Page Byte Address Description
97 168 61A8
Current level data
110 200 6EC8
Current player score
110 206 6ECE
Player 1 score
110 212 6ED4
Player 2 score
110 217 6ED9
Player 3 score
110 224 6EE0
Player 4 score
110 230 6EE6
Current eggs left
110 231 6EE7
Player 1 eggs left
110 232 6EE8
Player 2 eggs left
110 233 6EE9
Player 3 eggs left
110 234 6EEA
Player 4 eggs left
110 235 6EEB
Current level - 1
110 236 6EEC
Player 1 level - 1
110 237 6EED
Player 2 level - 1
110 238 6EEE
Player 3 level - 1
110 239 6EEF
Player 4 level - 1
110 240 6EF0
Player 1 lives
110 241 6EF1
Player 2 lives
110 242 6EF2
Player 3 lives
110 243 6EF3
Player 4 lives
114 216 72D8
X position
114 217 72D9
Y position
114 219 72DB
Current player sprite
115 45 732D
Input selection mechanism
115 46 732E
Bitmask to select for UP key
115 47 732F
Input to port FE for UP key
115 48 7330
Bitmask to select for DOWN key
115 49 7331
Input to port FE for DOWN key
115 50 7332
Bitmask to select for LEFT key
115 51 7333
Input to port FE for LEFT key
115 52 7334
Bitmask to select for RIGHT key
115 53 7335
Input to port FE for RIGHT key
115 54 7336
Bitmask to select first JUMP key
115 55 7337
Input to port FE for first JUMP key
115 56 7338
Bitmask to select second JUMP key
115 57 7339
Input to port FE for second JUMP key
115 58 733A
Number of players
115 59 733B
Current player
115 60 733C
Game status buffer entry at 733C
115 61 733D
Screen position for the active score display
115 63 733F
Bonus / 10
115 66 7342
Time
115 69 7345
Game status buffer entry at 7345
115 72 7348
Co-ordinates of the mother duck
115 74 734A
Game status buffer entry at 734A
115 78 734E
Screen position of first lift
115 80 7350
Set to FF to disable lifts
115 81 7351
Y co-ordinate of first lift
115 82 7352
Screen position of second lift
115 84 7354
Y co-ordinate of second lift
115 85 7355
Set to 1 if travelling upwards on a lift
115 86 7356
Co-ordinates of duckling
115 91 735B
Co-ordinates of duckling
115 107 736B
Speed of ducklings (?)
115 115 7373
Set to FF if the Fuller Orator is active
115 116 7374
Current Fuller Orator data
130 20 8214
Data block at 8214
130 116 8274
Scrolling message buffer
131 144 8390
Instructions
132 240 84F0
UDGs
133 240 85F0
Character set
137 104 8968
UDGS - High score defaults
137 200 89C8
UDGS - "Level"
137 224 89E0
UDGs - level number
138 48 8A30
UDGs - mother duck's cage
138 160 8AA0
UDGS - lives / level
138 176 8AB0
UDGs - game text
139 80 8B50
Data block at 8B50
141 240 8DF0
Sprite - player right
142 112 8E70
Sprite - player left
142 240 8EF0
Sprite - mother duck right
143 48 8F30
Sprite - mother duck right
143 112 8F70
Data block at 8F70
143 144 8F90
Sprite - player climbing ladder
144 16 9010
Sprite - duckling L
144 48 9030
Sprite - duckling R
144 80 9050
Sprite - duckling climbing ladder
144 144 9090
Sprite - duckling L
144 176 90B0
Sprite - duckling R
144 208 90D0
Sprite - duckling eating corn L
144 240 90F0
Sprite - duckling eating corn R
145 16 9110
Data block at 9110
145 30 911E
Move the ducklings
146 101 9265
See if any duckling can eat corn
146 156 929C
See if the player has collided with a duckling
147 221 93DD
Return the display file and attribute address of a sprite
147 254 93FE
Return the room buffer location at the position specified
148 4 9404
Return the display file address of a sprite
148 56 9438
Return the UDG at the location specified
148 62 943E
Unused
148 64 9440
Unused
148 70 9446
Data block at 9446
148 91 945B
Data block at 945B
149 56 9538
Redraw the attributes after a sprite moves
149 132 9584
Return an attribute address given co-ordinates
149 166 95A6
Return the location in the room buffer for a co-ordinate
149 197 95C5
Data block at 95C5
150 48 9630
Data block at 9630
151 135 9787
Data block at 9787
151 167 97A7
Data block at 97A7
151 175 97AF
Data block at 97AF
152 88 9858
Run the game
153 223 99DF
Check if the player has picked up an egg or corn
154 71 9A47
Data block at 9A47
154 76 9A4C
Draw a sprite
155 222 9BDE
Convert a sprite's co-ordinates to a screen address
155 255 9BFF
Data block at 9BFF
156 64 9C40
Print a string of UDGs
156 142 9C8E
Data block at 9C8E
156 156 9C9C
IM2 hook
156 159 9C9F
Data block at 9C9F
156 164 9CA4
Play a sound
156 181 9CB5
Data block at 9CB5
156 194 9CC2
IM2 - play Fuller Orator
156 235 9CEB
Set up a sound to play through the Fuller Orator
157 6 9D06
Data block at 9D06
157 8 9D08
Check for left or right input and move the player accordingly
157 241 9DF1
Data block at 9DF1
158 52 9E34
Return the UDG at the location specified
158 89 9E59
Data block at 9E59
158 102 9E66
Check there is enough headroom to jump
158 141 9E8D
Data block at 9E8D
158 152 9E98
Move the player onto a ladder
159 63 9F3F
Data block at 9F3F
159 96 9F60
Move the player off a ladder
159 223 9FDF
Data block at 9FDF
160 20 A014
Move the lifts
160 123 A07B
Invalidate a lift
160 169 A0A9
Draw a lift
160 197 A0C5
Data block at A0C5
160 200 A0C8
Move the mother duck
161 154 A19A
Data block at A19A
161 184 A1B8
Decrease the timer and bonus
162 28 A21C
See if the player is now in mid-air, and if so, fall
162 86 A256
Move the player up are down after jumping or falling
162 148 A294
Make the player fall if we're in mid-air
163 127 A37F
Redraw the player's position after moving in mid-air
163 137 A389
Play a random sound through the Fuller Audiobox
163 165 A3A5
Data block at A3A5
163 167 A3A7
Update the score
164 16 A410
Main entry point
164 200 A4C8
Display instructions
165 157 A59D
Run the game
166 254 A6FE
Run the "lose a life" sequence
168 12 A80C
Routine at A80C
168 236 A8EC
Routine at A8EC
169 33 A921
Pause
169 41 A929
Routine at A929
169 96 A960
Routine at A960
169 104 A968
Routine at A968
169 206 A9CE
Scroll the level number across screen before starting it
169 250 A9FA
Routine at A9FA
170 12 AA0C
Routine at AA0C
170 35 AA23
Return the attribute buffer for a co-ordinate on screen
170 55 AA37
Print a series of attributes
170 73 AA49
Redefine the keys
170 186 AABA
Routine at AABA
170 228 AAE4
Play a random sound
170 244 AAF4
Return any key pressed
171 25 AB19
Display a line of text
171 96 AB60
Play a note of a tune
171 123 AB7B
Scroll a string of text on screen
171 158 AB9E
Clear the screen
171 173 ABAD
Print the high score table
171 233 ABE9
Sound directives
171 242 ABF2
High score
172 2 AC02
Redefine keys
172 34 AC22
Move up
172 44 AC2C
Move down
172 54 AC36
Move left
172 64 AC40
Move right
172 74 AC4A
Jump
172 78 AC4E
Intro screen UDGs
172 124 AC7C
Intro scrolling message
172 202 ACCA
Instructions scrolling message
173 33 AD21
Number of players
173 63 AD3F
Game over
173 73 AD49
Player
173 82 AD52
Level
173 88 AD58
Data block at AD58
173 89 AD59
Data block at AD59
173 90 AD5A
Out of time
173 103 AD67
High score message
174 12 AE0C
Theme tune
174 106 AE6A
Lose a life tune
174 156 AE9C
Run the current level until complete or a duck is hit
177 48 B130
Colour in the screen with attributes
177 79 B14F
Play a random sound through the Fuller Orator
177 95 B15F
Fuller Orator allophones
177 103 B167
Assembler
178 0 B200
IM2 jump vector
179 6 B306
Assembler
179 74 B34A
Data block at B34A
179 76 B34C
Shunt the player to the end of the platform if we're near it
179 129 B381
Assembler
179 176 B3B0
Level 1
182 80 B650
Level 2
184 240 B8F0
Level 3
187 144 BB90
Level 4
190 48 BE30
Level 5
192 208 C0D0
Level 6
195 112 C370
Level 7
198 16 C610
Level 8
200 176 C8B0
Data block at C8B0
200 198 C8C6
Fuller Orator data