Every sprite record, 89 of them end to end from SPRITE128 to the variables at CONTROL, with the font among them at FONT. Each is drawn from its own bytes the way the drawing code (DRAW_OBJECT) reads them: a width byte (bits 0-3 the width in bytes), a height byte, then a mask byte and an image byte for each byte of each row, the bottom row first. Where the mask is set the background is cleared, and the image is laid in wherever it is set -- so an image bit shows whether or not the mask is set, a mask bit with no image is black, and where both are clear the background shows through (here, the blue-grey). This is Knight Lore's format (see Knight Lore's sprites).

Bits 6 and 7 of the width byte say whether the bytes are stored mirrored or upside down at the moment: FIND_SPRITE turns a sprite round in place, rewriting its bytes and toggling the bits, whenever it is drawn for an object facing the other way. On the tape every sprite is stored the right way round, with both bits clear, which is how they are drawn here.

Beside each are the graphic numbers that name it (a graphic is an object's first byte, looked up in GRAPHICS); see every graphic for what each is. Sprites marked never drawn are named only by graphics nothing places, and 3 records no graphic number reaches at all.

The sprites -- The font

The sprites

SpriteEntryWhat it showsSizeWidth byteGraphics
SPRITE128SPRITE128
$6F2F
a piece of the pentagram24 by 24 pixels; 146 bytes$03128
SPRITE129SPRITE129
$6FC1
a piece of the pentagram24 by 24 pixels; 146 bytes$03129
SPRITE130SPRITE130
$7053
a piece of the pentagram24 by 24 pixels; 146 bytes$03130
SPRITE131SPRITE131
$70E5
a piece of the pentagram24 by 24 pixels; 146 bytes$03131
SPRITE132SPRITE132
$7177
a piece of the pentagram24 by 24 pixels; 146 bytes$03132
SPRITE133SPRITE133
$7209
a piece of the pentagram24 by 24 pixels; 146 bytes$03133
SPRITE134SPRITE134
$729B
a piece of the pentagram24 by 24 pixels; 146 bytes$03134
SPRITE135SPRITE135
$732D
a piece of the pentagram24 by 24 pixels; 146 bytes$03135
SPRITE74SPRITE74
$73BF
a dark patch on the ground32 by 16 pixels; 130 bytes$0474
SPRITE75SPRITE75
$7441
a hand reaching out of a dark patch32 by 16 pixels; 130 bytes$0475
SPRITE137SPRITE137
$74C3
the stone block crumbling, first stage32 by 27 pixels; 218 bytes$04137
SPRITE138SPRITE138
$759D
the stone block crumbling, second stage32 by 27 pixels; 218 bytes$04138
SPRITE139SPRITE139
$7677
the stone block crumbling, last stage32 by 27 pixels; 218 bytes$04139
SPRITE86SPRITE86
$7751
a horned head32 by 24 pixels; 194 bytes$0486, 92-93
SPRITE168SPRITE168
$7813
a lumbering figure, walking24 by 25 pixels; 152 bytes$03168
SPRITE169SPRITE169
$78AB
a lumbering figure, walking24 by 25 pixels; 152 bytes$03169
SPRITE170SPRITE170
$7943
a lumbering figure from behind, walking24 by 29 pixels; 176 bytes$03170
SPRITE171SPRITE171
$79F3
a lumbering figure from behind, walking24 by 28 pixels; 170 bytes$03171
SPRITE80SPRITE80
$7A9D
a witch on a broomstick32 by 24 pixels; 194 bytes$0480
SPRITE81SPRITE81
$7B5F
a witch on a broomstick, from behind32 by 24 pixels; 194 bytes$0481
SPRITE167SPRITE167
$7C21
a pointed blob24 by 21 pixels; 128 bytes$03167
SPRITE164SPRITE164
$7CA1
a pointed blob24 by 24 pixels; 146 bytes$03164, 166
SPRITE165SPRITE165
$7D33
a pointed blob24 by 26 pixels; 158 bytes$03165
SPRITE160SPRITE160
$7DD1
a clawed, winged beast32 by 23 pixels; 186 bytes$04160, 162
SPRITE161SPRITE161
$7E8B
a clawed, winged beast32 by 23 pixels; 186 bytes$04161
SPRITE163SPRITE163
$7F45
a clawed, winged beast32 by 23 pixels; 186 bytes$04163
SPRITE48SPRITE48
$7FFF
a ghost24 by 26 pixels; 158 bytes$0348, 50
SPRITE49SPRITE49
$809D
a ghost24 by 26 pixels; 158 bytes$0349, 51
SPRITE64SPRITE64
$813B
a puff of smoke16 by 14 pixels; 58 bytes$0264
SPRITE65SPRITE65
$8175
a puff of smoke24 by 13 pixels; 80 bytes$0365, 67
SPRITE66SPRITE66
$81C5
a puff of smoke24 by 17 pixels; 104 bytes$0366, 68-69
SPRITE70SPRITE70
$822D
a puff breaking up24 by 16 pixels; 98 bytes$0370-71
SPRITE149SPRITE149
$828F
a bolt16 by 16 pixels; 66 bytes$02149
SPRITE150SPRITE150
$82D1
a bolt16 by 16 pixels; 66 bytes$02150
SPRITE151SPRITE151
$8313
a bolt16 by 16 pixels; 66 bytes$02151
SPRITE16SPRITE16
$84AD
a spider32 by 18 pixels; 146 bytes$0416-17, 89
SPARE_SPRITEA
$853F
8 bytes that are not a spriteNo graphic number reaches it: never drawn
SPARE_SPRITEBSPARE_SPRITEB
$8547
a tree stump with roots32 by 24 pixels; 194 bytes$04No graphic number reaches it: never drawn
SPRITE63SPRITE63
$8609
a smooth block32 by 28 pixels; 226 bytes$0463, 82
SPRITE30SPRITE30
$86EB
a toothed trap32 by 21 pixels; 170 bytes$0430-31
SPRITE23SPRITE23
$8795
a bed of spikes32 by 28 pixels; 226 bytes$0423, 28
SPRITE22SPRITE22
$8877
a little Sabreman16 by 17 pixels; 70 bytes$0222
SPRITE11SPRITE11
$88BD
a stone block32 by 29 pixels; 234 bytes$0411, 78-79, 84-85, 87-88, 91, 121-127, 136, 140-143
SPRITE58SPRITE58
$89A7
a piece of the panel's scroll-work16 by 16 pixels; 66 bytes$0258
SPRITE59SPRITE59
$89E9
a piece of the panel's scroll-work16 by 11 pixels; 46 bytes$0259
SPARE_SPRITECSPARE_SPRITEC
$8A17
a piece of scroll-work16 by 16 pixels; 66 bytes$02No graphic number reaches it: never drawn
SPRITE60SPRITE60
$8A59
a piece of the panel's scroll-work16 by 16 pixels; 66 bytes$0260-61
SPRITE62SPRITE62
$8A9B
a piece of the panel's scroll-work16 by 8 pixels; 34 bytes$0262
SPRITE73SPRITE73
$8ABD
a table40 by 34 pixels; 342 bytes$0573
SPRITE120SPRITE120
$8C13
the well40 by 32 pixels; 322 bytes$05120
SPRITE112SPRITE112
$8D55
a rough stone32 by 39 pixels; 314 bytes$04112-115
SPRITE116SPRITE116
$8E8F
a finished pillar32 by 51 pixels; 410 bytes$04116-119
SPRITE90SPRITE90
$9029
the bucket24 by 24 pixels; 146 bytes$0390
SPRITE144SPRITE144
$90BB
a rune stone24 by 24 pixels; 146 bytes$03144, 152
SPRITE145SPRITE145
$914D
a rune stone24 by 24 pixels; 146 bytes$03145, 153
SPRITE146SPRITE146
$91DF
a rune stone24 by 24 pixels; 146 bytes$03146, 154
SPRITE147SPRITE147
$9271
a rune stone24 by 24 pixels; 146 bytes$03147, 155
SPRITE148SPRITE148
$9303
a rune stone24 by 24 pixels; 146 bytes$03148, 156
SPRITE0
$9395
0 by 0: nothing is drawn$000-1, 24-27, 83, 94-111, 157-159
SPRITE42SPRITE42
$9397
his body24 by 27 pixels; 164 bytes$0342
SPRITE41SPRITE41
$943B
his body24 by 27 pixels; 164 bytes$0341, 43
SPRITE40SPRITE40
$94DF
his body24 by 27 pixels; 164 bytes$0340
SPRITE45SPRITE45
$9583
his body, the other view24 by 34 pixels; 206 bytes$0345, 47
SPRITE44SPRITE44
$9651
his body, the other view24 by 34 pixels; 206 bytes$0344
SPRITE46SPRITE46
$971F
his body, the other view24 by 34 pixels; 206 bytes$0346
SPRITE34SPRITE34
$97ED
his legs24 by 15 pixels; 92 bytes$0334
SPRITE21SPRITE21
$9849
his legs24 by 15 pixels; 92 bytes$0321, 29, 33, 35
SPRITE18SPRITE18
$98A5
his legs24 by 15 pixels; 92 bytes$0318, 20, 32
SPRITE19SPRITE19
$9901
his legs, the other view24 by 18 pixels; 110 bytes$0319, 37, 39
SPRITE36SPRITE36
$996F
his legs, the other view24 by 18 pixels; 110 bytes$0336
SPRITE38SPRITE38
$99DD
his legs, the other view24 by 18 pixels; 110 bytes$0338
SPRITE2SPRITE2
$9A4B
a side of the text screens' border24 by 24 pixels; 146 bytes$032
SPRITE3SPRITE3
$9ADD
the short piece closing the border's top and bottom16 by 24 pixels; 98 bytes$023
SPRITE4SPRITE4
$9B3F
a length of the border's top and bottom24 by 24 pixels; 146 bytes$034
SPRITE5SPRITE5
$9BD1
a corner of the border24 by 24 pixels; 146 bytes$035
SPRITE6SPRITE6
$9C63
a tree: the first pillar of a doorway in the trees24 by 55 pixels; 332 bytes$036
SPRITE7SPRITE7
$9DAF
a tree: the second pillar of a doorway in the trees16 by 40 pixels; 162 bytes$027
SPRITE10SPRITE10
$9E51
a tree stump32 by 25 pixels; 202 bytes$0410, 72, 76-77
SPRITE12SPRITE12
$9F1B
a tree in a line of trees16 by 43 pixels; 174 bytes$0212
SPRITE13SPRITE13
$9FC9
a tree in a line of trees16 by 53 pixels; 214 bytes$0213
SPRITE14SPRITE14
$A09F
a tree in a line of trees16 by 53 pixels; 214 bytes$0214
SPRITE15SPRITE15
$A175
a tree in a line of trees16 by 50 pixels; 202 bytes$0215
SPRITE54SPRITE54
$A23F
a piece of ruined stone wall16 by 26 pixels; 106 bytes$0254
SPRITE53SPRITE53
$A2A9
a piece of ruined stone wall16 by 31 pixels; 126 bytes$0253
SPRITE52SPRITE52
$A327
a column in a stone wall16 by 33 pixels; 134 bytes$0252
SPRITE55SPRITE55
$A3AD
a piece of ruined stone wall16 by 24 pixels; 98 bytes$0255
SPRITE56SPRITE56
$A40F
a piece of ruined stone wall16 by 27 pixels; 110 bytes$0256
SPRITE9SPRITE9
$A47D
the second half of a stone arch24 by 36 pixels; 218 bytes$039
SPRITE8SPRITE8
$A557
the first half of a stone arch24 by 49 pixels; 296 bytes$038
SPRITE57SPRITE57
$A67F
the end of a stone wall16 by 34 pixels; 138 bytes$0257

The font

43 characters of 8 by 8 pixels at FONT, for the codes $30 to $5A: the digits; a full stop, a percent sign and a copyright sign; 4 blank characters ($3D, $3E, $3F, $40); and the capital letters. Each is eight bytes, the top row first, as the print routine (PRINT_CHAR) copies them into the screen buffer. There is no lower case, and a space is printed as code $3D, the first of the blanks. For text, the print routine's base is 384 bytes below the font, so that the codes land on these characters; for the score and the lives it is the font itself, so that the digits are codes 0 to 9. Drawn here in white; the game colours text by the attributes it prints with.

0
0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
$3A
$3A
$3B
$3B
$3C
$3C
$3D
$3D
$3E
$3E
$3F
$3F
$40
$40
A
A
B
B
C
C
D
D
E
E
F
F
G
G
H
H
I
I
J
J
K
K
L
L
M
M
N
N
O
O
P
P
Q
Q
R
R
S
S
T
T
U
U
V
V
W
W
X
X
Y
Y
Z
Z