A room's surfaces are flood fills (DO_ROOM_COMMAND): a fill code, $E6 to $FF, floods the area round the drawing's point with one of 26 textures of 32 bytes at $E0A4. What stops the flood is not the screen but the clean copy of it at $C000, where the room's lines are (copied there by code $E2, or drawn there alone after $E4 $00), and the fill marks each pixel it paints there too; the screen only receives the texture, which replaces whatever was under it.

A texture is a tile 16 pixels square in four cells of eight bytes, and the tile is anchored to the screen, not to the area: bit 3 of the line, counted up from the bottom, chooses the pair of cells (set: bytes 0-15, clear: bytes 16-31), bit 3 of the column the cell of the pair (clear: the first eight bytes, set: the second), and a cell's bytes run from the top of the character row. So two fills of one texture side by side join without a seam. Ville Krumlinde's notes read bytes 8-15 as eight more rows of one cell; they are the right-hand cell of the same rows (read from FILL_NEXT_SEED's addressing, and drawn here).

Each texture here is drawn by the game's own fill: a one-off room record -- a square outlined only in the clean copy ($E4 $00, four lines, $E4 $01), a point inside it and the fill code -- run in SkoolKit's simulator from the point where DRAW_CURRENT_ROOM has found its room, and coloured by ATTRI in the colours of the first room that uses the texture. The square is 64 pixels each way, four tiles, with a margin of the room's paper round it. Every picture was checked, pixel for pixel, against the texture's bytes read as described above.

Only 14 of the 26 are used by any room, directly or through the parts it draws (read from every room's and part's commands): 0-1, 3, 6-7, 9-11, 13-17, 21. The room counts below include the rooms that draw a part which fills with the texture.

Texture
code
entry
As the fill draws itWhat it showsUsed by
0
$E6
TEXTURES
Texture 0
in the colours of room 2
a fine chequer78 rooms: 2-78, 80
parts 8, 17, 36
1
$E7
TEXTURE1
Texture 1
in the colours of room 56
horizontal lines2 rooms: 56, 68
parts 7, 11
2
$E8
TEXTURE2
Texture 2
in black on white: no room uses it
vertical stripesnone
3
$E9
TEXTURE3
Texture 3
in the colours of room 2
solid ink79 rooms: 2-80
parts 1, 2, 10, 13, 15, 17, 19, 20, 21, 26, 31, 35, 48
4
$EA
TEXTURE4
Texture 4
in black on white: no room uses it
diamonds of dotsnone
5
$EB
TEXTURE5
Texture 5
in black on white: no room uses it
bricksnone
6
$EC
TEXTURE6
Texture 6
in the colours of room 2
small bricks seen at an angle9 rooms: 2, 38, 42-44, 63-64, 69, 75
parts 11, 34, 35
7
$ED
TEXTURE7
Texture 7
in the colours of room 41
small bricks seen at the other angle7 rooms: 41-44, 63-64, 75
parts 11, 34, 35
8
$EE
TEXTURE8
Texture 8
in black on white: no room uses it
a basket weavenone
9
$EF
TEXTURE9
Texture 9
in the colours of room 3
rough stones10 rooms: 3-8, 10-11, 74, 80
10
$F0
TEXTURE10
Texture 10
in the colours of room 2
large diamonds5 rooms: 2, 47-50
11
$F1
TEXTURE11
Texture 11
in the colours of room 2
upright boards, with a grain22 rooms: 2, 20-21, 25-26, 28-29, 34-35, 41-42, 45-47, 57, 62-65, 71-72, 77
parts 5, 6
12
$F2
TEXTURE12
Texture 12
in black on white: no room uses it
not a pattern: bytes of the ROMnone
13
$F3
TEXTURE13
Texture 13
in the colours of room 15
a net of scales16 rooms: 15-19, 21, 25-27, 29, 35-40
parts 13
14
$F4
TEXTURE14
Texture 14
in the colours of room 53
vertical lines, broken by dots12 rooms: 53-55, 57-60, 64-67, 77
parts 21
15
$F5
TEXTURE15
Texture 15
in the colours of room 8
large bricks seen at an angle52 rooms: 8-14, 17, 19-20, 22-24, 26-31, 34-38, 40-41, 45-46, 51-60, 62, 64-73, 76-78
parts 15, 16, 19, 21, 28, 36
16
$F6
TEXTURE16
Texture 16
in the colours of room 2
large bricks seen at the other angle53 rooms: 2, 13-29, 32, 34-35, 37-40, 45-46, 48-49, 51-62, 64-72, 76-78
parts 13, 15, 21, 22, 24, 28
17
$F7
TEXTURE17
Texture 17
in the colours of room 2
floorboards seen at an angle29 rooms: 2, 13, 17, 20, 28, 34, 41, 43, 53-61, 64-73, 77-78
parts 21, 22, 28, 47
18
$F8
TEXTURE18
Texture 18
in black on white: no room uses it
not a pattern: noisenone
19
$F9
TEXTURE19
Texture 19
in black on white: no room uses it
nothing: all papernone
20
$FA
TEXTURE20
Texture 20
in black on white: no room uses it
a fine grid of dotsnone
21
$FB
TEXTURE21
Texture 21
in the colours of room 29
a dense speckle10 rooms: 29-33, 45-46, 51-52, 62
parts 19
22
$FC
TEXTURE22
Texture 22
in black on white: no room uses it
letters: A with a ring, A and O with two dotsnone
23
$FD
TEXTURE23
Texture 23
in black on white: no room uses it
letters: a with a ring, a and o with two dotsnone
24
$FE
TEXTURE24
Texture 24
in black on white: no room uses it
nothing: all papernone
25
$FF
TEXTURE25
Texture 25
in black on white: no room uses it
nothing: all papernone

Four that are not patterns

Texture 12 is 32 bytes of the ROM: $0220-$023F, byte for byte (searched at this build) -- the end of the ROM's table of the keys' letters and digits and the start of its table of the keywords the keys give in extended mode. Drawn as a texture it is noise. No room fills with it.

Texture 18 is noise too: its 32 bytes have no pattern, and they are found nowhere else in memory or in the ROM (searched at this build). What they were is not known; no room fills with it (read), so whatever was there when the game was saved stayed there (inferred).

Textures 22 and 23 are not textures at all but eight characters, 8 by 8 each: a blank, the Swedish capitals with a ring and with two dots (Å, Ä, Ö), their small letters (å, ä, ö) and a blank -- the three letters the Swedish alphabet has after Z, in its order. The game's own font (FONT) has no letters but A to Z and no room fills with codes $FC or $FD, so the game never shows them; they are, most likely, a Swedish author's character definitions left where the textures were assembled (inferred). Printed here by the game's own printer (PRINT), with the font's address in PRINT_FIND_GLYPH pointed at them, in black on white:

The eight characters

They are not drawn in the game's font's style but in the ROM's: compared with the ROM's character set row for row (at this build), A with a ring: the ROM's A but for row 0; A with two dots: the ROM's A but for row 0; O with two dots: the ROM's O but for row 0; a with a ring: the ROM's a but for row 1; a with two dots: the ROM's a but for row 1; o with two dots: the ROM's o but for row 1. The rings and dots are added to the ROM's own letters, the one or two rows at the top.

Plainer ones: texture 3 is solid ink, and texture 19, texture 24, texture 25 are all paper -- a fill with one of those rubs out rather than draws. Of them only 3 is used.