Page Byte Address Description
90 38 5A26
Data block at 5A26
91 0 5B00
Holds the bitmaps which appear behind the hero. These get blitted back when scrolling.
92 48 5C30
Data block at 5C30
94 42 5E2A
Vectors 1
94 90 5E5A
Data block at 5E5A
94 94 5E5E
Call HL vector.
94 95 5E5F
Offsets used when detecting things of edge of screen. Each 8 bytes represent a rect offset for a compass setting.
94 159 5E9F
Movement Vectors
94 175 5EAF
Increase in x axis.
94 183 5EB7
Increase in y axis (0 is top).
94 191 5EBF
Decrease in x axis.
94 199 5EC7
Decrease in y axis
94 207 5ECF
Routine at 5ECF
95 113 5F71
Routine at 5F71
96 14 600E
Rotate right an area of the screen (Clouds)
96 59 603B
Routine at 603B
96 113 6071
Update area data and set compass to correct direction.
96 171 60AB
Routine at 60AB
96 172 60AC
Initialise Hero
96 239 60EF
Display Game Screen
96 253 60FD
See which path intersects the hero position.
97 184 61B8
Get Next Path
98 54 6236
Print Location Description
98 174 62AE
Draw the whole stage.
99 82 6352
Sky Colours
99 138 638A
Update the screen.
101 52 6534
Routine at 6534
101 136 6588
Each byte represents a frame from our Hero's animation.
101 143 658F
Data block at 658F
101 186 65BA
Previous Input Flags
101 191 65BF
Handle the input for hero.
105 241 69F1
Routine at 69F1
106 24 6A18
Blits an action item.
106 55 6A37
Routine at 6A37
106 97 6A61
Routine at 6A61
108 131 6C83
Waterfall Action Function.
108 204 6CCC
Display the winning message and change the rooms colour.
108 252 6CFC
Vectors
109 48 6D30
hl = ABS(hl-de)
109 60 6D3C
Print String
109 73 6D49
Converts a stored position to address of top bit of DF & ATTR.
109 118 6D76
Create new link for Actions Link List.
109 163 6DA3
Insert link(IX) to begining of list start of unused links list.
109 192 6DC0
Check for alternate bitmap.
109 230 6DE6
Unused
109 232 6DE8
Draw a single column (8 pixels wide) of a bitmap using item data to calculate which column and where on the offscreen to draw.
110 197 6EC5
Rect Intersection Test. Returns carry set if not.
111 20 6F14
Address of offscreen column
111 24 6F18
Data block at 6F18
111 25 6F19
When set to 1, there is a path leading off into the screen.
111 34 6F22
Draws a single column on the screen using the next object based on position.
117 28 751C
Data block at 751C
117 31 751F
Mirror Bitmap.
117 124 757C
Data block at 757C
117 128 7580
Check for leaving the area.
118 99 7663
Scenery Action Data [bitmap index, function pointer]
118 138 768A
Create Action for a Scenery Object
118 248 76F8
Scan in keyboard state
119 13 770D
Convert keybard states stored, into movement.
119 172 77AC
Routine at 77AC
120 52 7834
Action Handler for Nathair
122 53 7A35
Insert charcter bitmap into a sprite bitmap. (Key icon on a door).
122 100 7A64
Action Handler for the Olcweed
123 1 7B01
Data block at 7B01
123 12 7B0C
Vectors
123 67 7B43
Routine at 7B43
123 71 7B47
Routine at 7B47
123 220 7BDC
Data block at 7BDC
123 223 7BDF
Animate Background
124 48 7C30
Routine at 7C30
124 68 7C44
Clears the lower third screen area.
124 99 7C63
Print out the inventory.
125 73 7D49
Routine at 7D49
125 197 7DC5
Pick up.
126 144 7E90
Drop object
127 93 7F5D
'Select' key pressed.
127 114 7F72
Direction of each frame for hero. (1 right, 2 left).
127 126 7F7E
Data block at 7F7E
127 135 7F87
Data block at 7F87
127 167 7FA7
Copy background into hero's background store and draw correct frame for hero.
128 208 80D0
Updates bitmaps behind hero and sidhe.
129 60 813C
Routine at 813C
129 138 818A
Data block at 818A
129 142 818E
Routine at 818E
130 110 826E
Routine at 826E
130 203 82CB
Routine at 82CB
130 241 82F1
Routine at 82F1
132 86 8456
Routine at 8456
133 154 859A
Update Sidhe
133 225 85E1
Baddy Sprite Blit
135 152 8798
Blit the background behind the Sidhe.
135 191 87BF
Routine at 87BF
136 199 88C7
Face Action Function.
137 31 891F
Vectors
137 37 8925
Vectors
137 61 893D
Data block at 893D
137 77 894D
Cave Data
137 175 89AF
Display Warning
137 220 89DC
Data block at 89DC
137 224 89E0
Checks for an exit when hero walks off a path edge / end.
138 141 8A8D
Cave Action Function Pointer.
138 147 8A93
Update data for new room.
140 254 8CFE
Select character set and draw character. Anything less than 51 gets drawn in the ROM set, else it uses the special set.
141 17 8D11
Routine at 8D11
141 80 8D50
Action Handler for Oracle
141 166 8DA6
Action Handler (Does nothing)
141 167 8DA7
Alter of the Seal Extended Action Data
141 182 8DB6
Action Hander for Alter of the Seal.
141 237 8DED
Tablet extended action data
141 249 8DF9
Data block at 8DF9
141 252 8DFC
Tablet / Alter Action Function.
142 192 8EC0
Display Menu
143 62 8F3E
Display Start Tape
143 147 8F93
Routine at 8F93
143 198 8FC6
Routine at 8FC6
143 229 8FE5
Display Abandonded
143 255 8FFF
Display Enter Version Letter
144 48 9030
Store; sprites [ y,x, height in pixels, width in chars]
144 52 9034
Information on each bitmap.
147 208 93D0
A link in the link list.
147 228 93E4
Next Link
148 54 9436
Bitmap: Hero
164 182 A4B6
Bitmap: Nathar
166 102 A666
Bitmap: Hero mask
175 6 AF06
Bitmap: Objects
175 134 AF86
Bitmap: Landscape items
194 150 C296
Bitmap: Objects
198 166 C6A6
Bitmap: Enemies
204 6 CC06
Bitmap: Smoke
204 214 CCD6
Bitmap: Alter of the Seal
205 118 CD76
Bitmap: The Oracle
206 54 CE36
Bitmap: Compass
207 23 CF17
Bitmap: Landscapes
221 183 DDB7
Bitmap: Cernos
223 130 DF82
Vectors
223 144 DF90
Data block at DF90
223 195 DFC3
Man Data
223 210 DFD2
Directional Data
224 15 E00F
CERNOS Stop word parity issue
224 16 E010
Area Data
226 102 E266
Area Names
227 138 E38A
Mappings
227 229 E3E5
Scenery Data
239 21 EF15
Pointers to list of objects in each area
239 145 EF91
Objects
243 149 F395
Treasure Action Function.
244 41 F429
Offscreen Blit to DF.
244 97 F461
Creates a link list from a sequence of data blocks. The pointer to the next address (next block defined by C) is stored in the first word of the block.
244 114 F472
Initialise link lists.
244 135 F487
Stack Pointer Store
244 137 F489
Start
245 21 F515
Main() & Run()
245 54 F536
Baddy offscreen address.
246 9 F609
Offscreen : This is 34 columns wide to give an extra clipping column either end.
offscreen
252 0 FC00
This is used to point the system charset to the defined bitmaps.
254 160 FEA0
TirNaNog charset