Page Byte Address Label Description
91 0 5B00 SPRITE5B00
Sprite, 8 by 8 (the template for type 51)
91 16 5B10 SPRITE5B10
Sprite, 8 by 8
91 32 5B20 SPRITE5B20
Sprite, 8 by 8
91 48 5B30 SPRITE5B30
Sprite, 16 by 23 (the template for type 52)
91 140 5B8C SPRITE5B8C
Sprite, 16 by 23
91 232 5BE8 SPRITE5BE8
Sprite, 16 by 23
92 68 5C44 SPRITE5C44
Sprite, 8 by 16 (the template for type 53)
92 100 5C64 SPRITE5C64
Sprite, 8 by 16 (the template for type 54)
92 132 5C84 SPRITE5C84
Sprite, 24 by 24 (the template for type 48)
93 20 5D14 TYPE48_FRAMES
Frames 1 and 2 of object type 48, striking
94 52 5E34 SPRITE5E34
Sprite, 24 by 14 (the template for type 50)
94 136 5E88 SPRITE5E88
Sprite, 16 by 32 (the template for type 45)
95 8 5F08 SPRITE5F08
Sprite, 16 by 32
95 136 5F88 SPRITE5F88
Sprite, 48 by 21 (the template for type 55)
96 132 6084 SPRITE6084
Sprite, 16 by 32 (the template for type 56)
97 4 6104 SPRITE6104
Sprite, 16 by 10 (the template for type 40)
97 44 612C SPRITE612C
Sprite, 16 by 10
97 84 6154 SPRITE6154
Sprite, 16 by 10
97 124 617C SOURCE_AND_STACK
Leftover source text, and the game's stack
99 156 639C MASTER_OBJECTS
The master copy of the object table, the variables and the knight's record
104 157 689D ZEROS_BEFORE_ROOMS
Unused
104 176 68B0 ROOM1
Room 1
104 180 68B4 ROOM2
Room 2
104 246 68F6 ROOM3
Room 3
105 73 6949 ROOM4
Room 4
105 126 697E ROOM5
Room 5
105 212 69D4 ROOM6
Room 6
106 30 6A1E ROOM7
Room 7
106 95 6A5F ROOM8
Room 8
106 235 6AEB ROOM9
Room 9
106 249 6AF9 ROOM10
Room 10
107 72 6B48 ROOM11
Room 11
107 192 6BC0 ROOM12
Room 12
107 198 6BC6 ROOM13
Room 13
107 224 6BE0 ROOM14
Room 14
107 237 6BED ROOM15
Room 15
108 1 6C01 ROOM16
Room 16
108 9 6C09 ROOM17
Room 17
108 52 6C34 ROOM18
Room 18
108 60 6C3C ROOM19
Room 19
108 94 6C5E ROOM20
Room 20
108 115 6C73 ROOM21
Room 21
108 121 6C79 ROOM22
Room 22
108 188 6CBC ROOM23
Room 23
108 196 6CC4 ROOM24
Room 24
108 209 6CD1 ROOM25
Room 25
108 215 6CD7 ROOM26
Room 26
108 237 6CED ROOM27
Room 27
109 164 6DA4 ROOM28
Room 28
109 185 6DB9 ROOM29
Room 29
110 80 6E50 ROOM30
Room 30
110 86 6E56 ROOM31
Room 31
110 105 6E69 ROOM32
Room 32
110 136 6E88 ROOM33
Room 33
110 162 6EA2 ROOM34
Room 34
110 218 6EDA ROOM35
Room 35
110 251 6EFB ROOM36
Room 36
111 15 6F0F ROOM37
Room 37
111 122 6F7A ROOM38
Room 38
111 189 6FBD ROOM39
Room 39
111 199 6FC7 ROOM40
Room 40
111 215 6FD7 ROOM41
Room 41
111 243 6FF3 ROOM42
Room 42
112 15 700F ROOM43
Room 43
112 72 7048 ROOM44
Room 44
112 78 704E ROOM45
Room 45
112 180 70B4 ROOM46
Room 46
113 5 7105 ROOM47
Room 47
113 44 712C ROOM48
Room 48
113 124 717C ROOM49
Room 49
113 155 719B ROOM50
Room 50
113 182 71B6 ROOM51
Room 51
113 246 71F6 ROOM52
Room 52
114 34 7222 ROOM53
Room 53
114 47 722F ROOM54
Room 54
114 55 7237 ROOM55
Room 55
114 61 723D ROOM56
Room 56
114 82 7252 ROOM57
Room 57
114 99 7263 ROOM58
Room 58
114 105 7269 ROOM59
Room 59
114 111 726F ROOM60
Room 60
114 117 7275 ROOM61
Room 61
114 164 72A4 ROOM62
Room 62
114 220 72DC ROOM63
Room 63
114 232 72E8 ROOM64
Room 64
115 61 733D ROOM65
Room 65
115 73 7349 ROOM66
Room 66
115 79 734F ROOM67
Room 67
115 85 7355 ROOM68
Room 68
115 91 735B ROOM69
Room 69
115 173 73AD ROOM70
Room 70
115 206 73CE ROOM71
Room 71
115 228 73E4 ROOM72
Room 72
115 248 73F8 ROOM73
Room 73
116 26 741A ROOM74
Room 74
116 94 745E ROOM75
Room 75
116 113 7471 ROOM76
Room 76
116 131 7483 ROOM77
Room 77
116 147 7493 ROOM78
Room 78
116 217 74D9 ROOM79
Room 79
117 86 7556 ROOM80
Room 80
117 136 7588 ROOM81
Room 81
117 140 758C PART1
Part 1
117 169 75A9 PART2
Part 2
117 187 75BB PART3
Part 3
117 253 75FD PART4
Part 4
118 25 7619 PART5
Part 5
118 35 7623 PART6
Part 6
118 68 7644 PART7
Part 7
118 130 7682 PART8
Part 8
118 209 76D1 PART9
Part 9 (no room draws it)
118 212 76D4 PART10
Part 10
118 254 76FE PART11
Part 11 (no room draws it)
119 44 772C PART12
Part 12 (no room draws it)
119 65 7741 PART13
Part 13
119 110 776E PART14
Part 14
119 129 7781 PART15
Part 15
119 169 77A9 PART16
Part 16
119 188 77BC PART17
Part 17
119 242 77F2 PART18
Part 18
119 249 77F9 PART19
Part 19
120 35 7823 PART20
Part 20
120 69 7845 PART21
Part 21
121 18 7912 PART22
Part 22
121 53 7935 PART23
Part 23
121 122 797A PART24
Part 24
121 154 799A PART25
Part 25
121 172 79AC PART26
Part 26
121 210 79D2 PART27
Part 27
121 221 79DD PART28
Part 28
121 241 79F1 PART29
Part 29
122 1 7A01 PART30
Part 30
122 23 7A17 PART31
Part 31
122 48 7A30 PART32
Part 32
122 70 7A46 PART33
Part 33 (no room draws it)
122 73 7A49 PART34
Part 34
122 88 7A58 PART35
Part 35
122 127 7A7F PART36
Part 36
122 175 7AAF PART37
Part 37
122 193 7AC1 PART38
Part 38
122 253 7AFD PART39
Part 39
123 27 7B1B PART40
Part 40
123 72 7B48 PART41
Part 41
123 117 7B75 PART42
Part 42
123 132 7B84 PART43
Part 43
123 147 7B93 PART44
Part 44
123 167 7BA7 PART45
Part 45
123 177 7BB1 PART46
Part 46
123 192 7BC0 PART47
Part 47
123 214 7BD6 PART48
Part 48
124 27 7C1B PART49
Part 49
124 57 7C39 PART50
Part 50
124 67 7C43 PART51
Part 51
124 82 7C52 PART52
Part 52 (no room draws it)
124 108 7C6C PART53
Part 53
124 123 7C7B PART54
Part 54
124 138 7C8A PART55
Part 55
124 188 7CBC PART56
Part 56
124 203 7CCB BYTES_AFTER_PARTS
Bytes after the parts
125 0 7D00 SPRITE7D00
Sprite, 40 by 34 (the template for type 0)
126 84 7E54 SPRITE7E54
Sprite, 16 by 13 (the template for type 3)
126 136 7E88 SPRITE7E88
Sprite, 24 by 21 (the template for type 2)
127 6 7F06 SPRITE7F06
Sprite, 24 by 14 (the template for type 4)
127 90 7F5A SPRITE7F5A
Sprite, 32 by 24 (the template for type 5)
128 26 801A SPRITE801A
Sprite, 24 by 20 (the template for type 1)
128 146 8092 SPRITE8092
Sprite, 16 by 17 (the template for type 6)
128 214 80D6 SPRITE80D6
Sprite, 16 by 10 (the template for type 29)
128 254 80FE SPRITE80FE
Sprite, 16 by 9 (the template for type 30)
129 34 8122 SPRITE8122
Sprite, 16 by 10 (the template for type 31)
129 74 814A SPRITE814A
Sprite, 24 by 13 (the template for type 32)
129 152 8198 SPRITE8198
Sprite, 24 by 29 (the template for type 8)
130 70 8246 SPRITE8246
Sprite, 16 by 16 (the template for type 9)
130 134 8286 SPRITE8286
Sprite, 16 by 5 (the template for type 14)
130 154 829A SPRITE829A
Sprite, 16 by 10 (the template for type 17)
130 194 82C2 SPRITE82C2
Sprite, 24 by 26 (the template for type 7)
131 94 835E SPRITE835E
Sprite, 24 by 41 (the template for type 22)
132 84 8454 SPRITE8454
Sprite, 24 by 21 (the template for type 23)
132 210 84D2 SPRITE84D2
Sprite, 40 by 18 (the template for type 18, type 24)
133 134 8586 SPRITE8586
Sprite, 24 by 24 (the template for type 19)
134 22 8616 SPRITE8616
Sprite, 24 by 24 (the template for type 20, type 46)
134 166 86A6 SPRITE86A6
Sprite, 24 by 24 (the template for type 49)
135 54 8736 BYTES_AFTER_TYPE49
Bytes between two sprites
135 90 875A SPRITE875A
Sprite, 24 by 17 (the template for type 16)
135 192 87C0 SPRITE87C0
Sprite, 24 by 8 (the template for type 21)
135 240 87F0 SPRITE87F0
Sprite, 16 by 24 (the template for type 25)
136 80 8850 SPRITE8850
Sprite, 40 by 26 (the template for type $52)
137 84 8954 SPRITE8954
Sprite, 24 by 51 (the template for type $47)
138 134 8A86 SPRITE8A86
Sprite, 24 by 51 (the template for type $49)
139 184 8BB8 SPRITE8BB8
Sprite, 24 by 38 (the template for type 13)
140 156 8C9C SPRITE8C9C
Sprite, 24 by 38
141 128 8D80 SPRITE8D80
Sprite, 24 by 38
142 100 8E64 SPRITE8E64
Sprite, 24 by 38
143 72 8F48 SPRITE8F48
Sprite, 24 by 38
144 44 902C SPRITE902C
Sprite, 24 by 38
145 16 9110 SPRITE9110
Sprite, 24 by 31
145 202 91CA SPRITE91CA
Sprite, 24 by 31
146 132 9284 SPRITE9284
Sprite, 24 by 31
147 62 933E SPRITE933E
Sprite, 24 by 31
147 248 93F8 SPRITE93F8
Sprite, 24 by 31
148 178 94B2 SPRITE94B2
Sprite, 24 by 31
149 108 956C SPRITE956C
Sprite, 24 by 31
150 38 9626 SPRITE9626
Sprite, 24 by 31
150 224 96E0 SPRITE96E0
Sprite, 24 by 31
151 154 979A SPRITE979A
Sprite, 24 by 31
152 84 9854 SPRITE9854
Sprite, 24 by 31
153 14 990E SPRITE990E
Sprite, 24 by 31
153 200 99C8 SPRITE99C8
Sprite, 24 by 31
154 130 9A82 SPRITE9A82
Sprite, 24 by 31
155 60 9B3C SPRITE9B3C
Sprite, 16 by 23 (the template for type 34)
155 152 9B98 SPRITE9B98
Sprite, 8 by 24 (the template for type 35)
155 200 9BC8 SPRITE9BC8
Sprite, 8 by 24 (the template for type 36)
155 248 9BF8 SPRITE9BF8
Sprite, 40 by 24 (the template for type 37)
156 232 9CE8 SPRITE9CE8
Sprite, 24 by 24 (the template for type 38)
157 120 9D78 SPRITE9D78
Sprite, 40 by 24 (the template for type 39)
158 104 9E68 DIAGONAL_SPRITE
A sprite no object uses
158 200 9EC8 SPRITE9EC8
Sprite, 8 by 32 (the template for type 41)
159 8 9F08 SPRITE9F08
Sprite, 16 by 13 (the template for type 15)
159 60 9F3C SPRITE9F3C
Sprite, 24 by 26 (the template for type 26, type 33)
159 216 9FD8 SPRITE9FD8
Sprite, 24 by 26
160 116 A074 SPRITEA074
Sprite, 24 by 26
161 16 A110 SPRITEA110
Sprite, 24 by 26
161 172 A1AC SPRITEA1AC
Sprite, 24 by 26
162 72 A248 SPRITEA248
Sprite, 24 by 26
162 228 A2E4 SPRITEA2E4
Sprite, 24 by 26
163 128 A380 SPRITEA380
Sprite, 24 by 26
164 28 A41C SPRITEA41C
Sprite, 24 by 26
164 184 A4B8 SPRITEA4B8
Sprite, 24 by 26 (the template for type 27, type 28)
165 84 A554 SPRITEA554
Sprite, 24 by 26
165 240 A5F0 SPRITEA5F0
Sprite, 24 by 26
166 140 A68C SPRITEA68C
Sprite, 24 by 26
167 40 A728 SPRITEA728
Sprite, 24 by 26
167 196 A7C4 SPRITEA7C4
Sprite, 24 by 26
168 96 A860 SPRITEA860
Sprite, 24 by 26
168 252 A8FC SOURCE_BEFORE_OBJECTS
Leftover source text
169 36 A924 OBJECTS
Where the object table is kept while the game runs
182 128 B680 SOURCE_BEFORE_TITLE
Leftover source text
182 134 B686 TITLE_PAGE_TEXT
Print the title page's words
183 52 B734 TEMPLATES
Where the object templates are kept while the game runs
186 216 BAD8 FONT
The font
188 24 BC18 FIXED_RECORDS
The room's floor, ceiling and walls: six object records
188 144 BC90 KNIGHT
The knight's object record
188 164 BCA4 RECORDS
The object records for the room's things
192 0 C000 LOADING_TUNE
Play the loading tune until a key is pressed
192 26 C01A VOICE_ONE_NOTE
The loading tune's variables
192 38 C026 TUNE_NEXT_NOTE
Take a voice's next note
192 51 C033 TUNE_PITCH
Look up a note's pitch
192 65 C041 TUNE_RESTART_VOICE
Send a voice back to where it repeats from
192 73 C049 TUNE_PLAY_NOTE
Play one note of the loading tune
192 176 C0B0 TUNE_VOICES
The loading tune: where the voices start, the pitches, and the two voices
196 124 C47C START
The game's first instruction
196 186 C4BA SOURCE_AFTER_START
Leftover source text
196 224 C4E0 OBJECTS_TAPE
The object table, as the tape has it
209 53 D135 SOURCE_AFTER_OBJECTS
Leftover source text
210 240 D2F0 TEMPLATES_TAPE
Templates for object types 0-56, as the tape has them
213 102 D566 LARGE_TEMPLATES_TAPE
Templates for object types $46-$54, as the tape has them
214 0 D600 PATCHES_TAPE
Patches for the codes $E6 up in a room's object list, as the tape has them
214 148 D694 SOURCE_AFTER_TEMPLATES
Leftover source text
218 192 DAC0 LOADER_TABLE
What the loader left: its table of pieces, its stack and its checksum
218 223 DADF LOADER_CLEARED
The loader, cleared
220 201 DCC9 LOADER_FAILURE
The loader's failure routine
221 57 DD39 SYMBOL_TABLE
What is left of the development assembler's symbol table
223 242 DFF2 MESS2
Print the closing lines of the quest
224 38 E026 SYMBOLS_AFTER_MESS2
More of the symbol table
224 56 E038 SHOW_MESSAGE
Show a message under the room, and take it away again
224 154 E09A SYMBOLS_BEFORE_TEXTURES
More of the symbol table
224 164 E0A4 TEXTURES
Texture 0 (fill code $E6)
224 196 E0C4 TEXTURE1
Texture 1 (fill code $E7)
224 228 E0E4 TEXTURE2
Texture 2 (fill code $E8)
225 4 E104 TEXTURE3
Texture 3 (fill code $E9)
225 36 E124 TEXTURE4
Texture 4 (fill code $EA)
225 68 E144 TEXTURE5
Texture 5 (fill code $EB)
225 100 E164 TEXTURE6
Texture 6 (fill code $EC)
225 132 E184 TEXTURE7
Texture 7 (fill code $ED)
225 164 E1A4 TEXTURE8
Texture 8 (fill code $EE)
225 196 E1C4 TEXTURE9
Texture 9 (fill code $EF)
225 228 E1E4 TEXTURE10
Texture 10 (fill code $F0)
226 4 E204 TEXTURE11
Texture 11 (fill code $F1)
226 36 E224 TEXTURE12
Texture 12 (fill code $F2)
226 68 E244 TEXTURE13
Texture 13 (fill code $F3)
226 100 E264 TEXTURE14
Texture 14 (fill code $F4)
226 132 E284 TEXTURE15
Texture 15 (fill code $F5)
226 164 E2A4 TEXTURE16
Texture 16 (fill code $F6)
226 196 E2C4 TEXTURE17
Texture 17 (fill code $F7)
226 228 E2E4 TEXTURE18
Texture 18 (fill code $F8)
227 4 E304 TEXTURE19
Texture 19 (fill code $F9)
227 36 E324 TEXTURE20
Texture 20 (fill code $FA)
227 68 E344 TEXTURE21
Texture 21 (fill code $FB)
227 100 E364 TEXTURE22
Texture 22 (fill code $FC)
227 132 E384 TEXTURE23
Texture 23 (fill code $FD)
227 164 E3A4 TEXTURE24
Texture 24 (fill code $FE)
227 196 E3C4 TEXTURE25
Texture 25 (fill code $FF)
227 228 E3E4 COMPOSITE_TO_SCREEN
Redraw a rectangle of the screen from an image, its mask and the clean copy
228 247 E4F7 ISO_MOVE
Move an object to a new position, and its sprite on the screen with it
229 91 E55B DRAW_CURRENT_ROOM
Draw the room the knight is in
229 130 E582 ROOM_DEFAULTS
What the drawing variables start as in each room
229 151 E597 DRAW_ROOM_RECORD
Draw a room from its record
229 186 E5BA CLEAR_ROOM_SCREEN
Clear the screen
229 232 E5E8 DO_ROOM_COMMAND
Carry out one room command
231 52 E734 FILL_NEXT_SEED
Fill the next run of a flood fill
231 178 E7B2 FILL_NEXT_PIXEL
Paint one row of the textured fill, a pixel at a time, leftwards
232 6 E806 FILL_WHOLE_BYTE
Fill a whole byte at once when nothing in it needs looking at pixel by pixel
232 52 E834 FILL_BYTE_TO_LEFT
Move the fill's pointers a byte to the left
232 73 E849 PIXEL_ADDRESS
Find the screen byte of a pixel
232 100 E864 BUFFER_PIXEL
Find a pixel in the clean copy of the screen
232 110 E86E SCREEN_PIXEL
Find a pixel's screen byte and its mask
232 125 E87D PLOT_LINE_START
Plot the first pixel of a line
232 155 E89B MORE_ROOM_COMMANDS
The room commands $C1-$E4: lines, mode bits, repeats, parts, the clean copy and $E4
234 204 EACC PLACE_ROOM_OBJECTS
Put the object table's things for this room into its records
235 26 EB1A PLACE_OBJECT
Make an object record from a type, a place and its template
235 76 EB4C PLACE_FROM_TEMPLATE
Fill an object record from its template (PLACE_OBJECT continued)
235 234 EBEA COPY_TO_RECORD
Copy bytes into an object record
235 244 EBF4 BYTE_BEFORE_PRINT_CHAR
A spare byte
235 245 EBF5 PRINT_CHAR
Print one character
235 254 EBFE PRINT
Print the string after the call
236 59 EC3B PRINT_FIND_GLYPH
Find a character in the font and print it (PRINT continued)
236 76 EC4C SHOW_THING_IN_USE
Show a carried thing in the panel's box
236 117 EC75 CLEAR_THING_BOX
Clear the panel's box for the thing in use, and number it
236 189 ECBD REDRAW_OBJECT
Redraw an object, and every other object that overlaps it
237 71 ED47 CULL_OBJECT
Sort one object into the redraw of a region: in front, behind, or out of it
237 184 EDB8 RECORD_FROM_NUMBER
Point IX at an object record by its number
237 193 EDC1 RECORD_FROM_NUMBER_STEP
The stepping loop of RECORD_FROM_NUMBER
237 198 EDC6 SORT_AND_DRAW_BEHIND
Put the objects behind in drawing order, and draw them into pages $DA and $DB
238 115 EE73 IS_IN_FRONT
Is this object in front of the other?
238 141 EE8D DRAW_SPRITE
Draw an object's sprite into one of the region's buffers
239 78 EF4E DRAW_SPRITE_SKIP_COLUMNS
Part of DRAW_SPRITE: move the buffer pointer to the sprite's first column
239 83 EF53 DRAW_SPRITE_CLIP_LEFT
Part of DRAW_SPRITE: a sprite that starts left of the region
239 108 EF6C DRAW_SPRITE_ROWS
Part of DRAW_SPRITE: skip the bytes cut off at the left, then draw the rows
240 54 F036 FAR_CORNER
Find an object's far corner and floor
240 76 F04C CLEAR_256_BELOW
Clear the 256 bytes below HL
240 80 F050 CLEAR_512_BELOW
Clear the 512 bytes below HL
240 101 F065 TITLE_SCREEN
The title, a game, GAME OVER, and round again
240 210 F0D2 WAIT
Wait for no key, then for a key
240 223 F0DF INPUT
Read a row of keys
240 230 F0E6 IN31
Read the Kempston joystick, if it is in use
240 251 F0FB ATTRI
Colour the whole screen in the room's colour
241 11 F10B RESTOR
Copy the screen to the clean copy at LOADING_TUNE
241 23 F117 MIMAN
Turn the knight's sprites to face his way
241 31 F11F MIWRAI
Turn the sprites of the state-11 creature to face its way
241 39 F127 MITRO
Turn the sprites of the state-7 creature to face its way
241 87 F157 MW
Mirror a run of sprite planes in place, if they face the other way
241 153 F199 FACING
Turn facing bits back into a direction, and find the view's sprite
241 180 F1B4 DECLI1
Take ten from LIFE
241 200 F1C8 DE1
Take a number from LIFE's two digits
241 224 F1E0 CHE3D
Update one object: the start of the dispatch on its state
242 247 F2F7 STEER
Keep a creature's course, or aim it at the knight when its count runs out
243 9 F309 CREATURE_UPDATE
Update an object by its state: guards, the troll, the wraith, the floating things and the knight
244 230 F4E6 SET_THING_ROOM
Write a thing's room into the object table
244 244 F4F4 PICK_UP
Pick up whatever the knight is standing at
245 42 F52A PICK_UP_LOOK_ON
Look on for a thing that can be carried, and take it
245 149 F595 KNIGHT_CONTROLS
The knight's controls: walk, jump or fight, and the frames they show
246 92 F65C ANIMATE_AND_MOVE
Show the frame, then move the object and redraw it
247 176 F7B0 WORKING_POSITION
Where the object being updated is
247 186 F7BA WORKING_SIZES
How big the object being updated is
247 196 F7C4 BUMPED
Something is in the way: a door takes the knight through, anything else is met
249 6 F906 SAVE_OBJECT_POSITIONS
Write the room's things' positions back into the object table (the author's EEN)
249 89 F959 OBJECTS_MEET
Settle what happens when a moving object runs into one that is not a door
250 116 FA74 SKIPPED_REMOVAL
Five bytes of code no jump reaches
250 121 FA79 MOVER_VANISHES
Make the mover vanish where it stands
250 131 FA83 MEET_DECOY
Let a guard take a decoy, or else stop the part of a move that is blocked
252 7 FC07 STEP_ALONG_X
Step a position along x, if x is moving
252 28 FC1C STEP_ALONG_Y
Step a position along y, the height, if y is moving
252 43 FC2B STEP_ALONG_Z
Step a position along z, if z is moving
252 64 FC40 STEP_ALL_AXES
Step a position along every axis that is moving
252 72 FC48 ZOOMIN
Aim a chasing creature at the knight, or at a decoy (the author's ZOOMIN)
252 102 FC66 AIM_AT
Work out which way a chaser should go to reach its target
252 156 FC9C TEST_OTHER
Test the mover's box, moved, against the record at IX only
252 165 FCA5 FIND_OBSTACLE
Find a record whose box overlaps a given box
252 220 FCDC TEST_ONE_RECORD
Test a box against one record, unless it is the mover's own or hidden
253 32 FD20 ROOMST
Enter the room in ROOM, or end the quest (the author's ROOMST)
254 21 FE15 DRAW_STILL_THINGS
Draw a room's doors and still things into its picture, and start the main loop
254 71 FE47 MAIN_LOOP
The main loop: the keys between passes, LIFE, the message line and every object
255 106 FF6A UDG_LEFTOVERS
Leftover characters
255 128 FF80 OBJECT_COUNT
The game's variables