Page Byte Address Description
91 0 5B00
Buffer
92 146 5C92
Block of zeros.
92 178 5CB2
; TODO
94 36 5E24
ATTR Offscreen
94 105 5E69
Offscreen stage
105 87 6957
Area Data start
105 100 6964
Start
105 103 6967
Area Data
106 30 6A1E
; TODO
106 136 6A88
Area name indicies
106 146 6A92
Holds index of each word group.
106 177 6AB1
Dictionary
108 122 6C7A
Path information.
110 178 6EB2
Path information
115 171 73AB
Comment text.
116 151 7497
Object description text.
119 58 773A
Response text
124 11 7C0B
Table of addresses for the response strings.
124 123 7C7B
Jump to HL
124 124 7C7C
Draw scene for lift moving down.
124 159 7C9F
Blit graphic block
124 243 7CF3
Update the screen by blitting offscreen info.
125 39 7D27
Routine at 7D27
125 165 7DA5
Create link list
125 182 7DB6
Initialise a new area.
125 213 7DD5
Main routine, menu and game loop.
126 144 7E90
; TODO
127 1 7F01
Data block at 7F01
129 8 8108
Routine at 8108
129 24 8118
Routine at 8118
129 56 8138
Routine at 8138
129 252 81FC
Copies the current area data into memory.
130 21 8215
Initalise the game for re-entrance from the menu.
130 105 8269
String holding the sign special string.
130 110 826E
Background, draw column
132 211 84D3
; TODO
133 1 8501
Warning, Sept Warrior
133 244 85F4
Routine at 85F4
134 36 8624
Routine at 8624
134 40 8628
Herald warning
134 161 86A1
Colours the stage area of the screen to the current colour.
134 185 86B9
; TODO
135 34 8722
String : Compass points
135 42 872A
Strings used to position compass points on screen.
135 58 873A
; TODO
135 201 87C9
; TODO
137 233 89E9
Routine at 89E9
138 191 8ABF
Door, table of data block sizes.
138 201 8AC9
Enter
139 182 8BB6
Routine at 8BB6
142 114 8E72
Game, check plans timer to see if play ends.
142 131 8E83
Routine at 8E83
142 163 8EA3
Handles reset flag and death when required.
142 245 8EF5
Room Entry Callback - Select
143 0 8F00
Room Entry Callback
143 21 8F15
Room Entry Callback - Empty slots.
143 33 8F21
Routine at 8F21
143 41 8F29
Routine at 8F29
143 104 8F68
Routine at 8F68
143 110 8F6E
Create link for ____
143 169 8FA9
Routine at 8FA9
145 50 9132
See if given path data is within range of hero.
145 95 915F
Creates and prints a factoring message.
145 172 91AC
Display a locker message in the terminal.
146 44 922C
Routine at 922C
146 149 9295
Data block at 9295
147 148 9394
Address of nearest locker to position.
147 154 939A
Routine at 939A
152 6 9806
Routine at 9806
152 37 9825
Bomb messages
152 111 986F
Routine at 986F
152 128 9880
Routine at 9880
153 104 9968
String: Game Over text
153 165 99A5
Routine at 99A5
157 86 9D56
My move / your move
158 39 9E27
Routine at 9E27
158 250 9EFA
Draw a junction or corner
159 104 9F68
Draw a single column of a bitmap
159 154 9F9A
Routine at 9F9A
159 205 9FCD
Routine at 9FCD
163 61 A33D
Data block at A33D
163 69 A345
Routine at A345
165 241 A5F1
Holds copies of key states.
166 6 A606
Key press update
166 196 A6C4
Writes a special string into the buffer.
166 250 A6FA
Draw mini characters to the wall sign.
167 134 A786
Routine at A786
167 242 A7F2
See if player is carrying the artifact or game.
168 14 A80E
Routine at A80E
171 37 AB25
Warning Sept Warlord
171 95 AB5F
Routine at AB5F
173 134 AD86
Address of selected string further description.
173 136 AD88
Update the onscreen inventory.
174 38 AE26
String: Final Countdown
174 66 AE42
Take an object.
174 218 AEDA
Object, drop into a locker
175 219 AFDB
Select next object in inventory.
175 226 AFE2
Data block at AFE2
175 250 AFFA
Routine at AFFA
176 234 B0EA
Routine at B0EA
181 110 B56E
Searches through heros pockets looking for object A
181 119 B577
ABS(hl-de)
181 131 B583
Link List, move link from ? to ?
181 176 B5B0
Link List, move link then jump
181 205 B5CD
Copy bitmap data to buffer.
181 225 B5E1
Routine at B5E1
181 236 B5EC
Find the address of object string(n)
181 253 B5FD
Print a terminated string (5E or 2B)
182 10 B60A
Prints a string which is stored in the stack.
182 15 B60F
Print a warning message.
182 59 B63B
Prints message in the middle warning area
182 68 B644
Prints a warning message, centered on the screen.
182 95 B65F
Prints an items additional text (after +) in the warning message.
182 104 B668
Print a character
182 123 B67B
Clears a data structure to all zeroes.
182 143 B68F
Routine at B68F
182 159 B69F
Get word from dictionary using index
182 189 B6BD
Print a dictionary word based on index.
182 201 B6C9
Updates the level text on the screen.
183 32 B720
Prints the percentage of the approach.
183 57 B739
Print At (Y,X)
183 75 B74B
Update terminal cursor to next position.
183 108 B76C
Clear the text message screen.
183 142 B78E
Clear message screen ready for next message.
183 161 B7A1
Initialise a message if no plans carried.
183 185 B7B9
Print message in terminal screen.
184 65 B841
Charges up the gun by 2 units.
184 115 B873
Decrease the onscreen charge meter.
184 142 B88E
Copy the score panel to the screen.
184 212 B8D4
Copy the score panel to the offscreen.
185 9 B909
LED Digits, layout and bitmap information.
185 33 B921
Handle the count down.
185 152 B998
Simple Bitmap Blit
185 194 B9C2
Short pause
185 200 B9C8
Colour the marsport image on winning screen.
185 231 B9E7
String: The seige continues...
186 26 BA1A
Animates the winning screen.
186 146 BA92
String:M-Central approach...
186 221 BADD
Display game progess on the main menu screen.
187 64 BB40
Data block at BB40
187 86 BB56
Main Menu
188 27 BC1B
Save game.
188 112 BC70
Load saved game.
188 163 BCA3
Save / Load block of memory.
188 195 BCC3
IO: Abandoned
188 220 BCDC
IO: Enter letter for save or load.
189 12 BD0C
Data block at BD0C
189 45 BD2D
Data block at BD2D
190 61 BE3D
Path?
193 138 C18A
Room Data
196 96 C460
Lockers
197 140 C58C
Bitmap: Bitmap data table.
200 32 C820
Buffer for the curent terminal message string.
200 176 C8B0
Link List
201 142 C98E
Routine at C98E
201 150 C996
Bitmap: John Marsh
216 6 D806
Bitmap: Warlord
217 182 D9B6
Bitmap: Marsh Mask
226 54 E236
Bitmap: Aliens.
231 38 E726
Bitmap: Misc.
233 110 E96E
Bitmap: Objects
237 190 EDBE
Bitmap: Alien string
241 102 F166
Bitmap: Landscape
254 31 FE1F
Character bitmaps