Page Byte Address Label Description
91 0 5B00 PRINTER_BUFFER
The printer buffer, unused
91 128 5B80 LOADER
The loader's routine: unscramble the game and start it
91 171 5BAB PRINTER_BUFFER_END
The rest of the printer buffer, unused
92 0 5C00 SYSTEM_VARIABLES
The system variables
92 176 5CB0 NMIADD
The dispatcher's jump
92 177 5CB1 NMIADD_HIGH
The rest of the system variables
92 203 5CCB BASIC_PROGRAM
The BASIC loader, and the game's stack
94 0 5E00 ENTRY
Where the loader enters the game
94 4 5E04 TOWN
The town map
98 4 6204 DRAW_ORDER
The drawing order
98 164 62A4 BUILDING_TABLE
Building table
99 52 6334 BOX_TABLE
Box table
99 124 637C BOXES0
Boxes for cell type 0
99 125 637D BOXES1
Boxes for cell types 1-2
99 142 638E BOXES7
Boxes for cell types 7, 15, 23
99 167 63A7 BOXES4
Boxes for cell types 4, 12, 20
99 188 63BC BOXES5
Boxes for cell types 5, 13, 21
99 209 63D1 BOXES6
Boxes for cell types 6, 14, 22
99 230 63E6 BOXES3
Boxes for cell types 3, 11, 19, 29, 31
99 251 63FB BOXES8
Boxes for cell types 8, 16, 24
100 20 6414 BOXES9
Boxes for cell types 9, 17, 25
100 53 6435 BOXES18
Boxes for cell type 18
100 78 644E BOXES10
Boxes for cell type 10
100 143 648F BOXES26
Boxes for cell types 26, 28
100 168 64A8 BOXES27
Boxes for cell type 27
100 189 64BD BOXES30
Boxes for cell type 30
100 218 64DA BOXES32
Boxes for cell type 32
100 247 64F7 BOXES33
Boxes for cell type 33
101 16 6510 BOXES34
Boxes for cell type 34
101 41 6529 BOXES35
Boxes for cell type 35
101 66 6542 TILE_EDGES
The edge picture under each tile
101 118 6576 BUILDING14
Building for cell type 7
101 150 6596 BUILDING15
Building for cell type 7 turned round
101 182 65B6 BUILDING22
Building for cell type 11
101 214 65D6 BUILDING23
Building for cell type 11 turned round
101 246 65F6 BUILDING70
Building for cell type 35
102 22 6616 BUILDING71
Building for cell type 35 turned round
102 54 6636 BUILDING68
Building for cell type 34
102 86 6656 BUILDING69
Building for cell type 34 turned round
102 118 6676 BUILDING66
Building for cell type 33
102 150 6696 BUILDING67
Building for cell type 33 turned round
102 182 66B6 BUILDING64
Building for cell type 32
102 214 66D6 BUILDING65
Building for cell type 32 turned round
102 246 66F6 BUILDING62
Building for cell type 31
103 22 6716 BUILDING63
Building for cell type 31 turned round
103 54 6736 BUILDING60
Building for cell type 30
103 86 6756 BUILDING61
Building for cell type 30 turned round
103 118 6776 BUILDING58
Building for cell type 29
103 150 6796 BUILDING59
Building for cell type 29 turned round
103 182 67B6 BUILDING56
Building for cell type 28
103 214 67D6 BUILDING57
Building for cell type 28 turned round
103 246 67F6 BUILDING8
Building for cell type 4
104 22 6816 BUILDING9
Building for cell type 4 turned round
104 54 6836 BUILDING10
Building for cell type 5
104 86 6856 BUILDING11
Building for cell type 5 turned round
104 118 6876 BUILDING12
Building for cell type 6
104 150 6896 BUILDING13
Building for cell type 6 turned round
104 182 68B6 BUILDING6
Building for cell type 3
104 214 68D6 BUILDING7
Building for cell type 3 turned round
104 246 68F6 BUILDING16
Building for cell type 8, type 8 turned round
105 22 6916 BUILDING36
Building for cell type 18, type 18 turned round
105 54 6936 BUILDING20
Building for cell type 10, type 10 turned round
105 86 6956 BUILDING52
Building for cell type 26
105 118 6976 BUILDING53
Building for cell type 26 turned round
105 150 6996 BUILDING4
Building for cell type 2, type 2 turned round
105 182 69B6 BUILDING2
Building for cell type 1, type 1 turned round
105 214 69D6 BUILDING30
Building for cell type 15, type 15 turned round
105 246 69F6 BUILDING24
Building for cell type 12
106 22 6A16 BUILDING25
Building for cell type 12 turned round
106 54 6A36 BUILDING26
Building for cell type 13
106 86 6A56 BUILDING27
Building for cell type 13 turned round
106 118 6A76 BUILDING28
Building for cell type 14
106 150 6A96 BUILDING29
Building for cell type 14 turned round
106 182 6AB6 BUILDING54
Building for cell type 27
106 214 6AD6 BUILDING55
Building for cell type 27 turned round
106 246 6AF6 BUILDING32
Building for cell type 16, type 16 turned round
107 22 6B16 BUILDING34
Building for cell type 17, type 17 turned round
107 54 6B36 BUILDING18
Building for cell type 9, type 9 turned round
107 86 6B56 BUILDING40
Building for cell type 20
107 118 6B76 BUILDING41
Building for cell type 20 turned round
107 150 6B96 BUILDING38
Building for cell type 19
107 182 6BB6 BUILDING39
Building for cell type 19 turned round
107 214 6BD6 BUILDING44
Building for cell type 22
107 246 6BF6 BUILDING45
Building for cell type 22 turned round
108 22 6C16 BUILDING42
Building for cell type 21
108 54 6C36 BUILDING43
Building for cell type 21 turned round
108 86 6C56 BUILDING50
Building for cell type 25, type 25 turned round
108 118 6C76 BUILDING48
Building for cell type 24, type 24 turned round
108 150 6C96 BUILDING46
Building for cell type 23, type 23 turned round
108 182 6CB6 PANEL_CHARS
The panel's frame
108 222 6CDE FONT
The font
110 54 6E36 TILE_TABLE
Tile table
110 158 6E9E GRAPHICS
Graphic table
111 218 6FDA SPRITE0
Sprite for graphics 0-1, 23, 31
111 220 6FDC EDGE_TABLE
Edge table
111 228 6FE4 EDGE0
Edges 0-1
111 249 6FF9 EDGE2
Edge 2
112 14 700E EDGE3
Edge 3
112 23 7017 SPRITE152
Sprite for graphic 152
112 233 70E9 SPRITE153
Sprite for graphic 153
113 63 713F SPRITE154
Sprite for graphic 154
113 161 71A1 SPRITE155
Sprite for graphic 155
114 19 7213 SPRITE156
Sprite for graphic 156
114 101 7265 SPRITE157
Sprite for graphic 157
114 151 7297 SPRITE2
Sprite for graphic 2
115 49 7331 SPRITE136
Sprite for graphic 136
115 219 73DB SPRITE137
Sprite for graphics 137, 139
116 175 74AF SPRITE138
Sprite for graphic 138
117 113 7571 ICONS
The carried things' pictures
118 145 7691 SPRITE118
Sprite for graphic 118
119 53 7735 SPRITE119
Sprite for graphic 119
119 223 77DF SPRITE122
Sprite for graphic 122
120 125 787D SPRITE123
Sprite for graphic 123
121 27 791B SPRITE126
Sprite for graphic 126
121 197 79C5 SPRITE127
Sprite for graphic 127
122 111 7A6F PANEL_ICONS
The compass, the headings and a life
123 47 7B2F SPRITE12
Sprite for graphics 12, 131-132
123 113 7B71 SPRITE13
Sprite for graphics 13, 130, 133
123 179 7BB3 SPRITE14
Sprite for graphics 14, 129, 134
123 245 7BF5 SPRITE15
Sprite for graphics 15, 128, 135
124 55 7C37 SPRITE3
Sprite for graphic 3
124 121 7C79 SPRITE106
Sprite for graphics 106-107
125 65 7D41 SPRITE96
Sprite for graphics 96, 98, 144
126 69 7E45 SPRITE97
Sprite for graphics 97, 99, 145
127 73 7F49 SPRITE5
Sprite for graphics 5, 9
127 165 7FA5 SPRITE4
Sprite for graphics 4, 8
128 25 8019 SPRITE7
Sprite for graphics 7, 11
128 117 8075 SPRITE6
Sprite for graphics 6, 10
129 13 810D SPRITE108
Sprite for graphics 108, 150
129 219 81DB SPRITE114
Sprite for graphic 114
130 157 829D SPRITE115
Sprite for graphic 115
131 89 8359 SPRITE48
Sprite for graphics 48, 80, 140
131 143 838F SPRITE49
Sprite for graphics 49, 81
131 197 83C5 SPRITE50
Sprite for graphics 50, 82
131 251 83FB SPRITE51
Sprite for graphics 51, 83
132 49 8431 SPRITE52
Sprite for graphics 52, 84, 141
132 115 8473 SPRITE53
Sprite for graphics 53, 55, 85, 87
132 181 84B5 SPRITE54
Sprite for graphics 54, 86
132 247 84F7 SPRITE56
Sprite for graphics 56, 88, 142
133 57 8539 SPRITE57
Sprite for graphics 57, 89
133 123 857B SPRITE58
Sprite for graphics 58, 90
133 189 85BD SPRITE59
Sprite for graphics 59, 91
133 255 85FF SPRITE60
Sprite for graphics 60, 92, 143
134 65 8641 SPRITE61
Sprite for graphics 61, 93
134 131 8683 SPRITE62
Sprite for graphics 62, 94
134 197 86C5 SPRITE63
Sprite for graphics 63, 95
135 7 8707 SPRITE109
Sprite for graphics 109, 151
135 225 87E1 SPRITE110
Sprite for graphic 110
136 187 88BB SPRITE111
Sprite for graphic 111
137 149 8995 SPRITE104
Sprite for graphics 104-105, 148-149
138 99 8A63 SPRITE72
Sprite for graphic 72
138 221 8ADD SPRITE73
Sprite for graphics 73, 75
139 87 8B57 SPRITE74
Sprite for graphic 74
139 203 8BCB SPRITE64
Sprite for graphic 64
140 51 8C33 SPRITE65
Sprite for graphics 65, 67
140 155 8C9B SPRITE66
Sprite for graphic 66
141 3 8D03 SPRITE77
Sprite for graphics 77, 79
141 141 8D8D SPRITE78
Sprite for graphic 78
142 7 8E07 SPRITE76
Sprite for graphic 76
142 145 8E91 SPRITE68
Sprite for graphic 68
143 5 8F05 SPRITE69
Sprite for graphics 69, 71
143 127 8F7F SPRITE70
Sprite for graphic 70
143 255 8FFF SPRITE124
Sprite for graphic 124
144 169 90A9 SPRITE125
Sprite for graphic 125
145 83 9153 SPRITE121
Sprite for graphic 121
145 241 91F1 SPRITE120
Sprite for graphic 120
146 143 928F SPRITE117
Sprite for graphic 117
147 63 933F SPRITE116
Sprite for graphic 116
147 239 93EF SPRITE112
Sprite for graphic 112
148 171 94AB SPRITE113
Sprite for graphic 113
149 103 9567 SPRITE100
Sprite for graphics 100-101, 146-147
150 53 9635 SPRITE102
Sprite for graphics 102-103
151 3 9703 SPRITE33
Sprite for graphics 33, 37
151 149 9795 SPRITE42
Sprite for graphics 42, 44
152 45 982D SPRITE38
Sprite for graphic 38
152 191 98BF SPRITE32
Sprite for graphic 32
153 81 9951 SPRITE35
Sprite for graphic 35
153 227 99E3 SPRITE34
Sprite for graphics 34, 36
154 117 9A75 SPRITE43
Sprite for graphic 43
155 13 9B0D SPRITE40
Sprite for graphic 40
155 165 9BA5 SPRITE41
Sprite for graphics 41, 45
156 61 9C3D SPRITE39
Sprite for graphic 39
156 213 9CD5 SPRITE46
Sprite for graphic 46
157 109 9D6D SPRITE47
Sprite for graphic 47
158 5 9E05 SPRITE30
Sprite for graphic 30
158 157 9E9D SPRITE22
Sprite for graphic 22
159 47 9F2F SPRITE19
Sprite for graphic 19
159 145 9F91 SPRITE18
Sprite for graphics 18, 20
159 243 9FF3 SPRITE17
Sprite for graphics 17, 21
160 85 A055 SPRITE16
Sprite for graphic 16
160 183 A0B7 SPRITE27
Sprite for graphic 27
161 31 A11F SPRITE26
Sprite for graphics 26, 28
161 135 A187 SPRITE25
Sprite for graphics 25, 29
161 239 A1EF SPRITE24
Sprite for graphic 24
162 87 A257 TILE0
Tiles 0, 42
162 200 A2C8 TILE1
Tile 1
163 57 A339 TILE2
Tile 2
163 170 A3AA TILE3
Tile 3
164 27 A41B TILE47
Tile 47
164 156 A49C TILE48
Tile 48
165 29 A51D TILE4
Tile 4
165 142 A58E TILE5
Tile 5
166 15 A60F TILE6
Tile 6
166 144 A690 TILE7
Tile 7
167 17 A711 TILE8
Tile 8
167 146 A792 TILE9
Tile 9
168 19 A813 TILE10
Tile 10
168 148 A894 TILE11
Tile 11
169 21 A915 TILE12
Tile 12
169 150 A996 TILE13
Tile 13
170 23 AA17 TILE14
Tile 14
170 152 AA98 TILE15
Tile 15
171 25 AB19 TILE16
Tile 16
171 154 AB9A TILE17
Tile 17
172 27 AC1B TILE18
Tile 18
172 156 AC9C TILE19
Tile 19
173 29 AD1D TILE20
Tile 20
173 158 AD9E TILE22
Tile 22
174 15 AE0F TILE21
Tile 21
174 144 AE90 TILE24
Tile 24
175 17 AF11 TILE25
Tile 25
175 146 AF92 TILE50
Tile 50
176 19 B013 TILE51
Tile 51
176 148 B094 TILE23
Tile 23
177 21 B115 TILE26
Tile 26
177 150 B196 TILE27
Tile 27
178 23 B217 TILE28
Tile 28
178 152 B298 TILE30
Tile 30
179 25 B319 TILE29
Tile 29
179 154 B39A TILE31
Tile 31
180 11 B40B TILE32
Tile 32
180 140 B48C TILE33
Tile 33
180 253 B4FD TILE34
Tile 34
181 110 B56E TILE35
Tile 35
181 223 B5DF TILE36
Tile 36
182 80 B650 TILE37
Tile 37
182 193 B6C1 TILE38
Tile 38
183 50 B732 TILE39
Tile 39
183 163 B7A3 TILE40
Tile 40
184 20 B814 TILE41
Tile 41
184 133 B885 TILE43
Tile 43
185 6 B906 TILE44
Tile 44
185 135 B987 TILE45
Tile 45
186 8 BA08 TILE46
Tile 46
186 137 BA89 TILE49
Tile 49
187 10 BB0A BORDER_CHARS
The border's characters
187 170 BBAA RANDOM
Game variables and the object records
189 254 BDFE START
The start: the first protection check, and every variable cleared
190 15 BE0F NEW_GAME
Set up a new game, then run the main loop
190 223 BEDF PERCENTAGE
Work out the percentage of the game done
191 54 BF36 PRINT_PERCENTAGE
Print the percentage
191 72 BF48 VISIT_CELL
Mark the knight's cell visited, and sound a new one with a building
191 149 BF95 SPAWN_CREATURE
Every 256 turns, bring the creature into the knight's cell
191 241 BFF1 CREATURE_UPDATE
The update routine for the creature (graphics 136-139)
192 44 C02C STEER_AT_KNIGHT
Step the thing at IX two units towards the knight along each axis
192 87 C057 CLEAR_MONSTERS
Empty the six monster records
192 101 C065 KNIGHT_COLOURS
The knight's colour by his hits
192 105 C069 NEAR_KNIGHT
Is the thing at IX less than C cells from the knight?
192 131 C083 MONSTER112_UPDATE
The update routine for a monster of graphics 112-127
192 209 C0D1 MONSTER_HIT_TABLE
What an antibody does to a monster of graphics 112-127
192 217 C0D9 MONSTER_TOO_FAR
Forget a monster that is too far from the knight
192 222 C0DE HIT_DESTROYS
An antibody's strike that destroys the monster: 2500 points
192 237 C0ED HIT_CHANGES
An antibody's strike that changes the monster into the next kind: 2000 points
193 1 C101 HIT_SPLITS
An antibody's strike that splits the monster in two: 1500 points
193 82 C152 HIT_DEMOTES
An antibody's strike that turns the monster into one of graphics 64-79: 1000 points
193 100 C164 APPEARING_UPDATE
The update routine for a monster appearing (graphics 128-131)
193 156 C19C NEAREST_VILLAIN
Which villain is nearest the thing at IX?
193 185 C1B9 VILLAIN_DISTANCE
How far is the villain at IY from the thing at IX?
193 219 C1DB STOCK_BUILDINGS
Stock the buildings with finds, then the third protection check
193 253 C1FD DRAW_VILLAINS
Draw the four villains on the panel
194 138 C28A SCREEN_LINE_UP
Move a screen address up one pixel line
194 154 C29A PRINT_HEADING
Print the heading on the panel: north, or south with the town turned round
194 196 C2C4 HEADING_ORDER
The heading's characters, in the order printed
194 200 C2C8 PRINT_COMPASS
Draw the compass on the panel
194 223 C2DF COMPASS_ORDER
The compass's characters, a block of two by two at a time
194 231 C2E7 SCORE_TEXT
The panel's heading, an attribute and then the text
194 237 C2ED ADD_SCORE
Add BC to the score, and print it
195 20 C314 PRINT_BCD
Print B bytes of BCD from DE, two digits a byte
195 50 C332 BLIP_BY_TURN
The creature's blip: a note chosen by the turn counter
195 77 C34D BLIP_PITCHES
Pitches for the blips: the creature's, and four for the villains that are never read
195 157 C39D ENDING_BEEP
A note for the ending, a little lower each time
195 170 C3AA BUMP_SOUND
The bump: a warble as something walks into a wall
195 189 C3BD EFFECT_NOTE
Play this turn's note of the sound effect under way
195 216 C3D8 EFFECT_TABLE
The sound effects
195 244 C3F4 FIRE_SOUND
The sound of a throw
196 0 C400 FOOTSTEP
A footstep
196 53 C435 PUFF_SOUND
The sound of a puff
196 85 C455 APPEAR_SOUND
A monster appearing: a note pitched by its graphic
196 99 C463 ARRIVE_SOUND
The knight appearing: a note that rises
196 113 C471 CLICK
One wave
196 129 C481 PICK_UP_FIND
Taking up a find: which kind of antibody it gives
196 137 C489 PICK_UP_THING
Take up a thing the knight touches, if he has room
196 220 C4DC COLOUR_CARRIED
Colour the carried things on the panel, flashing an object near its villain
197 47 C52F THING_COLOURS
Colours of the carried things and of the destroyed villains
197 56 C538 ANTIBODY_STRIKE
Is the thing at IX struck by an antibody?
197 74 C54A ANTIBODY_TOUCHING
Does the antibody at IY touch the thing at IX?
197 84 C554 OBJECT_STRIKE
Does a thrown object touch its villain?
197 95 C55F TOUCHING_KNIGHT
Does the thing at IX touch the knight?
197 180 C5B4 NEXT_TURN
Count a turn, and stir the random number
197 206 C5CE SPAWN_FIND
Every sixteen turns, a find in the knight's cell if its type has any left
198 61 C63D PLAY_TUNE_ONCE
Play the menu's tune at DE, once, until a key is pressed
198 86 C656 PLAY_TUNE
Play the tune at DE
198 97 C661 PLAY_NOTE
Play one note
198 185 C6B9 NOTES
The notes: two loop counts and a length for each
199 112 C770 TUNE_MENU
Tune: the menu's tune
199 244 C7F4 TUNE_CONTROL_CHOSEN
Tune: a control method chosen
199 248 C7F8 TUNE_GAME_START
Tune: a game starting
200 3 C803 TUNE_GAME_OVER
Tune: game over
200 26 C81A TUNE_ENDING
Tune: the end of the ending
200 57 C839 TUNE_NEW_LIFE
Tune: a new life
200 63 C83F DRAW_PANEL_FRAME
Draw the frame round the carried things
200 137 C889 COLOUR_STRIP
Colour a strip two cells wide in the play area's attributes
200 152 C898 COLOUR_KNIGHT
Colour the knight by the hits he has left
200 178 C8B2 FILL_ATTR_RECT
Fill a rectangle of the play area's attributes
200 202 C8CA MENU
The menu
201 73 C949 FLASH_MENU
Flash the chosen lines on the menu
201 98 C962 MENU_COLOURS
The menu: colours, places and text
201 122 C97A MENU_TEXT
The menu's text
201 239 C9EF PRINT_TEXT_SINGLE_COLOUR
Print a string in one colour
201 252 C9FC PRINT_TEXT
Print a string whose first byte is its colour
202 27 CA1B TOGGLE_SELECTED
Flash one of B attributes, and steady the rest
202 34 CA22 FLASH_NEXT_ONE
The rest of TOGGLE_SELECTED
202 43 CA2B DISPLAY_MENU
Draw the menu
202 85 CA55 DRAW_PLAY_FRAME
Draw the frame round the play area
202 157 CA9D PRINT_BORDER
Draw the border round the screen
202 229 CAE5 FRAME_PIECES
The layout of the frames, in the border's characters
202 253 CAFD PRINT_BLOCK_ROW
Print a piece several times along a row
203 9 CB09 PRINT_BLOCK_COLUMN
Print a piece several times down a column
203 25 CB19 PRINT_CHAR
Print a character on the screen
203 62 CB3E PRINT_BLOCK
Print four characters as a piece two characters square
203 91 CB5B PRINT_CHAR_COLOURED
Print a character and colour its cell
203 113 CB71 NEXT_CHAR_ROW
Move a screen address down a character row
203 123 CB7B RANDOM_START_CELL
Choose the cell a new game starts in
203 172 CBAC NEW_LIFE
Start a new life when the knight's record is empty
204 29 CC1D PRINT_LIFE_ICON
Print a life's picture on the panel
204 46 CC2E LIFE_ICON_CODES
The codes of a life's picture
204 54 CC36 START_RECORDS
The knight's two records at a new life
204 86 CC56 GAME_OVER
Game over: the percentage and the score, then the menu, or the ending if the villains are gone
204 228 CCE4 ENDING_RECORDS
The ending's ten records
205 2 CD02 CLEAR_OBJECTS
Empty all 23 object records
205 16 CD10 ENDING_PIT_FRONT
The ending: the front of the pit (graphic 152), and the end of the ending
205 88 CD58 ENDING_VILLAIN
The ending: a villain carried over the pit and sunk into it (graphics 144-151)
205 158 CD9E STEP_TOWARDS_X
How far an ending picture should move across this turn
205 175 CDAF END_TEXT
The text after a game
205 223 CDDF GAME_OVER_PAUSE
Wait about half a second
205 232 CDE8 SPAWN_MONSTER
Bring a monster into a cell next to the knight's
206 121 CE79 MONSTER_RECORD
What a monster starts as
206 137 CE89 WANDERING_MONSTER
The monsters of graphics 64-79: wander, and hurt the knight
206 248 CEF8 NEXT_FRAME_MOD4
Step an object through four frames
207 8 CF08 DRAW_CELLS
Draw the cells round the knight, back to front
207 175 CFAF LIST_THINGS_IN_CELL
List the things in a cell
207 242 CFF2 SORT_AND_DRAW_THINGS
Draw the listed things, furthest back first
208 160 D0A0 DEPTH_TABLE
Routines for the depth sort's outcomes
208 196 D0C4 DEPTH_KEEP
The candidate stays
208 197 D0C5 DEPTH_SWAP
The other thing becomes the candidate
208 208 D0D0 DEPTH_BY_CORNERS
Order two things whose boxes overlap on both axes
209 93 D15D DRAW_LIST
The things in a cell, to be drawn
209 125 D17D TURN_CELL
Turn a cell round with the town
209 142 D18E TURN_POSITION
Turn a position round with the town
209 157 D19D DRAW_OUTLINE
Draw a building's outline on the ground
209 250 D1FA OUTLINE_NEAR_FACES
Draw the edges of a building definition's two faces
210 45 D22D STEP_RIGHT_UP
Move the drawing position a column right and up
210 50 D232 EDGE_RIGHT_UP
Move the drawing position a column right and up, past the column's tiles
210 75 D24B EDGE_RIGHT_DOWN
Move the drawing position a column right and down, past the column's tiles
210 80 D250 STEP_RIGHT_DOWN
Move the drawing position a column right and down
210 85 D255 EDGE_LEFT_UP
Move the drawing position a column left and up, past the column's tiles
210 110 D26E EDGE_LEFT_DOWN
Move the drawing position a column left and down, past the column's tiles
210 115 D273 DRAW_EDGE
Draw the edge picture under one column of a building
210 162 D2A2 CLIP_EDGE
Draw an edge picture that starts below the play area
210 178 D2B2 PUT_EDGE
OR a 16-pixel picture into the buffer
211 86 D356 COLOUR_WALL
Colour a column of wall up to the top of the play area
211 114 D372 DRAW_WALLS
Draw a building's walls
211 194 D3C2 DRAW_WALL_COLUMN
Draw one column of a wall, unless a nearer wall has it
212 21 D415 CLIP_TILE
Draw a tile that starts below the play area
212 37 D425 PUT_TILE
Draw a tile of wall
212 239 D4EF TILE_MASKS
Masks for a shifted tile's first byte
212 243 D4F3 PROJECT_THING
Where a thing is on the screen
213 8 D508 PROJECT_CELL
Where a cell's corner is on the screen
213 100 D564 LOOK_UP_CELL
The type of a cell of the town
213 137 D589 TABLE_WORD
Look up a word in a table
213 147 D593 DISPATCH
Jump to the routine a table gives for A
213 153 D599 UPDATES
Update routines, by graphic
214 213 D6D5 NO_UPDATE
An update routine that does nothing
214 214 D6D6 VILLAIN_SPARKLES
Send four sparkles out from a villain destroyed
215 10 D70A SPARKLE_FLY
The update routine for a sparkle from a destroyed villain (graphics 140-143)
215 39 D727 SPEED_BONUS
The update routine for the bonus of graphic 2: a faster walk
215 76 D74C HITS_BONUS
The update routine for the bonus of graphic 3: all three hits back
215 108 D76C PLACE_BONUS
Put a bonus near the knight when there is none
215 216 D7D8 VANISHING
The update routine for something vanishing (graphics 12-15)
215 237 D7ED ANTIBODY_FLIGHT
The update routine for an antibody in flight (graphics 80-95)
216 12 D80C OBJECT_FLIGHT
The update routine for a thrown object (graphics 8-11)
216 71 D847 VILLAIN_DYING
The update routine for a dying villain (graphics 132-135)
216 101 D865 CHECK_QUEST_DONE
End the game when the four villains are gone and their sparkles have left the screen
216 142 D88E PLACE_OBJECTS
Put the four objects in random cells at a new game
216 215 D8D7 OBJECT_RECORD
What each of the four objects starts as
216 231 D8E7 PLACE_VILLAINS
Put the four villains in random cells at a new game
217 50 D932 VILLAIN_RECORD
What each of the four villains starts as
217 66 D942 OBJECT_LYING
The update routine for an object lying in the town (graphics 4-7)
217 79 D94F VILLAIN_WANDER
The update routine for a villain (graphics 96-111)
217 120 D978 FACING_PICTURE
Set a villain's or a monster's picture for its facing
217 163 D9A3 FIND_WANDER
The update routine for a find in a building (graphics 48-63)
217 235 D9EB UPDATE_TOP
The update routine for the knight's top (graphics 22, 30, 32-47)
218 122 DA7A UPDATE_KNIGHT
The update routine for the knight's legs (graphics 16-21, 24-29)
218 183 DAB7 KNIGHT_THROWS
Throw the last thing taken up
219 104 DB68 TURN_TOWN
Turn the town round when its key is let go
219 137 DB89 TURN_KNIGHT
Turn the knight, by the controls
220 67 DC43 SWAP_STICK
Turn a stick's directions round with the town
220 96 DC60 KNIGHT_WALKS
Walk, or come to a stop on the grid
220 113 DC71 COAST_TABLE
Routines for coming to a stop, by facing (KNIGHT_WALKS)
220 121 DC79 COAST_PLUS_V
Come to a stop facing +V
220 146 DC92 COAST_PLUS_U
Come to a stop facing +U
220 151 DC97 COAST_MINUS_V
Come to a stop facing -V
220 158 DC9E COAST_MINUS_U
Come to a stop facing -U
220 163 DCA3 STAND_ON_GRID
Stand still, on the grid
220 168 DCA8 WALK_ON
Walk on, speeding up
220 220 DCDC FACING_LOOKS
How the knight looks for each facing
220 224 DCE0 SET_STEP
Set a record's step from its speed and facing
221 1 DD01 APPLY_STEP
Move a record by its step
221 40 DD28 STEER
Decide whether a walker turns: at a wall, when its count runs out, or towards the knight
221 106 DD6A TURN_TO_KNIGHT_TABLE
Routines to turn a chaser towards the knight, by where he is (STEER)
221 114 DD72 STEER_EITHER
Turn a chaser towards the knight
221 153 DD99 KNIGHT_DIRECTION
Which way is the knight from a record?
221 207 DDCF WANDER_STEP
Now and then give a wanderer a new random step
221 252 DDFC RANDOM_STEP
A random step from the bits of a byte
222 13 DE0D MOVE_SPLIT
Trim a two-way step at the walls, one axis at a time
222 89 DE59 MOVE_CLIPPED
Trim a record's step at the town's walls
222 106 DE6A MOVE_TABLE
Routines to trim a step at the walls, by facing (MOVE_CLIPPED)
222 114 DE72 CLIP_PLUS_V
Trim a step along +V at the walls
222 211 DED3 CLIP_PLUS_U
Trim a step along +U at the walls
223 52 DF34 CLIP_MINUS_V
Trim a step along -V at the walls
223 151 DF97 CLIP_MINUS_U
Cut a step in -U short at the boxes of the cells ahead
223 250 DFFA CUT_STEP_PLUS_V
Cut a step in +V short at a box of a cell
224 11 E00B CUT_STEP_MINUS_V
Cut a step in -V short at a box of a cell
224 19 E013 CUT_STEP_PLUS_U
Cut a step in +U short at a box of a cell
224 32 E020 CUT_STEP_MINUS_U
Cut a step in -U short at a box of a cell
224 40 E028 PLACE_IN_CELL
Look up a cell of the town, and where the object is in it
224 99 E063 HIT_BOXES_U
Does the moved object run into a box of a cell? Give the overlap in U
224 135 E087 OVERLAP_U
Do the moved object and a box overlap in U?
224 160 E0A0 HIT_BOXES_V
Does the moved object run into a box of a cell? Give the overlap in V
224 196 E0C4 OVERLAP_V
Do the moved object and a box overlap in V?
224 221 E0DD NEGATE_HL
HL = -HL
224 229 E0E5 SIGN_EXTEND_A
HL = A, read as a signed number
224 238 E0EE HL_EQUALS_DE_X_A
HL = DE * A
224 251 E0FB MAKE_TABLES
Build the drawing tables
225 72 E148 COPY_BUFFER
Copy the play area's pixels from the buffer to the screen
225 173 E1AD COPY_ATTR_BUFFER
Copy the play area's attributes from the buffer to the screen
226 0 E200 SHOW_PLAY_AREA
Show this turn's play area, and clear the buffers for the next
226 57 E239 READ_KEYS
Read a half-row of the keyboard
226 65 E241 READ_CONTROLS
Read the controls into CONTROLS
227 44 E32C PAUSE
Pause, when SPACE or CAPS SHIFT is pressed on its own
227 83 E353 TURN_SPRITE
Find an object's sprite, and turn its stored data the way the object wants it
227 214 E3D6 MIRROR_SPRITE
Mirror a sprite's data, whichever way it is stored now
227 217 E3D9 DRAW_SPRITE
Draw one object from the draw list
228 159 E49F SPRITE_ALIGNED_RUN
The unrolled row of a byte-aligned sprite
228 167 E4A7 SPRITE_ALIGNED_FOUR
The rest of the byte-aligned run
228 201 E4C9 SPRITE_ROW
Start a row of a sprite
228 205 E4CD SPRITE_SHIFTED_RUN
The unrolled row of a shifted sprite
228 223 E4DF SPRITE_SHIFTED_FOUR
The rest of the shifted run, and the step to the next row
229 58 E53A BUFFER_ADDRESS
The buffer address of a pixel position
229 86 E556 CALC_VRAM_ADDR
Display address of a pixel position
229 121 E579 ATTR_ADDRESS
The attribute buffer address of a pixel position
229 150 E596 ADD_HL_A
HL = HL + A
229 157 E59D CLEAR_SCREEN
Clear the screen
229 168 E5A8 CLR_BITMAP_MEMORY
Clear the display's pixels
229 176 E5B0 CLR_ATTRIBUTE_MEMORY
Set the display's attributes to bright white ink on black paper
229 186 E5BA CLEAR_MEMORY
Clear BC bytes from HL
229 196 E5C4 BUFFER
The screen buffer: the play area's pixels
230 0 E600 LOADER_LEFTOVER
The tail of the loaded block, left behind by the move (inside the buffer)
232 0 E800 BUFFER_REST
The rest of the screen buffer
240 68 F044 ATTR_BUFFER
The play area's attributes
241 148 F194 ATTR_SPILL
One byte past the attribute buffer
241 149 F195 UNUSED_F195
Unused
242 0 F200 MIRROR_TABLES
Lookup tables for drawing mirrored tiles at an even pixel
248 0 F800 UNUSED_F800
Unused
249 0 F900 REVERSE_TABLE
Each byte with its bits in reverse order
250 0 FA00 SHIFT_TABLES
Lookup tables for drawing at an even pixel