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.
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.
122 72 7A48 36
People : Stores bit of background that requires redrawing for each actor.
122 108 7A6C 50
Data block at 7A6C
123 35 7B23 353
Data block at 7B23
124 132 7C84 32
Paths : Table of path offsets.
127 110 7F6E 1
Data block at 7F6E
129 26 811A 7
Data block at 811A
133 160 85A0 12
Rooms : Table of datasizes for each type.
133 172 85AC 2
Default exit data for inside rooms.
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.
139 221 8BDD 24
Rooms : Jump vector for each type. Called when entered.
140 234 8CEA 19
Door: Table of animation frames for door.
146 210 92D2 19
Data block at 92D2
150 137 9689 17
Data block at 9689
155 205 9BCD 1
Data block at 9BCD
156 68 9C44 2
Holds the address of any extra string of the selected object.
157 192 9DC0 1
Data block at 9DC0
158 253 9EFD 22
Indices to bitmap data for the hero's masks.
161 147 A193 10
Data block at A193
161 157 A19D 1
Data block at A19D
161 158 A19E 1
Data block at A19E
162 2 A202 32
People action call table.
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.
169 45 A92D 7
Indices to objects that cannot be stolen.
169 142 A98E 4
Blit Shift data.
175 39 AF27 21
Save / Load file data.
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
181 196 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.
189 122 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.