Memory map
Page
Byte
Address
Label
Description
94
0
5E00
ENTRY
Where the BASIC loader enters the game
94
7
5E07
ROOM_SIZES
Room sizes
94
16
5E10
ROOMS
Room 0: 128 by 128, white; doorways to 147
94
47
5E2F
ROOM1
Room 1: 128 by 128, red; doorways to 3, 2
94
66
5E42
ROOM2
Room 2: 128 by 128, magenta; doorways to 1, 149
94
107
5E6B
ROOM3
Room 3: 128 by 128, green; doorways to 7, 1
94
125
5E7D
ROOM4
Room 4: 128 by 128, cyan; doorways to 9
94
151
5E97
ROOM5
Room 5: 128 by 128, yellow; doorways to 6
94
173
5EAD
ROOM6
Room 6: 128 by 64, white; doorways to 7, 5
94
186
5EBA
ROOM7
Room 7: 128 by 128, red; doorways to 8, 3, 6
94
218
5EDA
ROOM8
Room 8: 128 by 128, green; doorways to 20, 7
94
234
5EEA
ROOM9
Room 9: 128 by 128, cyan; doorways to 21, 10, 4
95
3
5F03
ROOM10
Room 10: 128 by 64, cyan; doorways to 11, 9
95
12
5F0C
ROOM11
Room 11: 128 by 64, yellow; doorways to 12, 10
95
42
5F2A
ROOM12
Room 12: 128 by 128, white; doorways to 22, 13, 11
95
77
5F4D
ROOM13
Room 13: 128 by 64, red; doorways to 14, 12
95
106
5F6A
ROOM14
Room 14: 128 by 128, magenta; doorways to 23, 13
95
125
5F7D
ROOM15
Room 15: 128 by 128, green; doorways to 24
95
158
5F9E
ROOM16
Room 16: 128 by 128, cyan; doorways to 17
95
180
5FB4
ROOM17
Room 17: 128 by 128, yellow; doorways to 16, 26
95
191
5FBF
ROOM18
Room 18: 128 by 128, white; doorways to 19
95
218
5FDA
ROOM19
Room 19: 128 by 128, red; doorways to 28, 20, 18
95
238
5FEE
ROOM20
Room 20: 128 by 128, magenta; doorways to 21, 8, 19
96
0
6000
ROOM21
Room 21: 128 by 128, green; doorways to 9, 20
96
27
601B
ROOM22
Room 22: 128 by 128, cyan; doorways to 12, 29
96
42
602A
ROOM23
Room 23: 128 by 128, yellow; doorways to 14, 31
96
53
6035
ROOM24
Room 24: 128 by 128, white; doorways to 25, 15
96
72
6048
ROOM25
Room 25: 128 by 128, red; doorways to 34, 24
96
83
6053
ROOM26
Room 26: 64 by 128, magenta; doorways to 35, 17
96
98
6062
ROOM27
Room 27: 128 by 128, green; doorways to 36
96
120
6078
ROOM28
Room 28: 64 by 128, cyan; doorways to 40, 19
96
139
608B
ROOM29
Room 29: 128 by 128, yellow; doorways to 22
96
165
60A5
ROOM30
Room 30: 128 by 128, white; doorways to 31
96
174
60AE
ROOM31
Room 31: 128 by 128, red; doorways to 32, 23, 30
96
206
60CE
ROOM32
Room 32: 128 by 128, magenta; doorways to 46, 33, 31
96
219
60DB
ROOM33
Room 33: 128 by 128, green; doorways to 47, 32
96
230
60E6
ROOM34
Room 34: 128 by 128, cyan; doorways to 48, 35, 25
96
249
60F9
ROOM35
Room 35: 128 by 128, yellow; doorways to 36, 26, 34
97
6
6106
ROOM36
Room 36: 128 by 128, white; doorways to 27, 35
97
21
6115
ROOM37
Room 37: 128 by 128, red; doorways to 53
97
50
6132
ROOM38
Room 38: 128 by 128, magenta; doorways to 54, 39
97
79
614F
ROOM39
Room 39: 128 by 128, green; doorways to 55, 38
97
90
615A
ROOM40
Room 40: 64 by 128, cyan; doorways to 56, 28
97
99
6163
ROOM41
Room 41: 128 by 128, magenta; doorways to 57, 140
97
130
6182
ROOM42
Room 42: 128 by 128, white; doorways to 58
97
156
619C
ROOM43
Room 43: 128 by 128, red; doorways to 59, 44
97
167
61A7
ROOM44
Room 44: 128 by 128, magenta; doorways to 60, 43
97
197
61C5
ROOM45
Room 45: 128 by 128, green; doorways to 61, 46
97
208
61D0
ROOM46
Room 46: 128 by 128, cyan; doorways to 32, 45
97
239
61EF
ROOM47
Room 47: 64 by 128, yellow; doorways to 62, 33
98
5
6205
ROOM48
Room 48: 128 by 128, white; doorways to 49, 34
98
16
6210
ROOM49
Room 49: 128 by 64, red; doorways to 50, 48
98
29
621D
ROOM50
Room 50: 128 by 64, magenta; doorways to 51, 49
98
38
6226
ROOM51
Room 51: 128 by 128, green; doorways to 63, 52, 50
98
73
6249
ROOM52
Room 52: 128 by 64, cyan; doorways to 53, 51
98
90
625A
ROOM53
Room 53: 128 by 128, yellow; doorways to 64, 54, 37, 52
98
126
627E
ROOM54
Room 54: 128 by 128, white; doorways to 65, 38, 53
98
156
629C
ROOM55
Room 55: 128 by 128, red; doorways to 39, 143
98
188
62BC
ROOM56
Room 56: 128 by 128, yellow; doorways to 57, 40
98
212
62D4
ROOM57
Room 57: 128 by 128, green; doorways to 58, 41, 56
98
225
62E1
ROOM58
Room 58: 128 by 128, cyan; doorways to 59, 42, 57
98
238
62EE
ROOM59
Room 59: 128 by 128, yellow; doorways to 66, 60, 43, 58
99
18
6312
ROOM60
Room 60: 128 by 128, white; doorways to 44, 59
99
29
631D
ROOM61
Room 61: 64 by 128, red; doorways to 67, 45
99
48
6330
ROOM62
Room 62: 128 by 128, magenta; doorways to 47
99
75
634B
ROOM63
Room 63: 64 by 128, green; doorways to 69, 51
99
90
635A
ROOM64
Room 64: 64 by 128, cyan; doorways to 71, 53
99
114
6372
ROOM65
Room 65: 64 by 128, yellow; doorways to 72, 54
99
123
637B
ROOM66
Room 66: 64 by 128, red; doorways to 73, 59
99
132
6384
ROOM67
Room 67: 64 by 128, magenta; doorways to 76, 61
99
152
6398
ROOM69
Room 69: 128 by 128, cyan; doorways to 63
99
186
63BA
ROOM70
Room 70: 128 by 128, yellow; doorways to 71
99
216
63D8
ROOM71
Room 71: 128 by 128, white; doorways to 72, 64, 70
99
248
63F8
ROOM72
Room 72: 128 by 128, red; doorways to 80, 65, 71
100
11
640B
ROOM73
Room 73: 128 by 128, magenta; doorways to 83, 74, 66
100
37
6425
ROOM74
Room 74: 128 by 128, green; doorways to 75, 73
100
64
6440
ROOM75
Room 75: 128 by 128, cyan; doorways to 84, 74
100
75
644B
ROOM76
Room 76: 128 by 128, yellow; doorways to 86, 77, 67
100
98
6462
ROOM77
Room 77: 128 by 128, white; doorways to 87, 78, 76
100
117
6475
ROOM78
Room 78: 128 by 128, red; doorways to 77
100
142
648E
ROOM80
Room 80: 128 by 128, green; doorways to 93, 81, 72
100
182
64B6
ROOM81
Room 81: 128 by 128, cyan; doorways to 94, 80
100
193
64C1
ROOM82
Room 82: 128 by 128, yellow; doorways to 97
100
202
64CA
ROOM83
Room 83: 64 by 128, white; doorways to 98, 73
100
223
64DF
ROOM84
Room 84: 128 by 128, red; doorways to 99, 85, 75
100
255
64FF
ROOM85
Room 85: 128 by 128, magenta; doorways to 86, 84
101
10
650A
ROOM86
Room 86: 128 by 128, green; doorways to 76, 85, 145
101
45
652D
ROOM87
Room 87: 128 by 128, cyan; doorways to 88, 77
101
84
6554
ROOM88
Room 88: 128 by 128, yellow; doorways to 103, 87
101
99
6563
ROOM91
Room 91: 128 by 128, magenta; doorways to 106, 92
101
114
6572
ROOM92
Room 92: 128 by 128, green; doorways to 107, 93, 91
101
149
6595
ROOM93
Room 93: 128 by 128, cyan; doorways to 80, 92
101
183
65B7
ROOM94
Room 94: 128 by 128, yellow; doorways to 95, 81
101
215
65D7
ROOM95
Room 95: 128 by 128, white; doorways to 96, 94
101
226
65E2
ROOM96
Room 96: 128 by 128, red; doorways to 108, 97, 95
101
251
65FB
ROOM97
Room 97: 128 by 128, magenta; doorways to 109, 98, 82, 96
102
10
660A
ROOM98
Room 98: 128 by 128, green; doorways to 83, 97
102
29
661D
ROOM99
Room 99: 128 by 128, cyan; doorways to 100, 84
102
50
6632
ROOM100
Room 100: 128 by 128, yellow; doorways to 110, 101, 99
102
85
6655
ROOM101
Room 101: 128 by 64, white; doorways to 102, 100
102
106
666A
ROOM102
Room 102: 128 by 128, red; doorways to 112, 103, 101
102
119
6677
ROOM103
Room 103: 128 by 128, magenta; doorways to 88, 102
102
138
668A
ROOM106
Room 106: 128 by 128, yellow; doorways to 107, 91
102
154
669A
ROOM107
Room 107: 128 by 128, white; doorways to 117, 92, 106
102
188
66BC
ROOM108
Room 108: 128 by 128, red; doorways to 96
102
216
66D8
ROOM109
Room 109: 128 by 128, magenta; doorways to 118, 97
102
248
66F8
ROOM110
Room 110: 128 by 128, green; doorways to 111, 100
103
3
6703
ROOM111
Room 111: 128 by 128, cyan; doorways to 119, 110
103
22
6716
ROOM112
Room 112: 128 by 128, yellow; doorways to 102
103
52
6734
ROOM117
Room 117: 64 by 128, cyan; doorways to 122, 107
103
74
674A
ROOM118
Room 118: 128 by 128, yellow; doorways to 123, 109
103
85
6755
ROOM119
Room 119: 128 by 128, white; doorways to 128, 120, 111
103
98
6762
ROOM120
Room 120: 128 by 128, red; doorways to 119
103
126
677E
ROOM122
Room 122: 128 by 128, green; doorways to 117
103
135
6787
ROOM123
Room 123: 128 by 128, cyan; doorways to 124, 118
103
168
67A8
ROOM124
Room 124: 128 by 128, yellow; doorways to 125, 123
103
179
67B3
ROOM125
Room 125: 128 by 128, white; doorways to 126, 124
103
202
67CA
ROOM126
Room 126: 128 by 64, red; doorways to 127, 125
103
226
67E2
ROOM127
Room 127: 128 by 128, magenta; doorways to 130, 126
103
237
67ED
ROOM128
Room 128: 128 by 128, green; doorways to 119
103
246
67F6
ROOM129
Room 129: 128 by 128, cyan; doorways to 131
104
17
6811
ROOM130
Room 130: 64 by 128, yellow; doorways to 134, 127
104
42
682A
ROOM131
Room 131: 128 by 128, white; doorways to 132, 129
104
65
6841
ROOM132
Room 132: 128 by 64, red; doorways to 133, 131
104
74
684A
ROOM133
Room 133: 128 by 128, magenta; doorways to 134, 132
104
97
6861
ROOM134
Room 134: 128 by 128, green; doorways to 135, 130, 133
104
115
6873
ROOM135
Room 135: 128 by 128, cyan; doorways to 137, 136, 134
104
128
6880
ROOM136
Room 136: 128 by 128, yellow; doorways to 138, 135
104
139
688B
ROOM137
Room 137: 128 by 128, white; doorways to 138, 135
104
150
6896
ROOM138
Room 138: 128 by 128, red; doorways to 136, 137
104
161
68A1
ROOM139
Room 139: 128 by 128, magenta; doorways to 142, 140
104
172
68AC
ROOM140
Room 140: 128 by 128, green; doorways to 143, 41, 139
104
185
68B9
ROOM141
Room 141: 128 by 128, cyan; doorways to 144
104
205
68CD
ROOM142
Room 142: 128 by 128, yellow; doorways to 139
104
231
68E7
ROOM143
Room 143: 128 by 128, white; doorways to 144, 140, 55
104
244
68F4
ROOM144
Room 144: 128 by 128, red; doorways to 141, 143
104
255
68FF
ROOM145
Room 145: 128 by 128, magenta; doorways to 146, 86
105
15
690F
ROOM146
Room 146: 128 by 128, green; doorways to 145
105
44
692C
ROOM147
Room 147: 128 by 128, cyan; doorways to 148, 0
105
68
6944
ROOM148
Room 148: 128 by 128, yellow; doorways to 149, 147
105
79
694F
ROOM149
Room 149: 128 by 128, white; doorways to 2, 148
105
109
696D
SCENERY_TABLE
Scenery template table
105
173
69AD
SCENERY0
Scenery template 0
105
190
69BE
SCENERY1
Scenery template 1
105
207
69CF
SCENERY2
Scenery template 2
105
224
69E0
SCENERY3
Scenery template 3
105
241
69F1
SCENERY4
Scenery template 4
106
2
6A02
SCENERY5
Scenery template 5
106
19
6A13
SCENERY6
Scenery template 6
106
36
6A24
SCENERY7
Scenery template 7
106
53
6A35
SCENERY24
Scenery template 24
106
70
6A46
SCENERY25
Scenery template 25
106
87
6A57
SCENERY26
Scenery template 26
106
104
6A68
SCENERY27
Scenery template 27
106
121
6A79
SCENERY28
Scenery template 28
106
138
6A8A
SCENERY29
Scenery template 29
106
155
6A9B
SCENERY30
Scenery template 30
106
172
6AAC
SCENERY31
Scenery template 31
106
189
6ABD
SCENERY8
Scenery template 8
106
205
6ACD
SCENERY10
Scenery template 10
106
254
6AFE
SCENERY9
Scenery template 9
107
14
6B0E
SCENERY11
Scenery template 11
107
63
6B3F
SCENERY16
Scenery template 16
107
136
6B88
SCENERY17
Scenery template 17
107
209
6BD1
SCENERY12
Scenery template 12
107
225
6BE1
SCENERY14
Scenery template 14
108
18
6C12
SCENERY13
Scenery template 13
108
34
6C22
SCENERY15
Scenery template 15
108
83
6C53
SCENERY20
Scenery template 20
108
156
6C9C
SCENERY21
Scenery template 21
108
229
6CE5
OBJECT_TABLE
Object template table
109
35
6D23
OBJECT9
Object templates 9, 22: graphic 91
109
41
6D29
OBJECT0
Object template 0: graphic 11
109
47
6D2F
OBJECT13
Object template 13: graphic 74
109
53
6D35
OBJECT21
Object template 21: graphic 75
109
59
6D3B
OBJECT1
Object template 1: graphic 10
109
65
6D41
OBJECT2
Object template 2: graphic 48
109
71
6D47
OBJECT3
Object template 3: graphic 23
109
77
6D4D
OBJECT4
Object template 4: graphic 72
109
83
6D53
OBJECT5
Object template 5: graphic 30
109
89
6D59
OBJECT6
Object template 6: graphic 63
109
95
6D5F
OBJECT7
Object template 7: graphic 73
109
101
6D65
OBJECT8
Object template 8: graphic 76
109
107
6D6B
OBJECT10
Object template 10: graphic 78
109
113
6D71
OBJECT11
Object template 11: graphic 79
109
119
6D77
OBJECT12
Object template 12: graphic 84
109
125
6D7D
OBJECT14
Object template 14: graphic 28
109
131
6D83
OBJECT15
Object template 15: graphic 86
109
137
6D89
OBJECT16
Object template 16: graphic 87
109
143
6D8F
OBJECT17
Object template 17: graphic 88
109
149
6D95
OBJECT18
Object template 18: graphic 89
109
155
6D9B
OBJECT29
Object template 29: graphic 92
109
161
6DA1
OBJECT30
Object template 30: graphic 93
109
167
6DA7
OBJECT19
Object template 19: graphic 120
109
173
6DAD
OBJECT20
Object template 20: graphic 16
109
179
6DB3
OBJECT23
Object template 23: graphic 82
109
185
6DB9
OBJECT24
Object template 24: graphic 136
109
191
6DBF
OBJECT25
Object template 25: graphic 140
109
197
6DC5
OBJECT26
Object template 26: graphic 141
109
203
6DCB
OBJECT27
Object template 27: graphic 142
109
209
6DD1
OBJECT28
Object template 28: graphic 143
109
215
6DD7
GRAPHICS
Graphic table
111
47
6F2F
SPRITE128
Sprite for graphic 128
111
193
6FC1
SPRITE129
Sprite for graphic 129
112
83
7053
SPRITE130
Sprite for graphic 130
112
229
70E5
SPRITE131
Sprite for graphic 131
113
119
7177
SPRITE132
Sprite for graphic 132
114
9
7209
SPRITE133
Sprite for graphic 133
114
155
729B
SPRITE134
Sprite for graphic 134
115
45
732D
SPRITE135
Sprite for graphic 135
115
191
73BF
SPRITE74
Sprite for graphic 74
116
65
7441
SPRITE75
Sprite for graphic 75
116
195
74C3
SPRITE137
Sprite for graphic 137
117
157
759D
SPRITE138
Sprite for graphic 138
118
119
7677
SPRITE139
Sprite for graphic 139
119
81
7751
SPRITE86
Sprite for graphics 86, 92-93
120
19
7813
SPRITE168
Sprite for graphic 168
120
171
78AB
SPRITE169
Sprite for graphic 169
121
67
7943
SPRITE170
Sprite for graphic 170
121
243
79F3
SPRITE171
Sprite for graphic 171
122
157
7A9D
SPRITE80
Sprite for graphic 80
123
95
7B5F
SPRITE81
Sprite for graphic 81
124
33
7C21
SPRITE167
Sprite for graphic 167
124
161
7CA1
SPRITE164
Sprite for graphics 164, 166
125
51
7D33
SPRITE165
Sprite for graphic 165
125
209
7DD1
SPRITE160
Sprite for graphics 160, 162
126
139
7E8B
SPRITE161
Sprite for graphic 161
127
69
7F45
SPRITE163
Sprite for graphic 163
127
255
7FFF
SPRITE48
Sprite for graphics 48, 50
128
157
809D
SPRITE49
Sprite for graphics 49, 51
129
59
813B
SPRITE64
Sprite for graphic 64
129
117
8175
SPRITE65
Sprite for graphics 65, 67
129
197
81C5
SPRITE66
Sprite for graphics 66, 68-69
130
45
822D
SPRITE70
Sprite for graphics 70-71
130
143
828F
SPRITE149
Sprite for graphic 149
130
209
82D1
SPRITE150
Sprite for graphic 150
131
19
8313
SPRITE151
Sprite for graphic 151
131
85
8355
FONT
The font
132
173
84AD
SPRITE16
Sprite for graphics 16-17, 89
133
63
853F
SPARE_SPRITEA
Unused
133
71
8547
SPARE_SPRITEB
Sprite no graphic number reaches
134
9
8609
SPRITE63
Sprite for graphics 63, 82
134
235
86EB
SPRITE30
Sprite for graphics 30-31
135
149
8795
SPRITE23
Sprite for graphics 23, 28
136
119
8877
SPRITE22
Sprite for graphic 22
136
189
88BD
SPRITE11
Sprite for graphics 11, 78-79, 84-85, 87-88, 91, 121-127, 136, 140-143
137
167
89A7
SPRITE58
Sprite for graphic 58
137
233
89E9
SPRITE59
Sprite for graphic 59
138
23
8A17
SPARE_SPRITEC
Sprite no graphic number reaches
138
89
8A59
SPRITE60
Sprite for graphics 60-61
138
155
8A9B
SPRITE62
Sprite for graphic 62
138
189
8ABD
SPRITE73
Sprite for graphic 73
140
19
8C13
SPRITE120
Sprite for graphic 120
141
85
8D55
SPRITE112
Sprite for graphics 112-115
142
143
8E8F
SPRITE116
Sprite for graphics 116-119
144
41
9029
SPRITE90
Sprite for graphic 90
144
187
90BB
SPRITE144
Sprite for graphics 144, 152
145
77
914D
SPRITE145
Sprite for graphics 145, 153
145
223
91DF
SPRITE146
Sprite for graphics 146, 154
146
113
9271
SPRITE147
Sprite for graphics 147, 155
147
3
9303
SPRITE148
Sprite for graphics 148, 156
147
149
9395
SPRITE0
Sprite for graphics 0-1, 24-27, 83, 94-111, 157-159
147
151
9397
SPRITE42
Sprite for graphic 42
148
59
943B
SPRITE41
Sprite for graphics 41, 43
148
223
94DF
SPRITE40
Sprite for graphic 40
149
131
9583
SPRITE45
Sprite for graphics 45, 47
150
81
9651
SPRITE44
Sprite for graphic 44
151
31
971F
SPRITE46
Sprite for graphic 46
151
237
97ED
SPRITE34
Sprite for graphic 34
152
73
9849
SPRITE21
Sprite for graphics 21, 29, 33, 35
152
165
98A5
SPRITE18
Sprite for graphics 18, 20, 32
153
1
9901
SPRITE19
Sprite for graphics 19, 37, 39
153
111
996F
SPRITE36
Sprite for graphic 36
153
221
99DD
SPRITE38
Sprite for graphic 38
154
75
9A4B
SPRITE2
Sprite for graphic 2
154
221
9ADD
SPRITE3
Sprite for graphic 3
155
63
9B3F
SPRITE4
Sprite for graphic 4
155
209
9BD1
SPRITE5
Sprite for graphic 5
156
99
9C63
SPRITE6
Sprite for graphic 6
157
175
9DAF
SPRITE7
Sprite for graphic 7
158
81
9E51
SPRITE10
Sprite for graphics 10, 72, 76-77
159
27
9F1B
SPRITE12
Sprite for graphic 12
159
201
9FC9
SPRITE13
Sprite for graphic 13
160
159
A09F
SPRITE14
Sprite for graphic 14
161
117
A175
SPRITE15
Sprite for graphic 15
162
63
A23F
SPRITE54
Sprite for graphic 54
162
169
A2A9
SPRITE53
Sprite for graphic 53
163
39
A327
SPRITE52
Sprite for graphic 52
163
173
A3AD
SPRITE55
Sprite for graphic 55
164
15
A40F
SPRITE56
Sprite for graphic 56
164
125
A47D
SPRITE9
Sprite for graphic 9
165
87
A557
SPRITE8
Sprite for graphic 8
166
127
A67F
SPRITE57
Sprite for graphic 57
167
9
A709
CONTROL
Game variables
167
111
A76F
OBJECTS
The object records
174
47
AE2F
UPDATES
Update routines, by graphic
175
135
AF87
START
Start the game
176
12
B00C
OBJECT_DONE
One object done; at the end of a turn, draw and wait
176
151
B097
QUEST_INTO_ROOM
Put the quest things in this room into the object records
177
21
B115
QUEST_OUT_OF_ROOM
Copy the quest things in the room back to their records
177
69
B145
SHOW_SCORE
Copy the score to the screen
177
120
B178
SHOW_BUFFER
Copy the screen buffer to the screen
177
158
B19E
RENDER_DYNAMIC_OBJECTS
Redraw what changed and copy it to the screen
178
120
B278
BLIT_TO_SCREEN
Copy a rectangle of the buffer to the screen
178
154
B29A
MAKE_TABLES
Build the drawing tables
178
197
B2C5
CALC_PIXEL_XY
Project an object's position onto the screen
178
238
B2EE
FIND_SPRITE
Find an object's sprite, and turn it the way the object faces
179
127
B37F
CALC_VIDBUF_ADDR
Buffer address of a pixel position
179
148
B394
CALC_VRAM_ADDR
Display address of a pixel position
179
182
B3B6
CALC_ATTRIB_ADDR
Attribute address of a pixel position
179
211
B3D3
DRAW_OBJECT
Draw one object from the draw list
180
79
B44F
SPRITE_ALIGNED_RUN
The unrolled row of a byte-aligned sprite
180
121
B479
SPRITE_ROW
Start a row of a sprite
180
125
B47D
SPRITE_SHIFTED_RUN
The unrolled row of a shifted sprite
180
224
B4E0
PAUSE
Pause, when SPACE or CAPS SHIFT is pressed on its own
181
19
B513
CLEAR_BYTES
Clear B bytes from DE
181
25
B519
ADD_HL_A
HL = HL + A
181
32
B520
RECORD_OF
HL = the address of the object record numbered A
181
49
B531
LIST_DRAWN
List the objects to be drawn
181
90
B55A
DRAW_LIST
The objects to draw this turn
181
138
B58A
SORT_AND_DRAW
Draw the listed objects, back to front
182
56
B638
DEPTH_ORDER
What to do about a pair of boxes
182
110
B66E
ORDER_UNCONSTRAINED
A pair with no order between them
182
113
B671
CANDIDATE_ALREADY_FIRST
The candidate is behind the other object
182
116
B674
IY_GOES_FIRST
The other object must be drawn first
182
176
B6B0
BOXES_INTERSECT
Two boxes occupy the same space
182
179
B6B3
DRAW_CANDIDATE
Draw the candidate and start the next pass
182
200
B6C8
ALL_DRAWN
All the listed objects are drawn
182
205
B6CD
CANDIDATE_CHAIN
The chain of candidates since the last draw
182
221
B6DD
FILL_RECT
Fill a rectangle of bytes with A
182
237
B6ED
ADJ_FOR_OUT_OF_BOUNDS
Cut a move short against the room and the other objects
183
66
B742
ADJ_DU_FOR_OBJ_INTERSECT
Shorten dU against the other objects
183
145
B791
ADJ_DV_FOR_OBJ_INTERSECT
Shorten dV against the other objects
183
224
B7E0
ADJ_DZ_FOR_OBJ_INTERSECT
Shorten dZ against the other objects
184
102
B866
CONVEYOR_PUSH
Be carried along by a block of graphic 140-143
184
144
B890
MARK_STOOD_ON
Mark the obstacle, if the mover is the player's legs or graphic 91
184
162
B8A2
DO_OBJS_INTERSECT_ON_U
Do two objects overlap in U?
184
183
B8B7
DO_OBJS_INTERSECT_ON_V
Do two objects overlap in V?
184
204
B8CC
DO_OBJS_INTERSECT_ON_Z
Do two objects overlap in Z?
184
226
B8E2
ADJ_DU_FOR_OUT_OF_BOUNDS
Shorten dU at the walls
185
13
B90D
ADJ_DV_FOR_OUT_OF_BOUNDS
Shorten dV at the walls
185
56
B938
CALC_2D_INFO
Work out an object's screen rectangle
185
82
B952
READ_KEYS
Read a half-row of the keyboard
185
90
B95A
SHORTEN_DELTA
Shorten a move by one unit
185
99
B963
ADJ_DZ_FOR_OUT_OF_BOUNDS
Shorten dZ at the floor
185
121
B979
DEC_DZ_AND_UPDATE_UVZ
Fall, and move
185
155
B99B
IS_OBJECT_NOT_IGNORED
Does this object take part in collisions?
185
167
B9A7
SET_DRAW_OBJS_OVERLAPPED
Mark every object the moving object's old or new rectangle touches
186
52
BA34
SHOW_CARRIED
Show the carried things on the panel, if they have changed
186
194
BAC2
CARRIED_COLOURS
The colours of the carried things
186
202
BACA
PANEL_RECORD
A spare object record, for drawing on the panel
186
234
BAEA
PRINT_CHAR
Print a character into the screen buffer
187
20
BB14
PRINT_SCORE
Print the score, with its heading, on the panel
187
36
BB24
SCORE_TEXT
The score's heading
187
40
BB28
SCORE_TEXT_END
The last letter of the score's heading
187
41
BB29
ADD_SCORE
Add BC to the score, in BCD, and print it
187
100
BB64
TOGGLE_SELECTED
Flash one of B attributes, and steady the rest
187
107
BB6B
FLASH_NEXT_ONE
The rest of
TOGGLE_SELECTED
187
116
BB74
MENU
The menu
187
216
BBD8
FLASH_MENU
Flash the chosen control method's line on the menu
187
241
BBF1
MENU_COLOURS
The menu: the colour of each line
187
249
BBF9
MENU_Y_TITLE
The menu: where the lines go (the title's y; keys 1 and 2)
187
254
BBFE
MENU_XY_KEY3
The menu: where the lines go (key 3; key 4's x)
188
1
BC01
MENU_Y_KEY4
The menu: where the lines go (key 4's y)
188
2
BC02
MENU_XY_START
The menu: where the lines go (start, copyright), and the title's first eight letters
188
14
BC0E
MENU_TITLE_LAST
The menu: the title's last letter
188
15
BC0F
MENU_KEYBOARD
The menu: "1 KEYBOARD"
188
24
BC18
MENU_KEYBOARD_LAST
The menu: "1 KEYBOARD", its last letter
188
25
BC19
MENU_KEMPSTON
The menu: "2 KEMPSTON JOYSTICK"
188
43
BC2B
MENU_KEMPSTON_LAST
The menu: "2 KEMPSTON JOYSTICK", its last letter
188
44
BC2C
MENU_CURSOR
The menu: "3 CURSOR JOYSTICK"
188
62
BC3E
MENU_CURSOR_LAST
The menu: "3 CURSOR JOYSTICK", its last letter
188
63
BC3F
MENU_INTERFACE
The menu: "4 INTERFACE II"
188
76
BC4C
MENU_INTERFACE_LAST
The menu: "4 INTERFACE II", its last letter
188
77
BC4D
MENU_START
The menu: "0 START GAME"
188
88
BC58
MENU_START_LAST
The menu: "0 START GAME", its last letter
188
89
BC59
MENU_COPYRIGHT
The menu: the copyright line
188
101
BC65
MENU_COPYRIGHT_LAST
The menu: the copyright line's last character
188
102
BC66
PRINT_TEXT_SINGLE_COLOUR
Print a string in one colour
188
122
BC7A
PRINT_TEXT_STD_FONT
Unreached code: print a string that starts with its colour byte
188
139
BC8B
TEXT_ATTR_ADDR
Find the string's first attribute cell, and print the string
188
180
BCB4
DISPLAY_MENU
Draw the menu
188
229
BCE5
DISPLAY_PANEL
Draw the scroll-work at the foot of the screen
189
49
BD31
PANEL_DATA
The pieces of the panel's scroll-work
189
89
BD59
PRINT_BORDER
Draw the border round the screen
189
152
BD98
BORDER_DATA
The pieces of the border
189
192
BDC0
TRANSFER_SPRITE
Copy a sprite's four bytes into the drawing record
189
213
BDD5
TRANSFER_SPRITE_AND_PRINT
Copy a sprite's four bytes and draw it
189
222
BDDE
MULTIPLE_PRINT_SPRITE
Draw a sprite several times in a line
189
248
BDF8
READ_CONTROLS
Read the controls into INPUT
191
13
BF0D
CLEAR_COPY_BITS
Clear bit 5 of every object's flags
191
27
BF1B
DO_ANY_OBJS_INTERSECT
Does this object overlap any other?
191
86
BF56
SET_WIPE_AND_DRAW_IY
Mark the object at IY to be rubbed out and redrawn
191
102
BF66
CHK_PICKUP_DROP
Is the pick-up control pressed?
191
121
BF79
TAKE_OR_LEAVE
Pick up, or put down
192
212
C0D4
CAN_PICK_UP
Can this thing be picked up?
193
7
C107
START_PUFF
Make an object a puff of smoke
193
17
C111
PUFF
The update routine for a puff (graphics 64 to 70)
193
29
C11D
END_PUFF
The update routine for a puff's last frame (graphic 71)
193
38
C126
FIRE
Fire a bolt
193
189
C1BD
BOLT_STEPS
A bolt's step in U and V, by the way the player faces
193
197
C1C5
BOLT
The update routine for a bolt (graphics 149 to 151, and 60)
194
6
C206
BOLT_HIT
Has the bolt hit either thing from the sky?
194
100
C264
SHOOT_DOWN
A bolt hits a thing from the sky
194
133
C285
STILL_DEADLY
The update routine for things that kill but never move (graphics 23, 30, 74 and 75)
194
139
C28B
DEADLY_AND_DRAW
Unreached code: make a thing deadly, and redraw it
194
145
C291
MAKE_DEADLY
Make an object deadly both ways
194
154
C29A
DRAW_LIVES
Draw the lives icon and the number of lives on the panel
194
206
C2CE
CHOOSE_START
Choose where the game starts
194
232
C2E8
START_ROOMS
The four rooms a game can start in
194
236
C2EC
RESTART_PLAYER
Put the player back, a life fewer
195
2
C302
WON
The quest is complete
195
93
C35D
OVER_COLOURS
The game-over screen: the colour of each line
195
97
C361
OVER_Y_TITLE
The game-over screen: where the lines go
195
102
C366
OVER_GAME_OVER
The game-over screen: GAME OVER
195
110
C36E
OVER_GAME_OVER_LAST
The game-over screen: GAME OVER, its last letter
195
111
C36F
OVER_PERCENTAGE
The game-over screen: PERCENTAGE OF QUEST
195
129
C381
OVER_PERCENTAGE_LAST
The game-over screen: PERCENTAGE OF QUEST, its last letter
195
130
C382
OVER_COMPLETED
The game-over screen: COMPLETED
195
138
C38A
OVER_COMPLETED_LAST
The game-over screen: COMPLETED, its last letter
195
139
C38B
WON_CONGRATULATIONS
The winning screen: CONGRATULATIONS
195
153
C399
WON_CONGRATULATIONS_LAST
The winning screen: CONGRATULATIONS, its last letter
195
154
C39A
WON_COMPLEATED
The winning screen: YOU HAVE COMPLEATED
195
172
C3AC
WON_COMPLEATED_LAST
The winning screen: YOU HAVE COMPLEATED, its last letter
195
173
C3AD
WON_PENTAGRAM
The winning screen: THE PENTAGRAM
195
185
C3B9
WON_PENTAGRAM_LAST
The winning screen: THE PENTAGRAM, its last letter
195
186
C3BA
WON_ADVENTURE
The winning screen: YOUR ADVENTURE
195
199
C3C7
WON_ADVENTURE_LAST
The winning screen: YOUR ADVENTURE, its last letter
195
200
C3C8
WON_CONTINUES
The winning screen: CONTINUES IN
195
211
C3D3
WON_CONTINUES_LAST
The winning screen: CONTINUES IN, its last letter
195
212
C3D4
WON_MIRE_MARE
The winning screen: MIRE MARE
195
220
C3DC
WON_MIRE_MARE_LAST
The winning screen: MIRE MARE's last letter, and where the first line goes
195
223
C3DF
WON_XY_LINE2
The winning screen: where the lines go (the second; the third's x)
195
226
C3E2
WON_Y_LINE3
The winning screen: where the lines go (the third's y)
195
227
C3E3
WON_XY_LINE4
The winning screen: where the lines go (the fourth and fifth)
195
231
C3E7
WON_XY_LINE6
The winning screen: where the lines go (the sixth)
195
233
C3E9
WON_COLOURS
The winning screen: the colour of each line
195
239
C3EF
PLAYER_START
The start of the player's legs record, as a game starts
195
255
C3FF
PLAYER_TEMPLATE
The player, as he came into this room
196
63
C43F
NOTHING
The update routine for what does nothing
196
64
C440
PLAYER_LEGS
The player's update routine: legs (graphics 32 to 39)
196
162
C4A2
STRAY_RET_LEGS
Unreached code: a RET
196
163
C4A3
CHK_PLYR_OOB
Is he inside the room's walls?
196
200
C4C8
HANDLE_LEFT_RIGHT
Turn the player
197
108
C56C
HANDLE_JUMP
Start a jump
197
141
C58D
HANDLE_FORWARD
Step the legs
197
189
C5BD
GET_SPRITE_DIR
Which way an object faces
197
211
C5D3
PLAYER_TOP
The player's update routine: body
198
29
C61D
MOVE_PLAYER
Move the player
198
106
C66A
CALC_PLYR_DUV
Add a step in the direction he faces
198
141
C68D
WALK_STEP_TBL
A step in each direction
198
149
C695
STEP_U_DOWN
Step towards lower U
198
158
C69E
STEP_U_UP
Step towards higher U
198
165
C6A5
STEP_V_UP
Step towards higher V
198
174
C6AE
STEP_V_DOWN
Step towards lower V
198
181
C6B5
EXIT_STUB
Where Knight Lore checks for walking out of the room
198
182
C6B6
ENTER_ROOM
Build the room he is in
198
204
C6CC
MARK_ROOM_SEEN
Mark the player's room as seen
198
234
C6EA
PERCENTAGE
Work out and print the percentage of the quest done
199
74
C74A
STRAY_RET_OFFSETS
An unused RET
199
75
C74B
DRAW_AT_L8
Drawing offset X -8, Y 0 (graphic 57)
199
80
C750
UNUSED_OFFSETS
Three drawing offsets no graphic uses
199
95
C75F
DRAW_AT_L16_D8
Drawing offset X -16, Y -8
199
100
C764
DRAW_AT_L12_D8
Drawing offset X -12, Y -8
199
105
C769
DRAW_AT_L16_D12
Drawing offset X -16, Y -12
199
117
C775
DRAW_AT_L12_D6
Drawing offset X -12, Y -6
199
122
C77A
DRAW_AT_L12_D4
Drawing offset X -12, Y -4
199
127
C77F
DRAW_AT_L8_D4
Drawing offset X -8, Y -4 (graphics 53 to 56)
199
132
C784
DRAW_AT_L8_D2
Drawing offset X -8, Y -2 (graphics 12 to 15 and 52)
199
137
C789
SECOND_PILLAR
The second pillar of an arch (graphics 7 and 9)
199
168
C7A8
FIRST_PILLAR_EIGHT
The first pillar of an arch: graphic 8, not mirrored
199
173
C7AD
FIRST_PILLAR
The first pillar of an arch (graphics 6 and 8)
200
2
C802
HANDLE_EXIT_SCREEN
Is the player in the doorway, and has he walked out of the room?
200
59
C83B
SCREEN_MOVE_TBL
Leaving a room, by facing
200
67
C843
EXIT_LOW_U
Out through the wall at low U?
200
116
C874
EXIT_HIGH_U
Out through the wall at high U?
200
135
C887
EXIT_HIGH_V
Out through the wall at high V?
200
154
C89A
EXIT_LOW_V
Out through the wall at low V?
200
173
C8AD
IS_NEAR_TO
Is an object near a point?
200
210
C8D2
ARCH_NUDGE_TO_CENTRE
Nudge the player towards the middle of an arch
200
247
C8F7
ROUTINES_BIT3_SET
Two tables of four nudge routines
201
7
C907
NUDGE_ALONG_V
Nudge along V
201
26
C91A
NUDGE_ALONG_U
Nudge along U
201
44
C92C
BUILD_ROOM
Build a room's object records from the room directory
202
124
CA7C
SET_PLACE_NUDGE
Unreached code: set the builder's nudge
202
127
CA7F
SET_PLACE_NUDGE_END
The rest of the unreached code
202
130
CA82
ADJUST_PLYR_UVZ_FOR_ROOM_SIZE
Put the player in the doorway he came in by
202
238
CAEE
FIND_ENTRY_ARCH
Line the player up with the arch he comes in by
203
21
CB15
ALIGN_V_TO_ARCH
Line up in V with an arch in a wall of constant U
203
41
CB29
ALIGN_U_TO_ARCH
Line up in U with an arch in a wall of constant V
203
51
CB33
ARCH_AT_HIGH_U
An arch in the wall at high U?
203
60
CB3C
ARCH_AT_LOW_U
An arch in the wall at low U?
203
69
CB45
ARCH_AT_HIGH_V
An arch in the wall at high V?
203
78
CB4E
JUMP_L16_D8
Drawing offset X -16, Y -8, by a jump (graphics 10, 11, 76, 82 and 152 to 159)
203
81
CB51
JUMP_L16_D12
Drawing offset X -16, Y -12, by a jump (graphic 77)
203
84
CB54
CLEAR_OBJECTS
Clear every object record but the player's
203
92
CB5C
CLEAR_SCREEN
Clear the screen's pixels
203
106
CB6A
FILL_ATTRS
Fill the screen's attributes with A
203
119
CB77
CLEAR_MEMORY
Clear BC bytes from HL
203
129
CB81
CLEAR_BUFFER
Clear the screen buffer
203
137
CB89
BAN_DROPS
Decide whether things may fall from the sky in this room
203
171
CBAB
SKY_DROP
Perhaps drop something from the sky
204
9
CC09
DROP_GRAPHICS
What may fall from the sky: eight graphics, one picked at random
204
17
CC11
FLYER_TEMPLATE
The record a thing from the sky starts as
204
49
CC31
RESET_DROP_TIMER
Reset the drop timer: 80 turns while the first quest item is still to do, 8 after
204
75
CC4B
HOMER
The update routine for a homer (graphics 48 to 51 and 160 to 167)
204
233
CCE9
BOUNCE_U
Bounce off in U: reverse the U velocity
204
242
CCF2
BOUNCE_V
Bounce off in V: reverse the V velocity
204
251
CCFB
BOUNCE_Z
Unused: bounce off in Z
205
4
CD04
ACCEL_PLUS
Speed a homing velocity up the positive way
205
13
CD0D
ACCEL_MINUS
Speed a homing velocity up the negative way
205
22
CD16
COLLECTABLE
The update routine for a collectable
205
112
CD70
SPIKES
The update routine for the spikes
205
117
CD75
HEAVY_BLOCK
The update routine for a block that can only fall; and for the table
205
129
CD81
PUSHABLE
The update routine for things that fall and can be pushed
205
160
CDA0
SINKING_BLOCK
The update routine for a block that sinks under him
205
187
CDBB
LIFT
The update routine for the lift
206
49
CE31
BOBBER
The update routine for a thing that bobs up and down
206
154
CE9A
DEADLY_BOBBER
The update routine for the deadly head that bobs up and down
206
160
CEA0
DEADLY_PACER_U
The update routine for things that pace to and fro in U
206
218
CEDA
DEADLY_PACER_V
The update routine for things that pace to and fro in V
207
20
CF14
PENTAGRAM_PIECE
The update routine for a piece of the pentagram
207
34
CF22
SPIDER
The update routine for the spider that scuttles at random
207
104
CF68
QUEST_ITEM
The update routine for a quest item
207
158
CF9E
CHANGE_GRAPHIC
Give a quest thing a new graphic, in its quest record and its object record
207
178
CFB2
BOLT_TOUCHING
Is one of his bolts touching this object?
207
210
CFD2
WELL
The update routine for the well
208
113
D071
ROOM_OBJECT_LOOP
Set up a walk through the room's 48 object records
208
123
D07B
QUEST_RECORD_LOOP
Set up a walk through the quest records
208
133
D085
HEAD_FOR_TARGET
Steer towards the place in +15 and +16
208
172
D0AC
BUCKET
The update routine for the bucket
209
58
D13A
ALL_FOUR_DONE
If all four quest items are done, show the pentagram
209
111
D16F
NEW_QUEST
Set out the quest's things for a new game
209
165
D1A5
SPOTS
Where the collectables can start
209
245
D1F5
ROAMER
The update routine for a spider that runs straight, and a creature from the sky
210
81
D251
SKY_WALKER
The update routine for the walker from the sky
210
173
D2AD
CRUMBLING_BLOCK
The update routine for the crumbling block
210
222
D2DE
CONVEYOR_PLUS_U
The update routine for a conveyor that carries things forwards in U
210
233
D2E9
CONVEYOR_MINUS_U
The update routine for a conveyor that carries things backwards in U
210
244
D2F4
CONVEYOR_PLUS_V
The update routine for a conveyor that carries things forwards in V
210
255
D2FF
CONVEYOR_MINUS_V
The update routine for a conveyor that carries things backwards in V
211
10
D30A
CONVEYOR_STEPS
What each conveyor adds to the step of what stands on it
211
18
D312
QUEST_START
The quest's things, as a game starts
212
50
D432
QUEST_RECORDS
The quest's things, as they are now
213
98
D562
TARGETS
Where the collectables settle in room 82
213
108
D56C
BLIP_BY_TURN
Unused: a blip at a pitch chosen by the turn counter
213
135
D587
BLIP_PITCHES
Pitches for the unused blip at
BLIP_BY_TURN
213
138
D58A
BLIP_PITCHES_B
More of the unused blip's pitches
213
139
D58B
BLIP_PITCHES_C
More of the unused blip's pitches
213
143
D58F
BLIP_PITCHES_D
More of the unused blip's pitches
213
144
D590
BLIP_PITCHES_E
More of the unused blip's pitches
213
148
D594
BLIP_PITCHES_F
More of the unused blip's pitches
213
149
D595
BLIP_PITCHES_G
The last of the unused blip's pitches, and the start of an unread run
213
155
D59B
SWEEP_PITCHES
More of the unread run of pitches
213
179
D5B3
SWEEP_PITCHES_B
The end of the unread run of pitches
213
183
D5B7
MORE_PITCHES
Two more unread tables of pitches
213
202
D5CA
MORE_PITCHES_B
More of the repeating pattern
213
207
D5CF
MORE_PITCHES_C
More of the repeating pattern
213
210
D5D2
MORE_PITCHES_D
The end of the repeating pattern
213
215
D5D7
PAUSE_BEEP
The pause beep
213
228
D5E4
JUMP_SOUND
The jump's warble
213
242
D5F2
EFFECT_NOTE
Play this turn's note of the sound effect under way
214
13
D60D
EFFECTS
The sound effects
214
24
D618
EFFECT_PITCHES_B
More of the effects' notes
214
27
D61B
EFFECT_PITCHES_C
The rest of the effects' notes
214
41
D629
FIRE_SOUND
The sound of a bolt being fired
214
53
D635
FOOTSTEP
A footstep
214
78
D64E
PUFF_SOUND
The sound of a puff
214
101
D665
BEEP_BY_GRAPHIC
Unused: two more beeps, left as data
214
123
D67B
BEEP
Beep: C waves of half-wave count B
214
130
D682
CLICK
One wave
214
146
D692
TABLE_WORD
Look up a word in a table
214
156
D69C
PLAY_TUNE_ONCE
Play the menu's tune at DE, once, until a key is pressed
214
181
D6B5
PLAY_TUNE
Play the tune at DE
214
192
D6C0
PLAY_NOTE
Play one note
215
24
D718
NOTES
The notes: 61 of three bytes
215
207
D7CF
TUNE_MENU
The menu's tune
216
36
D824
TUNE_UNUSED
A tune no code plays
216
51
D833
TUNE_START
The tune a game starts with
216
71
D847
TUNE_QUEST
The tune when the bucket reaches a quest item
216
83
D853
TUNE_OVER
The game-over tune
216
111
D86F
TUNE_WON
The tune when the quest is complete
216
143
D88F
BUFFER
The screen buffer
240
143
F08F
SPARE
Between the buffer and the tables
241
0
F100
REVERSED
Every byte with its bits reversed
242
0
F200
SHIFTED7
Masks shifted by seven bits
244
0
F400
SHIFTED6
Masks shifted by six bits
246
0
F600
SHIFTED5
Masks shifted by five bits
248
0
F800
SHIFTED4
Masks shifted by four bits
250
0
FA00
SHIFTED3
Masks shifted by three bits
252
0
FC00
SHIFTED2
Masks shifted by two bits
254
0
FE00
SHIFTED1
Masks shifted by one bit