Everything in a room but its lines and fills is an object: a twenty-byte record (KNIGHT has the layout) made from a type, a template for the type and a few bytes of the object table (OBJECTS) or of a room's drawing. PLACE_OBJECT copies the template's screen position, sprite size and sprite (+0 to +5) and its sizes (+9 to +11) into the record, and for the small types two more bytes: the movement kind (+14, what the object dispatcher CHE3D does with it) and +16 (nought for a thing that never moves, which is drawn once into the room's picture as it is entered; otherwise 16 plus its weight). The bytes after the type give +12 -- the thing's kind and flags, which say what it does -- and its place. The kind belongs to the object, not the type: one type can be a harmless thing in one room and a thing that restores LIFE in another.

57 types, 0-56, have 11-byte templates at $B734 (on the tape at $D2F0); 15, $46-$54, have 9-byte templates at $B9AA (on the tape at $D566). The large types are the doors: every one is kind 1, and its six more bytes say where the door leads (BUMPED). Types $39-$45 have no template: nothing uses them.

Each picture is drawn by the game: an object of the type made by PLACE_OBJECT in SkoolKit's simulator, standing on the floor at 100, 100, and drawn by REDRAW_OBJECT with no other object in the room, over a clean copy of zeros and again of ones, which separates the image from the solid part and the transparent. They are in the game's colours: the image black ink, the solid part paper -- the Spectrum's white here, a room's own colour in the game -- and the transparent part clear, on the page's blue-grey. Every picture was checked against the sprite's bytes. 7 small types have no sprite (10, 11, 12, 42, 43, 44, 47): they are invisible boxes a room puts where its drawing shows something solid -- a raised floor, a step, the side of a table drawn in lines -- so that the knight walks round it or on it. The sizes are the record's +9 to +11: along the floor one way, the height, along the floor the other way.

Where each type is used counts the object table's records and the objects rooms place in their drawings (directly or in a part), read from the tables. The kinds are the +12 values the type is given; what each means is read from the code (OBJECTS_MEET, MAIN_LOOP): the low nibble the kind, bit 4 hurts at a touch, bit 5 can be picked up, bit 6 can be killed by the sword, bit 7 a fighter. The names say what the pictures show; the game has no names for them.

No room and no record of the object table uses types $4D, $4F.

Types 0-56

Type
template
As drawnWhat it showsSpriteSizesWhat it doesKinds (+12)Where
0
$D2F0
$B734
Type 0a long table$7D00, 40 by 3414, 14, 22lies still, and falls; weight 6$0014 in the object table, 4 placed by rooms' drawings
rooms 2, 20, 41, 43, 61, 69, 71, 72
1
$D2FB
$B73F
Type 1a small crate$801A, 24 by 2010, 10, 10stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$000 in the object table, 7 placed by rooms' drawings
rooms 15, 18, 33, 46
2
$D306
$B74A
Type 2a chequered ball$7E88, 24 by 2110, 10, 10moves in a straight line, bouncing off what it meets; weight 0$10: hurts at a touch; $34: adds 10 to LIFE when used, hurts at a touch, can be picked up0 in the object table, 14 placed by rooms' drawings
rooms 15, 19, 42, 53, 54, 62, 64, 65, 80
3
$D311
$B755
Type 3a stool$7E54, 16 by 138, 8, 8lies still, and falls; weight 3$20: can be picked up20 in the object table
rooms 2, 20, 43, 61, 71, 72
4
$D31C
$B760
Type 4a shallow dish or a purse$7F06, 24 by 1412, 2, 12lies still, and falls; weight 1$20: can be picked up4 in the object table
rooms 13, 71
5
$D327
$B76B
Type 5a chest$7F5A, 32 by 2410, 10, 18stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$000 in the object table, 20 placed by rooms' drawings
rooms 15, 16, 18, 19, 33, 45, 46, 48
6
$D332
$B776
Type 6a tub$8092, 16 by 1710, 11, 10stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$000 in the object table, 18 placed by rooms' drawings
rooms 15, 18, 33
7
$D33D
$B781
Type 7a framed picture$82C2, 24 by 264, 16, 14lies still, and falls; weight 4$001 in the object table, 3 placed by rooms' drawings
rooms 12, 37, 57
8
$D348
$B78C
Type 8a barrel$8198, 24 by 2914, 22, 14lies still, and falls; weight 6$20: can be picked up24 in the object table
rooms 2, 7, 23, 34, 44, 55, 57, 64
9
$D353
$B797
Type 9a round flask$8246, 16 by 1610, 14, 10lies still, and falls; weight 0$24: adds 10 to LIFE when used, can be picked up7 in the object table
rooms 2, 20, 41, 49, 57
10
$D35E
$B7A2
an invisible boxnone100, 10, 60stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$02: a step (climbed along one axis); $03: a step (climbed along the other)0 in the object table, 185 placed by rooms' drawings
rooms 2, 27, 34, 53, 54, 55, 57, 58, 59, 60, 64, 65, 66, 67, 77
11
$D369
$B7AD
an invisible boxnone128, 80, 80stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$000 in the object table, 4 placed by rooms' drawings
rooms 7, 29, 45
12
$D374
$B7B8
an invisible boxnone50, 80, 80stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$000 in the object table, 3 placed by rooms' drawings
rooms 3, 45, 46
13
$D37F
$B7C3
Type 13the troll$8BB8, 24 by 3814, 30, 14the troll: chases the knight; weight 6$D0: hurts at a touch, the sword can kill it, a fighter6 in the object table
rooms 2, 5, 7, 17, 22, 27
14
$D38A
$B7CE
Type 14a key$8286, 16 by 56, 2, 8lies still, and falls; weight 0$20: can be picked up6 in the object table
rooms 20, 41, 46, 56, 61, 72
15
$D395
$B7D9
Type 15a small crown$9F08, 16 by 1310, 8, 10lies still, and falls; weight 2$20: can be picked up1 in the object table
rooms 33
16
$D3A0
$B7E4
Type 16a round table$875A, 24 by 1710, 12, 10stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$000 in the object table, 6 placed by rooms' drawings
rooms 13, 47, 48
17
$D3AB
$B7EF
Type 17a small lamp or bell$829A, 16 by 108, 6, 8lies still, and falls; weight 4$28: a decoy for the rising guards, can be picked up5 in the object table
rooms 7, 20, 75
18
$D3B6
$B7FA
Type 18a flat square slab$84D2, 40 by 1814, 2, 14stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$001 in the object table, 42 placed by rooms' drawings
rooms 9, 12, 13, 14, 17, 19, 20, 24, 28, 41, 45, 49, 50, 51, 56, 61, 69, 71, 75
19
$D3C1
$B805
Type 19an upright slab$8586, 24 by 242, 16, 14stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$000 in the object table, 12 placed by rooms' drawings
rooms 13, 14
20
$D3CC
$B810
Type 20an upright slab, the other way$8616, 24 by 2414, 16, 2stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$000 in the object table, 15 placed by rooms' drawings
rooms 13, 14, 48, 49, 50
21
$D3D7
$B81B
Type 21a cross, lying down$87C0, 24 by 810, 2, 14lies still, and falls; weight 0$25: freezes the room's creatures when used, can be picked up; $2A: destroys a wraith it falls on, can be picked up3 in the object table
rooms 19, 48, 57
22
$D3E2
$B826
Type 22a suit of armour with a halberd$835E, 24 by 4112, 30, 12stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$002 in the object table, 4 placed by rooms' drawings
rooms 37, 48, 70, 73
23
$D3ED
$B831
Type 23a potted plant$8454, 24 by 218, 16, 8lies still, and falls; weight 1$20: can be picked up3 in the object table
rooms 49
24
$D3F8
$B83C
Type 24a flat square slab$84D2, 40 by 1814, 2, 14lies still, and falls; weight 4$001 in the object table
rooms 13
25
$D403
$B847
Type 25a goblet or a stand$87F0, 16 by 248, 14, 8stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$008 in the object table, 8 placed by rooms' drawings
rooms 20, 34, 49, 56, 61, 71
26
$D40E
$B852
Type 26a guard$9F3C, 24 by 2610, 24, 10a guard: patrols along x, and chases the knight within 30; weight 4$C0: the sword can kill it, a fighter9 in the object table
rooms 29, 36, 38, 73, 77, 78
27
$D419
$B85D
Type 27a guard that rises from the floor, its helmet first$A4B8, 24 by 2610, 24, 10a guard that rises out of the floor, then chases the knight; weight 4$C0: the sword can kill it, a fighter9 in the object table
rooms 15, 20, 34, 41, 43, 71, 72
28
$D424
$B868
Type 28a helmet$A4B8, 24 by 2610, 12, 10lies still, and falls; weight 2$20: can be picked up3 in the object table
rooms 20, 26
29
$D42F
$B873
Type 29a small bottle$80D6, 16 by 106, 8, 6lies still, and falls; weight 0$26: makes LIFE 99 when used, can be picked up3 in the object table
rooms 28, 44, 50
30
$D43A
$B87E
Type 30a loaf$80FE, 16 by 96, 4, 12lies still, and falls; weight 0$24: adds 10 to LIFE when used, can be picked up3 in the object table
rooms 41, 69
31
$D445
$B889
Type 31a small round thing$8122, 16 by 108, 8, 8lies still, and falls; weight 0$24: adds 10 to LIFE when used, can be picked up2 in the object table
rooms 20, 49
32
$D450
$B894
Type 32a flat bundle$814A, 24 by 138, 4, 10lies still, and falls; weight 0$29: carries the knight to room 30 when used, can be picked up1 in the object table
rooms 29
33
$D45B
$B89F
Type 33a guard$9F3C, 24 by 2610, 24, 10a guard: patrols along the other floor axis, and chases the knight within 30; weight 4$C0: the sword can kill it, a fighter10 in the object table
rooms 16, 31, 33, 39, 40, 46, 60, 66
34
$D466
$B8AA
Type 34an hourglass$9B3C, 16 by 2310, 16, 10lies still, and falls; weight 0$25: freezes the room's creatures when used, can be picked up4 in the object table
rooms 24, 45, 56
35
$D471
$B8B5
Type 35a chain$9B98, 8 by 244, 16, 4stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$000 in the object table, 2 placed by rooms' drawings
rooms 69
36
$D47C
$B8C0
Type 36a tall bottle$9BC8, 8 by 244, 16, 4stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$000 in the object table, 2 placed by rooms' drawings
rooms 69
37
$D487
$B8CB
Type 37a figure lying down$9BF8, 40 by 2410, 8, 34lies still, and falls; weight 5$002 in the object table
rooms 13, 14
38
$D492
$B8D6
Type 38the end of a bench$9CE8, 24 by 2422, 14, 4stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$000 in the object table, 8 placed by rooms' drawings
rooms 41, 61, 71, 72
39
$D49D
$B8E1
Type 39a bed$9D78, 40 by 2412, 6, 24stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$000 in the object table, 6 placed by rooms' drawings
rooms 22, 23, 41, 61, 71, 72
40
$D4A8
$B8EC
Type 40a small cloud$6104, 16 by 1012, 14, 12hangs in the air and flickers; weight 14$80: a fighter6 in the object table
rooms 47, 48
41
$D4B3
$B8F7
Type 41a tall pole$9EC8, 8 by 324, 30, 4stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$000 in the object table, 16 placed by rooms' drawings
rooms 19, 28, 45, 51
42
$D4BE
$B902
an invisible boxnone80, 80, 70stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$001 in the object table, 8 placed by rooms' drawings
rooms 3, 5, 6, 8, 11
43
$D4C9
$B90D
an invisible boxnone44, 80, 70stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$001 in the object table, 2 placed by rooms' drawings
rooms 8, 10
44
$D4D4
$B918
an invisible boxnone20, 80, 24stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$000 in the object table, 1 placed by rooms' drawings
rooms 8
45
$D4DF
$B923
Type 45the wraith$5E88, 16 by 3210, 30, 10the wraith: chases the knight; weight 8$80: a fighter9 in the object table
rooms 9, 12, 28, 48, 56, 57, 58, 59, 68
46
$D4EA
$B92E
Type 46an upright slab$8616, 24 by 2414, 18, 2lies still, and falls; weight 6$001 in the object table
rooms 48
47
$D4F5
$B939
an invisible slabnone180, 4, 180stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$07: kills at a touch0 in the object table, 2 placed by rooms' drawings
rooms 9, 12
48
$D500
$B944
Type 48a flower with a face$5C84, 24 by 2412, 24, 12stays put and strikes the knight when he is in reach; weight 14$80: a fighter7 in the object table
rooms 45, 46
49
$D50B
$B94F
Type 49a bush$86A6, 24 by 2414, 24, 14stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$0010 in the object table
rooms 3, 5, 8, 46, 51
50
$D516
$B95A
Type 50a book$5E34, 24 by 1414, 4, 10lies still, and falls; weight 0$2B: wakes the figure in room 61, can be picked up1 in the object table
rooms 14
51
$D521
$B965
Type 51a small hunched figure$5B00, 8 by 810, 14, 10hangs in the air and flickers; weight 14$80: a fighter3 in the object table, 16 placed by rooms' drawings
rooms 15, 16, 17, 18, 19, 20, 21, 25, 26, 27, 34, 35, 36, 37, 38, 39, 40, 70, 73
52
$D52C
$B970
Type 52a ghost$5B30, 16 by 2310, 26, 10wanders diagonally, turning back off what it meets; weight 14$C0: the sword can kill it, a fighter10 in the object table
rooms 3, 8, 28, 29, 32, 50, 51
53
$D537
$B97B
Type 53a small flame$5C44, 8 by 166, 10, 6lies still, and falls; weight 14$003 in the object table, 10 placed by rooms' drawings
rooms 15, 16, 17, 18, 19, 20, 21, 25, 26, 27, 34, 39, 40
54
$D542
$B986
Type 54a small flame$5C64, 8 by 166, 10, 6lies still, and falls; weight 14$000 in the object table, 6 placed by rooms' drawings
rooms 35, 36, 37, 38, 70, 73
55
$D54D
$B991
Type 55a black oval: a hole$5F88, 48 by 2130, 4, 30stays put: the dispatcher never updates it, and it is drawn into the room's picture as the room is entered$002 in the object table
rooms 49
56
$D558
$B99C
Type 56a robed figure$6084, 16 by 3210, 30, 10stands still until the book lies in its room, then is a wraith; weight 8$80: a fighter1 in the object table
rooms 61

Types $46-$54: doors

Three have sprites: the two doorways, one for each way a wall runs, and the rim of a hole in the floor. The rest are invisible: openings the room's own lines draw (an arch, a gap), or holes and ladders up, their sizes the shape of the opening.

Type
template
As drawnWhat it showsSpriteSizesWhere
$46 (70)
$D566
$B9AA
an invisible doornone2, 32, 2222 in the object table
rooms 2, 29, 34, 35, 42, 47, 49, 50, 53, 54, 55, 58, 59, 60, 63, 66, 67, 71, 72, 75, 76
$47 (71)
$D56F
$B9B3
Type 71a doorway$8954, 24 by 512, 32, 2221 in the object table
rooms 13, 29, 34, 37, 43, 47, 48, 50, 53, 54, 56, 57, 58, 59, 64, 65, 66, 68, 70, 73
$48 (72)
$D578
$B9BC
an invisible doornone22, 32, 223 in the object table
rooms 2, 20, 21, 25, 26, 28, 29, 41, 42, 43, 44, 45, 46, 47, 50, 57, 62, 63, 64, 65, 77, 78
$49 (73)
$D581
$B9C5
Type 73a doorway, facing the other way$8A86, 24 by 5122, 32, 220 in the object table
rooms 14, 21, 22, 23, 24, 27, 38, 39, 40, 42, 48, 49, 53, 57, 62, 63, 69, 73, 77
$4A (74)
$D58A
$B9CE
an invisible doornone2, 100, 14026 in the object table
rooms 3, 6, 15, 16, 17, 18, 19, 21, 25, 26, 30, 31, 32, 33, 38, 39, 40, 45, 46, 74
$4B (75)
$D593
$B9D7
an invisible doornone140, 100, 226 in the object table
rooms 3, 4, 5, 6, 7, 8, 10, 11, 17, 29, 30, 31, 32, 33, 35, 36, 37, 38, 70, 73, 78
$4C (76)
$D59C
$B9E0
an invisible doornone40, 100, 22 in the object table
rooms 26, 27
$4D (77)
$D5A5
$B9E9
an invisible doornone2, 100, 40nowhere
$4E (78)
$D5AE
$B9F2
an invisible doornone50, 2, 302 in the object table
rooms 27, 34
$4F (79)
$D5B7
$B9FB
an invisible doornone30, 2, 50nowhere
$50 (80)
$D5C0
$BA04
an invisible doornone10, 2, 105 in the object table
rooms 13, 51, 56, 61, 68
$51 (81)
$D5C9
$BA0D
an invisible doornone2, 50, 3020 in the object table
rooms 4, 6, 7, 8, 9, 11, 12, 15, 18, 31, 33, 37, 46, 51, 52, 62
$52 (82)
$D5D2
$BA16
Type 82the rim of a hole in the floor$8850, 40 by 2610, 2, 104 in the object table
rooms 55, 60, 67, 80
$53 (83)
$D5DB
$BA1F
an invisible doornone30, 50, 22 in the object table
rooms 51, 52
$54 (84)
$D5E4
$BA28
an invisible doornone80, 2, 401 in the object table
rooms 10