Page Byte Address Length Description
88 0 5800 768
ATTR
91 0 5B00 402
Spare memory for creating temprory data / bitmaps.
92 146 5C92 401
Temporary store which gets used for copy blocks.
94 35 5E23 1
Data block at 5E23
94 36 5E24 34
Offscreen Attribute table.
94 70 5E46 34
Room: Bg item table.
94 104 5E68 2715
Offscreen
105 3 6903 8
Rooms: Current room type structure.
105 11 690B 96
Rooms:Room type structures.
105 107 696B 108
Areas : Data holding area positions and names.
105 215 69D7 31
Dictionary : Table of start addresses for each different word lengths.
105 246 69F6 439
Dictionary : Of names and places.
107 173 6BAD 1
Data block at 6BAD
107 174 6BAE 254
Paths : Data for paths running east / west.
108 172 6CAC 338
Paths : Data for paths running north / south.
109 254 6DFE 2164
Background : Description string.
118 114 7672 60
Objects : Array of bitmap indices for the objects.
118 174 76AE 601
Objects : List of strings representing object nouns.
121 7 7907 1
JP (HL)
121 8 7908 86
Offscreen : Blits part of offscreen.
121 94 795E 47
Offscreen : Blits offscreen and colours.
121 141 798D 17
Linked List : Create.
121 158 799E 25
Initialise _bee4 data.
121 183 79B7 145
Handles main number keys, blits screen, moves onto main loop.
122 72 7A48 36
People : Stores bit of background that requires redrawing for each actor.
122 108 7A6C 50
Data block at 7A6C
122 158 7A9E 133
Main Initialisation
123 35 7B23 353
Data block at 7B23
124 132 7C84 32
Paths : Table of path offsets.
124 164 7CA4 48
Move : jump vectors.
124 212 7CD4 212
Offscreen : Scroll the offscreen in the direction of the player.
125 168 7DA8 35
Room : Create room structure copy
125 203 7DCB 9
Current Room: Set up data structure based on type.
125 212 7DD4 265
Path : Find path that player is on.
126 221 7EDD 16
ATTR : Fills stage to area's colour.
126 237 7EED 105
Background : Draw all of the background.
127 86 7F56 24
Compass text.
127 110 7F6E 1
Data block at 7F6E
127 111 7F6F 427
Room : Initialise and redraw.
129 26 811A 7
Data block at 811A
129 33 8121 563
Main game routine.
131 84 8354 129
Start off the action 'offer'.
131 213 83D5 367
Handle offer action if an offer is in place.
133 68 8544 92
View Skar through the telestone.
133 160 85A0 12
Rooms : Table of datasizes for each type.
133 172 85AC 2
Default exit data for inside rooms.
133 174 85AE 214
Action : Handles the 'enter' action.
134 132 8684 17
Handles door entry by the player.
134 149 8695 112
Table of pointers for storing exit copies.
135 5 8705 21
Positions used to locate person when goin through an exit, based on compass direction.
135 26 871A 637
Room : Initialise
137 151 8997 98
Handle being caught by the yoeman for theft.
137 249 89F9 11
Selects pocket 1 if current selection is on iridi.
138 4 8A04 42
Room : Checks inventory on exit.
138 46 8A2E 108
Room : Check shelf change on exit.
138 154 8A9A 29
Room : Check combination lock on exit.
138 183 8AB7 13
Room : Display 'locked' message.
138 196 8AC4 45
Takes 200 iridi from cash.
138 241 8AF1 29
Room : Checks to see if hero can leave strong room.
139 14 8B0E 50
Action : Handle Offer
139 64 8B40 47
Person : Skar, handle an offer.
139 111 8B6F 7
Person : Ryde, handle an offer.
139 118 8B76 7
Person : Kara, handle an offer.
139 125 8B7D 7
Person : Keli, handle an offer.
139 132 8B84 7
Person : Kahn, handle an offer.
139 139 8B8B 7
Person : Dain, handle an offer.
139 146 8B92 7
Person : Mhor, handle an offer.
139 153 8B99 7
Person : Teth, handle an offer.
139 160 8BA0 18
Person : Pita, handle an offer.
139 178 8BB2 37
Person : Bren, handle an offer.
139 215 8BD7 6
Person : Loeg, handle an offer.
139 221 8BDD 24
Rooms : Jump vector for each type. Called when entered.
139 245 8BF5 56
Room : Call all of the room events.
140 45 8C2D 69
Create a door opening / closing event.
140 114 8C72 120
Create a door bitmap for opening / closing animation.
140 234 8CEA 19
Door: Table of animation frames for door.
140 253 8CFD 1
Routine at 8CFD
140 254 8CFE 161
Event : Door opening or closing.
141 159 8D9F 117
Sets up and blits the flame, if required.
142 20 8E14 30
Main text for the gambling room.
142 50 8E32 110
Displays text required based on amount staked.
142 160 8EA0 77
Blit a character offset in the vertical axis.
142 237 8EED 1
Room handler, does nothing.
142 238 8EEE 85
Room handler for the Castle combination lock room.
143 67 8F43 454
Handle the dice in the gambling room.
145 9 9109 41
Room jump vector,
145 50 9132 72
Room handler for Galleries.
145 122 917A 1
Room jump vector, NULL
145 123 917B 197
Background : Draw a single column of a furniture bitmap.
146 64 9240 146
Draws a pair of digits onto a door.
146 210 92D2 19
Data block at 92D2
146 229 92E5 335
BG: Draw correct part of a background item at a given column.
148 52 9434 88
Blits a column of a background bitmap based on its index value.
148 140 948C 28
Draw an empty black column.
148 168 94A8 88
Handle description string control values.
149 0 9500 46
Point to and draw description's sub-string.
149 46 952E 90
Draws the picture for a gallery.
149 136 9588 20
Background : Next door number.
149 156 959C 12
Background : Next sign text
149 168 95A8 109
Set up and blit a door.
150 21 9615 7
Blit a single word into a bitmap.
150 28 961C 9
Routine at 961C
150 37 9625 28
Blit string.
150 65 9641 51
Adds a torch to the current background.
150 116 9674 17
Store item index number into background index table.
150 133 9685 4
Store the value for a shopkeeper at current column
150 137 9689 17
Data block at 9689
150 154 969A 699
Background : Draws a single column, including paths.
153 85 9955 90
Reverses the image of a bitmap.
153 175 99AF 21
Test for keyboard and store results.
153 196 99C4 186
Tests keyboard and convert presses into command bit flag.
154 126 9A7E 112
Redraws an object, on stage. If the object is already there then it is Xor'd out.
154 238 9AEE 51
Decode a word index string into a readable string.
155 33 9B21 125
Draws a string, as a bitmap, into another bitmap, such as a sign.
155 158 9B9E 47
Blits an character bitmap to memory.
155 205 9BCD 1
Data block at 9BCD
155 206 9BCE 88
Blit bitmap, at (Y,X), aligning to nearest character position.
156 38 9C26 30
Clears the stage.
156 68 9C44 2
Holds the address of any extra string of the selected object.
156 70 9C46 301
Updates the whole inventory text.
157 115 9D73 77
Redraws an object, on stage. If the object is already there then it is Xor'd out.
157 192 9DC0 1
Data block at 9DC0
157 193 9DC1 144
Hero; Handle pick up an object / money.
158 81 9E51 165
Hero; Handle dropping an object / money.
158 246 9EF6 7
Inventory : Select next pocket.
158 253 9EFD 22
Indices to bitmap data for the hero's masks.
159 19 9F13 211
Stage: Draw everyone including Cuchulain and everything on stage.
159 230 9FE6 49
Update the backgrounds of actors / hero.
160 23 A017 99
Paths : Finds a path based on a given coordinates (Axis, Vector).
160 122 A07A 160
Actor : Check distance of nearest junctions.
161 26 A11A 38
People : Get coordinate (Axis, Vector) for testing against paths.
161 64 A140 28
Routine at A140
161 92 A15C 55
Actor : Create a door event for a person.
161 147 A193 10
Data block at A193
161 157 A19D 1
Data block at A19D
161 158 A19E 1
Data block at A19E
161 159 A19F 99
Move a character forward by one step.
162 2 A202 32
People action call table.
162 34 A222 40
People : Determine persons next action.
162 74 A24A 18
Action:
162 92 A25C 87
Action:
162 179 A2B3 60
Action:
162 239 A2EF 14
Action:
162 253 A2FD 33
Action:
163 30 A31E 52
Action:
163 82 A352 55
Action:
163 137 A389 42
Routine at A389
163 179 A3B3 3
Action:
163 182 A3B6 2
Action:
163 184 A3B8 18
Action:
163 202 A3CA 2
Action:
163 204 A3CC 4
Action:
163 208 A3D0 303
Action:
164 255 A4FF 62
Routine at A4FF
165 61 A53D 230
Routine at A53D
166 35 A623 13
Data block at A623
166 48 A630 5
Data block at A630
166 53 A635 3
Data block at A635
166 56 A638 4
Data block at A638
166 60 A63C 2
Pointers to the characters currently visible on screen.
166 62 A63E 1
Data block at A63E
166 63 A63F 12
Table of attributes values to use when colouring an identity badge.
166 75 A64B 606
Handle all actors.
168 169 A8A9 57
Replies from people.
168 226 A8E2 75
Decides if a visible person should greet the player.
169 45 A92D 7
Indices to objects that cannot be stolen.
169 52 A934 90
Check to see if thief can steal from player.
169 142 A98E 4
Blit Shift data.
169 146 A992 641
Blit an object (from object data node), correctly on screen adjusting for compass and position.
172 19 AC13 26
Blits a block of data onto the offscreen.
172 45 AC2D 45
Replaces the background for a moving (onscreen) actor.
172 90 AC5A 12
ABS(hl-de)
172 102 AC66 45
Translate stored x,y position into screen and attribute address.
172 147 AC93 45
Creates a new node, copies the content of 'TempStore' into it and adds to Bg Link List.
172 192 ACC0 29
Remove a link from a link list.
172 221 ACDD 20
Copies bitmap info into cache.
172 241 ACF1 11
Retrieves the bitmap index of an object.
172 252 ACFC 17
Searches for start of object noun string.
173 13 AD0D 13
Prints a string.
173 26 AD1A 5
Prints a string taking ptr from the stack.
173 31 AD1F 44
Displays message above stage.
173 75 AD4B 9
Prints message above stage at (5,10)
173 84 AD54 71
Displays object extra string in correct place.
173 155 AD9B 19
Prints a character with char. set selection.
173 174 ADAE 12
Add two values together and adjust for BCD.
173 186 ADBA 13
Add to values together, with carry, and adjust to BCD.
173 199 ADC7 26
BCD Subtract (hl,4) from (de,4).
173 225 ADE1 9
BCD adds DE from (HL)
173 234 ADEA 17
BCD Subtracts DE from (HL)
173 251 ADFB 49
Prints a decimal BCD string onto screen.
174 44 AE2C 10
Displays a decimal held in DE as BCD.
174 54 AE36 16
Clears a block of memory, ptr held in data {ptr, len}, by copying from $5c92.
174 70 AE46 16
Search through data looking for first non zero byte.
174 86 AE56 30
Finds the address of a word using an index.
174 116 AE74 12
Prints dictionary word
174 128 AE80 13
Hide area name text.
174 141 AE8D 154
Checks for area and displays name.
175 39 AF27 21
Save / Load file data.
175 60 AF3C 362
Menu, display and handle.
176 166 B0A6 48
Asks save / load letter from user.
176 214 B0D6 35
Main stats and variables.
176 249 B0F9 36
Background : Picture frame matrices.
177 29 B11D 80
Data block at B11D
177 109 B16D 7
Room : Current Details
177 116 B174 8
Room : Current room type structure.
177 124 B17C 55
Data block at B17C
177 179 B1B3 283
Paths : Paths and descriptions for rooms.
178 206 B2CE 68
Table of pointers to all of the background description strings.
179 18 B312 555
Background description strings
181 61 B53D 135
Messages displayed in a room.
181 196 B5C4 897
Rooms : Main Data.
185 69 B945 41
People Data, Skar
185 110 B96E 41
People Data, Ryde
185 151 B997 41
People Data, Kara
185 192 B9C0 41
People Data, Keli
185 233 B9E9 41
People Data, Kahn
186 18 BA12 41
People Data, Dain
186 59 BA3B 41
People Data, Mhor
186 100 BA64 41
People Data, Teth
186 141 BA8D 41
People Data, Pita
186 182 BAB6 41
People Data, Bren
186 223 BADF 41
People Data, Loeg
187 8 BB08 39
People Data, rat
187 47 BB2F 15
Room : Details of room being entered.
187 62 BB3E 36
Combination locks
187 98 BB62 38
Information for each of the dice.
187 136 BB88 4
Data block at BB88
187 140 BB8C 444
Table of pointers for bitmaps.
189 72 BD48 50
Message at BD48
189 122 BD7A 178
Furniture bitmap table of pointers.
190 44 BE2C 36
Data block at BE2C
190 80 BE50 148
Furniture bitmap table of pointers.
190 228 BEE4 170
Link List
191 142 BF8E 8
Bitmap scratchpad.
191 150 BF96 3256
Hero's bitmaps.
204 78 CC4E 1680
Hero's mask.
210 222 D2DE 2800
Women bitmap
221 206 DDCE 96
[36] Rat
_ddce
222 46 DE2E 32
Block
_de2e
222 78 DE4E 2800
Man bitmap
233 62 E93E 872
Object bitmaps
_e93e
236 166 ECA6 320
Bitmap of the shop window with sign.
_eca6
237 230 EDE6 320
Bitmap of the shop triple window with sign.
_ede6
239 38 EF26 224
Bitmap of the picture frames found in galleries.
_ef26
240 6 F006 64
Skinny window
_f006
240 70 F046 32
Brick
_f046
240 102 F066 8
Edging
_f066
240 110 F06E 64
Secure Grid Window
_f06e
240 174 F0AE 96
Left hand of large window
_f0ae
241 14 F10E 96
Left hand of medium window
_f10e
241 110 F16E 64
Half of roundel
_f16e
241 174 F1AE 64
Patterned glass window
_f1ae
241 238 F1EE 64
Bitmap of sign.
_f1ee
242 46 F22E 48
Left hand side of Arch.
_f22e
242 94 F25E 280
Numbered door
_f25e
243 118 F376 280
Inner Door
_f376
244 142 F48E 40
Secret Door
_f48e
244 182 F4B6 280
Portal
_f4b6
245 206 F5CE 128
Data block at F5CE
246 78 F64E 112
Left hand edge of wall.
_f64e
246 190 F6BE 16
Data block at F6BE
246 206 F6CE 160
Left hand edge of wall when looking in.
_f6ce
247 110 F76E 152
[9E] Left Half of shopkeeper.
_f76e
248 6 F806 16
Data block at F806
248 22 F816 48
[A4] Left handside of counter.
_f816
248 70 F846 24
[A5] Centre of counter.
_f846
248 94 F85E 72
[A6] Left hand of Shelf.
_f85e
248 166 F8A6 120
Bitmap of chair.
_f8a6
249 30 F91E 8
_f91e
249 38 F926 32
_f926
249 70 F946 80
_f946
249 150 F996 8
_f996
249 158 F99E 80
_f99e
249 238 F9EE 232
_f9ee_
250 214 FAD6 80
[C6] Torch.
_fad6
251 38 FB26 200
(C9) Bitmap of compass
_fb26
251 238 FBEE 16
Bitmap of road leading into screen.
fbee
251 254 FBFE 32
Bitmap of road leading into screen.
fbfe
252 30 FC1E 32
Bitmap of road leading out of screen.
fc1e
252 62 FC3E 16
Bitmap of road edge.
fc3e
252 78 FC4E 16
Bitmap of road edge.
fc4e
252 94 FC5E 48
(D0) Vertical border ornament
_fc5e
252 142 FC8E 152
(D1) Horizontal border ornament
_fc8e
253 38 FD26 40
Digit character set.
253 78 FD4E 32
Identifier used for people
_fd4e
253 110 FD6E 658
Bitmaps : 8x8 bitmaps and letters.