Address Length Description
62D6 84
Dan's current working graphic
C866 5
Current score
C86B 1
Amount pending to add onto the current score
C86C 1
Number of lives
C86D 1
Current energy (0-8)
C86E 1
Current energy (duplicate?)
C86F 1
Number of frames until one energy bar lost
C870 2
Number of frames until it's time to increment the score
C872 1
Dan's Y co-ordinate
C873 1
Dan's X co-ordinate
C874 1
Various flags
bit description
0 Dan is jumping
1 Dan is facing right
2 Dan is falling onto a trampoline
3 Dan is changing direction when hitting a trampoline
4 Dan is rising off a trampoline
5 Dan is safe (ie: if reset he will lose a life)
6 Dan is in mid-air and falling
7 Dan is drowning
C875 1
Current animation frame
0-3 = left, 4-7 = right
C876 1
Height (in lines) fallen by
C877 1
Height for the next jump
This is normally 0B but can be increased when on a trampoline
C878 1
Number of dynamite sticks collected
C879 1
Height when landing on a trampoline without jumping
C87A 1
Time until lift next moves
C87B 1
Lift flags
bit description
0 lift is moving up
2 Dan is standing on the lift
C87C 1
Current lift y co-ordinate
C87D 1
Room the lift is in
C87E 1
Various flags
If bit 0 is set, the safe is still locked
If bit 1 is set, Dan has got the plans
If bit 5 if set, Dan has got an aerosol and has brief immunity
If bit 6 is set, Dan has got an oxygen tank and can survive drowning
If bit 7 is reset, Dan has got the plans and is in the blimp
C87F 1
Various flags
Set bit 0 if a set of rainbow lifts is operating
Set bit 7 if a laser is firing
C880 1
Frames left in the "touched moving object" sequence
C925 5
Current high score
CA57 2
Pointer to the current tune block being played
CA59 1
Number of blocks in the tune currently being played
CA5A 1
Currently selected row that should flash
CC5E 1
Tick count for updating the river (1-3)
Used by the routine at CC5F
CEE6 1
Current attribute to set on a rainbow lift
CEE7 1
Set bit 7 to make rainbow lift active and pull up Dan
CEE8 2
Current screen position to set a rainbow lift colour
CEEA 2
Current height of rainbow lift
Used by the routine at CEF0
CEEC 4
Trigger positions for rainbow lifts
CFC9 1
Attribute marking the food item in this room
CFCA 1
Current room
CFCB 1
Current note to play while moving through the air
CFD1 2
Attributes marking floors (custom)
CFD3 6
Attributes marking walls
D1CD 1
Collision flags
Bits 0 - 2 hold the attribute (0-7) that Dan has collided with
Bit 7 is set to mark that Dan has collided with this object
D675 2
Length (in bytes) of one frame of the currently processing sprite
D6BB 1
Current X co-ordinate for the vertical sprite being drawn
D6BC 1
Current Y co-ordinate for the vertical sprite being drawn
Used by the routine at D7E7
D6BD 2
Pointer to current vertical sprite being drawn
Used by the routine at D7E7
D72E 1
Current X co-ordinate for the horizontal sprite being drawn
D72F 1
Current Y co-ordinate for the horizontal sprite being drawn
D730 2
Pointer to current horizontal sprite being drawn
D813 2
Offset for current moving object table
Used in the routine at D815.
D9E8 1
x co-ordinate of the raft
D9E9 1
Animation frame of the raft (0-3)
D9EA 1
Current room the raft is in
D9EB 1
Tick count until the raft should be moved
DA87 1
Current type of tune being played
DA88 2
Current note in a tune being played
DA8A 1
Current state of playing a sound (used by DA8D)
If bit 0 is not set, play a tune instead
If bit 1 is not set, the "lose a life" effect should be played instead
DA8B 2
Next action to take during playing a sound (used by DA8D)
DBED 1
Height (in lines) of Dan above the river waterline
DCF5 1
Set bit 0 to denote items are only being drawn for instructions
DE51 1
Time left for the aerosol to run
DED8 242
Moving graphics buffer 0
Used by the routine at D677
DFCA 242
Moving graphics buffer 1
Used by the routine at D677
E0BC 578
Moving graphics buffer 2
Used by the routine at D815
E2FE 578
Moving graphics buffer 3
Used by the routine at D815
E540 4
Count of moving objects in the room
These are set up in the routine at E544 and accessed in the routine at E592
E662 1
Current colour sequence for this room's teleporter
E6D9 1
Tick counters for lasers.
Used by the routine in E6F6.
E6DA 1
Current colour to draw the laser bolt with
E6DB 1
Current width of the laser
E800 1
Last read state of port FE
Used to set the border colour, and to play sound.
E9BA 2
Current input routine
EDA1 1
Current colour to set for the next letter on the main title
Used by the routine at EDA2
EF48 1
Counter to make glowing objects alternate between colour and black
EF7A 2
Pointer to current attribute state of glowing objects
Used by the routine at EF7C.
F020 1
Current animation index for Dan dying
Used by the routine at F021
F26E 1
Key for left
F26F 1
Key for right
F270 1
Key for jump
F3A0 2
Bitmask for what objects to select in initialisation
Used by the routines in F345 and F3A4
F3A2 2
Pointer to object data in current room being looked at
Used by the routine in F345