Address Description
4000
Screen memory
5B00
The game has loaded
5BD7
Padding bytes
5C00
[Stage 1] Horizon graphic
5CF0
[Stage 1] Per-stage data
5D0C
[Stage 1] Table of addresses of LODs
5D1A
[Stage 1] Per-stage difficulty settings
5D1D
[Stage 1] Per-stage setup data
5D2B
[Stage 1] Per-stage attract mode data
5D39
[Stage 1] Nancy's perp description
5DED
[Stage 1] Arrest messages
5E40
[Stage 1] Graphics definitions
5EC4
[Stage 1] Map: Start stretch
5FD2
[Stage 1] Map: Left fork (wrong way)
6088
[Stage 1] Map: Right fork (correct way - dirt track)
6173
[Stage 1] Map: Tunnel section
61D4
[Stage 1] Map: Loop section
638A
[Stage 1] Ralph the Idaho Slasher's mugshot
643E
[Stage 1] LODs
7636
[Stage 1] Spare space
76F0
[Graphics] Turbo icons
7798
[Pre-game] Messages
77D8
[Pre-game] Drawing commands for the pre-game screen
7A0F
[Graphics] Smoke and fire graphics
7BE9
[Graphics] Faces
7E05
[Graphics] Street lamps etc.
7F8D
Unused
8000
Game status buffer entry at 8000
8008
Unused, apart from a disguised JP hidden at $800E-$8010
8014
Load a stage
80B9
Tape loading
81DD
[Messages] Start of stage chatter
8204
Generates engine noise (48K)
8258
Attract mode
837C
Unused
83B5
Indirect calls for 48K/128K features
83CD
Bootstrap / Über main loop
8401
Main loop
852A
CPU driver for attract mode
858C
Pre-game radio screen ("CHASE HQ MONITORING SYSTEM")
85E4
Reveals the perp's car on the pre-game screen
860F
Animate the signal meters
865A
Draw the pre-game screen
86F6
Backdrop shifting instructions
871A
Escape scene setup data
873C
Escape scene
87DC
Sets up the stage
8876
Handle quit, pause or turbo
88D5
Clears the game screen attributes to zero
88E2
Clears the game screen attributes and the game screen to zero
88F2
Starts a sound effect
8903
Drives sound effects
8960
Crash sound effect
89D9
"Thud" sound effect
8A0F
Cornering sound effect
8A36
"Bip" or "Bow" sound effect
8A57
Handle perp caught
8C3A
Fully smashed
8C58
End of stage bonus/score messages
8D8F
Drives transitions (the fade between scenes)
8DF9
Sets up a transition (the fade between scenes)
8E29
Spreads each playfield row's attribute rightwards from column 1
8E42
Draw overlay messages
8E6C
Print a message
8E7E
Setup overlay messages
8E91
Draws the three mugshots to the back buffer when perp is caught
8EB7
Draws a mugshot to the back buffer
8EE7
Draw the smash bar
8F5F
Draws anything that's not the road or the hero car
9052
Draws overhead graphics
916C
Draws stretchy objects, such as trees
924D
Draws tunnel lights via the shared draw_object_left/right drawing code
9278
Draws objects (left hand version)
92E1
Draws objects (right hand version)
949C
Sprite plotter for back buffer, up to 64px wide, 15px high, no mask, no flip
9542
Sprite plotter for back buffer, up to 64px wide, 15px high, no mask, flips
9565
Plot a horizontally flipped sprite, even byte widths
9618
Random number generator
962E
In-game message variables
963F
In-game messages
98A9
In-game chatter structures
9945
Start chatter
9965
Runs chatter, mugshots and noise effect
99EC
Shows the chatter - the alerts and remarks from the game's characters
9A55
Noise in/out effect used for mugshots
9AAB
Plots a face on the screen
9AEC
Plot mini font characters
9BA7
Clear the whole message line
9BCF
Handle "time up", countdown and continue
9CC2
Increments score in proportion to current speed
9CD6
Add a bonus
9D17
Increments the score by (D,E,A)
9D2E
Calculate overtake bonus
9D51
Update scoreboard and flashing lights
9DF4
Toggle the light's BRIGHT bit (HL -> attrs)
9E11
Draws the turbo sprites and updates the displayed speed, time, distance and score
9F47
Plots an 8x15 LED font digit to the screen
9F99
Draw a NUL-terminated string with a specified style
9FB4
Draw one character, to the screen or to the back buffer
A0CC
Keyscan
A139
Game status buffer entry at A139
A27A
[Graphics] 8x7 bitmap font
A399
Checks for scenery collisions
A4B8
Scenery was hit
A4F6
Checks for scenery collisions at a road fork
A579
Lays out roadside objects
A60E
Cycles the three frame counters
A623
Hazard template
A637
Perp car behaviour
A7E7
Horizontal positions and speeds of hazard vehicles
A7F3
Spawns cars
A89C
Returns the range of lanes that cars or hazards should spawn within
A8CD
Update one traffic hazard
A955
Chooses random dirt and stones (not tumbleweeds though)
A97E
Lays out dirt and stones
A9DE
Draws one stone or dirt particle
AA38
Draw the helicopter
AAC6
Move the helicopter
AB33
Drives the helicopter event sequence
AB9A
Spawn hazards
AC3C
Test for collision with hazard
AD0D
Checks for hazard collisions
AD51
Hazard collision
ADA0
Draws all hazards
AECF
Draws the hazard sprites at one depth
B045
Hero car's jump table
B059
Sub-table (another byte pair)
B063
Hero car jumps; gear changing; turbos; off road checks; speed adjustment; turning
B318
Animates the hero car
B457
Draws the "stop" hand shown when the perp is caught
B4CC
Start the chase
B4F0
Smash handling
B549
Draws the debris animation
B58E
Draws the car
B627
Draws a car part
B648
Draw the hero car's turbo smoke
B67C
Draw the cherry light on the car roof
B69E
Draw one frame of the crash, hand and smash animation
B6D6
Draw a masked bitmap at (E,D)
B716
Masked sprite plotter
B76C
Masked sprite plotter which flips
B7EF
Masked + inverted sprite plotter
B828
Horizon scroll rate table
B848
Scroll the horizon
B8D2
Updates the per-frame road level state
B9F4
Lays out the road
BB69
Handle exiting from a road fork
BC3E
Copies the back buffer at $F000 to the screen (and sets attributes)
BDC1
Clears the playfield then sets its attributes
BDFB
Map reader
C0E1
Set up the tunnel
C15B
Tunnel entrance/interior/exit drawing code
C2E7
Subroutine of draw_road
C452
Draws the road
C8BE
Builds a pre-shifted version of the backdrop horizon bitmap
C8E3
Forked road plotting
CBA4
Unknown routine or dead code
CBC5
Selects the near or far backdrop fill continuation by threshold
CBCE
Builds road curvature tables
CD3A
Build the per-row height tables at $E300 and $E336
CDD6
Multiplies C by the top three bits of A, then divides by 8 with rounding
CDEC
Data block at CDEC
CDF4
Pointers to car-on-fire LODs
CE00
Data block at CE00
CE0C
Smoke tables
CE33
Debris tables
CEAA
[Graphics] Debris
CEDA
[Graphics] Hero car drawing data
CFB2
Car graphic anim/adornment table
DF62
[Graphics] LED style numeric font used for scores
DFF8
[Graphics] Mini font used for in-game messages
E0B2
Graphics defns <Byte width, Flags, Height, Ptr, Ptr>
E1E9
Referenced by graphic entry 1 and 10
E2A4
Data for perp escape scene
E2C6
Data for road forks
E2D3
Data for road fork exits
E300
Per-row height table
E320
Data block at E320
E336
Data block at E336
E34B
Horizon values
E34E
Unused
E34F
Data block at E34F
E364
Transition masks
E3F4
Unused
E410
[Graphics] Road edge markings
E4D0
[Graphics] Road lane markings
E500
Outward bend table
E540
Inward bend table
E600
Road/object animation tables
E810
Called once the memory map has been setup
E8FE
"Stop the tape" handler (48K mode only)
E9B4
Messages
EBF7
Renders strings until it hits a NUL byte
EBFF
Renders a string
EC2C
Renders a single character
ECDA
Clears the screen
ECF3
Runs the redefine keys screen (48K mode only)
ED4D
Keyscan
ED6D
Defines a single key
EDD6
Names of keys, two characters per key
EE26
Sinclair joystick input scheme
EE2B
Cursor joystick input scheme
EE30
Keydefs for "SHOCKED<ENTER>"
EE38
Temporary keydefs
EE40
Interrupt setup
EE5E
Reset music
EE6E
Setup the next music pattern
EE9E
Play menu music (48K mode only)
EF19
Interrupt entry point
EF22
Drum sample players
F0C6
White noise generator
F0FE
Music patterns
F111
Music data
F220
128K mode routines and data
F251
Start the siren sound effect (128K)
F269
Play the siren sound effect (128K)
F29D
Silence audio (128K)
F2A2
Write the AY audio registers (128K)
F2B6
Play the engine sound effect
F2F1
Set up turbo sound effect
F2FA
Play turbo sound effect
F32E
Play a sampled sound effect (mostly speech)
F39F
Phase 4 of catching the perp - plays the success music
F3B6
Call a routine in RAM bank 3
F3E2
Replay the four 4K windows at $C000 through the engine sound routine
F414
Reset the paging register
F41B
Attract mode (128K)
F491
Credits / Score messages show in attract mode
F5BE
Marquee initial image
FDBE
Marquee initial attributes
FEBE
Unused