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