Every object type: the first byte of an object record. It picks the handler that runs the object each frame, through upd_sprite_jmp_tbl, and the sprite it is drawn with, through sprite_tbl -- there is no separate frame number, so an object animates by changing its own type. The descriptions are the handler table's.

TypeSpriteWhat it isHandler
0
$00
empty slotno_update
1
$01
an object that has just gone; it draws as nothing so its old image is wiped, and the renderer then frees the slotno_update
2
$02
stone arch, the half that also nudges Sabreman into line with the doorwayupd_2_4
3
$03
stone arch, the other halfupd_3_5
4
$04
tree-room arch, the half that nudges Sabreman into the doorwayupd_2_4
5
$05
tree-room arch, the other halfupd_3_5
6
$06
rock, staticupd_6_7
7
$07
plain block, static; at the end of the game each one left in the room becomes type 131upd_6_7
8
$08
portcullis at rest, deciding when to start moving (one moves at a time)upd_8
9
$09
portcullis moving; it kills what it lands on and crashes when it reaches the floorupd_9
10
$0A
a piece of room wall, staticupd_10
11
$0B
a piece of room wall, staticupd_11
12
$0C
a piece of room wall, staticupd_12_to_15
13
$0D
a piece of room wall, staticupd_12_to_15
14
$0E
a piece of room wall, staticupd_12_to_15
15
$0F
a piece of room wall, staticupd_12_to_15
16
$10
Sabreman's legs, human, walking frame 0, first pair of facingsupd_16_to_21_24_to_29
17
$11
Sabreman's legs, human, walking frame 1, first pair of facingsupd_16_to_21_24_to_29
18
$12
Sabreman's legs, human, walking frame 2, first pair of facingsupd_16_to_21_24_to_29
19
$13
Sabreman's legs, human, walking frame 3, first pair of facingsupd_16_to_21_24_to_29
20
$14
Sabreman's legs, human, walking frame 4, first pair of facingsupd_16_to_21_24_to_29
21
$15
Sabreman's legs, human, walking frame 5, first pair of facingsupd_16_to_21_24_to_29
22
$16
gargoyle, static and deadlyupd_22
23
$17
spikes, static and deadlyupd_23
24
$18
Sabreman's legs, human, walking frame 0, second pair of facingsupd_16_to_21_24_to_29
25
$19
Sabreman's legs, human, walking frame 1, second pair of facingsupd_16_to_21_24_to_29
26
$1A
Sabreman's legs, human, walking frame 2, second pair of facingsupd_16_to_21_24_to_29
27
$1B
Sabreman's legs, human, walking frame 3, second pair of facingsupd_16_to_21_24_to_29
28
$1C
Sabreman's legs, human, walking frame 4, second pair of facingsupd_16_to_21_24_to_29
29
$1D
Sabreman's legs, human, walking frame 5, second pair of facingsupd_16_to_21_24_to_29
30
$1E
upper body of the guard that walks round the room, one frame per facingupd_30_31_158_159
31
$1F
upper body of the guard that walks round the room, one frame per facingupd_30_31_158_159
32
$20
Sabreman's upper body, human, walking frame 0, first pair of facingsupd_32_to_47
33
$21
Sabreman's upper body, human, walking frame 1, first pair of facingsupd_32_to_47
34
$22
Sabreman's upper body, human, walking frame 2, first pair of facingsupd_32_to_47
35
$23
Sabreman's upper body, human, walking frame 3, first pair of facingsupd_32_to_47
36
$24
Sabreman's upper body, human, walking frame 4, first pair of facingsupd_32_to_47
37
$25
Sabreman's upper body, human, walking frame 5, first pair of facingsupd_32_to_47
38
$26
Sabreman's upper body, human, an occasional frame held for eight frames, first pair of facingsupd_32_to_47
39
$27
Sabreman's upper body, human, an occasional frame held for eight frames, first pair of facingsupd_32_to_47
40
$28
Sabreman's upper body, human, walking frame 0, second pair of facingsupd_32_to_47
41
$29
Sabreman's upper body, human, walking frame 1, second pair of facingsupd_32_to_47
42
$2A
Sabreman's upper body, human, walking frame 2, second pair of facingsupd_32_to_47
43
$2B
Sabreman's upper body, human, walking frame 3, second pair of facingsupd_32_to_47
44
$2C
Sabreman's upper body, human, walking frame 4, second pair of facingsupd_32_to_47
45
$2D
Sabreman's upper body, human, walking frame 5, second pair of facingsupd_32_to_47
46
$2E
Sabreman's upper body, human, an occasional frame held for eight frames, second pair of facingsupd_32_to_47
47
$2F
Sabreman's upper body, human, an occasional frame held for eight frames, second pair of facingsupd_32_to_47
48
$30
Sabreman's legs, werewolf, walking frame 0, first pair of facingsupd_48_to_53_56_to_61
49
$31
Sabreman's legs, werewolf, walking frame 1, first pair of facingsupd_48_to_53_56_to_61
50
$32
Sabreman's legs, werewolf, walking frame 2, first pair of facingsupd_48_to_53_56_to_61
51
$33
Sabreman's legs, werewolf, walking frame 3, first pair of facingsupd_48_to_53_56_to_61
52
$34
Sabreman's legs, werewolf, walking frame 4, first pair of facingsupd_48_to_53_56_to_61
53
$35
Sabreman's legs, werewolf, walking frame 5, first pair of facingsupd_48_to_53_56_to_61
54
$36
block that slides back and forth along Xupd_54
55
$37
block that slides back and forth along Yupd_55
56
$38
Sabreman's legs, werewolf, walking frame 0, second pair of facingsupd_48_to_53_56_to_61
57
$39
Sabreman's legs, werewolf, walking frame 1, second pair of facingsupd_48_to_53_56_to_61
58
$3A
Sabreman's legs, werewolf, walking frame 2, second pair of facingsupd_48_to_53_56_to_61
59
$3B
Sabreman's legs, werewolf, walking frame 3, second pair of facingsupd_48_to_53_56_to_61
60
$3C
Sabreman's legs, werewolf, walking frame 4, second pair of facingsupd_48_to_53_56_to_61
61
$3D
Sabreman's legs, werewolf, walking frame 5, second pair of facingsupd_48_to_53_56_to_61
62
$3E
the block tcdev called movable: stops every frame, falls, and blips the speaker every frameupd_62
63
$3F
spiked ball that drops once, at random, one at a time; deadlyupd_63
64
$40
werewolf upper body, walking frame 0, first pair of facingsupd_64_to_79
65
$41
werewolf upper body, walking frame 1, first pair of facingsupd_64_to_79
66
$42
werewolf upper body, walking frame 2, first pair of facingsupd_64_to_79
67
$43
werewolf upper body, walking frame 3, first pair of facingsupd_64_to_79
68
$44
werewolf upper body, walking frame 4, first pair of facingsupd_64_to_79
69
$45
werewolf upper body, walking frame 5, first pair of facingsupd_64_to_79
70
$46
werewolf upper body, an occasional frame, first pair of facingsupd_64_to_79
71
$47
werewolf upper body, an occasional frame, first pair of facingsupd_64_to_79
72
$48
werewolf upper body, walking frame 0, second pair of facingsupd_64_to_79
73
$49
werewolf upper body, walking frame 1, second pair of facingsupd_64_to_79
74
$4A
werewolf upper body, walking frame 2, second pair of facingsupd_64_to_79
75
$4B
werewolf upper body, walking frame 3, second pair of facingsupd_64_to_79
76
$4C
werewolf upper body, walking frame 4, second pair of facingsupd_64_to_79
77
$4D
werewolf upper body, walking frame 5, second pair of facingsupd_64_to_79
78
$4E
werewolf upper body, an occasional frame, second pair of facingsupd_64_to_79
79
$4F
werewolf upper body, an occasional frame, second pair of facingsupd_64_to_79
80
$50
ghost, wandering at random; deadly (bit 1 facing, bit 0 flapping)upd_80_to_83
81
$51
ghost, wandering at random; deadly (bit 1 facing, bit 0 flapping)upd_80_to_83
82
$52
ghost, wandering at random; deadly (bit 1 facing, bit 0 flapping)upd_80_to_83
83
$53
ghost, wandering at random; deadly (bit 1 facing, bit 0 flapping)upd_80_to_83
84
$54
table: falls, and stops after each pushupd_84
85
$55
chest: falls; unlike the table, its handler does not stop it after a pushupd_85
86
$56
flame that runs back and forth along X; deadlyupd_86_87
87
$57
flame that runs back and forth along X; deadlyupd_86_87
88
$58
the sun (drawn in the panel, never in the object table)upd_88_to_90
89
$59
the moon (drawn in the panel, never in the object table)upd_88_to_90
90
$5A
left end of the sun and moon frame (panel only)upd_88_to_90
91
$5B
block that sinks while something stands on itupd_91
92
$5C
Sabreman changing between man and werewolfupd_92_to_95
93
$5D
Sabreman changing between man and werewolfupd_92_to_95
94
$5E
Sabreman changing between man and werewolfupd_92_to_95
95
$5F
Sabreman changing between man and werewolfupd_92_to_95
96
$60
charm 0 of the seven, lying in a roomupd_96_to_102
97
$61
charm 1 of the seven, lying in a roomupd_96_to_102
98
$62
charm 2 of the seven, lying in a roomupd_96_to_102
99
$63
charm 3 of the seven, lying in a roomupd_96_to_102
100
$64
charm 4 of the seven, lying in a roomupd_96_to_102
101
$65
charm 5 of the seven, lying in a roomupd_96_to_102
102
$66
charm 6 of the seven, lying in a roomupd_96_to_102
103
$67
extra life, lying in a roomupd_103
104
$68
charm 0 dropped in the cauldron room, drifting to the cauldronupd_104_to_110
105
$69
charm 1 dropped in the cauldron room, drifting to the cauldronupd_104_to_110
106
$6A
charm 2 dropped in the cauldron room, drifting to the cauldronupd_104_to_110
107
$6B
charm 3 dropped in the cauldron room, drifting to the cauldronupd_104_to_110
108
$6C
charm 4 dropped in the cauldron room, drifting to the cauldronupd_104_to_110
109
$6D
charm 5 dropped in the cauldron room, drifting to the cauldronupd_104_to_110
110
$6E
charm 6 dropped in the cauldron room, drifting to the cauldronupd_104_to_110
111
$6F
extra life just collected; vanishes next frameupd_111
112
$70
death sparkle, frame 0upd_112_to_118_184
113
$71
death sparkle, frame 1upd_112_to_118_184
114
$72
death sparkle, frame 2upd_112_to_118_184
115
$73
death sparkle, frame 3upd_112_to_118_184
116
$74
death sparkle, frame 4upd_112_to_118_184
117
$75
death sparkle, frame 5upd_112_to_118_184
118
$76
death sparkle, frame 6upd_112_to_118_184
119
$77
death sparkle, last frame; vanishes next frameupd_119
120
$78
Sabreman materialising, frame 0upd_120_to_126
121
$79
Sabreman materialising, frame 1upd_120_to_126
122
$7A
Sabreman materialising, frame 2upd_120_to_126
123
$7B
Sabreman materialising, frame 3upd_120_to_126
124
$7C
Sabreman materialising, frame 4upd_120_to_126
125
$7D
Sabreman materialising, frame 5upd_120_to_126
126
$7E
Sabreman materialising, frame 6upd_120_to_126
127
$7F
Sabreman materialising, done: becomes the type saved at +16upd_127
128
$80
tree-trunk piece of a tree room's walls, staticupd_128_to_130
129
$81
tree-trunk piece of a tree room's walls, staticupd_128_to_130
130
$82
tree-trunk piece of a tree room's walls, staticupd_128_to_130
131
$83
finale spark: rises circling the room, then homes on Sabreman and ends the gameupd_131_to_133
132
$84
finale spark: rises circling the room, then homes on Sabreman and ends the gameupd_131_to_133
133
$85
finale spark: rises circling the room, then homes on Sabreman and ends the gameupd_131_to_133
134
$86
a piece of the status panel (panel only)no_update
135
$87
a piece of the status panel (panel only)no_update
136
$88
a piece of the status panel (panel only)no_update
137
$89
a corner of the screen border (panel only)no_update
138
$8A
an edge of the screen border (panel only)no_update
139
$8B
an edge of the screen border (panel only)no_update
140
$8C
the lives icon (panel only)no_update
141
$8D
the cauldronupd_141
142
$8E
the cauldron's second sprite, with no size of its ownupd_142
143
$8F
block that crumbles away when stood onupd_143
144
$90
legs of a guard or the wizard, walking frame 0, first pair of facingsupd_144_to_149_152_to_157
145
$91
legs of a guard or the wizard, walking frame 1, first pair of facingsupd_144_to_149_152_to_157
146
$92
legs of a guard or the wizard, walking frame 2, first pair of facingsupd_144_to_149_152_to_157
147
$93
legs of a guard or the wizard, walking frame 3, first pair of facingsupd_144_to_149_152_to_157
148
$94
legs of a guard or the wizard, walking frame 4, first pair of facingsupd_144_to_149_152_to_157
149
$95
legs of a guard or the wizard, walking frame 5, first pair of facingsupd_144_to_149_152_to_157
150
$96
upper body of the guard that walks back and forth along X, one frame per facingupd_150_151
151
$97
upper body of the guard that walks back and forth along X, one frame per facingupd_150_151
152
$98
legs of a guard or the wizard, walking frame 0, second pair of facingsupd_144_to_149_152_to_157
153
$99
legs of a guard or the wizard, walking frame 1, second pair of facingsupd_144_to_149_152_to_157
154
$9A
legs of a guard or the wizard, walking frame 2, second pair of facingsupd_144_to_149_152_to_157
155
$9B
legs of a guard or the wizard, walking frame 3, second pair of facingsupd_144_to_149_152_to_157
156
$9C
legs of a guard or the wizard, walking frame 4, second pair of facingsupd_144_to_149_152_to_157
157
$9D
legs of a guard or the wizard, walking frame 5, second pair of facingsupd_144_to_149_152_to_157
158
$9E
the wizard's upper body, one frame per facingupd_30_31_158_159
159
$9F
the wizard's upper body, one frame per facingupd_30_31_158_159
160
$A0
bubbles rising from the cauldronupd_160_to_163
161
$A1
bubbles rising from the cauldronupd_160_to_163
162
$A2
bubbles rising from the cauldronupd_160_to_163
163
$A3
bubbles rising from the cauldronupd_160_to_163
164
$A4
repel spell, homing on Sabremanupd_164_to_167
165
$A5
repel spell, homing on Sabremanupd_164_to_167
166
$A6
repel spell, homing on Sabremanupd_164_to_167
167
$A7
repel spell, homing on Sabremanupd_164_to_167
168
$A8
picture of charm 0 over the cauldron, the one it wants nextupd_168_to_175
169
$A9
picture of charm 1 over the cauldron, the one it wants nextupd_168_to_175
170
$AA
picture of charm 2 over the cauldron, the one it wants nextupd_168_to_175
171
$AB
picture of charm 3 over the cauldron, the one it wants nextupd_168_to_175
172
$AC
picture of charm 4 over the cauldron, the one it wants nextupd_168_to_175
173
$AD
picture of charm 5 over the cauldron, the one it wants nextupd_168_to_175
174
$AE
picture of charm 6 over the cauldron, the one it wants nextupd_168_to_175
175
$AF
would be the extra life over the cauldron; the code never makes itupd_168_to_175
176
$B0
flickering fire; deadlyupd_176_177
177
$B1
flickering fire; deadlyupd_176_177
178
$B2
ball bouncing up and down; deadlyupd_178_179
179
$B3
ball bouncing up and down; deadlyupd_178_179
180
$B4
flame that runs back and forth along Y; deadlyupd_180_181
181
$B5
flame that runs back and forth along Y; deadlyupd_180_181
182
$B6
ball that hops towards the werewolf and away from the man; deadlyupd_182_183
183
$B7
ball that hops towards the werewolf and away from the man; deadlyupd_182_183
184
$B8
crumbling block, vanishingupd_112_to_118_184
185
$B9
crumbling block, last frame: zeroes the byte its +16 points at, then vanishesupd_185_187
186
$BA
right end of the sun and moon frame (panel only)no_update
187
$BB
a charm destroyed where it met another object: zeroes its record, then vanishesupd_185_187