Page Byte Address Description
64 0 4000
Loading screen
92 125 5C7D
Abide With Me tune data
92 225 5CE1
Game won message
95 67 5F43
Hidden message
96 0 6000
Bucket
96 128 6080
Miner
97 128 6180
Dog
98 0 6200
Squirrel L
98 128 6280
Squirrel R
99 0 6300
Nut
99 128 6380
Police helmet alien thingy
100 0 6400
Candle
100 128 6480
Bat
101 0 6500
No smoking sign
101 128 6580
Arthur L
102 0 6600
Arthur R
102 128 6680
Aerosol L
103 0 6700
Aerosol R
103 128 6780
Lightbulb
104 0 6800
Jawed critter L
104 128 6880
Jawed critter R
105 0 6900
Star
105 128 6980
Grumpy face
106 0 6A00
Miner's helmet
106 128 6A80
Worried face
107 0 6B00
Snake
107 128 6B80
Ghost L
108 0 6C00
Ghost R
108 128 6C80
Genie L
109 0 6D00
Genie R
109 128 6D80
Waterfall
110 0 6E00
Bee
110 128 6E80
Rock
111 0 6F00
Brick
111 128 6F80
Minecart
112 0 7000
Tipping minecart
112 128 7080
Flying fish (12 frames)
114 0 7200
Shark (16 frames)
118 0 7600
Devil
118 128 7680
Tap
119 0 7700
Pull chain
119 128 7780
(empty)
120 0 7800
Monty up
121 0 7900
Monty climbing
122 0 7A00
Hammer
122 32 7A20
Drill
122 64 7A40
Pick
122 96 7A60
Scroll
122 128 7A80
Axe
122 160 7AA0
Detenator
122 192 7AC0
Dynamite
122 224 7AE0
Stick
123 0 7B00
Club
123 32 7B20
Shovel
123 64 7B40
Bucket
123 96 7B60
Spade
123 128 7B80
Scissors
123 160 7BA0
Key
123 192 7BC0
Shower head
123 224 7BE0
Plant
124 0 7C00
Start room graphics
129 34 8122
Intro string data (5 lines)
129 59 813B
Character set
130 107 826B
Intro string text
132 140 848C
Last address of Monty graphic
132 146 8492
Pointer to current movement flags
132 148 8494
Current pitch to use when making a jump sound
132 150 8496
Default pitch to use when maing a jump sound
132 153 8499
Temporary storage for redrawing when jumping or falling
132 156 849C
Monty up
133 28 851C
Monty up (alt)
133 156 859C
Monty left
134 28 861C
Monty right
134 156 869C
Movement table for jumping
142 122 8E7A
Crusher graphic
145 11 910B
Graphic buffer for shower water in room 11
145 43 912B
Graphic index for shower in room 11
146 18 9212
Score position data
146 28 921C
"SCORE: "
148 182 94B6
Lives display position
148 187 94BB
Lives display text
150 71 9647
Storage block for calculating coal pickups
150 77 964D
Array of points given for each 'nth' coal item
150 209 96D1
Temporary space for coal data
154 42 9A2A
Room 00
156 42 9C2A
Room 01
158 42 9E2A
Room 02
160 42 A02A
Room 03
162 42 A22A
Room 04
164 42 A42A
Room 05
166 42 A62A
Room 06
168 42 A82A
Room 07
170 42 AA2A
Room 08
172 42 AC2A
Room 09
174 42 AE2A
Room 0A
176 42 B02A
Room 0B
178 42 B22A
Room 0C
180 42 B42A
Room 0D
182 42 B62A
Room 0E
184 42 B82A
Room 0F
186 42 BA2A
Room 10
188 42 BC2A
Room 11
190 42 BE2A
Room 12
192 42 C02A
Room 13
194 42 C22A
Room 14
199 0 C700
Vector jump table
203 145 CB91
Column to print the next character in a message.
205 50 CD32
Set to 0 if the bucket has been collected, or 1 if not
205 51 CD33
Timer for animating bucket
205 52 CD34
Animation frame for bucket
205 53 CD35
X co-ordinate of the miner
205 54 CD36
Animation frame for miner
205 55 CD37
Timer for animating miner
205 56 CD38
Squirrel direction
205 57 CD39
X co-ordinate of the squirrel
205 58 CD3A
Timer for animating squirrel
205 59 CD3B
Animation frame for the squirrel
213 185 D5B9
Colonel Bogey tune data
234 96 EA60
Offsets from character to relative screen positions
237 78 ED4E
Chimney smoke for start room
239 119 EF77
Pointer to smoke animation graphic
239 122 EF7A
Screen offset address to draw the smoke animation graphic
240 65 F041
Pointer to start room data
240 67 F043
Pointer to start room UDGs
240 75 F04B
End message
241 75 F14B
Pointer to start room UDG data
241 77 F14D
UDGs for start room
243 125 F37D
Attributes for start room
255 96 FF60
Monty's angel
255 224 FFE0
Dead Monty