Page Byte Address Length Description
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.
122 158 7A9E 133
Main Initialisation
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.
127 111 7F6F 427
Room : Initialise and redraw.
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.
133 174 85AE 214
Action : Handles the 'enter' action.
134 132 8684 17
Handles door entry by the player.
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.
139 245 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.
140 253 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 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.
146 229 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
150 154 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.
155 206 9BCE 88
Blit bitmap, at (Y,X), aligning to nearest character position.
156 38 9C26 30
Clears the stage.
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.
157 193 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.
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.
161 159 A19F 99
Move a character forward by one step.
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 75 A64B 606
Handle all actors.
168 226 A8E2 75
Decides if a visible person should greet the player.
169 52 A934 90
Check to see if thief can steal from player.
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 60 AF3C 362
Menu, display and handle.
176 166 B0A6 48
Asks save / load letter from user.