Address Description
A72F
Check for input based on a particular table. Returns with the zero flag set if there was a match.
AA65
Main entry point
ADBE
Adjust movement in the final room
ADDB
Enter the final room - game over
AE28
Enter the final room and display the ending sequence - game won!
AE4E
Move Ted by one pixel
AE77
Enter a new room
AF5D
Play the game until we exit the room or lose a life
B0DC
Flash the screen
B140
Print the room name and status area
B203
Print a set of task buttons
B2B6
Copy task box attributes into all the screen buffers
B2C9
Copy task box attributes onto the screen buffer
B2D2
Perform an action after hitting a button
B398
Draw a conveyor belt
B3C8
Draw a section of conveyor belt
B3E4
Copy a moving object's frame to the screen buffer
B440
Redraw Ted to a new location
B4A5
Put moving objects into the live buffer
B5E6
Calculate space for a graphic
B5FA
Read static UDG information and store it in a screen buffer
B6F5
Print a number
B72D
Print a character from the main character set
B74A
Print a high 7 bit terminated string
B755
Print spaces
B760
Copy a UDG
B770
Advance the time and print it
B774
Print the current time
B787
Advance the timer by one minute
B7A3
Check if we've run out of time
B7B8
Print "You have run out of time"
B7CC
Put a frame of a graphic on screen
B803
Copy an object between screen buffers
B82E
Set next position for moving objects
B99C
Update a moving object's data
B9EF
See if Ted is touching anything, and if so call the collision detection routine on attributes
BA34
Collision detection (preserving HL)
BA3B
Collision detection based on attributes
BA8B
Hit both task boxes, change the state of the game
BAAA
Hit the first task box in a room - see if it triggers something else
BABD
Hit a lift button
BAE5
Set colour for moving objects
BB17
Move one frame and check for input
BD9E
Move one frame in the final room
BECF
Adjust position in the final room
BEF6
Play a sound
BF1B
Play a "hit task box" sound
BF35
Invert the screen (caused when losing a life)
BF4B
Interruptable routine A
BF8D
Interruptable routine B
BFB9
Interruptable routine C
BFDD
Interruptable routine D
BFFB
Interruptable routine 9
C00D
Interrupt routines
C05C
Execute next interruptable command
C075
Reset the interruptable tick counter
C07E
Interruptable routine 8 - Move back one state
C084
Interruptable routine 3 - Determine if ENTER was pressed
C096
Interrupt a command
C0B8
Interruptable routine 0 - Play a musical note
C10E
Music command FF (rest)
C11B
Music command FD (set timbre)
C140
Music command FC
C158
Interruptable routine 1
C18B
Decrement the interrupt tick counter and yield
C191
Interruptable routine 2
C1C0
Animate the title sequence
C1FE
Decrement the interrupt tick counter and yield
C204
Interruptable routine 4 - print a UDG or text
C260
Interruptable routine 5
C273
Interruptable routine 6
C288
Interruptable routine 7