Page Byte Address Description
64 0 4000
Loading screen
91 0 5B00
Copy of main playing area
107 0 6B00
Sprite buffer
123 0 7B00
Lookup table for reversing graphics
124 0 7C00
Character names
124 27 7C1B
Wages page text
124 118 7C76
Completed page text
125 72 7D48
Game over page text
125 198 7DC6
Title page text
126 55 7E37
'Key :'
126 63 7E3F
Status bar text
126 113 7E71
Morning tea break
126 159 7E9F
Lunch time
126 204 7ECC
Afternoon tea break
127 2 7F02
Room block data : Asteroids
127 22 7F16
Room block data : Hole opening for chase
127 31 7F1F
Location text
128 169 80A9
Positions of the lightning bolts in the "asteroids" game
128 229 80E5
Show title screen
129 58 813A
The current room showing in demo mode.
129 59 813B
Set up initial game data
129 85 8155
Demo mode
129 132 8184
Main entry point
129 174 81AE
Move everything on screen
129 196 81C4
Check for the pause key
129 212 81D4
Change direction
129 227 81E3
Change a sprite to the reverse direction
129 248 81F8
Screen offset table
131 120 8378
Object 00 - The plunger
131 152 8398
Object 01 - The letter A
131 184 83B8
Object 02 - Book 2
131 216 83D8
Object 03 - The sand
131 248 83F8
Object 04 - The battery
132 24 8418
Object 05 - The letter K
132 56 8438
Object 06 - The cement
132 88 8458
Object 07 - Book 3
132 120 8478
Object 08 - The trowel
132 152 8498
Object 09 - The matches
132 184 84B8
Object 0A - The cracked insulator
132 216 84D8
Object 0B - Book 1
132 248 84F8
Object 0C - The monkey nuts
133 24 8518
Object 0D - The money
133 56 8538
Object 0E - Superglue
133 88 8558
Object 0F - Chewing gum
133 120 8578
Object 10 - The bucket
133 152 8598
Object 11 - The jump leads
133 184 85B8
Object 12 - The bunsen burner
133 216 85D8
Object 13 - The letter B
133 248 85F8
Object 14 - The gas mask
134 24 8618
Object 15 - The parcel
134 56 8638
Object 16 - The fuse
134 88 8658
Object 17 - The meat
134 120 8678
Object 18 - The monkey wrench
134 152 8698
Object 19 - Screwdriver
134 184 86B8
Object 1A - The letter E
134 216 86D8
Object 1B - The hook
134 248 86F8
Object 1C - The patch
135 24 8718
Object 1D - The pipe
135 56 8738
Object 1E - The letter R
135 88 8758
Object 1F - The oil can
135 120 8778
Object 20 - The fuse wire
135 152 8798
Object 21 - The good insulator
135 184 87B8
Object 22 - The bottle
135 216 87D8
Object 23 - The red herring
135 248 87F8
Object 24 - The test tube
136 24 8818
Object 25 - The can of beans
136 56 8838
Object 26 - The rubber stamp
136 88 8858
Object 27 - The pliers
136 120 8878
Object 28 - The whistle
136 152 8898
Object 29 - 2A - Beer mug
136 216 88D8
Object 2B - Fork lift
136 248 88F8
Object 2C - 2D / 2E - 2F / 30 - 31 - Shark
137 184 89B8
Object 32 - Toast
137 248 89F8
Object 34 - Hammer
138 56 8A38
Object 36 - Shopping trolley
138 120 8A78
Object 38 - 3A - Lightning bolt
138 248 8AF8
Object 3C - 3E - Bird
139 120 8B78
Object 40 - 42 - Herbert R
139 248 8BF8
Object 44 - 46 - Herbert L
140 120 8C78
Object 48 - 4A - Jumping jack
140 248 8CF8
Object 4C - 4F - Flame
141 120 8D78
Object 50 - 52 - Fountain L
141 216 8DD8
Object 53 - 55 - Fountain R
142 56 8E38
Object 56 - Light bulb
142 88 8E58
Object 57 - 5A - School desk
142 216 8ED8
Object 5B - Burger
142 248 8EF8
Object 5C - Iced bun
143 24 8F18
Object 5D - Fiz
143 56 8F38
Object 5E - Bottle
143 88 8F58
Object 5F - Pear
143 120 8F78
Object 60 - 63 - Monkey
143 248 8FF8
Object 64 - Banana
144 24 9018
Object 65 - Morning tea
144 88 9058
Object 67 - Lunch
144 152 9098
Object 69 - Dinner
144 216 90D8
Object 6B - Asteroids small lightning
145 24 9118
Object 6D - Asteroids missile
145 56 9138
Object 6E - Asteroids ship 0
145 88 9158
Object 6F - Asteroids ship 1
145 120 9178
Object 70 - Asteroids ship 2
145 152 9198
Object 71 - Asteroids ship 3
145 184 91B8
Object 72 - Asteroids ship 4
145 216 91D8
Object 73 - Asteroids ship 5
145 248 91F8
Object 74 - Asteroids ship 6
146 24 9218
Object 75 - Asteroids ship 7
146 56 9238
Object 76 - Pound symbol
146 120 9278
Object 78 - Life raft
146 184 92B8
Object 7A - Stamp
146 248 92F8
Object 7C - 80 - Gas
147 184 93B8
Object 82 - Left arrow
147 248 93F8
Object 84 - Right arrow
148 56 9438
Wally
152 56 9838
Wilma
156 56 9C38
Tom
160 56 A038
Dick
164 56 A438
Harry
168 56 A838
Temporary X co-ordinate for putting static objects on screen
168 57 A839
Temporary Y co-ordinate for putting static objects on screen
168 58 A83A
Unused
168 59 A83B
Temporary store for the stack pointer for putting static objects on screen
168 61 A83D
Put a static object in the sprite buffer, without a mask
168 160 A8A0
Draw a masked object in the sprite buffer
169 33 A921
Set the zero flag if the player is the current one
169 44 A92C
Move the computer controlled characters
170 48 AA30
Swap an item when a character moves over it
170 127 AA7F
Generate an "item swapped" sound effect
170 140 AA8C
Get address of the item object buffer given its ID
170 160 AAA0
Jump table of movement actions
170 178 AAB2
Movement routine 0. Check a character can be moved left, and do so if possible
170 221 AADD
Movement routine 1. Check a character can be moved right, and do so if possible
171 9 AB09
Movement routine 2. Move to 78 , 98
171 38 AB26
Movement routine 3. Move to 30 , 98
171 67 AB43
Movement routine 4. Move to C0 , 98
171 96 AB60
Movement routine 5. Move to 00, 58 (Sewer left)
171 155 AB9B
Movement routine 6. Move to F0 , 58 (Sewer right)
171 215 ABD7
See if the 'in' key was pressed and set A to 1 if it was
172 6 AC06
New room check
172 95 AC5F
Get the address for the co-ordinate table of a room
172 105 AC69
Get the address of the next room table for this room and put it in HL
172 108 AC6C
Search for FF a number of times and return a pointer to the next entry after it
172 127 AC7F
Next rooms : The Town Square
172 134 AC86
Next rooms : Stamp Street
172 147 AC93
Next rooms : The Post Office
172 151 AC97
Next rooms : Market Street
172 161 ACA1
Next rooms : The Super Market
172 165 ACA5
Next rooms : The Park
172 175 ACAF
Next rooms : Wobbly Walk
172 188 ACBC
Next rooms : Rubble Road
172 201 ACC9
Next rooms : Wall Street
172 208 ACD0
Next rooms : Pete Street
172 215 ACD7
Next rooms : The Work Shed
172 222 ACDE
Next rooms : School Lane
172 232 ACE8
Next rooms : The School
172 236 ACEC
Next rooms : Baker Street
172 246 ACF6
Next rooms : The Bakers
172 250 ACFA
Next rooms : The Pub
172 254 ACFE
Next rooms : Motor Way
173 11 AD0B
Next rooms : The Laboratory
173 15 AD0F
Next rooms : The Garage
173 19 AD13
Next rooms : Reference Road
173 29 AD1D
Next rooms : The Library
173 33 AD21
Next rooms : Penny Lane
173 46 AD2E
Next rooms : The Bank
173 50 AD32
Next rooms : Wally's House
173 54 AD36
Next rooms : Meat Street
173 67 AD43
Next rooms : The Butchers
173 71 AD47
Next rooms : Trunk Road
173 81 AD51
Next rooms : The Zoo
173 85 AD55
Next rooms : Rail Road
173 95 AD5F
Next rooms : The Station
173 99 AD63
Next rooms : The Docks
173 106 AD6A
Next rooms : The Sewer
173 116 AD74
Next rooms : The Cave
173 120 AD78
Table for next room to visit by a computer player
173 186 ADBA
Move a computer-controlled character between rooms.
174 48 AE30
Get a flag to specify if a room can only be reached via the "in" key
174 60 AE3C
Table of room flags.
174 93 AE5D
Get the new room and co-ordinates for a computer controlled player.
174 138 AE8A
Find the address of an item with the specified index
174 167 AEA7
nth item swap list : Wally
174 176 AEB0
nth item swap list : Wilma
174 185 AEB9
nth item swap list : Tom
174 194 AEC2
nth item swap list : Dick
174 203 AECB
nth item swap list : Harry
174 213 AED5
The next room a computer character should swap
174 215 AED7
Get the next room that a computer controlled character should swap items
174 234 AEEA
List of rooms a computer player can swap items in. Terminated by FF.
175 0 AF00
The next room for the jumping jack or Herbert to appear in
175 1 AF01
Set the next room for the jumping jack or Herbert to appear in
175 16 AF10
Co-ordinate table
175 34 AF22
Platform table 0 (most rooms)
175 35 AF23
Platform table 1 (The Sewer)
175 84 AF54
Platform table 2 (The School)
175 100 AF64
Platform table 3 (The Station)
175 104 AF68
Platform table 4 (School Lane)
175 114 AF72
Platform table 5 (The Town Square)
175 124 AF7C
Platform table 6 (unused)
175 125 AF7D
Platform table 7 (The Super Market)
175 132 AF84
Platform table 8 (The Pub)
175 136 AF88
Platform table 9 (Wall Street)
175 143 AF8F
The address table for appropriate above-floor platforms in a room
175 163 AFA3
Table containing the platform layout ID (see jump table in AF8F) for each room
175 196 AFC4
See if a player is in mid-air, and drop them on a platform or ground
176 11 B00B
Check that 'right' has been pressed, and set A to 1 if it has
176 60 B03C
Check that 'left' has been pressed, and set A to 1 if it has
176 109 B06D
Check that 'jump' has been pressed, and set A to 1 if it has
176 157 B09D
Buffer for the current player
176 159 B09F
Check for user input and act on it
176 230 B0E6
Put a character into the sprite buffer
177 151 B197
Drop the current character's height down one notch up to floor level
177 166 B1A6
Make the current character jump
178 100 B264
Jump movement table
178 136 B288
Move a character left or right
178 219 B2DB
The current control mechanism (0 - Keyboard, 1 - Kempston, 2 - Sinclair)
178 220 B2DC
Select Sinclair control
178 226 B2E2
Select Kempston control
178 232 B2E8
Select Keyboard control
178 237 B2ED
Temporary space to calculate individual earnings
178 239 B2EF
Final total of money earned
178 241 B2F1
Print a breakdown of who earned what
179 75 B34B
The current money digit being drawn.
179 76 B34C
Print a monetary value on screen
179 171 B3AB
Wait for a keypress and return it in A
179 190 B3BE
The offsets on screen to put everyone for the final safe cracking sequence
179 195 B3C3
The safe has been cracked! Get everyone together and print earnings.
180 81 B451
The game has ended. Print the final score.
180 113 B471
Initialize the theme tune data
180 130 B482
Play the next note of the theme tune and get a keypress
180 231 B4E7
The address of the next note in the theme tune to play
180 233 B4E9
The last key (0 - 4) pressed
180 234 B4EA
The wave to play the next note, 0 = sawtooth, 1 = square
180 235 B4EB
Pause and collect a keypress from 1 - 4
181 5 B505
Play a note in the theme tune
181 55 B537
Theme tune pitch / timing constants
181 95 B55F
Set to '1' if the current character is computer controlled
181 96 B560
Theme tune
183 21 B715
Put a character on screen
183 123 B77B
Print an inventory graphic
183 186 B7BA
Print a graphic on screen
183 249 B7F9
Put a room graphic in screen overlaying existing ones
184 43 B82B
Overwrite part of the screen buffer with a graphic
184 75 B84B
Draw a room graphic
184 196 B8C4
Print an FF terminated string, processing control characters
184 237 B8ED
Blank the screen
185 2 B902
Clear the room's graphics
185 49 B931
Clear the top status bar
185 81 B951
The current room number
185 82 B952
Draw a room's background graphics
185 172 B9AC
Copy the screen to the working buffer
185 214 B9D6
Draw any characters that are in this room
185 251 B9FB
Put the sprites on screen
186 37 BA25
Copy a row of screen or attribute data
186 102 BA66
'{character} is in {location}'
186 110 BA6E
Print a "{character} is in {room}" message
186 179 BAB3
Tick count for displaying "{character} is in {room}" message
186 180 BAB4
Update the tick counter for the "{character} is in {room}" display
186 206 BACE
Get the length of a string
186 216 BAD8
Initialize character data
187 62 BB3E
Initial states for collectable objects
187 124 BB7C
Template for initial game data
188 43 BC2B
The current direction of each sprite (0 - left, 1 - right)
188 48 BC30
Flags for objects (?)
188 53 BC35
Flags for objects (?)
188 58 BC3A
ID of the object a player is standing near and could potentially pick up
188 63 BC3F
Character ID (1 = Wally, 2 = Wilma, 4 = Tom, 8 = Dick, 10 = Harry)
188 68 BC44
Offset for each character name (from 7C00)
188 73 BC49
Earnings / 100
188 78 BC4E
Set to 1 to trigger a footstep sound for each character
188 83 BC53
Set to 1 if a computer controlled character is in the room it wanted to get to
188 88 BC58
ID of the next object in a room that a computer player can swap with
188 93 BC5D
Earnings % 100
188 98 BC62
Next index in the player's swap list to use.
188 103 BC67
The frame ID for each character
188 108 BC6C
x position on screen for each character
188 113 BC71
y position on screen for each character
188 118 BC76
Room number a character is in
188 123 BC7B
Endurance level for each character
188 128 BC80
ID of the favourite food item that restores endurance to maximum.
188 133 BC85
Attribute to draw the character
188 138 BC8A
Low byte of the character's graphic
188 143 BC8F
High byte of the character's graphic
188 148 BC94
Lives left for each player
188 153 BC99
Unused
188 158 BC9E
Set to 1 if a character is in mid-air
188 163 BCA3
Character jump flag
188 168 BCA8
Character direction (01 = right, FF = left)
188 173 BCAD
Character jump direction (01 = right, FF = left)
188 178 BCB2
If jumping, holds the frame number in the animation sequence
188 183 BCB7
First item of each character
188 188 BCBC
Second item of each character
188 193 BCC1
Target room to send a computer player
188 198 BCC6
Flag that toggles between 0 and 1 when a character not in the current room needs updating.
188 203 BCCB
Copy of the second entry in the current "next rooms" table (trigger co-ordinates)
188 208 BCD0
Copy of the first entry in the current "next rooms" table (room to move to)
188 213 BCD5
The room the computer player was previously in.
188 218 BCDA
Copy of the third entry in the current "next rooms" table (new co-ordinates)
188 223 BCDF
Lo byte of the item swap buffer
188 228 BCE4
Hi byte of the item swap buffer
188 233 BCE9
Items in the Town Square (none)
188 234 BCEA
Items in Stamp Street (none)
188 235 BCEB
Items in the Post Office
188 240 BCF0
Items in Market Street (none)
188 241 BCF1
Items in the Supermarket
188 250 BCFA
Item in the Park
188 255 BCFF
Items in Wobbly Walk (none)
189 0 BD00
Items in Rubble Road (none)
189 1 BD01
Items in Wall Street
189 10 BD0A
Item in Pete Street
189 15 BD0F
Items in Workshed
189 28 BD1C
Item in School Lane
189 33 BD21
Item in the School
189 38 BD26
Items in Baker Street (none)
189 39 BD27
Item in the Bakers
189 44 BD2C
Item in the Pub
189 49 BD31
Items in Motor Way (none)
189 50 BD32
Items in the Laboratory
189 59 BD3B
Item in the Garage
189 64 BD40
Items in Reference Road (none)
189 65 BD41
Items in the Library
189 78 BD4E
Items in Penny Lane
189 79 BD4F
Item in the Bank
189 84 BD54
Item in Wally's House
189 89 BD59
Items in Meat Street (none)
189 90 BD5A
Items in the Butchers
189 99 BD63
Items in Trunk Road (none)
189 100 BD64
Item in the Zoo
189 105 BD69
Items in Rail Road (none)
189 106 BD6A
Item in the Station
189 111 BD6F
Items in the Docks
189 120 BD78
Item in the Sewer
189 125 BD7D
Items in the Cave
189 134 BD86
Jump table for room block components
190 114 BE72
Room block data 70
190 143 BE8F
Room block data 57
190 218 BEDA
Room block data 58
191 3 BF03
Room block data 59
191 25 BF19
Room block data 5A
191 39 BF27
Room block data 55
191 129 BF81
Room block data 6E
191 164 BFA4
Room block data 51
191 178 BFB2
Room block data 52
191 218 BFDA
Room block data 53
191 226 BFE2
Room block data 4F
191 254 BFFE
Room block data 54
192 38 C026
Room block data 5B
192 60 C03C
Room block data 5C
192 69 C045
Room block data 5D
192 80 C050
Room block data 5E
192 90 C05A
Room block data 5F
192 130 C082
Room block data 60
192 160 C0A0
Room block data 61
192 170 C0AA
Room block data 62
192 184 C0B8
Room block data 63
192 212 C0D4
Room block data 64
192 220 C0DC
Room block data 66
192 241 C0F1
Room block data 50
193 50 C132
Room block data 56
193 157 C19D
Room block data 4D
194 10 C20A
Room block data 2E
194 32 C220
Room block data 2F
194 60 C23C
Room block data 1F
194 84 C254
Room block data 2D
194 124 C27C
Room block data 3B
194 145 C291
Room block data 49
194 154 C29A
Room block data 4A
194 168 C2A8
Room block data 6A
195 18 C312
Room block data 6B
195 52 C334
Room block data 71
195 71 C347
Room block data 72
195 82 C352
Room block data 0
195 93 C35D
Room block data 20
195 105 C369
Room block data 21
195 124 C37C
Room block data 1
195 219 C3DB
Room block data 2
196 55 C437
Room block data 69
196 205 C4CD
Room block data 68
197 107 C56B
Room block data 3
197 119 C577
Room block data 6C
197 128 C580
Room block data 4
197 192 C5C0
Room block data 5
197 218 C5DA
Room block data 43
197 249 C5F9
Room block data 44
198 16 C610
Room block data 45
198 26 C61A
Room block data 46
198 37 C625
Room block data 47
198 53 C635
Room block data 48
198 81 C651
Room block data 6
198 227 C6E3
Room block data 7
199 3 C703
Room block data 8
199 31 C71F
Room block data 9
199 50 C732
Room block data A
199 69 C745
Room block data B
199 98 C762
Room block data 23
199 127 C77F
Room block data C
199 151 C797
Room block data 2C
199 159 C79F
Room block data 29
199 183 C7B7
Room block data 1C
199 191 C7BF
Room block data D
199 224 C7E0
Room block data 2A
200 1 C801
Room block data 25
200 43 C82B
Room block data 26
200 68 C844
Room block data E
200 87 C857
Room block data 3A
200 96 C860
Room block data 13
200 118 C876
Room block data 19
200 137 C889
Room block data 27
200 159 C89F
Room block data 28
200 179 C8B3
Room block data 1D
200 195 C8C3
Room block data 1E
200 228 C8E4
Room block data 1A
201 8 C908
Room block data 14
201 26 C91A
Room block data 22
201 46 C92E
Room block data 3C
201 67 C943
Room block data 24
201 87 C957
Room block data 6F
201 96 C960
Room block data 6D
201 134 C986
Room block data 15
201 162 C9A2
Room block data 16
201 190 C9BE
Room block data F
201 212 C9D4
Room block data 1B
201 221 C9DD
Room block data 10
201 252 C9FC
Room block data 11
202 31 CA1F
Room block data 4E
202 87 CA57
Room block data 12
202 154 CA9A
Room block data 17
202 174 CAAE
Room block data 18
202 202 CACA
Room block data 4B
202 236 CAEC
Room block data 65
203 5 CB05
Room block data 2B
203 26 CB1A
Room block data 3F
203 47 CB2F
Room block data 30
203 85 CB55
Room block data 31
203 107 CB6B
Room block data 32
203 133 CB85
Room block data 73
203 160 CBA0
Room block data 33
203 224 CBE0
Room block data 34
203 240 CBF0
Room block data 35
204 3 CC03
Room block data 36
204 37 CC25
Room block data 37
204 57 CC39
Room block data 3D
204 93 CC5D
Room block data 42
204 141 CC8D
Room block data 41
204 151 CC97
Room block data 3E
204 170 CCAA
Room block data 40
204 178 CCB2
Room block data 4C
204 218 CCDA
Room block data 38
204 242 CCF2
Room block data 39
205 20 CD14
Room block data 67
205 47 CD2F
Room block data 74
205 67 CD43
Room block data 75
205 181 CDB5
Table for room data
205 247 CDF7
Room data : The Town Square
206 1 CE01
Room data : Stamp Street
206 37 CE25
Room data : The Post Office
206 55 CE37
Room data : Market Street
206 105 CE69
Room data : The Super Market
206 123 CE7B
Room data : The Park
206 137 CE89
Room data : Wobbly Walk
206 173 CEAD
Room data : Rubble Road
206 201 CEC9
Room data : Wall Street
206 225 CEE1
Room data : Pete Street
206 249 CEF9
Room data : The Work Shed
207 9 CF09
Room data : School Lane
207 41 CF29
Room data : The School
207 73 CF49
Room data : Baker Street
207 113 CF71
Room data : The Bakers
207 151 CF97
Room data : The Pub
207 181 CFB5
Room data : Motor Way
207 217 CFD9
Room data : The Laboratory
207 239 CFEF
Room data : The Garage
208 9 D009
Room data : Reference Road
208 57 D039
Room data : The Library
208 87 D057
Room data : Penny Lane
208 139 D08B
Room data : The Bank
208 175 D0AF
Room data : Wally's House
208 195 D0C3
Room data : Meat Street
208 231 D0E7
Room data : The Butcher's
209 9 D109
Room data : Trunk Road
209 37 D125
Room data : The Zoo
209 53 D135
Room data : Rail Road
209 83 D153
Room data : The Station
209 109 D16D
Room data : The Docks
209 125 D17D
Room data : The Sewer
209 145 D191
Room data : The Cave
209 188 D1BC
Room block graphics
210 4 D204
Room block graphics
211 52 D334
Room block graphics
211 92 D35C
Room block graphics
211 228 D3E4
Room block graphics
212 36 D424
Room block graphics
212 156 D49C
Room block graphics
213 20 D514
Room block graphics
213 220 D5DC
Room block graphics
213 252 D5FC
Room block graphics
214 188 D6BC
Room block graphics
215 44 D72C
Room block graphics
215 188 D7BC
Room block graphics
216 116 D874
Room block graphics
217 28 D91C
Room block graphics
217 132 D984
Room block graphics
217 228 D9E4
Room block graphics
218 156 DA9C
Room block graphics
219 100 DB64
Room block graphics
219 172 DBAC
Room block graphics
220 36 DC24
Room block graphics
220 188 DCBC
Room block graphics
220 236 DCEC
Room block graphics
221 12 DD0C
Room block graphics
221 84 DD54
Room block graphics
221 212 DDD4
Room block graphics
222 20 DE14
Room block graphics
222 220 DEDC
Room block graphics
223 68 DF44
Room block graphics
223 172 DFAC
Room block graphics
223 204 DFCC
Room block graphics
223 220 DFDC
Room block graphics
223 236 DFEC
Room block graphics
224 108 E06C
Room block graphics
224 220 E0DC
Room block graphics (character set)
226 252 E2FC
Play a footstep sound effect
227 41 E329
Check for collision detection
227 109 E36D
Update endurance and lives display
227 211 E3D3
Generate a sound effect
227 236 E3EC
Generate one wave cycle in a sound effect
227 253 E3FD
Do a full refresh of the top status bar
228 29 E41D
Print a character's inventory
228 104 E468
Display an item in the inventory
228 132 E484
THE PLUNGER
228 144 E490
THE LETTER\n"A"
228 158 E49E
BOOK TWO
228 167 E4A7
THE SAND
228 176 E4B0
THE BATTERY\n(CHARGED|FLAT)
228 205 E4CD
THE LETTER\n"K"
228 219 E4DB
THE CEMENT
228 230 E4E6
BOOK THREE
228 241 E4F1
THE TROWEL
228 252 E4FC
THE MATCHES
229 8 E508
THE CRACKED\nINSULATOR
229 31 E51F
BOOK ONE
229 40 E528
THE MONKEY\nNUTS
229 57 E539
THE MONEY
229 67 E543
SUPERGLUE
229 77 E54D
THE CHEWING\nGUM
229 94 E55E
THE BUCKET\n(FULL|EMPTY)
229 120 E578
THE JUMP LEADS
229 136 E588
THE BUNSEN\nBURNER
229 155 E59B
THE LETTER\n"B"
229 169 E5A9
GAS MASK
229 178 E5B2
THE PARCEL\n(STAMPED|UNSTAMPED)
229 211 E5D3
THE FUSE\n(REWIRED|BLOWN)
229 238 E5EE
THE MEAT
229 247 E5F7
THE MONKEY\nWRENCH
230 10 E60A
SCREWDRIVER
230 22 E616
THE LETTER\n\"E"
230 36 E624
THE HOOK\n(WORKING|BROKEN)
230 64 E640
THE PATCH
230 74 E64A
THE PIPE\n(PATCHED|LEAKING)
230 103 E667
THE LETTER\n"R"
230 117 E675
THE OIL\nCAN(FULL|EMPTY)
230 144 E690
THE FUSE\nWIRE
230 159 E69F
THE GOOD\nINSULATOR
230 179 E6B3
THE BOTTLE\n(FULL|EMPTY)
230 205 E6CD
THE RED\nHERRING
230 222 E6DE
THE TEST\n\TUBE
230 237 E6ED
THE CAN OF\nBEANS
230 255 E6FF
THE RUBBER\nSTAMP
231 17 E711
THE PLIERS
231 28 E71C
THE WHISTLE
231 40 E728
Lookup table for strings
231 122 E77A
Clear the inventory display, so new text can go on
231 155 E79B
See if a player wants to swap character, and do so if they can
231 233 E7E9
Jump table for pattern matching in rooms
231 249 E7F9
Jump table for actions in rooms
232 15 E80F
Action data 00 : Town Square
232 60 E83C
Action data 01 : Stamp Street
232 67 E843
Action data 02 : Post Office
232 88 E858
Action data 03 : Market Street
232 89 E859
Action data 04 : The Super Market
232 119 E877
Action data 05 : The Park
232 125 E87D
Action data 06 : Wobbly Walk
232 126 E87E
Action data 07 : Rubble Road
232 127 E87F
Action data 08 : Wall Street
232 176 E8B0
Action data 09 : Pete Street
232 201 E8C9
Action data 0A : The Work Shed
232 251 E8FB
Action data 0B : School Lane
233 31 E91F
Action data 0C : The School
233 37 E925
Action data 0D : Baker Street
233 44 E92C
Action data 0E : The Bakers
233 50 E932
Action data 0F : The Pub
233 65 E941
Action data 10 : Motor Way
233 66 E942
Action data 11 : The Laboratory
233 98 E962
Action data 12 : The Garage
233 134 E986
Action data 13 : Reference Road
233 147 E993
Action data 14 : The Library
233 189 E9BD
Action data 15 : Penny Lane
233 190 E9BE
Action data 16 : The Bank
234 52 EA34
Action data 17 : Wally's House
234 58 EA3A
Action data 18 : Meat Street
234 59 EA3B
Action data 19 : The Butcher's
234 89 EA59
Action data 1A : Trunk Road
234 96 EA60
Action data 1B : The Zoo
234 112 EA70
Action data 1C : Rail Road
234 113 EA71
Action data 1D : The Station
234 119 EA77
Action data 1E : The Docks
234 148 EA94
Action data 1F : The Sewer
234 161 EAA1
Action data 20 : The Cave
234 191 EABF
Process logic for the current room
234 227 EAE3
A condition does not match. Skip to the ENDIF (F6) character.
234 235 EAEB
A condition matches. Process any actions in it.
235 1 EB01
Action 0 : SWAP. An item can be collected. Swap it for the oldest item.
235 15 EB0F
Action 1 : SWAPFOR. An item can be collected. Swap it for a specific item.
235 84 EB54
Holds 1 if the player is near an object, or 0 for no item.
235 85 EB55
See if the player is touching any collectable item
235 121 EB79
Action 6 : WALL. The wall is or can be built. Patch the logic in Wall Street for it.
235 149 EB95
Pattern 0 AT OBJ(x) : Match if at an item
235 196 EBC4
Pattern 4 AT(x,y) : Match if at co-ordinate x,y
235 226 EBE2
Pattern 5 AM(x) : Match if we are a character (bitfield)
235 237 EBED
Pattern 1 HAS(x) : Match if item xx held
235 254 EBFE
Pattern 6 NOT HAS(x) : Match if item xx NOT held
236 15 EC0F
Flag 0 : Bottle is full
236 16 EC10
Flag 1 : Fuse is rewired
236 17 EC11
Flag 2 : Parcel is stamped
236 18 EC12
Flag 3 : Hook is working
236 19 EC13
Flag 4 : Bucket is full
236 20 EC14
Flag 5 : Pipe is patched
236 21 EC15
Flag 6 : Battery is charged
236 22 EC16
Flag 7 : Oil can is full
236 23 EC17
Flag 8 : Fountain is repaired
236 24 EC18
Flag 9 : Wall is built
236 25 EC19
Flag A : Gas is repaired
236 26 EC1A
Flag B : Electricity is repaired
236 27 EC1B
Flag C : Trolley is moving
236 28 EC1C
Flag D : Asteroids game has been won
236 29 EC1D
Get a game status flag and return it in A, setting the zero flag appropriately
236 43 EC2B
Pattern 3 OBJ(x,y) : Match if room object x is y
236 52 EC34
Pattern 7 NOT OBJ(x,y) : Match if room object x is not y
236 61 EC3D
Check if the item in a room matches a certain object ID and sets the zero flag if it is
236 74 EC4A
Set a game flag to a value
236 92 EC5C
Lookup table for how much money each task earns.
236 188 ECBC
Action 5 EARN(x). Pay the current character amount in offset x
236 245 ECF5
The next "reward" screen to print, 0 = morning, 1 = lunch, 2 = tea
236 246 ECF6
Table of amount of money needed to get morning, lunch and tea breaks
236 252 ECFC
Total amount of money that can be earned
236 254 ECFE
Total amount of money currently earned (x / 100), (x % 100)
237 0 ED00
String lookup tables for morning tea, lunch and tea
237 6 ED06
Movement table : Laboratory / Reward screens / Cave
237 18 ED12
Current object ID to use when drawing gas
237 19 ED13
Room logic : The Laboratory
237 42 ED2A
See if we've reached a break, and display a message if so
237 138 ED8A
Set up moving objects in the Laboratory
237 163 EDA3
Action 2 SET(x) : Set flag xx
237 168 EDA8
Action 3 RESET(x) : Reset flag xx
237 172 EDAC
Action 4 SET(x,y) : Set flag xx to yy
237 179 EDB3
Pattern 2 SET(x) : Match if flag x set
237 190 EDBE
List of characters that should bring each letter
237 197 EDC5
Number of combination letters completed + 1
237 198 EDC6
Action 8 SAFE. The safe has been touched with a combination letter. Process it now.
237 247 EDF7
Action 7 SPACE. Play the "asteroids" phone box game
238 162 EEA2
Initialise the sprite buffers
238 193 EEC1
Refresh the current room
238 243 EEF3
Jump table for custom room logic
239 53 EF35
Update the current position of moving objects
239 145 EF91
Set the attributes for the fountain in the town square if it is repaired
239 199 EFC7
Action 9 CHASE. Drop down to the "shark chase" game
240 70 F046
Direction of the shark
240 71 F047
Flip the shark so it's the right way round.
240 87 F057
Chase : Update the shark
240 183 F0B7
Chase : Room data
240 189 F0BD
Chase : Current x co-ordinate of the shark
240 190 F0BE
Chase : The amount of ticks left to move the player on this control action
240 191 F0BF
Chase : The next direction control the player should use to move
240 192 F0C0
Chase : Check for player movement
241 4 F104
Movement table : Jumping jack
241 8 F108
Next room for the jumping jack to appear in.
241 9 F109
Tick counter until the jumping jack updates
241 10 F10A
Bounds table : Jumping jack
241 14 F10E
See if the jumping jack needs to be on screen, and if so, move it
241 88 F158
Initial co-ordinate moving to a room with more miles.
241 89 F159
Initial co-ordinate moving to a room with less miles.
241 90 F15A
The direction to face movable objects in the "out of town" screen
241 91 F15B
The number of miles walked out of town
241 93 F15D
Room data : Out of town
241 119 F177
Action A OUT. Go to the "out of town" screen
242 2 F202
Print the current miles "out of town"
242 51 F233
Print a digit for the miles "out of town"
242 67 F243
Movement table : The Post Office
242 71 F247
Bounds table : The Post Office
242 75 F24B
Room logic : The Post Office.
242 110 F26E
The amount to decrease endurance by in a collision
242 111 F26F
The next attribute to use with drawing
242 112 F270
Movement table : Herbert
242 116 F274
Current room Herbert is in
242 117 F275
Current tick count until Herbert moves
242 118 F276
Current object ID for Herbert. (40 - 46)
242 119 F277
Move Herbert
242 247 F2F7
Bounds table : Full left / right on screen
242 251 F2FB
Bounds table : The Pub
242 253 F2FD
Movement table : The Pub
243 9 F309
Room logic : The Pub
243 39 F327
Movement table : The Zoo
243 48 F330
Bounds table : The Zoo
243 52 F334
Room logic : The Zoo
243 117 F375
Movement table : The Docks
243 125 F37D
Room logic : The Docks
243 160 F3A0
The animation state for the shark in the Sewer
243 161 F3A1
Bounds table : The Sewer
243 163 F3A3
Movement table : The Sewer
243 171 F3AB
Room logic : The Sewer
243 253 F3FD
Bounds table : The Bakers
244 1 F401
Movement table : The Bakers
244 9 F409
Room logic : The Bakers
244 60 F43C
Room logic : Wall Street
244 145 F491
Movement table : The Work Shed
244 157 F49D
Room logic : The Work Shed
244 210 F4D2
The animation state for the flame in Motor Way
244 211 F4D3
Room logic : Motor Way
244 255 F4FF
Movement table : The Super Market
245 3 F503
Room logic : The Super Market
245 79 F54F
Room logic : The Cave
245 113 F571
The animation state for the water in the Town Square fountain
245 114 F572
Room logic : Town Square
245 190 F5BE
Movement table : School Lane
245 202 F5CA
Bounds table : Multiple purpose
245 206 F5CE
Bounds table 2 : School Lane
245 210 F5D2
Next object ID for the lighting bolts in School Lane
245 211 F5D3
School Lane electricity wire data
245 241 F5F1
Room logic : School Lane
246 75 F64B
Table of direction to switch to in The Park
246 83 F653
Movement table : The Park
246 113 F671
Next ID to use for moving objects in the park
246 114 F672
Set to 1 if a moving object hits its boundary in X and needs to move in the other direction.
246 115 F673
Set to 1 if a moving object hits its boundary in Y and needs to move in the other direction.
246 116 F674
Room logic : The Park
246 209 F6D1
Table containing x position and item number to print for bank letters
246 219 F6DB
Flag set if letters need to be printed in the bank
246 220 F6DC
Movement table : The Bank
246 236 F6EC
Room logic : The Bank
247 58 F73A
Movement table : Wally's House
247 70 F746
Room logic : Wally's House
247 115 F773
Room logic : The School
247 222 F7DE
Frame ID of the next moving desk in the school (57 - 5A)
247 223 F7DF
X co-ordinate to draw the first school desk
247 224 F7E0
Time until the first school desk flips
247 225 F7E1
X co-ordinate to draw the second school desk
247 226 F7E2
Time until the second school desk flips
247 227 F7E3
X co-ordinate to draw the third school desk
247 228 F7E4
Time until the third school desk flips
247 229 F7E5
X co-ordinate to draw the fourth school desk
247 230 F7E6
Time until the fourth school desk flips
247 231 F7E7
X co-ordinate to draw the fifth school desk
247 232 F7E8
Time until the fifth school desk flips
247 233 F7E9
The food table.
247 254 F7FE
Copy of the food table (not used)
248 18 F812
Pointer to the next food table entry
248 20 F814
See if any food is in the current room, and display it if so
248 121 F879
Initial states of lightning bolts in the "asteroids" game
248 181 F8B5
Bounds table : Asteroids missile
248 185 F8B9
Asteroids : Check for collision with lightning
249 58 F93A
Asteroids : Check for player's movement
249 164 F9A4
Asteroids : Get the change values for the current direction
249 178 F9B2
Asteroids : Direction to move in
249 194 F9C2
Asteroids : Current pointer to data for "hit lightning" sound
249 196 F9C4
Asteroids : Generate a "hit lightning" sound
249 240 F9F0
Asteroids : X co-ordinate of missile, or FF in inactive.
249 241 F9F1
Asteroids : Y co-ordinate of missile.
249 242 F9F2
Asteroids : Change in X for the missile
249 243 F9F3
Asteroids : Change in Y for the missile
249 244 F9F4
Number of asteroids left to hit to win the game (starts at 14)
249 245 F9F5
Asteroids : Check for firing missile and animate accordingly
250 231 FAE7
Asteroids : Play a note of the "won" sound effect
250 239 FAEF
Asteroids : Flag to indicate new lightning bolts should be created
250 240 FAF0
Asteroids : Move the lightning bolts around
251 42 FB2A
Spare space for the stack
252 0 FC00
Copy of attribute buffer for sprites
254 0 FE00
Copy of attribute buffer for main play area