Address Description
C000
Entry points
C00C
Format the score and check the high-score table
C06E
Prepare and display a new high-score entry
C16A
Name-entry cursor flash and letter-selection input
C25D
Cycle the selected letter and draw it
C2B1
Scroll the 10 high-score row addresses down by one pixel line
C2F6
Redraw a high-score row's name text, letter by letter
C3AF
High-score table screen: strings, preset rows and layout tables
C59E
Pick a title-screen scene and enter the attract-mode wait loop
CC50
Title-screen text, scene/object tables and script byte-code
D296
Character graphic data table
D462
Title-screen logo letter bitmaps (C, H, A, S, E, Q and punctuation)
EB9E
Start playing a tune (AY-3-8912 music driver)
EC01
The 3 channel-tracker records used by the music driver
EC71
Per-frame music service: advances tracker patterns and refreshes the AY registers
EFAF
Per-frame AY register cache and tone-period lookup table
F1AE
Phrase-pointer table walker for a channel's pattern stream
F225
Per-tune channel-pointer table and pattern/phrase byte data
F7AA
Sets up the classic ZX Spectrum IM2 "257-byte table" interrupt vector trick
F7C7
Set up interrupts and run the success jingle
F7D6
Starts tune A and sets up its sound-effect trigger table
F82F
Per-frame SFX/music service: drives the AY driver and the three sample players
F8EB
Clears the "sample playing" flag and returns to wait_for_frame_flag to wait for the next frame
F8F2
1-bit digitised sample (104 bytes)
F95A
1-bit digitised sample (224 bytes)
FA3A
Procedural drum-noise burst generator (variable duty-cycle square wave)
FA72
Self-modifying drum-noise state, SFX tables and pattern data
FB99
Options menu driver: draws the control-select screen and dispatches on keypress
FBC8
Services sound each frame and keeps the options-menu tune looping
FC14
Joystick-present detector for the control-select sub-screen
FC29
Options-menu, key-redefinition and hidden test-mode screen text
FD97
Runtime scratch buffer, not static data
FD9C
Print-string loop: prints each character at (HL) until the terminator is printed
FDA4
Prints a single character: unpacks its position and blits the glyph bitmap to screen
FE7F
Clears the options-menu screen area (attributes and bitmap)
FEA9
"Redefine keys" screen driver: prompts for and stores each control's key
FF0C
Scans the keyboard matrix for a single currently-held key
FF2C
Waits for a fresh single keypress, rejecting ambiguous or empty scans
FF95
Key-name lookup table for the "redefine keys" screen, plus joystick key-lists