Address Length Description
7B00 626
Movement table for final room
7DC0 50
Buffer for room flags
Each byte contains flags for a specific room. These are modified as tasks are completed.
Bits 0-1 hide various moving objects if they are set
Bits 3-7 hide various walls if they are set
7E00 198
Buffer for moving objects
7ED0 256
Buffer for Ted's current graphic
7FD0 48
Buffer for conveyor belts
8000 4096
Copy of screen 1
9000 4096
Copy of screen 2
A000 512
Copy of attributes 1
A200 512
Copy of attributes 2
A400 1
Height of the current sprite being drawn
A401 1
Width of the current sprite being drawn
A402 1
Current background colour
A403 1
Various flags
If bit 0 is set, Ted is in mid-jump
If bit 5 is set, Ted is in mid-air
A404 2
Pointer to movement table
A406 2
Current screen address of Ted
A408 2
Pointer to graphic buffer containing Ted's graphic set (A47B or A57B)
A40A 2
Offset from (A408) to the current graphic data for Ted's position
A40C 2
Current sound (length and frequency) to play while Ted is moving through the air
A40E 1
Height Ted has fallen by
A40F 1
Next bitmask to consider when considering pixel-accurate collision detection
A410 1
Pointer to flags when entering the room
A411 2
Pointer to movement table when room was entered
A413 2
Screen address of Ted when entering the room
A415 2
Pointer to graphic set of Ted when entered the room
A417 2
Offset from (A415) to the current graphic data for Ted's position
A419 2
Sound playing if Ted entered the room in mid-air
A41B 1
Height Ted fell by from the previous room
A41C 1
Collision detection mask when Ted entered the room
A41D 2
Pointer to current static object collision table
A41F 2
Pointer to current conveyor belt table
A421 1
Current border colour
A422 1
Current room
A423 2
Pointer to static UDGs
A425 5
Current time
A42A 2
Current frame of conveyor belt graphic to draw
A42C 1
Next location on screen to erase a life from
Values are from 00 - 1F
A42D 2
Number of lives
Bits 4-8 hold the number of "misses" : 00 - 1F
A42F 1
Time available for a "megaquickly" task
A430 1
Attribute of first task button being drawn
A431 2
Character offset of first task button being drawn
A433 1
Attribute of current task button being drawn
A434 2
Character offset of current task button being drawn
A436 1
Holds the "megaquickly task" flag in bit 5
A437 1
Room that the last task was completed in
A438 1
Tick counter
A439 1
A43A 1
Last room visited before this one
A43B 2
Game status buffer entry at A43B
A43D 2
Game status buffer entry at A43D
A43F 1
Game status buffer entry at A43F
A440 1
Timing speed (number of ticks to increment on each frame)
A441 2
Address of current static UDG being drawn
A443 1
Attribute of current static UDG being drawn
A444 1
Game status buffer entry at A444
A445 1
Size and direction of UDG being drawn
A446 1
Game status buffer entry at A446
A447 1
Game status buffer entry at A447
A448 1
Bitmask to use for keypresses
A449 2
Game status buffer entry at A449
A44B 2
Game status buffer entry at A44B
A44D 2
Base address of current screen to draw to
A44F 1
Current pitch of music note to play
A450 1
Current length of music note to play
A451 2
Pointer to current theme tune data
A453 2
Pointer to current theme tune data entry
A455 2
Current note frequency being played
A457 2
Current room flags
A459 2
Pointer to current interruptable command table
A45B 1
Various flags
A45C 1
Game status buffer entry at A45C
A45D 1
Game status buffer entry at A45D
A45E 1
Number of tasks completed
A45F 2
Character of task button being drawn
A461 1
Game status buffer entry at A461
A462 1
Working bitset for static objects
A463 1
Working bitset for moving objects
A464 1
Game status buffer entry at A464