Page Byte Address Description
96 0 6000
UDG DE - Blown up safe 1
96 110 606E
UDG DF - Blown up safe 2
96 220 60DC
UDG E0 - Blown up safe 3
97 73 6149
UDG E1 - Blown up safe 4
97 182 61B6
UDG E2 - Blown up safe 5
98 36 6224
UDG E3 - Blown up safe 6
98 146 6292
Graphic IDs for the safe blowing graphics
98 162 62A2
Frames until the safe door should be removed
98 163 62A3
Blow the safe up
98 214 62D6
Dan's current working graphic
99 42 632A
Dan's graphic addresses
99 58 633A
Dan right
100 138 648A
Dan left
101 218 65DA
Food graphic offsets
101 234 65EA
Food attribute tags
101 242 65F2
Food 0 - Egg
102 6 6606
Food 4 - Cake
102 44 662C
Food 3 - Cheese
102 127 667F
Food 5 - Ice cream
102 183 66B7
Food 7 - Soup
102 235 66EB
Food 6 - Cup of tea
103 15 670F
Food 2 - Fruit bowl
103 71 6747
Food 1 - Martini
103 127 677F
Character set (6-high)
104 153 6899
Raft graphics
105 25 6919
Pitch frequences for musical notes
105 133 6985
River graphics
105 230 69E6
Room 00 data
105 242 69F2
Room 01 data
105 254 69FE
Room 02 data
106 10 6A0A
Room 03 data
106 22 6A16
Room 04 data
106 34 6A22
Room 05 data
106 46 6A2E
Room 06 data
106 58 6A3A
Room 07 data
106 70 6A46
Room 08 data
106 82 6A52
Room 09 data
106 94 6A5E
Room 0A data
106 106 6A6A
Room 0B data
106 118 6A76
Room 0C data
106 130 6A82
Room 0D data
106 142 6A8E
Room 0E data
106 154 6A9A
Room 0F data
106 166 6AA6
Room 10 data
106 178 6AB2
Room 11 data
106 190 6ABE
Room 12 data
106 202 6ACA
Room 13 data
106 214 6AD6
Room 14 data
106 226 6AE2
Room 15 data
106 238 6AEE
Room 16 data
106 250 6AFA
Room 17 data
107 6 6B06
Room 18 data
107 18 6B12
Room 19 data
107 30 6B1E
Room 1A data
107 42 6B2A
Room 1B data
107 54 6B36
Room 1C data
107 66 6B42
Room 1D data
107 78 6B4E
Room 1E data
107 90 6B5A
Room 1F data
107 102 6B66
Room 20 data
107 114 6B72
Room 21 data
107 126 6B7E
Room 22 data
107 138 6B8A
Room 23 data
107 150 6B96
Room 24 data
107 162 6BA2
Room 25 data
107 174 6BAE
Room 26 data
107 186 6BBA
Room 27 data
107 198 6BC6
Room 28 data
107 210 6BD2
Room 29 data
107 222 6BDE
Room 2A data
107 234 6BEA
Room 2B data
107 246 6BF6
Room 2C data
108 2 6C02
Room 2D data
108 14 6C0E
Room 2E data
108 26 6C1A
Room 2F data
108 38 6C26
Attributes marking walls
108 70 6C46
UDG offsets
110 14 6E0E
"Blown the safe door" tune
110 95 6E5F
Room 00
110 144 6E90
Room 01
110 220 6EDC
Room 02
111 52 6F34
Room 03
111 119 6F77
Room 04
111 198 6FC6
Room 05
112 42 702A
Room 06
112 148 7094
Room 07
112 185 70B9
Room 08
113 14 710E
Room 09
113 144 7190
Room 0A
113 244 71F4
Room 0B
114 82 7252
Room 0C
114 233 72E9
Room 0D
115 98 7362
Room 0E
116 2 7402
Room 0F
116 114 7472
Room 10
116 229 74E5
Room 11
117 49 7531
Room 12
117 167 75A7
Room 13
118 38 7626
Room 14
118 162 76A2
Room 15
119 51 7733
Room 16
119 205 77CD
Room 17
120 46 782E
Room 18
120 197 78C5
Room 19
120 246 78F6
Room 1A
121 93 795D
Room 1B
122 24 7A18
Room 1C
122 70 7A46
Room 1D
122 200 7AC8
Room 1E
123 62 7B3E
Room 1F
123 147 7B93
Room 20
124 69 7C45
Room 21
124 109 7C6D
Room 22
124 191 7CBF
Room 23
125 80 7D50
Room 24
125 219 7DDB
Room 25
126 99 7E63
Room 26
126 199 7EC7
Room 27
127 61 7F3D
Room 28
127 137 7F89
Room 29
127 150 7F96
Room 2A
128 48 8030
Room 2B
128 172 80AC
Room 2C
128 215 80D7
Room 2D
129 53 8135
Room 2E
129 117 8175
Room 2F
129 208 81D0
UDG DD
129 219 81DB
UDG 2E
129 239 81EF
UDG 95
130 3 8203
UDG 82
130 14 820E
UDG 83
130 25 8219
UDG 84
130 45 822D
UDG 85
130 73 8249
UDG 86
130 93 825D
UDG 87
130 121 8279
UDG 88
130 141 828D
UDG 93
130 177 82B1
UDG 89
130 188 82BC
UDG 8A
130 199 82C7
UDG 8B
130 227 82E3
UDG 8C
130 255 82FF
UDG 8D
131 35 8323
UDG 8E
131 71 8347
UDG 8F
131 99 8363
UDG 90
131 110 836E
UDG 91
131 146 8392
UDG 92
131 157 839D
UDG 19
131 201 83C9
UDG 13
131 221 83DD
UDG 3C
132 33 8421
UDG 3D
132 53 8435
UDG 3E
132 91 845B
UDG 3F
132 129 8481
UDG 40
132 140 848C
UDG 41
132 151 8497
UDG 43
132 187 84BB
UDG 44
132 215 84D7
UDG 45
132 243 84F3
UDG 46
132 254 84FE
UDG 47
133 9 8509
UDG 48
133 29 851D
UDG 49
133 85 8555
UDG 4A
133 113 8571
UDG 4B
133 181 85B5
UDG 4C
133 209 85D1
UDG 4D
134 5 8605
UDG 4E
134 41 8629
UDG 4F
134 77 864D
UDG 50
134 97 8661
UDG 51
134 141 868D
UDG 52
134 177 86B1
UDG 94
134 213 86D5
UDG 53
134 233 86E9
UDG 54
134 244 86F4
UDG 55
134 255 86FF
UDG 56
135 19 8713
UDG 57
135 30 871E
UDG 58
135 41 8729
UDG 59
135 52 8734
UDG 5A
135 63 873F
UDG 5B
135 74 874A
UDG 5C
135 110 876E
UDG 5D
135 130 8782
UDG 5F
135 141 878D
UDG 60
135 152 8798
UDG 61
135 163 87A3
UDG AA
135 174 87AE
UDG A9
135 230 87E6
UDG AC
136 30 881E
UDG AB
136 82 8852
UDG 5E
136 134 8886
UDG B5
136 202 88CA
UDG B6
136 213 88D5
UDG BF
137 67 8943
UDG C1
137 105 8969
UDG C4
137 179 89B3
UDG CE
137 199 89C7
UDG CB - bank card
137 237 89ED
UDG CC - aerosol
138 1 8A01
UDG CD - oxygen tank
138 21 8A15
UDG 99
138 32 8A20
UDG 9A
138 52 8A34
UDG 9B
138 80 8A50
UDG 9C
138 118 8A76
UDG 9D
138 138 8A8A
UDG 9E
138 149 8A95
UDG 10
138 217 8AD9
UDG 11
139 44 8B2C
UDG 00
139 72 8B48
UDG 01
139 236 8BEC
UDG 04
140 27 8C1B
UDG 02
140 83 8C53
UDG 03
140 135 8C87
UDG 05
140 164 8CA4
UDG 06
140 184 8CB8
UDG 07
140 195 8CC3
UDG 08
140 206 8CCE
UDG 09
140 234 8CEA
UDG 0A
141 14 8D0E
UDG 0B
141 50 8D32
UDG 0C
141 70 8D46
UDG 0D
141 81 8D51
UDG 0E
141 92 8D5C
UDG 12
141 202 8DCA
UDG 15
142 94 8E5E
UDG 17
142 194 8EC2
UDG 18
143 21 8F15
UDG 1A
143 32 8F20
UDG 1B
143 52 8F34
UDG 1C
143 72 8F48
UDG 1D
143 83 8F53
UDG 1E
143 119 8F77
UDG 1F
143 139 8F8B
UDG 20
143 167 8FA7
UDG 21
143 251 8FFB
UDG 22
144 71 9047
UDG 23
144 91 905B
UDG 24
144 127 907F
UDG 25
144 138 908A
UDG 26
144 149 9095
UDG 27
144 160 90A0
UDG 28
144 180 90B4
UDG 29
144 191 90BF
UDG 2A
144 227 90E3
UDG 2B
144 247 90F7
UDG 2C
145 11 910B
UDG 2D
145 159 919F
UDG AD
145 195 91C3
UDG AE
145 215 91D7
UDG AF
146 91 925B
UDG 0F
146 120 9278
UDG B0
146 140 928C
UDG B1
146 160 92A0
UDG B2
146 180 92B4
UDG B7 - Blizten on "game over" 0
147 142 938E
UDG B8 - Blizten on "game over" 1
147 225 93E1
UDG B9 - Blizten on "game over" 2
148 52 9434
UDG BA - Blizten on "game over" 3
148 135 9487
UDG BB - Blizten on "game over" 4
148 146 9492
UDG BC
148 157 949D
UDG BD
148 168 94A8
UDG BE
148 179 94B3
UDG D1
148 190 94BE
UDG D2
149 2 9502
UDG D3
149 54 9536
UDG D0
149 74 954A
UDG CF
149 130 9582
UDG C6
149 166 95A6
UDG C7
149 202 95CA
UDG D5
149 240 95F0
UDG D6
150 52 9634
UDG D7
150 72 9648
UDG D8
150 92 965C
UDG D9
150 148 9694
UDG DA
150 204 96CC
UDG DB
150 240 96F0
UDG C9
151 13 970D
UDG DC
151 69 9745
UDG CA
151 80 9750
UDG C8
151 127 977F
UDG B3
151 163 97A3
UDG 62
151 183 97B7
UDG 63
151 203 97CB
UDG 64
151 223 97DF
UDG 96
151 243 97F3
UDG 65
151 254 97FE
UDG 66
152 9 9809
UDG 67
152 20 9814
UDG 68
152 31 981F
UDG 69
152 115 9873
UDG 6A
152 153 9899
UDG 6B
152 173 98AD
UDG 6C
152 193 98C1
UDG 6D
152 213 98D5
UDG 6E
152 251 98FB
UDG 6F
153 6 9906
UDG 70
153 26 991A
UDG 71
153 37 9925
UDG 72
153 48 9930
UDG 73
153 59 993B
UDG 74
153 70 9946
UDG 75
153 81 9951
UDG 76
153 92 995C
UDG 77
153 103 9967
UDG 78
153 114 9972
UDG 7B
153 134 9986
UDG 7C
153 170 99AA
UDG 7D
153 206 99CE
UDG 7E
153 217 99D9
UDG 7F
153 228 99E4
UDG 80
153 239 99EF
UDG 81
153 250 99FA
UDG 16
154 176 9AB0
UDG 9F
154 196 9AC4
UDG 2F
154 216 9AD8
UDG 30
154 236 9AEC
UDG 31
155 36 9B24
UDG 32
155 47 9B2F
UDG 33
156 9 9C09
UDG 34
156 20 9C14
UDG 35
156 31 9C1F
UDG 36
156 83 9C53
UDG 37
156 103 9C67
UDG 38
156 131 9C83
UDG 39
156 167 9CA7
Room moving objects 00
156 237 9CED
Room moving objects 01
157 35 9D23
Room moving objects 02
157 97 9D61
Room moving objects 03
157 183 9DB7
Room moving objects 04
157 245 9DF5
Room moving objects 05
158 43 9E2B
Room moving objects 06
158 121 9E79
Room moving objects 07
158 191 9EBF
Room moving objects 08
158 245 9EF5
Room moving objects 09
159 59 9F3B
Room moving objects 0A
159 129 9F81
Room moving objects 0B
159 207 9FCF
Room moving objects 0C
160 13 A00D
Room moving objects 0D
160 83 A053
Room moving objects 0E
160 161 A0A1
Room moving objects 0F
160 223 A0DF
Room moving objects 10
161 45 A12D
Room moving objects 11
161 107 A16B
Room moving objects 12
161 169 A1A9
Room moving objects 13
161 247 A1F7
Room moving objects 14
162 45 A22D
Room moving objects 15
162 115 A273
Room moving objects 16
162 185 A2B9
Room moving objects 17
163 7 A307
Room moving objects 18
163 69 A345
Room moving objects 19
163 155 A39B
Room moving objects 1A
163 233 A3E9
Room moving objects 1B
164 55 A437
Room moving objects 1C
164 141 A48D
Room moving objects 1D
164 227 A4E3
Room moving objects 1E
165 49 A531
Room moving objects 1F
165 119 A577
Room moving objects 20
165 181 A5B5
Room moving objects 21
165 243 A5F3
Room moving objects 22
166 65 A641
Room moving objects 23
166 151 A697
Room moving objects 24
166 213 A6D5
Room moving objects 25
167 27 A71B
Room moving objects 26
167 97 A761
Room moving objects 27
167 159 A79F
Room moving objects 28
167 237 A7ED
Room moving objects 29
168 43 A82B
Room moving objects 2A
168 113 A871
Room moving objects 2B
168 183 A8B7
Room moving objects 2C
168 253 A8FD
Room moving objects 2D
169 59 A93B
Room moving objects 2E
169 137 A989
Room moving objects 2F
169 207 A9CF
UDG D4
169 245 A9F5
UDG 3A
170 135 AA87
UDG 3B
170 146 AA92
UDG 14
171 38 AB26
UDG 97
171 138 AB8A
UDG 98
171 174 ABAE
UDG A0
171 226 ABE2
UDG A1
171 246 ABF6
UDG A2
172 18 AC12
UDG A3
172 54 AC36
UDG A4
172 74 AC4A
UDG A5
172 94 AC5E
UDG A6
172 170 ACAA
UDG A7
172 181 ACB5
UDG A8
172 192 ACC0
UDG 7A
172 203 ACCB
UDG 79
173 129 AD81
UDG C0
173 229 ADE5
UDG C2
174 96 AE60
Moving sprite offsets
174 218 AEDA
Sprite 38 - Pelican
175 155 AF9B
Sprite 36 - Pair of forks
175 220 AFDC
Sprite 15 - Dr Blitzen
176 61 B03D
Sprite 04 - Helicopter
176 158 B09E
Sprite 08 - Centipede
176 255 B0FF
Sprite 01 - Neptune
177 96 B160
Sprite 05 - Oscilloscope
177 161 B1A1
Sprite 06 - Flying lightbulb
178 2 B202
Sprite 07 - Waiter
178 99 B263
Sprite 0A - Spark
178 164 B2A4
Sprite OB - Squid
179 5 B305
Sprite 12 - Flying saucer
179 70 B346
Sprite 00 - Waiter on unicycle
180 7 B407
Sprite OD - Gryoscope
180 136 B488
Sprite OC - Train car
181 9 B509
Sprite 13 - Big face
181 74 B54A
Sprite 14 - Bug eyed monster (3 wide)
181 171 B5AB
Sprite 16 - Guy on hovercraft
182 108 B66C
Sprite 17 - Fuse wire
182 237 B6ED
Sprite 1F - Semaphore flag
183 110 B76E
Sprite 25 - Dragonfly
183 239 B7EF
Sprite OE - Deep sea diver
184 80 B850
Sprite 2D - Crab
184 177 B8B1
Sprite 2E - Fish bone
184 242 B8F2
Sprite 30 - Jackhammer
185 51 B933
Sprite 33 - Spinning top
185 244 B9F4
Sprite 3A - Lightbulb with claws
186 117 BA75
Sprite 2B - Screw
186 166 BAA6
Sprite 39 - Axle
186 199 BAC7
Sprite 37 - Fuse with claws
187 8 BB08
Sprite 35 - Skull and crossbones
187 73 BB49
Sprite 34 - Sea monster
187 170 BBAA
Sprite 31 - Coral
187 235 BBEB
Sprite 2F - Mini robot
188 44 BC2C
Sprite 1E - Viking
188 141 BC8D
Sprite 1D - Satellite dish
189 14 BD0E
Sprite 1C - Crank shafts
189 79 BD4F
Sprite 1B - Big sea monster
189 224 BDE0
Sprite 19 - Alien
190 33 BE21
Sprite 18 - Spider
190 130 BE82
Sprite 24 - Snail
191 67 BF43
Sprite OF - Vacuum cleaner
191 196 BFC4
Sprite 11 - Cannon
192 133 C085
Sprite 10 - Bird
193 6 C106
Sprite 1A - Kalaedoscope image
193 39 C127
Sprite 09 - Droid
193 104 C168
Sprite 02 - Toy soldier
193 201 C1C9
Sprite 03 - Scissors
194 74 C24A
Sprite 20 - Big alien face
194 219 C2DB
Sprite 22 - Walking plunger
195 28 C31C
Sprite 21 - Upside down crawling thing
195 221 C3DD
Sprite 26 - Dart
196 62 C43E
Sprite 23 - Devil face
196 159 C49F
Sprite 27 - Mermaid
197 0 C500
Sprite 29 - Alien scanner
197 65 C541
Sprite 3B - Winged devil
197 210 C5D2
Sprite 3C - Big alien scanner
198 147 C693
Sprite 28 - Doll
198 212 C6D4
Sprite 2A - Insect face
199 53 C735
Sprite 2C - Donna
199 150 C796
Sprite 32 - Engine shaft
199 246 C7F6
Unused
200 0 C800
Main entry point
200 102 C866
Current score
200 107 C86B
Amount pending to add onto the current score
200 108 C86C
Number of lives
200 109 C86D
Current energy (0-8)
200 110 C86E
Current energy (duplicate?)
200 111 C86F
Number of frames until one energy bar lost
200 112 C870
Number of frames until it's time to increment the score
200 114 C872
Dan's Y co-ordinate
200 115 C873
Dan's X co-ordinate
200 116 C874
Various flags
200 117 C875
Current animation frame
200 118 C876
Height (in lines) fallen by
200 119 C877
Height for the next jump
200 120 C878
Number of dynamite sticks collected
200 121 C879
Height when landing on a trampoline without jumping
200 122 C87A
Time until lift next moves
200 123 C87B
Lift flags
200 124 C87C
Current lift y co-ordinate
200 125 C87D
Room the lift is in
200 126 C87E
Various flags
200 127 C87F
Various flags
200 128 C880
Frames left in the "touched moving object" sequence
200 129 C881
Start the game
200 210 C8D2
Default values for game status buffers
200 237 C8ED
Attributes for energy bar
200 245 C8F5
Attributes for lives
200 255 C8FF
Copy Dan's graphic into the working buffer.
201 37 C925
Current high score
201 42 C92A
Update the main status area
202 30 CA1E
"Good luck!"
202 43 CA2B
Attributes for intro screen
202 61 CA3D
Moving object data for intro screen
202 67 CA43
Movement table for objects in intro screen
202 83 CA53
Laser movement for the intro screen
202 87 CA57
Pointer to the current tune block being played
202 89 CA59
Number of blocks in the tune currently being played
202 90 CA5A
Currently selected row that should flash
202 91 CA5B
Display the intro screen and wait for the game to start
203 141 CB8D
Turn a flashing option on the intro screen off
203 156 CB9C
Set the zero flag if ENTER or the fire button was pressed
203 189 CBBD
Switch to a new room
204 54 CC36
Draw the river
204 94 CC5E
Tick count for updating the river (1-3)
204 95 CC5F
Animate the river
204 137 CC89
Move the lift
205 36 CD24
Redraw the lift
205 92 CD5C
Update lift's attributes
205 126 CD7E
Lift graphic
205 132 CD84
Lift graphic
205 138 CD8A
Something bad has happened - set the "lose a life" flag
205 154 CD9A
Run a frame in the "lose a life" sequence
205 211 CDD3
Display the "game over" sequence
206 83 CE53
Screens visited message
206 104 CE68
Dr Blitzen on "game over" screen, shooting Dan
206 114 CE72
Data for laser fired by Dr Blitzen on "game over" screen
206 118 CE76
Draw extra objects in the safe room if relevant
206 164 CEA4
Room for action 1
206 165 CEA5
Pointer to action 1
206 167 CEA7
Room for action 2
206 168 CEA8
Pointer to action 2
206 170 CEAA
Room for action 3
206 171 CEAB
Pointer for action 3
206 173 CEAD
Perform special actions
206 196 CEC4
Rainbow lift data in room 23
206 204 CECC
Rainbow lift data in room 1D
206 212 CED4
Rainbow lift data in room 1B
206 220 CEDC
Special actions on room 23
206 225 CEE1
Special actions on room 1D
206 230 CEE6
Current attribute to set on a rainbow lift
206 231 CEE7
Set bit 7 to make rainbow lift active and pull up Dan
206 232 CEE8
Current screen position to set a rainbow lift colour
206 234 CEEA
Current height of rainbow lift
206 236 CEEC
Trigger positions for rainbow lifts
206 240 CEF0
Move the rainbow lifts
207 119 CF77
Special actions on room 1B (safe room)
207 201 CFC9
Attribute marking the food item in this room
207 202 CFCA
Current room
207 203 CFCB
Current note to play while moving through the air
207 204 CFCC
Attributes marking floors (global)
207 209 CFD1
Attributes marking floors (custom)
207 211 CFD3
Attributes marking walls
207 217 CFD9
Update Dan's status and check for movement
208 121 D079
Increase the height fallen and adjust position
208 138 D08A
Move Dan up a rainbow lift
208 220 D0DC
Adjust height while on a trampoline
209 35 D123
Make Dan jump
209 111 D16F
Move Dan on the lift
209 178 D1B2
Check if the lift has reached the top or bottom
209 205 D1CD
Collision flags
209 206 D1CE
Draw Dan and do any collision detection
210 191 D2BF
Remove an object that Dan collided with from the room.
210 240 D2F0
Bounce off a trampoline
211 120 D378
Print the display area
211 172 D3AC
UDGs for display area
211 212 D3D4
Text for display area
211 236 D3EC
Move Dan left
212 175 D4AF
Pause
212 181 D4B5
Move Dan right
213 80 D550
Copy Dan's sprite back to the working graphic buffer
213 103 D567
Move Dan upwards while jumping
214 7 D607
Fall through the air, moving onto one screen down if necessary
214 30 D61E
Fall through the air one frame
214 85 D655
Copy a sprite to a working buffer
214 105 D669
Convert a sprite ID to its graphic address
214 117 D675
Length (in bytes) of one frame of the currently processing sprite
214 119 D677
Copy a sprite's data to a graphic buffer
214 187 D6BB
Current X co-ordinate for the vertical sprite being drawn
214 188 D6BC
Current Y co-ordinate for the vertical sprite being drawn
214 189 D6BD
Pointer to current vertical sprite being drawn
214 191 D6BF
Move vertical objects in the room
215 46 D72E
Current X co-ordinate for the horizontal sprite being drawn
215 47 D72F
Current Y co-ordinate for the horizontal sprite being drawn
215 48 D730
Pointer to current horizontal sprite being drawn
215 50 D732
Move horizontal objects in the room
215 162 D7A2
Colour in a sprite horizontally
215 183 D7B7
Draw a horizontally moving sprite
215 214 D7D6
Colour in a sprite vertically
215 231 D7E7
Draw a vertically moving sprite
216 19 D813
Offset for current moving object table
216 21 D815
Copy a sprite's graphic into a working buffer
216 149 D895
React to what Dan is standing on
217 81 D951
Move into a new 8x8 cell and check what is there.
217 167 D9A7
Set the zero flag if D equals E
217 170 D9AA
Set the zero flag if B or C equals E
217 176 D9B0
Reverse direction of a horizontally moving sprite
217 232 D9E8
x co-ordinate of the raft
217 233 D9E9
Animation frame of the raft (0-3)
217 234 D9EA
Current room the raft is in
217 235 D9EB
Tick count until the raft should be moved
217 236 D9EC
Update the raft
218 135 DA87
Current type of tune being played
218 136 DA88
Current note in a tune being played
218 138 DA8A
Current state of playing a sound (used by DA8D)
218 139 DA8B
Next action to take during playing a sound (used by DA8D)
218 141 DA8D
Play a note or a sound effect
218 158 DA9E
Play a sound
218 178 DAB2
Beep
218 200 DAC8
Play a clicking effect while the score is being incremented
218 229 DAE5
Start the "lose a life" sound effect
218 250 DAFA
Pause for one second
219 1 DB01
Select a sound effect to play
219 11 DB0B
Select a tune to play
219 23 DB17
Play a note of a tune
219 56 DB38
Return with the carry flag set if Dan has moved over an object item
219 82 DB52
Redefine keys confirmation text
219 93 DB5D
Redefine keys instructions attributes
219 99 DB63
Display the redefine keys instructions
219 131 DB83
Draw a horizontally moving sprite
219 155 DB9B
Clear area after a horizontal sprite has moved
219 184 DBB8
Picked up food
219 237 DBED
Height (in lines) of Dan above the river waterline
219 238 DBEE
Dan has fallen in the river
220 105 DC69
List of Dan's frames that mark the lift as moving
220 109 DC6D
List of Dan's frames that mark the lift as stopped
220 113 DC71
Check if Dan is standing by the lift
220 193 DCC1
Draw a food item
220 232 DCE8
Convert a food item ID to its graphic address
220 245 DCF5
Set bit 0 to denote items are only being drawn for instructions
220 246 DCF6
Display instructions
221 141 DD8D
Wait for the user to press ENTER, then fire a laser ray
221 224 DDE0
Display a message and beep
221 244 DDF4
Picked up the plans
222 11 DE0B
Picked up an oxygen tank
222 27 DE1B
Picked up a credit card
222 40 DE28
Picked up an aerosol
222 81 DE51
Time left for the aerosol to run
222 82 DE52
Update "aerosol immunity" if it is still active
222 127 DE7F
Dynamite graphic in status area
222 135 DE87
Picked up a special item (test tube or dynamite)
222 216 DED8
Moving graphics buffer 0
223 202 DFCA
Moving graphics buffer 1
224 188 E0BC
Moving graphics buffer 2
226 254 E2FE
Moving graphics buffer 3
229 64 E540
Count of moving objects in the room
229 68 E544
Display moving objects
229 146 E592
Move all objects in the room
229 232 E5E8
See if Dan is in the blimp with the plans, and if so, launch it
230 47 E62F
Display the winning game text
230 68 E644
Launch the blimp
230 98 E662
Current colour sequence for this room's teleporter
230 99 E663
Update any teleporter in this room
230 217 E6D9
Tick counters for lasers.
230 218 E6DA
Current colour to draw the laser bolt with
230 219 E6DB
Current width of the laser
230 220 E6DC
See if there is a laser in this room, and if so, update it
230 246 E6F6
Update any lasers in the room
231 108 E76C
Clear a section of laser when it is retreating
231 117 E775
Play a laser sound effect
231 130 E782
Move the laser bolt one frame
232 0 E800
Last read state of port FE
232 1 E801
Clear the screen
232 32 E820
Clear the screen to cyan ink / black paper
232 78 E84E
Draw a UDG
232 122 E87A
Copy a graphic onto screen
232 151 E897
Remove an object from screen
232 186 E8BA
Fill a number of lines with an attribute
232 210 E8D2
Convert a room co-ordinate to a screen address rounded to the nearest 8x8 cell
232 227 E8E3
Convert a room co-ordinate to an attribute address
232 241 E8F1
Convert a room co-ordinate to a screen address
233 9 E909
Convert a screen address to an attribute address
233 22 E916
Launch the blimp having got the plans
233 63 E93F
Set the colours on any test tubes or dynamite to black
233 107 E96B
Draw a moving sprite
233 186 E9BA
Current input routine
233 188 E9BC
Execute the current input routine
233 192 E9C0
Kempston joystick input routine
233 219 E9DB
Sinclair joystick input routine
233 248 E9F8
Split a byte in two parts
234 5 EA05
Arrangement / sequence of theme tune parts
234 41 EA29
Theme tune 1
234 106 EA6A
Theme tune 2
234 171 EAAB
Theme tune 3
234 204 EACC
Theme tune 4
234 237 EAED
Theme tune 5
235 46 EB2E
Theme tune 6
235 87 EB57
Theme tune 7
235 112 EB70
Theme tune 8
235 137 EB89
Graphics for the plans
235 220 EBDC
Graphics for the safe door
236 38 EC26
Intro text
236 164 ECA4
Flash the teleporter
236 189 ECBD
Laser graphics
236 221 ECDD
Advance the laser by one frame
236 244 ECF4
Change colour of the laser being drawn across screen
237 0 ED00
Print a set of UDGs indirectly
237 6 ED06
Print a set of UDGs
237 161 EDA1
Current colour to set for the next letter on the main title
237 162 EDA2
Rotate the colours on the title screen's main message
237 188 EDBC
List of teleporters
237 248 EDF8
Data for lasers
238 52 EE34
"Life lost" sound effect data
238 70 EE46
"Picked up food" tune
238 99 EE63
"Drowned" tune
238 136 EE88
"Life lost" tune
238 139 EE8B
"Picked up dynamite" tune
238 189 EEBD
"Picked up test tube" tune
238 241 EEF1
Print a string at a location
239 30 EF1E
Initialize moving objects in all rooms
239 72 EF48
Counter to make glowing objects alternate between colour and black
239 73 EF49
UDG - Dynamite
239 92 EF5C
Current attribute for dynamite
239 93 EF5D
UDG - Test tube
239 112 EF70
Current attribute for test tube
239 113 EF71
List of attributes for each state of a glowing object
239 122 EF7A
Pointer to current attribute state of glowing objects
239 124 EF7C
Draw any glowing objects (dynamite or test tubes)
239 188 EFBC
Intro screen UDGs
240 32 F020
Current animation index for Dan dying
240 33 F021
Animate Dan dying having been shot on the "game over" screen
240 82 F052
Dan dying offsets
240 100 F064
Dan dying 1
240 150 F096
Dan dying 2
240 200 F0C8
Dan dying 3
240 250 F0FA
Dan dying 4
241 44 F12C
Dan dying 5
241 118 F176
Dan dying 6
241 192 F1C0
Dan dying 7
242 10 F20A
Dan dying 8
242 60 F23C
Dan dying 9
242 110 F26E
Key for left
242 111 F26F
Key for right
242 112 F270
Key for jump
242 113 F271
Keyboard input routine
242 165 F2A5
"LEFT"
242 173 F2AD
"RIGHT"
242 182 F2B6
"JUMP"
242 190 F2BE
Redfine keys
242 244 F2F4
Clear the screen and wait for all keys to be released
243 0 F300
Wait for a key to be pressed
243 10 F30A
Check all keys and return the first one found pressed
243 69 F345
Initialize game data and make all objects visible
243 160 F3A0
Bitmask for what objects to select in initialisation
243 162 F3A2
Pointer to object data in current room being looked at
243 164 F3A4
Put special objects randomly in a room
243 211 F3D3
Convert a UDG ID to the address of its data
243 224 F3E0
Given a room number, return the location of a bank card
243 236 F3EC
Draw any special objects in the room
244 16 F410
Bank card locations
244 112 F470
Fill lines with an attribute using data
244 133 F485
Dan drowning graphic
244 229 F4E5
"Enter / Fire to continue"
244 254 F4FE
Laser graphics for instructions
245 5 F505
Screen positions for instructions page 3 UDGs
245 26 F51A
Screen positions for instructions page 4 UDGs
245 37 F525
Instructions page 1 attributes
245 98 F562
Instructions page 2 attributes
245 119 F577
Instructions page 3 attributes
245 135 F587
Instructions page 4 attributes
245 146 F592
Instructions page 4 UDGs to add
245 156 F59C
Data for laser on start and instructions page
245 160 F5A0
Instructions page 1 end message
245 173 F5AD
Instructions page 2 end message
245 201 F5C9
Instructions page 3 end message
245 213 F5D5
Instructions page 4 end message
245 230 F5E6
UDG C5
246 170 F6AA
UDG 42
247 46 F72E
UDG B4
247 237 F7ED
UDG C3
248 199 F8C7
Instructions page 1 text
251 102 FB66
Instructions page 2 text
252 170 FCAA
Instructions page 3 text
253 29 FD1D
Instructions page 4 text
253 147 FD93
Redefine keys instructions text
254 43 FE2B
Picked up oxygen tank tune
254 69 FE45
Picked up bank card tune
254 101 FE65
Picked up aerosol tune
254 113 FE71
Fought moving object while aerosol active tune
254 119 FE77
Game won text
255 17 FF11
Unused