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BBF1: The menu: the colour of each line
The menu's three tables run on from here as one block: seven colours, one per line (this entry's first seven bytes); seven (x, y) pixel positions from the eighth byte (MENU_XY), y counting up from the bottom of the screen; and the seven strings from the fifth byte of MENU_XY_START (MENU_TEXT) to MENU_COPYRIGHT_LAST, ASCII with bit 7 set on the last character of each. DISPLAY_MENU hands the three addresses to its list printer, DISPLAY_TEXT_LIST. The bytes are split into several entries only because the code map could not see where the text starts.
The colours are bright magenta for the title, bright green for the four control methods and bright white for the start and copyright lines. FLASH_MENU sets bit 7 (FLASH) of the chosen method's; MENU clears bit 7 of eight bytes from here before the menu is drawn, one more than there are lines, as Knight Lore's menu has eight.
MENU_COLOURS BBF1 DEFB $43,$44,$44,$44,$44,$47,$47 The seven lines' colours; then the title's x, 88 (character column 11), the first byte of the positions
MENU_XY BBF8 DEFB $58
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