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