Page Byte Address Description
91 0 5B00
Selection of trees to copy to the main playing area.
93 192 5DC0
Enemy bike 1 direction (-1 = left, 0 = centre, 1 = right)
93 193 5DC1
Enemy bike 2 direction (-1 = left, 0 = centre, 1 = right)
93 194 5DC2
Number of frames before enemy bike 1 should change direction
93 195 5DC3
Number of frames before enemy bike 2 should change direction
93 196 5DC4
Number of units to move enemy bike 1 on next frame (negative for left)
93 197 5DC5
Number of units to move enemy bike 2 on next frame (negative for left)
93 198 5DC6
Enemy bike 1 position
93 199 5DC7
Enemy bike 2 position
93 200 5DC8
Bit 0 - Enemy bike 1 running, Bit 1 - Enemy bike 2 running
93 201 5DC9
Control method (0 - keyboard, 1 - kempston)
93 202 5DCA
X offset for bonus enemy
93 203 5DCB
Various status flags
93 204 5DCC
Time (in frames) before a bonus enemy should be drawn
93 205 5DCD
Address to invalidate / redraw bonus enemy on next frame
93 207 5DCF
Counter for random number generator
93 209 5DD1
Current sector (1-8)
93 210 5DD2
Number of enemy bikes still on screen
93 211 5DD3
Bit 1 - night patrol
93 213 5DD5
Distance to next enemy bike frame state (0 - 1E)
93 214 5DD6
Enemy bike frame to draw (0 - far, 1 - medium, 2 - near, 3 - in range)
93 215 5DD7
Firing photon bolt (1 - yes, 0 - no)
93 216 5DD8
x position of photon bolt
93 217 5DD9
Number of frames of photon bolt left to draw
93 218 5DDA
Pointer to next screen offset for photon bolt graphic
93 220 5DDC
Pointer to current photon bolt graphic
93 222 5DDE
Set bit 0 if the photon bolt hit an enemy
93 223 5DDF
Handlebar position (-1 = left, 0 = centre, 1 = right)
93 224 5DE0
Number of frames before shot bike explodes
93 225 5DE1
Position of exploding bike
93 226 5DE2
Pointer to character for next exploding bike frame
93 228 5DE4
Pointer to attribute position for exploding bike frame
93 230 5DE6
Size of playing area - either $01A0 or $02E0
93 232 5DE8
Bike is moving (0 - no, 1 - yes)
93 233 5DE9
The current sector in ASCII format
93 235 5DEB
Set to 1 to mark as "debug mode" - game code can be saved to tape
93 236 5DEC
Current speed (0 - fast, 2 - slow)
94 0 5E00
Move the trees
94 254 5EFE
Check for movement controls
95 40 5F28
Move right
95 71 5F47
Move left
95 102 5F66
Straighten up
95 137 5F89
Print objects on the playing field
96 116 6074
Print the next sector
96 163 60A3
"SECTOR "
96 170 60AA
Play an ascending sound
96 193 60C1
Switch from NIGHT to DAY
97 19 6113
Switch from DAY to NIGHT
97 80 6150
Draw the enemy bikes
97 243 61F3
Recalculate where the enemy bikes should be
98 141 628D
Print "KEYBOARD"
98 152 6298
Print "KEMPSTON"
98 163 62A3
Print the copyright notice
98 174 62AE
See if 1 (keyboard) or 2 (Kempston) was pressed, and start a game if so
98 203 62CB
Switch to a new sector
98 247 62F7
Switch background colour on huge trees between DAY and NIGHT, and initialize the bikes
99 26 631A
Plane graphic
99 42 632A
Plane / tank exploded
99 58 633A
Move a plane or tank across the screen if appropriate
99 113 6371
Set up the play stats
99 124 637C
Move the plane across screen
99 252 63FC
Move the plane
100 46 642E
Draw a bonus enemy
100 83 6453
Move the tank
100 120 6478
Play "enemy bike exploding" sound
100 145 6491
Return a random 8-bit number in A
100 171 64AB
Tree densities for each level
100 179 64B3
Tree densities for each level (not used)
100 183 64B7
Recalculate new tree density based on sector
100 244 64F4
Offsets for screen positions
101 48 6530
Clear the screen
101 127 657F
Main entry point
101 179 65B3
Start a new game
102 61 663D
Main loop
102 157 669D
Check for Kempston input (if configured)
102 175 66AF
Check for keyboard input
102 188 66BC
Speed up
102 204 66CC
Slow down
102 214 66D6
Idle
102 219 66DB
Print the bike's handlebars
102 253 66FD
Collision detection. Did we hit anything?
103 17 6711
CRASH - hit a tree! Bring it close up to the player so we crash into it
103 114 6772
Wipe out playing area
103 129 6781
Play "hit a tree" sequence
103 198 67C6
Make the bikes get nearer or further away
104 2 6802
Track the photon bolt on screen
104 89 6859
Draw trail of photon bolt
104 107 686B
Stop photon bolt (so another can be fired)
104 134 6886
The photon bolt has hit something, find out what
104 240 68F0
See if fire is pressed and if so, set a photon bolt to fire
105 24 6918
Print the bike and static display
105 73 6949
Print a string
105 105 6969
Print the current score
105 116 6974
Print number of lives
105 127 697F
":LIVES : 3:"
105 137 6989
Update the current score
105 142 698E
Update the high score
105 167 69A7
Set up some flags (non useful?)
105 187 69BB
Print the range indicator
105 198 69C6
"[] RANGE"
105 205 69CD
Toggle the range indicator on or off
105 227 69E3
We hit a bike - destroy it
106 40 6A28
Adjust the photon bolt left or right
106 51 6A33
Display an exploding bike
106 122 6A7A
Explosion graphic
106 194 6AC2
Show the enemy bikes pieces shattering
107 56 6B38
"DAY PATROL"
107 68 6B44
"NIGHT PATROL"
107 80 6B50
" 1 = KEYBOARD "
107 92 6B5C
" 2 = KEMPSTON "
107 104 6B68
"GAME OVER"
107 113 6B71
Print that the game is over
107 127 6B7F
Play a descending sound
107 150 6B96
Save the game to tape if bit 0 in 5DEB is reset and P is held down, then S is pressed
107 202 6BCA
":$:000000"
107 211 6BD3
":HI:000000"
107 221 6BDD
Update the highest score to the last score if it is greater
107 252 6BFC
Print the high score
108 7 6C07
Tank graphic
108 23 6C17
Signal bonus
108 58 6C3A
Print bonus message
108 80 6C50
"BONUS!"
108 86 6C56
"(c) MERVYN ESTCOURT 1983"
109 106 6D6A
Offsets for tree graphics (not used)
109 115 6D73
Offsets for tree graphics
109 191 6DBF
Bottom display graphic
112 0 7000
Handlebar graphic - forward
112 126 707E
Handlebar graphic - right
112 252 70FC
Handlebar graphic - left
113 122 717A
Data (not used?)
113 132 7184
Enemy graphic - far left
113 140 718C
Enemy graphic - far centre
113 148 7194
Enemy graphic - far right
113 156 719C
Enemy graphic - medium left
113 164 71A4
Enemy graphic - medium centre
113 172 71AC
Enemy graphic - medium right
113 180 71B4
Enemy graphic - near left
113 196 71C4
Enemy graphic - near centre
113 212 71D4
Enemy graphic - near right
113 228 71E4
Enemy graphic - in range left
113 244 71F4
Enemy graphic - in range centre
114 4 7204
Enemy graphic - in range right
114 20 7214
Photon bolt graphic
114 70 7246
Tree (huge)
115 138 738A
Tree (huge)
116 206 74CE
Tree (large)
117 112 7570
Tree (large)
118 18 7612
Tree (large)
118 180 76B4
Tree (large)
119 86 7756
Tree (large)
119 248 77F8
Tree (large)
120 154 789A
Tree (small)
120 208 78D0
Tree (small)
121 6 7906
Tree (small)
121 60 793C
Tree (small)
121 114 7972
Tree (small)
121 168 79A8
Tree (small)
121 222 79DE
Tree (small)
122 20 7A14
Tree (small)
122 74 7A4A
Tree (small)
122 128 7A80
Tree (small)
122 182 7AB6
Tree (small)
122 236 7AEC
Tree (small)
123 34 7B22
Tree (small)
123 88 7B58
Tree (small)
123 142 7B8E
Tree (small)
123 196 7BC4
Tree (beyond horizon)
123 250 7BFA
Storage for small tree graphic
124 39 7C27
Storage for tree graphic
124 161 7CA1
Visible tree positions, in a grid 20 across 24 back to front.