Page Byte Address Length Description
100 255 64FF 5494
Copy of loading screen, used as title screen.
122 117 7A75 1931
Data block at 7A75
130 14 820E 2
Points to the address of the next command in the demo data.
130 16 8210 1
Ignore Energy / Demo flag.
130 17 8211 18
Tests : Table of pointers for event checking functions.
130 35 8223 42
Actions : Address of routines used for actions after running an event check.
130 108 826C 90
Scoreboard item, drawn as a piece of furniture.
130 198 82C6 60
Table of addresses for each room data.
131 2 8302 96
Milk (full) bitmap
milk
131 98 8362 96
Milk (empty) bitmap
empty
132 145 8491 64
Table of found markers for each object.
132 209 84D1 30
Table of flags representing which rooms has visited.
132 239 84EF 5
Holds, in BCD, number of steps taken.
133 53 8535 90
Object slots for each room.
133 143 858F 1024
Main room logic.
137 208 89D0 2
Pockets for Wally's Inventory
140 77 8C4D 24
Tiles, ceiling, floor and walls
140 170 8CAA 132
Table of pointers to each furniture item.
141 46 8D2E 60
Table to pointers holding addresses to each room description data.
141 106 8D6A 769
Description Data for each room.
144 107 906B 384
DF row address look up table.
145 235 91EB 2048
wally37355 wally37419 wally37483 wally37547 wally37611 wally37675 wally37739 wally37803 wally37867 wally37931 wally37995 wally38059 wally38123 wally38187 wally38251 wally38315 wally38379 wally38443 wally38507 wally38571 wally38635 wally38699 wally38763 wally38827 wally38891 wally38955 wally39019 wally39083 wally39147 wally39211 wally39275 wally39339
153 235 99EB 384
Wally_Head39403 Wally_Head39435 Wally_Head39467 Wally_Head39499 Wally_Head39531 Wally_Head39563 Wally_Head39595 Wally_Head39627 Wally_Head39659 Wally_Head39691 Wally_Head39723 Wally_Head39755
155 107 9B6B 128
Misc39787 Misc39819 Misc39851 Misc39883
155 235 9BEB 3840
obj39915 obj39947 obj39979 obj40011 obj40043 obj40075 obj40107 obj40139 obj40171 obj40203 obj40235 obj40267 obj40299 obj40331 obj40363 obj40395 obj40427 obj40459 obj40491 obj40523 obj40555 obj40587 obj40619 obj40651 obj40683 obj40715 obj40747 obj40779 obj40811 obj40843 obj40875 obj40907 obj40939 obj40971 obj41003 obj41035 obj41067 obj41099 obj41131 obj41163 obj41195 obj41227 obj41259 obj41291 obj41323 obj41355 obj41387 obj41419 obj41451 obj41483 obj41515 obj41547 obj41579 obj41611 obj41643 obj41675 obj41707 obj41739 obj41771 obj41803 obj41835 obj41867 obj41899 obj41931 obj41963 obj41995 obj42027 obj42059 obj42091 obj42123 obj42155 obj42187 obj42219 obj42251 obj42283 obj42315 obj42347 obj42379 obj42411 obj42443 obj42475 obj42507 obj42539 obj42571 obj42603 obj42635 obj42667 obj42699 obj42731 obj42763 obj42795 obj42827 obj42859 obj42891 obj42923 obj42955 obj42987 obj43019 obj43051 obj43083 obj43115 obj43147 obj43179 obj43211 obj43243 obj43275 obj43307 obj43339 obj43371 obj43403 obj43435 obj43467 obj43499 obj43531 obj43563 obj43595 obj43627 obj43659 obj43691 obj43723
171 85 AB55 1
Number of lives.
171 120 AB78 4
Wally's stats.
172 73 AC49 1
Copy of the last direction when moving. (FF - left, 01 - right)
173 128 AD80 1
Count down for animating Wally's head.
174 37 AE25 6
Store for keys used for game control.
174 43 AE2B 16
Holds background colour behind wally.
174 191 AEBF 1
Set when Wally has completed a single step.
175 0 AF00 1
Pixel offset for Wally.
175 132 AF84 36
Table of translations for the jump.
175 168 AFA8 1
Flag for input type, 0 - Keys / Sinclair Joystick, 1 - Kempston Joystick.
178 23 B217 2
Data block at B217
179 153 B399 40
Table of ZX ASCII for keyboard input conversion.
180 104 B468 6
Key scans / port address for each key input for Sinclair Joystick.
183 97 B761 1342
Firework scripts.
188 159 BC9F 176
tiles_fw
189 79 BD4F 22
Fireworks Furniture string.
189 101 BD65 80
tilez
191 103 BF67 11
Boxing Glove Trap details.
192 71 C047 76
Table of X,Y positions for each room when resurecting Wally.
193 160 C1A0 4440
Bitmaps for the room and alpha-numeric tiles.
210 248 D2F8 3756
Furniture strings.
226 10 E20A 38
Table of background colours for each room.
228 142 E48E 64
Table of pointers to each object text string.
229 77 E54D 1
Current Room number.
230 43 E62B 76
Table of jump vectors for each room update.
231 90 E75A 1
Direction of Magnet Lock.
232 41 E829 15
Falling block data for room event.
232 175 E8AF 1
Data for Fire Handler.
232 219 E8DB 144
tilesRollRock
233 107 E96B 56
Rolling Rock Furniture string.
233 202 E9CA 1
Countdown before rolling rock appears.
235 29 EB1D 10
Angel of Death stats.
235 187 EBBB 1
Savage plants' stats.
236 67 EC43 2
Falling Book stats.
236 216 ECD8 7
Chicken monster stats.
237 254 EDFE 2
Data for the dropping weight object.
238 98 EE62 43
Table of food data.
238 141 EE8D 2
Pointer to active food.
239 4 EF04 3
Rolling ball stats.
239 107 EF6B 6
Darts' stats.
239 231 EFE7 13
Data for the Ghosts.
240 154 F09A 37
Data for Space Invaders.
241 119 F177 22
Object Flags Table.
241 218 F1DA 4
Bouncing Axe stats.
242 81 F251 28
Spooky hand stats.
242 205 F2CD 51
Data for the Arcade Room.
243 160 F3A0 7
Data for the Arcade Room.
244 93 F45D 18
Data for the Arcade Room.
244 245 F4F5 1
Invaders pause value.
245 24 F518 2
Arcade bullet data.
245 190 F5BE 19
Data slots for the explosion animations.
246 51 F633 9
Data for holding information on three 'bombs' in the Arcade Room.
247 23 F717 261
Score sheet for music.
249 19 F913 859
Demo Script.
252 110 FC6E 2
Counts from $012c. When zero is reached energy is lost. See Energy_Countdown.