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DD39: What is left of the development assembler's symbol table
64 whole symbols, 64 of them the address of an instruction in this listing's code.
SYMBOL_TABLE DD39 DEFB $C7,$65,$F0 The end of a symbol whose start the loader's bytes replaced: its last letter and its value
DD3C DEFB $1F,$DF,$73,$DE ATTRI = ATTRI
DD40 DEFB $01
DD41 DEFB $41,$54,$54,$52,$C9
DD46 DEFB $FB,$F0
DD48 DEFB $6C,$E3,$AE,$E0 PAUS = PAUS
DD4C DEFB $01
DD4D DEFB $50,$41,$55,$D3
DD51 DEFB $D8,$F0
DD53 DEFB $00,$00,$9C,$E6 TELE = TELE
DD57 DEFB $01
DD58 DEFB $54,$45,$4C,$C5
DD5C DEFB $9B,$F0
DD5E DEFB $00,$00,$5C,$E6 ROOMST = ROOMST
DD62 DEFB $01
DD63 DEFB $52,$4F,$4F,$4D,$53,$D4
DD69 DEFB $20,$FD
DD6B DEFB $45,$DE,$2E,$DE EEN = SAVE_OBJECT_POSITIONS
DD6F DEFB $01
DD70 DEFB $45,$45,$CE
DD73 DEFB $06,$F9
DD75 DEFB $00,$00,$17,$E1 WAIT = WAIT
DD79 DEFB $01
DD7A DEFB $57,$41,$49,$D4
DD7E DEFB $D2,$F0
DD80 DEFB $3D,$DF,$EC,$DE INPUT = INPUT
DD84 DEFB $01
DD85 DEFB $49,$4E,$50,$55,$D4
DD8A DEFB $DF,$F0
DD8C DEFB $89,$DE,$00,$00 IN31 = IN31
DD90 DEFB $01
DD91 DEFB $49,$4E,$33,$B1
DD95 DEFB $E6,$F0
DD97 DEFB $00,$00,$22,$E1 RESTOR = RESTOR
DD9B DEFB $01
DD9C DEFB $52,$45,$53,$54,$4F,$D2
DDA2 DEFB $0B,$F1
DDA4 DEFB $00,$00,$B5,$DD MIMAN = MIMAN
DDA8 DEFB $01
DDA9 DEFB $4D,$49,$4D,$41,$CE
DDAE DEFB $17,$F1
DDB0 DEFB $02,$DE,$C2,$DD MIRROR = MIRROR
DDB4 DEFB $01
DDB5 DEFB $4D,$49,$52,$52,$4F,$D2
DDBB DEFB $2D,$F1
DDBD DEFB $CF,$DD,$DB,$DD MIWRAI = MIWRAI
DDC1 DEFB $01
DDC2 DEFB $4D,$49,$57,$52,$41,$C9
DDC8 DEFB $1F,$F1
DDCA DEFB $00,$00,$00,$00 MITRO = MITRO
DDCE DEFB $01
DDCF DEFB $4D,$49,$54,$52,$CF
DDD4 DEFB $27,$F1
DDD6 DEFB $EF,$DD,$E5,$DD MW1 = MW1
DDDA DEFB $01
DDDB DEFB $4D,$57,$B1
DDDE DEFB $3A,$F1
DDE0 DEFB $00,$00,$00,$00 MW2 = MW2
DDE4 DEFB $01
DDE5 DEFB $4D,$57,$B2
DDE8 DEFB $43,$F1
DDEA DEFB $8C,$E7,$F8,$DD MW = MW
DDEE DEFB $01
DDEF DEFB $4D,$D7
DDF1 DEFB $57,$F1
DDF3 DEFB $00,$00,$00,$00 MW0 = MW0
DDF7 DEFB $01
DDF8 DEFB $4D,$57,$B0
DDFB DEFB $60,$F1
DDFD DEFB $00,$00,$0D,$DE MIR0 = MIR0
DE01 DEFB $01
DE02 DEFB $4D,$49,$52,$B0
DE06 DEFB $64,$F1
DE08 DEFB $00,$00,$18,$DE MIR1 = MIR1
DE0C DEFB $01
DE0D DEFB $4D,$49,$52,$B1
DE11 DEFB $67,$F1
DE13 DEFB $00,$00,$23,$DE MIR2 = MIR2
DE17 DEFB $01
DE18 DEFB $4D,$49,$52,$B2
DE1C DEFB $69,$F1
DE1E DEFB $00,$00,$00,$00 MIR3 = MIR3
DE22 DEFB $01
DE23 DEFB $4D,$49,$52,$B3
DE27 DEFB $8D,$F1
DE29 DEFB $3B,$DE,$36,$E3 FACING = FACING
DE2D DEFB $01
DE2E DEFB $46,$41,$43,$49,$4E,$C7
DE34 DEFB $99,$F1
DE36 DEFB $63,$E3,$00,$00 FA0 = FA0
DE3A DEFB $01
DE3B DEFB $46,$41,$B0
DE3E DEFB $AC,$F1
DE40 DEFB $5F,$DE,$52,$DE DECLI1 = DECLI1
DE44 DEFB $01
DE45 DEFB $44,$45,$43,$4C,$49,$B1
DE4B DEFB $B4,$F1
DE4D DEFB $00,$00,$CD,$E0 DECLIF = DECLIF
DE51 DEFB $01
DE52 DEFB $44,$45,$43,$4C,$49,$C6
DE58 DEFB $B6,$F1
DE5A DEFB $00,$00,$69,$DE DE1 = DE1
DE5E DEFB $01
DE5F DEFB $44,$45,$B1
DE62 DEFB $C8,$F1
DE64 DEFB $00,$00,$00,$00 DE2 = DE2
DE68 DEFB $01
DE69 DEFB $44,$45,$B2
DE6C DEFB $D7,$F1
DE6E DEFB $00,$DF,$F5,$E0 CHE3D = CHE3D
DE72 DEFB $01
DE73 DEFB $43,$48,$45,$33,$C4
DE78 DEFB $E0,$F1
DE7A DEFB $A1,$E5,$92,$DE NOG = SKIP_GRAVITY
DE7E DEFB $01
DE7F DEFB $4E,$4F,$C7
DE82 DEFB $8C,$F6
DE84 DEFB $80,$E3,$9F,$DE I0 = I0
DE88 DEFB $01
DE89 DEFB $49,$B0
DE8B DEFB $1D,$F2
DE8D DEFB $43,$E0,$92,$E6 NOPROP = ADD_GRAVITY
DE91 DEFB $01
DE92 DEFB $4E,$4F,$50,$52,$4F,$D0
DE98 DEFB $7E,$F6
DE9A DEFB $A8,$DE,$C6,$DE I3 = I3
DE9E DEFB $01
DE9F DEFB $49,$B3
DEA1 DEFB $58,$F2
DEA3 DEFB $00,$00,$B2,$DE I00 = I00
DEA7 DEFB $01
DEA8 DEFB $49,$30,$B0
DEAB DEFB $2C,$F2
DEAD DEFB $00,$00,$BC,$DE I01 = I01
DEB1 DEFB $01
DEB2 DEFB $49,$30,$B1
DEB5 DEFB $45,$F2
DEB7 DEFB $00,$00,$A7,$DF I02 = I02
DEBB DEFB $01
DEBC DEFB $49,$30,$B2
DEBF DEFB $4D,$F2
DEC1 DEFB $00,$00,$D0,$DE I30 = I30
DEC5 DEFB $01
DEC6 DEFB $49,$33,$B0
DEC9 DEFB $67,$F2
DECB DEFB $D9,$DE,$2A,$DF I8 = KNIGHT_UPDATE
DECF DEFB $01
DED0 DEFB $49,$B8
DED2 DEFB $CD,$F3
DED4 DEFB $E2,$DE,$F7,$DE I4 = I4
DED8 DEFB $01
DED9 DEFB $49,$B4
DEDB DEFB $75,$F2
DEDD DEFB $00,$00,$00,$00 I31 = I31
DEE1 DEFB $01
DEE2 DEFB $49,$33,$B1
DEE5 DEFB $72,$F2
DEE7 DEFB $00,$00,$00,$00 KON6 = MOVE_IN_DIRECTION
DEEB DEFB $01
DEEC DEFB $4B,$4F,$4E,$B6
DEF0 DEFB $7D,$F6
DEF2 DEFB $00,$00,$33,$DF I5 = I5
DEF6 DEFB $01
DEF7 DEFB $49,$B5
DEF9 DEFB $9F,$F2
DEFB DEFB $15,$DF,$0A,$DF BUT = WORKING_POSITION
DEFF DEFB $01
DF00 DEFB $42,$55,$D4
DF03 DEFB $B0,$F7
DF05 DEFB $00,$00,$C3,$E0 BUT2 = WORKING_SIZES
DF09 DEFB $01
DF0A DEFB $42,$55,$54,$B2
DF0E DEFB $BA,$F7
DF10 DEFB $3A,$E2,$41,$E1 BB2 = BOX_OVERLAP
DF14 DEFB $01
DF15 DEFB $42,$42,$B2
DF18 DEFB $F2,$FC
DF1A DEFB $66,$E6,$00,$00 ANIM = ANIM
DF1E DEFB $01
DF1F DEFB $41,$4E,$49,$CD
DF23 DEFB $45,$F6
DF25 DEFB $63,$E0,$51,$DF I9 = I9
DF29 DEFB $01
DF2A DEFB $49,$B9
DF2C DEFB $BE,$F2
DF2E DEFB $00,$00,$48,$DF I50 = I50
DF32 DEFB $01
DF33 DEFB $49,$35,$B0
DF36 DEFB $B5,$F2
DF38 DEFB $58,$E0,$6F,$DF INP5 = KNIGHT_TURN
DF3C DEFB $01
DF3D DEFB $49,$4E,$50,$B5
DF41 DEFB $D7,$F5
DF43 DEFB $00,$00,$84,$DF I6 = CREATURE_UPDATE
DF47 DEFB $01
DF48 DEFB $49,$B6
DF4A DEFB $09,$F3
DF4C DEFB $00,$00,$5B,$DF I91 = I91
DF50 DEFB $01
DF51 DEFB $49,$39,$B1
DF54 DEFB $F2,$F2
DF56 DEFB $00,$00,$65,$DF I92 = I92
DF5A DEFB $01
DF5B DEFB $49,$39,$B2
DF5E DEFB $EE,$F2
DF60 DEFB $00,$00,$00,$00 I95 = I95
DF64 DEFB $01
DF65 DEFB $49,$39,$B5
DF68 DEFB $EB,$F2
DF6A DEFB $A8,$E1,$6D,$E0 INPE = SET_SPRITE_AND_MOVE
DF6E DEFB $01
DF6F DEFB $49,$4E,$50,$C5
DF73 DEFB $77,$F6
DF75 DEFB $8F,$DF,$00,$00 ZZ1 = STEER
DF79 DEFB $01
DF7A DEFB $5A,$5A,$B1
DF7D DEFB $F7,$F2
DF7F DEFB $BC,$DF,$9C,$DF I600 = GUARD_FRAMES
DF83 DEFB $01
DF84 DEFB $49,$36,$30,$B0
DF88 DEFB $3C,$F3
DF8A DEFB $CD,$E5,$00,$00 ZOOMIN = ZOOMIN
DF8E DEFB $01
DF8F DEFB $5A,$4F,$4F,$4D,$49,$CE
DF95 DEFB $48,$FC
DF97 DEFB $00,$00,$B1,$DF I601 = GUARD_MOVES
DF9B DEFB $01
DF9C DEFB $49,$36,$30,$B1
DFA0 DEFB $11,$F3
DFA2 DEFB $00,$00,$DA,$DF I11 = CREATURE_UPDATE_4
DFA6 DEFB $01
DFA7 DEFB $49,$31,$B1
DFAA DEFB $5A,$F3
DFAC DEFB $00,$00,$C6,$DF I602 = CREATURE_UPDATE_0
DFB0 DEFB $01
DFB1 DEFB $49,$36,$30,$B2
DFB5 DEFB $35,$F3
DFB7 DEFB $00,$00,$00,$00 I60 = CREATURE_UPDATE_1
DFBB DEFB $01
DFBC DEFB $49,$36,$B0
DFBF DEFB $46,$F3
DFC1 DEFB $00,$00,$D0,$DF I61 = CREATURE_UPDATE_2
DFC5 DEFB $01
DFC6 DEFB $49,$36,$B1
DFC9 DEFB $4D,$F3
DFCB DEFB $00,$00,$3A,$E0 I62 = CREATURE_UPDATE_3
DFCF DEFB $01
DFD0 DEFB $49,$36,$B2
DFD3 DEFB $54,$F3
DFD5 DEFB $E4,$DF,$FB,$DF I12 = CREATURE_UPDATE_6
DFD9 DEFB $01
DFDA DEFB $49,$31,$B2
DFDD DEFB $6F,$F3
DFDF DEFB $F0,$DF,$00,$00 I1110 = WRAITH_MOVES
DFE3 DEFB $01
DFE4 DEFB $49,$31,$31,$31,$B0
DFE9 DEFB $5E,$F3
DFEB DEFB $00,$00,$00,$00,$01,$49,$31 The links of the next symbol, cut off by the game's code
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