Memory map
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