Memory map
Page
Byte
Address
Label
Description
96
0
6000
ENTRY
Entry point, and the second half of the tape protection
96
13
600D
INITIAL_STATE
Every record in the game, before anything has happened
117
125
757D
ROOM_CONTENTS
What is in each room
118
169
76A9
ROOM_LIST_00
What is in room $00
118
195
76C3
ROOM_LIST_01
What is in room $01
118
205
76CD
ROOM_LIST_02
What is in room $02
118
215
76D7
ROOM_LIST_03
What is in room $03
118
229
76E5
ROOM_LIST_04
What is in room $04
118
241
76F1
ROOM_LIST_05
What is in room $05
118
251
76FB
ROOM_LIST_06
What is in room $06
119
13
770D
ROOM_LIST_07
What is in room $07
119
23
7717
ROOM_LIST_08
What is in room $08
119
33
7721
ROOM_LIST_09
What is in room $09
119
51
7733
ROOM_LIST_0A
What is in room $0A
119
61
773D
ROOM_LIST_0B
What is in room $0B
119
71
7747
ROOM_LIST_0C
What is in room $0C
119
81
7751
ROOM_LIST_0D
What is in room $0D
119
95
775F
ROOM_LIST_0E
What is in room $0E
119
107
776B
ROOM_LIST_0F
What is in room $0F
119
117
7775
ROOM_LIST_10
What is in room $10
119
125
777D
ROOM_LIST_11
What is in room $11
119
135
7787
ROOM_LIST_12
What is in room $12
119
143
778F
ROOM_LIST_13
What is in room $13
119
157
779D
ROOM_LIST_14
What is in room $14
119
167
77A7
ROOM_LIST_15
What is in room $15
119
181
77B5
ROOM_LIST_16
What is in room $16
119
191
77BF
ROOM_LIST_17
What is in room $17
119
203
77CB
ROOM_LIST_18
What is in room $18
119
217
77D9
ROOM_LIST_19
What is in room $19
119
227
77E3
ROOM_LIST_1A
What is in room $1A
119
233
77E9
ROOM_LIST_1B
What is in room $1B
119
243
77F3
ROOM_LIST_1C
What is in room $1C
119
249
77F9
ROOM_LIST_1D
What is in room $1D
119
255
77FF
ROOM_LIST_1E
What is in room $1E
120
5
7805
ROOM_LIST_1F
What is in room $1F
120
13
780D
ROOM_LIST_20
What is in room $20
120
21
7815
ROOM_LIST_21
What is in room $21
120
33
7821
ROOM_LIST_22
What is in room $22
120
41
7829
ROOM_LIST_23
What is in room $23
120
51
7833
ROOM_LIST_24
What is in room $24
120
63
783F
ROOM_LIST_25
What is in room $25
120
71
7847
ROOM_LIST_26
What is in room $26
120
77
784D
ROOM_LIST_27
What is in room $27
120
93
785D
ROOM_LIST_28
What is in room $28
120
99
7863
ROOM_LIST_29
What is in room $29
120
113
7871
ROOM_LIST_2A
What is in room $2A
120
123
787B
ROOM_LIST_2B
What is in room $2B
120
133
7885
ROOM_LIST_2C
What is in room $2C
120
139
788B
ROOM_LIST_2D
What is in room $2D
120
153
7899
ROOM_LIST_2E
What is in room $2E
120
163
78A3
ROOM_LIST_2F
What is in room $2F
120
169
78A9
ROOM_LIST_30
What is in room $30
120
177
78B1
ROOM_LIST_31
What is in room $31
120
183
78B7
ROOM_LIST_32
What is in room $32
120
189
78BD
ROOM_LIST_33
What is in room $33
120
199
78C7
ROOM_LIST_34
What is in room $34
120
205
78CD
ROOM_LIST_35
What is in room $35
120
213
78D5
ROOM_LIST_36
What is in room $36
120
219
78DB
ROOM_LIST_37
What is in room $37
120
225
78E1
ROOM_LIST_38
What is in room $38
120
235
78EB
ROOM_LIST_39
What is in room $39
120
241
78F1
ROOM_LIST_3A
What is in room $3A
120
249
78F9
ROOM_LIST_3B
What is in room $3B
121
3
7903
ROOM_LIST_3C
What is in room $3C
121
9
7909
ROOM_LIST_3D
What is in room $3D
121
21
7915
ROOM_LIST_3E
What is in room $3E
121
29
791D
ROOM_LIST_3F
What is in room $3F
121
35
7923
ROOM_LIST_40
What is in room $40
121
45
792D
ROOM_LIST_41
What is in room $41
121
51
7933
ROOM_LIST_42
What is in room $42
121
57
7939
ROOM_LIST_43
What is in room $43
121
67
7943
ROOM_LIST_44
What is in room $44
121
73
7949
ROOM_LIST_45
What is in room $45
121
79
794F
ROOM_LIST_46
What is in room $46
121
87
7957
ROOM_LIST_47
What is in room $47
121
93
795D
ROOM_LIST_48
What is in room $48
121
103
7967
ROOM_LIST_49
What is in room $49
121
109
796D
ROOM_LIST_4A
What is in room $4A
121
115
7973
ROOM_LIST_4B
What is in room $4B
121
125
797D
ROOM_LIST_4C
What is in room $4C
121
133
7985
ROOM_LIST_4D
What is in room $4D
121
139
798B
ROOM_LIST_4E
What is in room $4E
121
147
7993
ROOM_LIST_4F
What is in room $4F
121
153
7999
ROOM_LIST_50
What is in room $50
121
161
79A1
ROOM_LIST_51
What is in room $51
121
167
79A7
ROOM_LIST_52
What is in room $52
121
173
79AD
ROOM_LIST_53
What is in room $53
121
181
79B5
ROOM_LIST_54
What is in room $54
121
189
79BD
ROOM_LIST_55
What is in room $55
121
197
79C5
ROOM_LIST_56
What is in room $56
121
211
79D3
ROOM_LIST_57
What is in room $57
121
219
79DB
ROOM_LIST_58
What is in room $58
121
227
79E3
ROOM_LIST_59
What is in room $59
121
235
79EB
ROOM_LIST_5A
What is in room $5A
121
247
79F7
ROOM_LIST_5B
What is in room $5B
122
5
7A05
ROOM_LIST_5C
What is in room $5C
122
19
7A13
ROOM_LIST_5D
What is in room $5D
122
31
7A1F
ROOM_LIST_5E
What is in room $5E
122
39
7A27
ROOM_LIST_5F
What is in room $5F
122
51
7A33
ROOM_LIST_60
What is in room $60
122
63
7A3F
ROOM_LIST_61
What is in room $61
122
75
7A4B
ROOM_LIST_62
What is in room $62
122
85
7A55
ROOM_LIST_63
What is in room $63
122
97
7A61
ROOM_LIST_64
What is in room $64
122
107
7A6B
ROOM_LIST_65
What is in room $65
122
119
7A77
ROOM_LIST_66
What is in room $66
122
139
7A8B
ROOM_LIST_67
What is in room $67
122
145
7A91
ROOM_LIST_68
What is in room $68
122
151
7A97
ROOM_LIST_69
What is in room $69
122
157
7A9D
ROOM_LIST_6A
What is in room $6A
122
165
7AA5
ROOM_LIST_6B
What is in room $6B
122
173
7AAD
ROOM_LIST_6C
What is in room $6C
122
183
7AB7
ROOM_LIST_6D
What is in room $6D
122
195
7AC3
ROOM_LIST_6E
What is in room $6E
122
207
7ACF
ROOM_LIST_6F
What is in room $6F
122
215
7AD7
ROOM_LIST_70
What is in room $70
122
225
7AE1
ROOM_LIST_71
What is in room $71
122
231
7AE7
ROOM_LIST_72
What is in room $72
122
237
7AED
ROOM_LIST_73
What is in room $73
122
247
7AF7
ROOM_LIST_74
What is in room $74
122
253
7AFD
ROOM_LIST_75
What is in room $75
123
5
7B05
ROOM_LIST_76
What is in room $76
123
17
7B11
ROOM_LIST_77
What is in room $77
123
23
7B17
ROOM_LIST_78
What is in room $78
123
31
7B1F
ROOM_LIST_79
What is in room $79
123
37
7B25
ROOM_LIST_7A
What is in room $7A
123
51
7B33
ROOM_LIST_7B
What is in room $7B
123
57
7B39
ROOM_LIST_7C
What is in room $7C
123
67
7B43
ROOM_LIST_7D
What is in room $7D
123
77
7B4D
ROOM_LIST_7E
What is in room $7E
123
87
7B57
ROOM_LIST_7F
What is in room $7F
123
97
7B61
ROOM_LIST_80
What is in room $80
123
103
7B67
ROOM_LIST_81
What is in room $81
123
111
7B6F
ROOM_LIST_82
What is in room $82
123
123
7B7B
ROOM_LIST_83
What is in room $83
123
129
7B81
ROOM_LIST_84
What is in room $84
123
139
7B8B
ROOM_LIST_85
What is in room $85
123
145
7B91
ROOM_LIST_86
What is in room $86
123
151
7B97
ROOM_LIST_87
What is in room $87
123
163
7BA3
ROOM_LIST_88
What is in room $88
123
175
7BAF
ROOM_LIST_89
What is in room $89
123
187
7BBB
ROOM_LIST_8A
What is in room $8A
123
201
7BC9
ROOM_LIST_8B
What is in room $8B
123
211
7BD3
ROOM_LIST_8C
What is in room $8C
123
221
7BDD
ROOM_LIST_8D
What is in room $8D
123
235
7BEB
ROOM_LIST_8E
What is in room $8E
123
239
7BEF
ROOM_LIST_8F
What is in room $8F
123
247
7BF7
ROOM_LIST_90
What is in room $90
123
253
7BFD
ROOM_LIST_91
What is in room $91
124
5
7C05
ROOM_LIST_92
What is in room $92
124
11
7C0B
ROOM_LIST_93
What is in room $93
124
17
7C11
ROOM_LIST_94
What is in room $94
124
23
7C17
ROOM_LIST_95
What is in room $95
124
25
7C19
TITLE_SCREEN
Title screen: draw the menu and poll for a selection
124
144
7C90
HIGHLIGHT_LINE
Flash or unflash a whole menu line
124
161
7CA1
SET_HIGHLIGHT
Mark the menu line under the cursor
124
164
7CA4
UNHIGHLIGHT
Take the highlight off a menu cell
124
168
7CA8
CLEAR_HIGHLIGHT
Unmark it again
124
171
7CAB
HIGHLIGHT
Put the highlight on a menu cell
124
175
7CAF
DRAW_MENU
Draw the title screen's list of options
124
234
7CEA
MENU_DATA
The title screen's menu
125
138
7D8A
PRINT_MENU_LINE
Print one line of the menu
125
154
7D9A
START_GAME
Set a new game up
125
195
7DC3
MAIN_LOOP
The loop the whole game runs in
126
19
7E13
MAIN_LOOP_MONSTERS
The second pass: the monsters
126
126
7E7E
DISPATCH_ACTOR
Jump to the handler for whatever this actor is
126
147
7E93
DISPATCH_FROM_LIST
Dispatch a record named in a room's list
126
178
7EB2
FRAME_TICK
The work that happens once per frame
126
197
7EC5
FRAME_TICK_NEXT
On to the next of the three, then the clock
126
230
7EE6
ACTOR_HANDLERS
Handler address for each actor type
128
122
807A
INERT_SPRITE
A sprite that does nothing at all
128
147
8093
CLEAR_PLAY_AREA
Clear the play area, leaving the status panel alone
128
154
809A
FILL_BLOCK
Fill a rectangular block of the display file
128
170
80AA
CLEAR_SCREEN
Blank everything and black the border
128
180
80B4
CLEAR_DISPLAY
Blank the display file
128
194
80C2
CLEAR_ATTRIBUTES
Blank the attribute file
128
203
80CB
CLEAR_VARIABLES
Blank the game's variables
128
210
80D2
UPDATE_WIZARD
Per-frame update for the wizard
129
52
8134
KNIGHT_FIRE
The knight fires his axe
129
75
814B
WIZARD_FIRE
The wizard fires his spell
129
124
817C
FIRE_WEAPON
Launch the player's weapon
129
219
81DB
SPIN_AXE
Drive the spinning axe
129
240
81F0
SPIN_SPELL
Drive the wizard's spell
130
131
8283
SERF_FIRE
The serf fires his sword
130
195
82C3
SIGN_TO_DIRECTION
Turn a signed value into a direction code
130
241
82F1
AIM_SWORD
Aim the serf's sword the way it flies
131
1
8301
MOVE_ARCS
Drive the second bat, which flies in arcs
131
186
83BA
ARC_STEP
Look up the second bat's next step
131
202
83CA
STEP_VECTORS
How far to move, for each of sixteen headings
131
234
83EA
SPAWN_MONSTER_INTO_ROOM
Put a new monster into the room
132
95
845F
MOVE_ACTOR
Drive the pumpkin and the spider: move, bounce off the walls, animate
133
102
8566
CHECK_SHOT_HIT
Has the player's shot hit this monster?
133
152
8598
RANDOM_POSITION
A random coordinate near the middle of the room
133
178
85B2
CHECK_HIT
Has this monster caught the player?
133
234
85EA
MONSTER_CAUGHT_PLAYER
A creature caught the player: thirty-two off, and the creature dies
133
240
85F0
ACTOR_TICK_TIMER
Count down the actor's timer, and act when it expires
133
247
85F7
SPAWN_MONSTER
The sprite a monster arrives as
134
46
862E
MOVE_BAT
Drive a bat
134
114
8672
MOVE_HOPPER
Drive the hoppers: the spiky creature and the second ghost
134
242
86F2
RANDOM_VELOCITY
Give a creature a random velocity
135
26
871A
MOVE_FACE
Drive the small face at $60-$61
135
135
8787
COUNTDOWN_ACTOR
The burst a destroyed creature becomes
135
166
87A6
MOVE_GHOST
Drive a ghost
136
45
882D
HOME_IN
Set a heading towards the player
136
98
8862
MOVE_MUMMY
Drive the mummy
137
6
8906
MOVE_DRACULA
Drive Dracula
137
125
897D
ROOM_SHAPE_OF
Find a room's shape number
137
136
8988
MOVE_FRANKENSTEIN
Drive Frankenstein's monster
137
237
89ED
MOVE_DEVIL
Drive the devil
138
21
8A15
LOSE_FOOD_SIXTEEN
Take sixteen off the life force
138
30
8A1E
LOSE_FOOD_EIGHT
Take eight off the life force
138
47
8A2F
MOVE_WITCH
Drive the witch
138
128
8A80
MOVE_FACING_FLYER
Drive the cloaked figure and the third bat, facing the way they fly
138
219
8ADB
SCAN_COLLECTABLES
Walk the eight records at $EB18
138
255
8AFF
MOVE_HUMPBACK
Drive the humpback
139
106
8B6A
MONSTER_TEMPLATE
A new monster, ready to copy
139
122
8B7A
SPAWN_TYPES
What a new monster turns into
139
133
8B85
SPAWNABLE_SPRITES
Five creatures
139
138
8B8A
DRAW_FOOD
Redraw the roast on the scroll
140
45
8C2D
FOOD_RECORD
A second scratch record, for redrawing the food
140
53
8C35
GAME_OVER
Clear the castle away and show how it went
140
89
8C59
GAME_OVER_TEXT
"GAME OVER"
140
99
8C63
EAT_FOOD
The handler for a piece of food
140
140
8C8C
FLASH_SCORE
Flash the score line while a countdown runs
140
183
8CB7
MATERIALISING
Raise the player back out of the floor
141
50
8D32
FINISH_MATERIALISING
Turn back into the character and clear the animation
141
69
8D45
DYING
Sink the player into the floor
141
97
8D61
LOAD_INITIAL_STATE
Put the castle back the way it started
141
109
8D6D
TICK_LOW_NIBBLE
Count down the low nibble of +$02
141
119
8D77
MOVE_PLAYER
Turn the controls into movement
141
196
8DC4
UPDATE_SERF
Per-frame update for the serf
142
38
8E26
UPDATE_KNIGHT
Per-frame update for the knight
142
160
8EA0
LOSE_LIFE
Take a life and start the player sinking
142
215
8ED7
LOSE_FOOD_THIRTY_TWO
Take thirty-two off the life force
142
239
8EEF
STEER
Move a heading towards a target, within limits
143
102
8F66
APPLY_HEADING
Move a creature, on the axes it is allowed to move on
143
128
8F80
SCALE_SIGNED
Divide a signed value by sixteen
143
150
8F96
DECAY_HEADING
Let a heading fall back towards nothing
143
202
8FCA
TEST_STEP_IN_ROOM
Test the player's step against the room's walk rectangle, axis by axis
143
233
8FE9
ALLOW_IF_IN_ROOM
Allow a step that stays inside the walk rectangle
144
10
900A
TEST_STEP_BOXES
Test the player's step against the doorways and tables, axis by axis
144
43
902B
TEST_ROOM_BOXES
Test one axis of the player's step against the room's doorways and tables
144
204
90CC
PLAYER_AT_DOOR
Is the player standing in this doorway?
144
251
90FB
NEAR_PLAYER
Is the player within 12 pixels of this thing?
145
23
9117
ENTER_ROOM
Move the player through a door and redraw everything
145
95
915F
TIMED_DOOR_OPEN
A timed door, open (types $21 and $23)
145
125
917D
TIMED_DOOR_SHUT
A timed door, shut (types $20 and $22)
145
188
91BC
TRAPDOOR_CLOSED
A trapdoor, closed (type $18): it opens every 256 passes
145
242
91F2
DOOR
An ordinary door
146
34
9222
DOOR_NEEDS_KEY
Will this locked door open?
146
68
9244
DOOR_LOCKED_A
A locked door of the first sort
146
82
9252
DOOR_LOCKED_B
A locked door of the second sort
146
92
925C
DOOR_COLOURS
The four door colours
146
96
9260
SET_BOTH_HALVES
Give both halves of a door the same sprite
146
108
926C
ADD_A_TO_HL
Add an unsigned byte to HL
146
115
9273
FIND_CARRIED
Is the player carrying this?
146
134
9286
DOOR_OTHER_SIDE
Swap IX to the far side of a door
146
145
9291
DRAW_ROOM_CONTENTS
Draw everything in the player's room
146
216
92D8
CLEAR_DRAW_FLAG
Clear bit 1 of the drawing flags
146
224
92E0
DRAW_AT_POSITION
Draw a thing where its record says it is
146
245
92F5
PICK_UP
Pick a collectable up
147
38
9326
REMEMBER_CARRIED
Record what has just been picked up
147
76
934C
SHIFT_CARRIED
Move the carried items along one slot
147
88
9358
DROP_CARRIED
Put the oldest carried thing back in the room
147
139
938B
READ_PICKUP_KEY
Read the pick-up key, SYMBOL SHIFT
147
152
9398
READ_CURSOR_KEYS
Read the cursor keys
147
190
93BE
READ_CONTROLS
Read the player's controls, whichever kind they chose
147
227
93E3
PUT_DOWN
Put a carried object down
148
33
9421
DOOR_SERF
A door the serf can use
148
67
9443
PLACE_PLAYER
Build the player's record from scratch
148
129
9481
PLAYER_TEMPLATE
A player, ready to copy
148
137
9489
PAUSE
Pause while SPACE is pressed on its own
148
182
94B6
PLACE_ACG_KEY
Hide the three pieces of the A.C.G. key
148
221
94DD
KEY_ROOM_SETS
Eight sets of three rooms, for hiding the key
148
245
94F5
CHOOSE_TIMED_DOORS
Turn about half the plain doors into timed doors
149
70
9546
DOOR_OPEN_OR_SHUT
Open or shut a door, according to its type
149
77
954D
OPEN_DOOR
Open a door, both halves at once
149
101
9565
SHUT_DOOR
Shut a door, both halves at once
149
125
957D
CHECK_IN_DOORWAY
Note whether the player is standing in a doorway
149
169
95A9
DROP_GRAVESTONE
Leave an object where the player is standing
149
215
95D7
GRAVESTONE
The gravestone left where the player died
149
218
95DA
TICK_CLOCK
Advance the elapsed-time clock
150
27
961B
ACG_DOOR
The A.C.G. door: it opens only for the whole of the A.C.G. key
150
65
9641
DRAW_SUMMARY
Print the three end-of-game figures
150
127
967F
END_LABELS
The three words on the end-of-game screen
150
175
96AF
MARK_ROOM_VISITED
Mark a room as seen, by writing the instruction that does it
150
201
96C9
COUNT_ROOMS_EXPLORED
Work out how much of the castle has been seen
150
236
96EC
SHOW_END_SCREEN
Draw the screen shown when a game ends
151
16
9710
END_MESSAGES
What it says when you escape
151
49
9731
TRAPDOOR_FALL
Fall through a trapdoor
151
169
97A9
SHAPE_VERTI_0C
The corners of shape $0C
152
9
9809
SHAPE_EDGES_0C
Which corners to join up, for shape $0C
152
106
986A
SET_ARRIVAL_HEADING
Head the player into the room, away from the arrival door
152
131
9883
ARRIVAL_HEADINGS
The heading to arrive with, for each wall
152
139
988B
MUSHROOM
The mushroom that drains you
152
177
98B1
MUSHROOM_DRAIN
Drain a unit of life force and go round again
152
196
98C4
MUSHROOM_COLOURS
The mushroom's four colours
152
200
98C8
MUSHROOM_KILLED_PLAYER
Rub the mushroom out and take the life
152
210
98D2
PLACE_KEYS
Put three of the keys, and the mummy, in rooms chosen for this game
153
4
9904
TABLE_LOOKUP_3BIT
Pick one of eight from a table
153
12
990C
RANDOM_ROOMS_ONE
Eight rooms to choose between
153
20
9914
RANDOM_ROOMS_TWO
Eight more
153
28
991C
RANDOM_ROOMS_THREE
Eight more again
153
36
9924
REGROW_FOOD
Grow the food back, one slot every 512 passes
153
98
9962
DRAW_SPRITE_PIXELS
Draw a sprite, choosing the routine from the drawing mode
153
112
9970
PIXEL_DRAWERS
Eight ways of putting a sprite's pixels on the screen
153
128
9980
DRAW_SPRITE_COLOURS
Draw a sprite from the other set of eight routines
153
133
9985
COLOUR_DRAWERS
Eight ways of putting a sprite's colours on the screen
153
149
9995
FETCH_SPRITE
Look up a sprite's bitmap and work out where it goes
153
175
99AF
FETCH_SPRITE_ATTRS
Look up a sprite's colours
153
201
99C9
BLIT_SPRITE
Copy a sprite to the screen, combining it however the caller asked
153
229
99E5
BLIT_SPRITE_MIRRORED
Copy a sprite to the screen, back to front
154
10
9A0A
DRAW_TURNED_RIGHT
Drawing mode 2: furniture's pixels turned a quarter clockwise
154
80
9A50
DRAW_FLIP_ANTIDIAGONAL
Drawing mode 3: furniture's pixels mirrored across the bottom-left to top-right diagonal
154
146
9A92
REVERSE_BITS
Turn a byte back to front
154
157
9A9D
NEXT_SPRITE_ROW
Step the sprite pointer on by one row
154
165
9AA5
PREVIOUS_SPRITE_ROW
Step the sprite pointer back one row
154
173
9AAD
MULTIPLY
Multiply DE by A
154
186
9ABA
START_AT_LAST_ROW
Point at the bottom row of a sprite
154
203
9ACB
DRAW_UPSIDE_DOWN
Drawing mode 4: furniture's pixels upside down
154
239
9AEF
BLIT_SPRITE_FLIPPED
Drawing mode 5: furniture turned a half turn (mirrored and upside down)
155
20
9B14
DRAW_FLIP_DIAGONAL
Drawing mode 6: furniture's pixels mirrored across the top-left to bottom-right diagonal
155
93
9B5D
DRAW_TURNED_LEFT
Drawing mode 7: furniture's pixels turned a quarter anticlockwise
155
162
9BA2
PIXEL_TO_SCREEN
Convert pixel coordinates to a display file address
155
193
9BC1
NEXT_PIXEL_ROW
Step a screen address down one pixel row
155
210
9BD2
PIXEL_TO_ATTR
Convert pixel coordinates to an attribute file address
155
234
9BEA
DRAW_ROOM
Draw the room the player is in
156
47
9C2F
DRAW_OUTLINE
Walk the edge list and draw the room's outline
156
97
9C61
PLOT_PIXEL
Plot one pixel
156
121
9C79
DRAW_LINE
Draw a line between two points
157
25
9D19
SPRITE_COMBINE_OPCODE
Choose the instruction that puts a sprite byte on the screen
157
37
9D25
COLOURS_AS_STORED
Drawing mode 0: furniture's colours as stored
157
71
9D47
COLOURS_MIRRORED
Drawing mode 1: furniture's colours mirrored
157
111
9D6F
COLOURS_TURNED_RIGHT
Drawing mode 2: furniture's colours turned a quarter clockwise
157
160
9DA0
COLOURS_FLIP_ANTIDIAGONAL
Drawing mode 3: furniture's colours mirrored across the bottom-left to top-right diagonal
157
206
9DCE
COLOURS_UPSIDE_DOWN
Drawing mode 4: furniture's colours upside down
157
248
9DF8
COLOURS_HALF_TURN
Drawing mode 5: furniture's colours turned a half turn
158
33
9E21
COLOURS_FLIP_DIAGONAL
Drawing mode 6: furniture's colours mirrored across the top-left to bottom-right diagonal
158
85
9E55
COLOURS_TURNED_LEFT
Drawing mode 7: furniture's colours turned a quarter anticlockwise
158
134
9E86
SPRITE_OF_WORKSPACE
Find the graphics for what is in the workspace
158
137
9E89
SPRITE_ADDRESS
Find a sprite's graphics
158
150
9E96
SPRITE_OF_ACTOR
Find this actor's graphics
158
155
9E9B
ERASE_DRAW_ROWS
Erase the old rows and draw the new, interleaved
158
206
9ECE
ERASE_UNSHIFTED
XOR two unshifted bytes: the erase path's plot for a thing on a cell boundary
158
220
9EDC
FETCH_ROW
Read two bytes of a sprite row
158
230
9EE6
ERASE_SHIFT_CHAIN
The erase path's unrolled shift chain
159
3
9F03
SCREEN_ROW_UP
Move a display file address up one pixel row
159
19
9F13
DRAW_UNSHIFTED
XOR two unshifted bytes: the draw path's plot for a thing on a cell boundary
159
33
9F21
SHIFT_AND_PLOT
Shift one row of a sprite into place and draw it
159
43
9F2B
SHIFT_CHAIN
Seven shifts, entered part-way down
159
64
9F40
SETUP_ALT_ENTRIES
Two short entries into the drawing setup
159
74
9F4A
DRAW_THING
Draw a record's sprite
159
86
9F56
ERASE_THING
Rub a record's sprite out
159
116
9F74
SETUP_BOTH_BANKS
Set up the drawing address in both register banks
159
128
9F80
SETUP_ERASE
Work out where a thing used to be
159
159
9F9F
SETUP_SPRITE_DRAW
Work out where a sprite goes, and how far to shift it
159
202
9FCA
REDRAW_MOVED
Redraw a thing that may have moved
159
251
9FFB
ACTOR_TO_WORKSPACE
Copy an actor's position and sprite into the drawing workspace
160
14
A00E
WORKSPACE_AND_DRAW
Note where a thing is, then draw it
160
100
A064
COLOUR_FILLERS
Which attribute filler to use, by the way a thing moved
160
122
A07A
COLOUR_STILL
Colour a thing that has not moved
160
141
A08D
COLOUR_MOVED_RIGHT
Colour a thing that moved right
160
163
A0A3
COLOUR_MOVED_LEFT
Colour a thing that moved left
160
183
A0B7
COLOUR_MOVED_DOWN
Colour a thing that moved down
160
210
A0D2
COLOUR_MOVED_DOWN_RIGHT
Colour a thing that moved down and right
160
236
A0EC
COLOUR_MOVED_UP
Colour a thing that moved up
160
254
A0FE
COLOUR_MOVED_UP_LEFT
Colour a thing that moved up and left
161
16
A110
COLOUR_MOVED_DOWN_LEFT
Colour a thing that moved down and left
161
39
A127
COLOUR_MOVED_UP_RIGHT
Colour a thing that moved up and right
161
59
A13B
DRAW_INVENTORY
Draw the three carried objects on the scroll
161
77
A14D
DRAW_LIST
Draw a list of things through the scratch record
161
125
A17D
UI_RECORD
A spare record for drawing things that are not actors
161
133
A185
ERASE_STRIP
Blank twenty bytes where something was
161
156
A19C
ADD_SCORE
Add to the score and redraw it
161
211
A1D3
PLOT_TILE
Plot one 8x8 tile and step right
161
243
A1F3
PRINT_STRING
Print a string of tiles in a single colour
162
25
A219
DRAW_SCROLL
Draw the scroll down the side of the screen
162
64
A240
PAINT_PANEL
Colour the status panel to go with the room
162
206
A2CE
DRAW_LIVES
Draw the remaining lives on the scroll
163
17
A311
DRAW_TITLE_ICONS
Draw the nine pictures on the title screen
163
49
A331
TITLE_ICONS
The nine pictures on the title screen
163
121
A379
DIVIDE_SLOPE
Divide, for a line's slope
163
158
A39E
NEGATE_HL
Negate HL
163
168
A3A8
BEEP
Square wave on the beeper
163
189
A3BD
BEEP_ENTRIES
Two more ways into BEEP
163
199
A3C7
SOUND_FOOTSTEP
The footstep, two tones alternating
163
224
A3E0
SOUND_LIFE_PIP
The pip that goes with the flashing score at the start of a life
163
229
A3E5
PLAY_SOUND_CAUGHT
Start sound $64, the one for being caught
163
239
A3EF
SOUND_CAUGHT
Sound $64 (being caught), one frame of it
163
254
A3FE
END_SOUND
Free the slot when a sound finishes
164
3
A403
PLAY_SOUND_NEW_ROOM
Start sound $65
164
8
A408
SOUND_NEW_ROOM
Sound $65 (entering a room), one frame of it
164
27
A41B
SOUND_SWEEP_A41B
A short sweep
164
39
A427
SOUND_SWEEP_UP
A rising sweep
164
56
A438
SOUND_SWEEP_DOWN
A short falling sweep
164
69
A445
SOUND_WEAPON_GONE
The sound of a weapon's flight ending, or a burst ending
164
95
A45F
SOUND_RISE_SINK
The note of the player sinking or rising
164
110
A46E
SOUND_NOISE_BURST
A short burst of noise
164
133
A485
PLAY_SOUND_EATING
Start sound $A0
164
139
A48B
SOUND_EATING
Sound $A0, one frame of it
164
160
A4A0
SWEEP_PITCHES
The pitches the sweep steps through
164
176
A4B0
SOUND_BOUNCE
The sound of a weapon bouncing off a wall
164
190
A4BE
SPRITE_TABLE
The address of every sprite's graphics
166
156
A69C
GFX_A9
Door, locked, red, drawn for sprite $A9, $AA, $AB, $AC
166
254
A6FE
ATTRS_D0
Colours for a graphic, entry $D0 of the attribute table
167
12
A70C
ATTRS_D1
Colours for a graphic, entry $D1 of the attribute table
167
26
A71A
ATTRS_D2
Colours for a graphic, entry $D2 of the attribute table
167
40
A728
ATTRS_D3
Colours for a graphic, entry $D3 of the attribute table
167
54
A736
ATTRS_D4
Colours for a graphic, entry $D4 of the attribute table
167
68
A744
ATTRS_D5
Colours for a graphic, entry $D5 of the attribute table
167
82
A752
ATTRS_D6
Colours for a graphic, entry $D6 of the attribute table
167
96
A760
ATTRS_D7
Colours for a graphic, entry $D7 of the attribute table
167
110
A76E
GFX_A3
Door frame, drawn for sprite $A3, $C2
167
208
A7D0
ATTRS_CA
Colours for a graphic, entry $CA, $E9 of the attribute table
167
222
A7DE
ATTRS_C9
Colours for a graphic, entry $C9, $EB of the attribute table
167
236
A7EC
GFX_B3
Table, drawn for sprite $B3
168
70
A846
ATTRS_DA
Colours for a graphic, entry $DA of the attribute table
168
84
A854
ROOM_TABLE
Colour and shape of each room
169
130
A982
ROOM_SHAPES
Geometry of each room shape
169
208
A9D0
SHAPE_VERTI_0B
The corners of shape $0B
169
216
A9D8
SHAPE_EDGES_0B
Which corners to join up, for shape $0B
169
223
A9DF
SHAPE_VERTI_00
The corners of shape $00
169
239
A9EF
SHAPE_EDGES_00
Which corners to join up, for shape $00, $03, $04
170
4
AA04
SHAPE_VERTI_01
The corners of shape $01
170
120
AA78
SHAPE_EDGES_01
Which corners to join up, for shape $01
171
52
AB34
SHAPE_VERTI_02
The corners of shape $02
171
84
AB54
SHAPE_EDGES_02
Which corners to join up, for shape $02
171
125
AB7D
SHAPE_VERTI_03
The corners of shape $03
171
141
AB8D
SHAPE_VERTI_04
The corners of shape $04
171
157
AB9D
SHAPE_VERTI_06
The corners of shape $06
171
233
ABE9
SHAPE_EDGES_05
Which corners to join up, for shape $05, $06, $07, $08
172
74
AC4A
SHAPE_VERTI_05
The corners of shape $05
172
150
AC96
SHAPE_VERTI_07
The corners of shape $07
172
226
ACE2
SHAPE_VERTI_08
The corners of shape $08
173
46
AD2E
GFX_0D
The knight, drawn for sprite $0D
173
83
AD53
GFX_0E
The knight, drawn for sprite $0E, $10
173
120
AD78
GFX_0F
The knight, drawn for sprite $0F
173
157
AD9D
GFX_09
The knight, drawn for sprite $09
173
194
ADC2
GFX_0A
The knight, drawn for sprite $0A, $0C
173
231
ADE7
GFX_0B
The knight, drawn for sprite $0B
174
12
AE0C
GFX_01
The knight, drawn for sprite $01
174
49
AE31
GFX_02
The knight, drawn for sprite $02, $04
174
86
AE56
GFX_03
The knight, drawn for sprite $03
174
123
AE7B
GFX_05
The knight, drawn for sprite $05
174
160
AEA0
GFX_06
The knight, drawn for sprite $06, $08
174
197
AEC5
GFX_07
The knight, drawn for sprite $07
174
236
AEEC
GFX_31
The graphics for sprite $31
175
13
AF0D
GFX_80
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $80
175
46
AF2E
GFX_81
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $81
175
67
AF43
GFX_82
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $82
175
108
AF6C
GFX_57
Food, drawn for sprite $57
175
149
AF95
GFX_84
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $84
175
182
AFB6
GFX_85
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $85
175
215
AFD7
GFX_86
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $86
175
248
AFF8
GFX_55
Food, drawn for sprite $55
176
25
B019
GFX_56
Food, drawn for sprite $56
176
58
B03A
PANEL_TILES
The character set the status panel is drawn from
179
42
B32A
PANEL_LAYOUT
The status panel, as tile numbers
179
234
B3EA
GFX_A4
Big door frame, drawn for sprite $A4
180
172
B4AC
ATTRS_CB
Colours for a graphic, entry $CB of the attribute table
180
198
B4C6
GFX_B2
Ghost picture, drawn for sprite $B2
181
40
B528
ATTRS_D9
Colours for a graphic, entry $D9 of the attribute table
181
54
B536
GFX_2D
The serf, drawn for sprite $2D
181
91
B55B
GFX_2E
The serf, drawn for sprite $2E, $30
181
128
B580
GFX_2F
The serf, drawn for sprite $2F
181
165
B5A5
GFX_29
The serf, drawn for sprite $29
181
202
B5CA
GFX_2A
The serf, drawn for sprite $2A, $2C
181
239
B5EF
GFX_2B
The serf, drawn for sprite $2B
182
20
B614
GFX_21
The serf, drawn for sprite $21
182
57
B639
GFX_22
The serf, drawn for sprite $22, $24
182
94
B65E
GFX_23
The serf, drawn for sprite $23
182
131
B683
GFX_25
The serf, drawn for sprite $25
182
168
B6A8
GFX_26
The serf, drawn for sprite $26, $28
182
205
B6CD
GFX_27
The serf, drawn for sprite $27
182
242
B6F2
GFX_B1
Clock, drawn for sprite $B1
183
116
B774
ATTRS_D8
Colours for a graphic, entry $D8 of the attribute table
183
134
B786
GFX_1D
The wizard, drawn for sprite $1D
183
175
B7AF
GFX_1E
The wizard, drawn for sprite $1E, $20
183
216
B7D8
GFX_1F
The wizard, drawn for sprite $1F
184
1
B801
GFX_19
The wizard, drawn for sprite $19
184
42
B82A
GFX_1A
The wizard, drawn for sprite $1A, $1C
184
83
B853
GFX_1B
The wizard, drawn for sprite $1B
184
124
B87C
GFX_11
The wizard, drawn for sprite $11
184
165
B8A5
GFX_12
The wizard, drawn for sprite $12, $14
184
206
B8CE
GFX_13
The wizard, drawn for sprite $13
184
247
B8F7
GFX_15
The wizard, drawn for sprite $15
185
32
B920
GFX_16
The wizard, drawn for sprite $16, $18
185
73
B949
GFX_17
The wizard, drawn for sprite $17
185
114
B972
GFX_3E
Sword, thrown by the serf, pointing the way it flies (it changes angle only on a bounce), drawn for sprite $3E
185
139
B98B
GFX_3B
Sword, thrown by the serf, pointing the way it flies (it changes angle only on a bounce), drawn for sprite $3B
185
166
B9A6
GFX_3C
Sword, thrown by the serf, pointing the way it flies (it changes angle only on a bounce), drawn for sprite $3C
185
199
B9C7
GFX_3D
Sword, thrown by the serf, pointing the way it flies (it changes angle only on a bounce), drawn for sprite $3D
185
226
B9E2
GFX_3A
Sword, thrown by the serf, pointing the way it flies (it changes angle only on a bounce), drawn for sprite $3A
185
251
B9FB
GFX_39
Sword, thrown by the serf, pointing the way it flies (it changes angle only on a bounce), drawn for sprite $39
186
22
BA16
GFX_38
Sword, thrown by the serf, pointing the way it flies (it changes angle only on a bounce), drawn for sprite $38
186
55
BA37
GFX_3F
Sword, thrown by the serf, pointing the way it flies (it changes angle only on a bounce), drawn for sprite $3F
186
88
BA58
GFX_40
Axe, spinning, thrown by the knight, drawn for sprite $40
186
121
BA79
GFX_41
Axe, spinning, thrown by the knight, drawn for sprite $41
186
154
BA9A
GFX_42
Axe, spinning, thrown by the knight, drawn for sprite $42
186
187
BABB
GFX_43
Axe, spinning, thrown by the knight, drawn for sprite $43
186
220
BADC
GFX_44
Axe, spinning, thrown by the knight, drawn for sprite $44
186
253
BAFD
GFX_45
Axe, spinning, thrown by the knight, drawn for sprite $45
187
30
BB1E
GFX_46
Axe, spinning, thrown by the knight, drawn for sprite $46
187
63
BB3F
GFX_47
Axe, spinning, thrown by the knight, drawn for sprite $47
187
96
BB60
GFX_34
Spell, thrown by the wizard, drawn for sprite $34
187
127
BB7F
GFX_35
Spell, thrown by the wizard, drawn for sprite $35, $36
187
189
BBBD
GFX_37
Spell, thrown by the wizard, drawn for sprite $37
187
220
BBDC
GFX_32
Cursor keys icon, in two halves, drawn for sprite $32
188
5
BC05
GFX_33
Cursor keys icon, in two halves, drawn for sprite $33
188
46
BC2E
GFX_48
Keyboard icon, in two halves, drawn for sprite $48
188
79
BC4F
GFX_49
Keyboard icon, in two halves, drawn for sprite $49
188
112
BC70
GFX_4A
Joystick icon, in two halves, drawn for sprite $4A
188
159
BC9F
GFX_4B
Joystick icon, in two halves, drawn for sprite $4B
188
206
BCCE
GFX_A2
Cave door frame, drawn for sprite $A2, $C4
189
48
BD30
GFX_4C
Pumpkin, drawn for sprite $4C
189
87
BD57
GFX_4D
Pumpkin, drawn for sprite $4D
189
126
BD7E
SHAPE_EDGES_09
Which corners to join up, for shape $09, $0A
190
84
BE54
SHAPE_VERTI_0A
The corners of shape $0A
190
208
BED0
SHAPE_VERTI_09
The corners of shape $09
191
76
BF4C
TEXT_FONT
The text font
193
36
C124
GFX_50
Food, drawn for sprite $50
193
77
C14D
GFX_88
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $88
193
110
C16E
GFX_83
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $83
193
143
C18F
GFX_87
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $87
193
170
C1AA
GFX_51
Food, drawn for sprite $51
193
203
C1CB
GFX_52
Food, drawn for sprite $52
193
244
C1F4
GFX_53
Food, drawn for sprite $53
194
25
C219
GFX_54
Food, drawn for sprite $54
194
58
C23A
GFX_58
Monster, spawning, drawn for sprite $58
194
83
C253
GFX_59
Monster, spawning, drawn for sprite $59
194
110
C26E
GFX_5A
Monster, spawning, drawn for sprite $5A
194
141
C28D
GFX_5B
Monster, spawning, drawn for sprite $5B
194
174
C2AE
GFX_AD
Cave door, locked, red, drawn for sprite $AD, $AE, $AF, $B0
195
16
C310
GFX_5C
Spider, drawn for sprite $5C
195
45
C32D
GFX_5D
Spider, drawn for sprite $5D
195
74
C34A
GFX_5E
Spiky creature, hops, drawn for sprite $5E
195
107
C36B
GFX_5F
Spiky creature, hops, drawn for sprite $5F
195
140
C38C
GFX_60
Small face with two eyes, drawn for sprite $60
195
163
C3A3
GFX_61
Small face with two eyes, drawn for sprite $61
195
182
C3B6
GFX_62
Ghost, drawn for sprite $62
195
223
C3DF
GFX_63
Ghost, drawn for sprite $63
196
8
C408
GFX_68
Ghost, a second kind, drawn for sprite $68
196
41
C429
GFX_69
Ghost, a second kind, drawn for sprite $69
196
74
C44A
GFX_6A
Bat, a second kind, drawn for sprite $6A
196
111
C46F
GFX_6B
Bat, a second kind, drawn for sprite $6B
196
140
C48C
GFX_B5
Roast chicken, picked to the bones, drawn for sprite $B5
197
66
C542
GFX_B4
Roast chicken, whole -- the health indicator, drawn for sprite $B4
197
248
C5F8
GFX_6C
Burst, expanding, drawn for sprite $6C
198
15
C60F
GFX_6D
Burst, expanding, drawn for sprite $6D
198
42
C62A
GFX_6E
Burst, expanding, drawn for sprite $6E
198
73
C649
GFX_6F
Burst, expanding, drawn for sprite $6F
198
106
C66A
GFX_B6
Wall antlers, drawn for sprite $B6
198
172
C6AC
GFX_B7
Wall trophy, drawn for sprite $B7
198
206
C6CE
GFX_B8
Bookcase, drawn for sprite $B8
199
112
C770
GFX_BA
Trapdoor, open, drawn for sprite $BA
199
242
C7F2
GFX_B9
Trapdoor, closed, drawn for sprite $B9
200
116
C874
GFX_BC
Rug, drawn for sprite $BC
201
96
C960
ATTRS_DD
Colours for a graphic, entry $DD of the attribute table
201
106
C96A
ATTRS_DE
Colours for a graphic, entry $DE of the attribute table
201
112
C970
ATTRS_DF
Colours for a graphic, entry $DF of the attribute table
201
134
C986
ATTRS_E1
Colours for a graphic, entry $E1 of the attribute table
201
152
C998
ATTRS_E0
Colours for a graphic, entry $E0 of the attribute table
201
170
C9AA
ATTRS_E3
Colours for a graphic, entry $E3 of the attribute table
201
202
C9CA
GFX_BD
A.C.G. shield, drawn for sprite $BD
201
236
C9EC
GFX_BE
Wall shield, drawn for sprite $BE
202
14
CA0E
GFX_BF
Suit of armour, drawn for sprite $BF
202
80
CA50
ATTRS_E4
Colours for a graphic, entry $E4 of the attribute table
202
86
CA56
ATTRS_E5
Colours for a graphic, entry $E5 of the attribute table
202
92
CA5C
ATTRS_E6
Colours for a graphic, entry $E6 of the attribute table
202
102
CA66
ATTRS_EA
Colours for a graphic, entry $EA of the attribute table
202
116
CA74
ATTRS_E8
Colours for a graphic, entry $E8 of the attribute table
202
130
CA82
GFX_C1
Door, shut, drawn for sprite $C1
202
228
CAE4
GFX_C3
Cave door, shut, drawn for sprite $C3
203
70
CB46
GFX_70
Mummy, drawn for sprite $70
203
119
CB77
GFX_71
Mummy, drawn for sprite $71, $73
203
168
CBA8
GFX_72
Mummy, drawn for sprite $72
203
217
CBD9
GFX_74
Frankenstein's monster, drawn for sprite $74
204
10
CC0A
GFX_75
Frankenstein's monster, drawn for sprite $75, $77
204
59
CC3B
GFX_76
Frankenstein's monster, drawn for sprite $76
204
108
CC6C
GFX_78
Devil, drawn for sprite $78
204
157
CC9D
GFX_79
Devil, drawn for sprite $79, $7B
204
206
CCCE
GFX_7A
Devil, drawn for sprite $7A
204
255
CCFF
GFX_7C
Dracula, drawn for sprite $7C
205
48
CD30
GFX_7D
Dracula, drawn for sprite $7D, $7F
205
97
CD61
GFX_7E
Dracula, drawn for sprite $7E
205
146
CD92
GFX_8F
Gravestone, left where the player died, drawn for sprite $8F
205
189
CDBD
GFX_8A
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $8A
205
226
CDE2
GFX_89
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $89
206
1
CE01
GFX_90
Witch, drawn for sprite $90
206
46
CE2E
GFX_91
Witch, drawn for sprite $91
206
91
CE5B
GFX_92
Witch, drawn for sprite $92
206
136
CE88
GFX_93
Witch, drawn for sprite $93
206
181
CEB5
GFX_94
Hooded figure in a robe with a cross on it, facing the way it flies, drawn for sprite $94
206
220
CEDC
GFX_95
Hooded figure in a robe with a cross on it, facing the way it flies, drawn for sprite $95
207
3
CF03
GFX_96
Hooded figure in a robe with a cross on it, facing the way it flies, drawn for sprite $96
207
42
CF2A
GFX_97
Hooded figure in a robe with a cross on it, facing the way it flies, drawn for sprite $97
207
81
CF51
GFX_98
Bat, a third kind, drawn for sprite $98
207
120
CF78
GFX_99
Bat, a third kind, drawn for sprite $99
207
147
CF93
GFX_9A
Bat, a third kind, drawn for sprite $9A
207
174
CFAE
GFX_9B
Bat, a third kind, drawn for sprite $9B
207
213
CFD5
GFX_BB
Barrel, drawn for sprite $BB
208
87
D057
ATTRS_E2
Colours for a graphic, entry $E2 of the attribute table
208
105
D069
GFX_C5
A.C.G. door, drawn for sprite $C5
209
171
D1AB
ATTRS_EC
Colours for a graphic, entry $EC of the attribute table
209
213
D1D5
GFX_8C
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $8C
209
236
D1EC
GFX_8D
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $8D
210
11
D20B
GFX_8E
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $8E
210
50
D232
GFX_A1
Mushroom, which drains the player's life force, drawn for sprite $A1
210
83
D253
GFX_C6
Pumpkin picture, drawn for sprite $C6
210
149
D295
ATTRS_ED
Colours for a graphic, entry $ED of the attribute table
210
159
D29F
GFX_8B
Collectables: the four keys, the three pieces of the A.C.G. key, the crucifix Dracula flees, the spanner that kills Frankenstein's monster, the mummy's lure, and eight that only the humpback wants, drawn for sprite $8B
210
192
D2C0
GFX_4E
Bat, drawn for sprite $4E
210
215
D2D7
GFX_4F
Bat, drawn for sprite $4F
210
238
D2EE
GFX_C7
Skeleton, drawn for sprite $C7
211
184
D3B8
ATTRS_EE
Colours for a graphic, entry $EE of the attribute table
211
211
D3D3
GFX_9C
Humpback, drawn for sprite $9C
212
4
D404
GFX_9D
Humpback, drawn for sprite $9D, $9F
212
53
D435
GFX_9E
Humpback, drawn for sprite $9E
212
102
D466
GFX_C8
Barrel stack, drawn for sprite $C8
212
239
D4EF
ATTRS_EF
Colours for a graphic, entry $EF of the attribute table
213
5
D505
TAIL_PADDING
The tail of the game image