8B00 FILL_PLAY_ATTRIBUTES
Fill the play area's attributes
139 70 8B46 FILL_PLAY_ATTRIBUTES_PAD
Unused
139 74 8B4A NOISE
A burst of noise on the speaker
139 96 8B60 UNUSED_SCRIPT
An unused script
139 128 8B80 TONE
A note on the speaker
139 177 8BB1 TONES
Note table
139 209 8BD1 PARALYSE_ANT
Paralyse the ant the player has landed on
139 255 8BFF PARALYSE_ANT_PAD
Unused
141 0 8D00 THROW_GRENADE
Throw a grenade, or keep one flying
141 148 8D94 THROW_GRENADE_PAD
Unused
141 154 8D9A GRENADE_BLAST
Check each ant against an exploding grenade
141 204 8DCC GRENADE_BLAST_PAD
Unused
141 208 8DD0 COUNT_DOWN_TIME
Count the time down and print it
141 253 8DFD COUNT_DOWN_TIME_PAD
Unused
142 0 8E00 PLAY_SCRIPT_ONE
Run script 1, "NASTY FALL !"
142 2 8E02 PLAY_SCRIPT
Run a script, keeping IX
142 11 8E0B PLAY_SCRIPT_PAD
Unused
142 13 8E0D RUN_SCRIPT
Run a script: text, sound and colour
142 128 8E80 GAME_FRAME
One frame of play
142 156 8E9C GAME_FRAME_PAD
Unused
142 160 8EA0 CHECK_RESCUED
Have the player and the rescued person both left the city?
142 198 8EC6 CHECK_RESCUED_PAD
Unused
142 208 8ED0 CHECK_GAME_OVER
Stop the game when time or either energy runs out
142 242 8EF2 FINAL_SCRIPT
The ending (USR 36594)
142 250 8EFA FINAL_SCRIPT_PAD
Unused
143 0 8F00 HANDLE_EVENTS
React to what happened to the player and the rescued person
143 122 8F7A HANDLE_EVENTS_PAD
Unused
143 128 8F80 MOVE_RESCUEE
The person to be rescued: wait, or follow
143 204 8FCC MOVE_RESCUEE_PAD
Unused
143 208 8FD0 GRENADE_SOUNDS
Show and sound what the grenade did
143 244 8FF4 GRENADE_SOUNDS_PAD
Unused
144 0 9000 SCRIPTS
Scripts
144 1 9001 SCRIPT1
Script 1: NASTY FALL !
144 25 9019 SCRIPT2
Script 2: "HELP! I FELL!"
144 53 9035 SCRIPT3
Script 3: GOOD SHOT!
144 91 905B SCRIPT4
Script 4: a sound
144 99 9063 SCRIPT5
Script 5: a sound
144 102 9066 SCRIPT6
Script 6: SILLY! YOU BLEW / YOURSELF UP !
144 148 9094 SCRIPT7
Script 7: BITTEN!
144 169 90A9 SCRIPT8
Script 8: a sound
144 176 90B0 SCRIPT9
Script 9: " HOW COULD YOU ? / AFTER ALL WE'VE / BEEN THROUGH ?"
144 248 90F8 SCRIPT10
Script 10: "THEY GOT ME"
145 18 9112 SCRIPT11
Script 11: a sound
145 25 9119 SCRIPT12
Script 12: "MY HERO!" / "TAKE ME AWAY / FROM ALL THIS !"
145 97 9161 SCRIPT13
Script 13: CONGRATULATIONS !
145 179 91B3 SCRIPT14
Script 14: EATEN ALIVE
145 203 91CB SCRIPT15
Script 15: IVE BEEN EATEN ALIVE
145 236 91EC SCRIPT16
Script 16: PARALYSED AN ANT !
146 16 9210 SCRIPT17
Script 17: YOU ARE A REAL / AT LAST YOUR MISSION IS OVER! / YOUR NEW FRIENDS WISH TO / THANK YOU FOR SAVING THEIR / LIVES.
147 186 93BA SCRIPT17_PAD
Unused
151 0 9700 LOADED
Where the load finishes
151 18 9712 LOADED_PAD
Unused
151 151 9797 INTERRUPT
The interrupt routine: no BREAK
151 160 97A0 RESTART_BASIC
Type RUN and run it
151 187 97BB RESTART_BASIC_PAD
Unused
152 0 9800 INTERRUPT_VECTORS
Interrupt vector table
153 2 9902 INTERRUPT_VECTORS_PAD
Unused
154 0 9A00 SPRITES
Sprites: the grenade and the girl
154 64 9A40 FRAME69
Sprite frame $69: grenade's own frames
154 128 9A80 FRAME6A
Sprite frame $6A: grenade's own frames
154 192 9AC0 FRAME6B
Sprite frame $6B: grenade's own frames
155 0 9B00 FRAME6C
Sprite frame $6C: girl, standing, facing 0
155 64 9B40 FRAME6D
Sprite frame $6D: girl, standing, facing 1
155 128 9B80 FRAME6E
Sprite frame $6E: girl, standing, facing 2
155 192 9BC0 FRAME6F
Sprite frame $6F: girl, standing, facing 3
156 0 9C00 FRAME70
Sprite frame $70: girl, walking, facing 0
156 64 9C40 FRAME71
Sprite frame $71: girl, walking, facing 1
156 128 9C80 FRAME72
Sprite frame $72: girl, walking, facing 2
156 192 9CC0 FRAME73
Sprite frame $73: girl, walking, facing 3
157 0 9D00 FRAME74
Sprite frame $74: girl, arms out: stunned, or throwing, facing 0
157 64 9D40 FRAME75
Sprite frame $75: girl, arms out: stunned, or throwing, facing 1
157 128 9D80 FRAME76
Sprite frame $76: girl, arms out: stunned, or throwing, facing 2
157 192 9DC0 FRAME77
Sprite frame $77: girl, arms out: stunned, or throwing, facing 3
158 0 9E00 FRAME78
Sprite frame $78: girl, lying down: stunned for longer, facing 0
158 64 9E40 FRAME79
Sprite frame $79: girl, lying down: stunned for longer, facing 1
158 128 9E80 FRAME7A
Sprite frame $7A: girl, lying down: stunned for longer, facing 2
158 192 9EC0 FRAME7B
Sprite frame $7B: girl, lying down: stunned for longer, facing 3
159 0 9F00 FRAME7C
Sprite frame $7C: girl, arms up: falling, facing 0
159 64 9F40 FRAME7D
Sprite frame $7D: girl, arms up: falling, facing 1
159 128 9F80 FRAME7E
Sprite frame $7E: girl, arms up: falling, facing 2
159 192 9FC0 FRAME7F
Sprite frame $7F: girl, arms up: falling, facing 3
160 0 A000 RENDER_BUFFER
Render buffer
177 128 B180 VIEW_CELLS
The cells in view
180 32 B420 VIEW_ORIGIN
Game variables
180 80 B450 SPRITE_LIST
Sprite list
180 128 B480 PLAYER
Objects
181 0 B500 PLANES
Planes
183 0 B700 MORE_SPRITES
Sprites: the boy, the grenade in flight, and the ants
183 64 B740 FRAMEDD
Sprite frame $DD: boy, standing, facing 1
183 128 B780 FRAMEDE
Sprite frame $DE: boy, standing, facing 2
183 192 B7C0 FRAMEDF
Sprite frame $DF: boy, standing, facing 3
184 0 B800 FRAMEE0
Sprite frame $E0: boy, walking, facing 0
184 64 B840 FRAMEE1
Sprite frame $E1: boy, walking, facing 1
184 128 B880 FRAMEE2
Sprite frame $E2: boy, walking, facing 2
184 192 B8C0 FRAMEE3
Sprite frame $E3: boy, walking, facing 3
185 0 B900 FRAMEE4
Sprite frame $E4: boy, arms out: stunned, or throwing, facing 0
185 64 B940 FRAMEE5
Sprite frame $E5: boy, arms out: stunned, or throwing, facing 1
185 128 B980 FRAMEE6
Sprite frame $E6: boy, arms out: stunned, or throwing, facing 2
185 192 B9C0 FRAMEE7
Sprite frame $E7: boy, arms out: stunned, or throwing, facing 3
186 0 BA00 FRAMEE8
Sprite frame $E8: boy, lying down: stunned for longer, facing 0
186 64 BA40 FRAMEE9
Sprite frame $E9: boy, lying down: stunned for longer, facing 1
186 128 BA80 FRAMEEA
Sprite frame $EA: boy, lying down: stunned for longer, facing 2
186 192 BAC0 FRAMEEB
Sprite frame $EB: boy, lying down: stunned for longer, facing 3
187 0 BB00 FRAMEEC
Sprite frame $EC: boy, arms up: falling, facing 0
187 64 BB40 FRAMEED
Sprite frame $ED: boy, arms up: falling, facing 1
187 128 BB80 FRAMEEE
Sprite frame $EE: boy, arms up: falling, facing 2
187 192 BBC0 FRAMEEF
Sprite frame $EF: boy, arms up: falling, facing 3
188 0 BC00 FRAMEF0
Sprite frame $F0: four frames nothing draws
188 64 BC40 FRAMEF1
Sprite frame $F1: four frames nothing draws
188 128 BC80 FRAMEF2
Sprite frame $F2: four frames nothing draws
188 192 BCC0 FRAMEF3
Sprite frame $F3: four frames nothing draws
189 0 BD00 FRAMEF4
Sprite frame $F4: grenade
189 64 BD40 FRAMEF5
Sprite frame $F5: grenade
189 128 BD80 FRAMEF6
Sprite frame $F6: grenade
189 192 BDC0 FRAMEF7
Sprite frame $F7: grenade
190 0 BE00 FRAMEF8
Sprite frame $F8: ants, walking, one foot, facing 0
190 64 BE40 FRAMEF9
Sprite frame $F9: ants, walking, one foot, facing 1
190 128 BE80 FRAMEFA
Sprite frame $FA: ants, walking, one foot, facing 2
190 192 BEC0 FRAMEFB
Sprite frame $FB: ants, walking, one foot, facing 3
191 0 BF00 FRAMEFC
Sprite frame $FC: ants, walking, the other, facing 0
191 64 BF40 FRAMEFD
Sprite frame $FD: ants, walking, the other, facing 1
191 128 BF80 FRAMEFE
Sprite frame $FE: ants, walking, the other, facing 2
191 192 BFC0 FRAMEFF
Sprite frame $FF: ants, walking, the other, facing 3
192 0 C000 CITY_MAP
The city of Antescher
192 128 C080 CITY_Y81
The city: the row at y=$81
193 0 C100 CITY_Y82
The city: the row at y=$82
193 128 C180 CITY_Y83
The city: the row at y=$83
194 0 C200 CITY_Y84
The city: the row at y=$84
194 128 C280 CITY_Y85
The city: the row at y=$85
195 0 C300 CITY_Y86
The city: the row at y=$86
195 128 C380 CITY_Y87
The city: the row at y=$87
196 0 C400 CITY_Y88
The city: the row at y=$88
196 128 C480 CITY_Y89
The city: the row at y=$89
197 0 C500 CITY_Y8A
The city: the row at y=$8A
197 128 C580 CITY_Y8B
The city: the row at y=$8B
198 0 C600 CITY_Y8C
The city: the row at y=$8C
198 128 C680 CITY_Y8D
The city: the row at y=$8D
199 0 C700 CITY_Y8E
The city: the row at y=$8E
199 128 C780 CITY_Y8F
The city: the row at y=$8F
200 0 C800 CITY_Y90
The city: the row at y=$90
200 128 C880 CITY_Y91
The city: the row at y=$91
201 0 C900 CITY_Y92
The city: the row at y=$92
201 128 C980 CITY_Y93
The city: the row at y=$93
202 0 CA00 CITY_Y94
The city: the row at y=$94
202 128 CA80 CITY_Y95
The city: the row at y=$95
203 0 CB00 CITY_Y96
The city: the row at y=$96
203 128 CB80 CITY_Y97
The city: the row at y=$97
204 0 CC00 CITY_Y98
The city: the row at y=$98
204 128 CC80 CITY_Y99
The city: the row at y=$99
205 0 CD00 CITY_Y9A
The city: the row at y=$9A
205 128 CD80 CITY_Y9B
The city: the row at y=$9B
206 0 CE00 CITY_Y9C
The city: the row at y=$9C
206 128 CE80 CITY_Y9D
The city: the row at y=$9D
207 0 CF00 CITY_Y9E
The city: the row at y=$9E
207 128 CF80 CITY_Y9F
The city: the row at y=$9F
208 0 D000 CITY_YA0
The city: the row at y=$A0
208 128 D080 CITY_YA1
The city: the row at y=$A1
209 0 D100 CITY_YA2
The city: the row at y=$A2
209 128 D180 CITY_YA3
The city: the row at y=$A3
210 0 D200 CITY_YA4
The city: the row at y=$A4
210 128 D280 CITY_YA5
The city: the row at y=$A5
211 0 D300 CITY_YA6
The city: the row at y=$A6
211 128 D380 CITY_YA7
The city: the row at y=$A7
212 0 D400 CITY_YA8
The city: the row at y=$A8
212 128 D480 CITY_YA9
The city: the row at y=$A9
213 0 D500 CITY_YAA
The city: the row at y=$AA
213 128 D580 CITY_YAB
The city: the row at y=$AB
214 0 D600 CITY_YAC
The city: the row at y=$AC
214 128 D680 CITY_YAD
The city: the row at y=$AD
215 0 D700 CITY_YAE
The city: the row at y=$AE
215 128 D780 CITY_YAF
The city: the row at y=$AF
216 0 D800 CITY_YB0
The city: the row at y=$B0
216 128 D880 CITY_YB1
The city: the row at y=$B1
217 0 D900 CITY_YB2
The city: the row at y=$B2
217 128 D980 CITY_YB3
The city: the row at y=$B3
218 0 DA00 CITY_YB4
The city: the row at y=$B4
218 128 DA80 CITY_YB5
The city: the row at y=$B5
219 0 DB00 CITY_YB6
The city: the row at y=$B6
219 128 DB80 CITY_YB7
The city: the row at y=$B7
220 0 DC00 CITY_YB8
The city: the row at y=$B8
220 128 DC80 CITY_YB9
The city: the row at y=$B9
221 0 DD00 CITY_YBA
The city: the row at y=$BA
221 128 DD80 CITY_YBB
The city: the row at y=$BB
222 0 DE00 CITY_YBC
The city: the row at y=$BC
222 128 DE80 CITY_YBD
The city: the row at y=$BD
223 0 DF00 CITY_YBE
The city: the row at y=$BE
223 128 DF80 CITY_YBF
The city: the row at y=$BF
224 0 E000 CITY_YC0
The city: the row at y=$C0
224 128 E080 CITY_YC1
The city: the row at y=$C1
225 0 E100 CITY_YC2
The city: the row at y=$C2
225 128 E180 CITY_YC3
The city: the row at y=$C3
226 0 E200 CITY_YC4
The city: the row at y=$C4
226 128 E280 CITY_YC5
The city: the row at y=$C5
227 0 E300 CITY_YC6
The city: the row at y=$C6
227 128 E380 CITY_YC7
The city: the row at y=$C7
228 0 E400 CITY_YC8
The city: the row at y=$C8
228 128 E480 CITY_YC9
The city: the row at y=$C9
229 0 E500 CITY_YCA
The city: the row at y=$CA
229 128 E580 CITY_YCB
The city: the row at y=$CB
230 0 E600 CITY_YCC
The city: the row at y=$CC
230 128 E680 CITY_YCD
The city: the row at y=$CD
231 0 E700 CITY_YCE
The city: the row at y=$CE
231 128 E780 CITY_YCF
The city: the row at y=$CF
232 0 E800 CITY_YD0
The city: the row at y=$D0
232 128 E880 CITY_YD1
The city: the row at y=$D1
233 0 E900 CITY_YD2
The city: the row at y=$D2
233 128 E980 CITY_YD3
The city: the row at y=$D3
234 0 EA00 CITY_YD4
The city: the row at y=$D4
234 128 EA80 CITY_YD5
The city: the row at y=$D5
235 0 EB00 CITY_YD6
The city: the row at y=$D6
235 128 EB80 CITY_YD7
The city: the row at y=$D7
236 0 EC00 CITY_YD8
The city: the row at y=$D8
236 128 EC80 CITY_YD9
The city: the row at y=$D9
237 0 ED00 CITY_YDA
The city: the row at y=$DA
237 128 ED80 CITY_YDB
The city: the row at y=$DB
238 0 EE00 CITY_YDC
The city: the row at y=$DC
238 128 EE80 CITY_YDD
The city: the row at y=$DD
239 0 EF00 CITY_YDE
The city: the row at y=$DE
239 128 EF80 CITY_YDF
The city: the row at y=$DF
240 0 F000 CITY_YE0
The city: the row at y=$E0
240 128 F080 CITY_YE1
The city: the row at y=$E1
241 0 F100 CITY_YE2
The city: the row at y=$E2
241 128 F180 CITY_YE3
The city: the row at y=$E3
242 0 F200 CITY_YE4
The city: the row at y=$E4
242 128 F280 CITY_YE5
The city: the row at y=$E5
243 0 F300 CITY_YE6
The city: the row at y=$E6
243 128 F380 CITY_YE7
The city: the row at y=$E7
244 0 F400 CITY_YE8
The city: the row at y=$E8
244 128 F480 CITY_YE9
The city: the row at y=$E9
245 0 F500 CITY_YEA
The city: the row at y=$EA
245 128 F580 CITY_YEB
The city: the row at y=$EB
246 0 F600 CITY_YEC
The city: the row at y=$EC
246 128 F680 CITY_YED
The city: the row at y=$ED
247 0 F700 CITY_YEE
The city: the row at y=$EE
247 128 F780 CITY_YEF
The city: the row at y=$EF
248 0 F800 CITY_YF0
The city: the row at y=$F0
248 128 F880 CITY_YF1
The city: the row at y=$F1
249 0 F900 CITY_YF2
The city: the row at y=$F2
249 128 F980 CITY_YF3
The city: the row at y=$F3
250 0 FA00 CITY_YF4
The city: the row at y=$F4
250 128 FA80 CITY_YF5
The city: the row at y=$F5
251 0 FB00 CITY_YF6
The city: the row at y=$F6
251 128 FB80 CITY_YF7
The city: the row at y=$F7
252 0 FC00 CITY_YF8
The city: the row at y=$F8
252 128 FC80 CITY_YF9
The city: the row at y=$F9
253 0 FD00 CITY_YFA
The city: the row at y=$FA
253 128 FD80 CITY_YFB
The city: the row at y=$FB
254 0 FE00 CITY_YFC
The city: the row at y=$FC
254 128 FE80 CITY_YFD
The city: the row at y=$FD
255 0 FF00 CITY_YFE
The city: the row at y=$FE
255 128 FF80 CITY_YFF
The city: the row at y=$FF