Page Byte Address Description
64 0 4000
Screen memory
91 0 5B00
The game has loaded
91 215 5BD7
Unused
92 0 5C00
[Stage 1] Horizon graphic
92 240 5CF0
[Stage 1] Per-stage data
93 12 5D0C
[Stage 1] Table of addresses of LODs
93 26 5D1A
[Stage 1] Per-stage difficulty settings
93 29 5D1D
[Stage 1] Per-stage game setup data
93 43 5D2B
[Stage 1] Per-stage attract mode data
93 57 5D39
[Stage 1] Nancy's perp description
93 237 5DED
[Stage 1] Arrest messages
94 63 5E3F
[Stage 1] Graphics definitions
94 196 5EC4
[Stage 1] Initial map segment
99 138 638A
[Stage 1] Ralph the Idaho Slasher's mugshot
100 62 643E
[Stage 1] LODs
118 54 7636
[Stage 1] Spare space
118 240 76F0
[Graphics] Turbo icons
119 152 7798
[Pre-game] Messages
119 216 77D8
[Pre-game] Data
122 15 7A0F
[Graphics] Smoke and fire graphics
123 233 7BE9
[Graphics] Faces
126 5 7E05
[Graphics] Street lamps etc.
127 141 7F8D
Unused
128 0 8000
Game status buffer entry at 8000
128 8 8008
Unused
128 20 8014
Load a stage
128 185 80B9
Tape loading
129 221 81DD
[Messages] Start of stage chatter
130 4 8204
Generates engine noise
130 88 8258
Attract mode
131 124 837C
Unused
131 181 83B5
Indirect calls for 48K/128K features
131 205 83CD
Bootstrap / Uber main loop
132 1 8401
Main loop
133 42 852A
CPU driver
133 140 858C
Pre-game radio screen ("CHASE HQ MONITORING SYSTEM")
133 221 85DD
Possibly dead code
133 228 85E4
Reveals the perp's car on the pre-game screen
134 15 860F
Animate the signal meters
134 90 865A
Draw the pre-game screen
134 246 86F6
Routine at 86F6
135 26 871A
Escape scene setup data
135 60 873C
Escape scene
135 220 87DC
Sets up the game or the level?
136 118 8876
User input checking
136 213 88D5
Clears the game screen attributes to zero
136 226 88E2
Clears the game screen attributes and the game screen to zero
136 242 88F2
Starts a sound effect
137 3 8903
Drives sound effects
137 96 8960
Sound effect - crash
137 217 89D9
Sound effect - thud
138 15 8A0F
Sound effect - cornering
138 54 8A36
Sound effect - "bip-bow"
138 87 8A57
Handle perp caught
140 58 8C3A
Fully smashed
140 88 8C58
End of level messages
141 143 8D8F
Drives transitions
141 249 8DF9
Seems to setup a transition
142 41 8E29
Fills the attribute bytes leftwards from column 1
142 66 8E42
Subroutine
142 108 8E6C
Print a message
142 126 8E7E
Message printing related, called for TIME UP, CONTINUE, etc. messages
142 145 8E91
Copies the mugshots onto the screen when perp is caught
142 183 8EB7
Draws a mugshot
142 231 8EE7
Draw the smash bar
143 95 8F5F
Routine at 8F5F
144 35 9023
Routine at 9023
144 82 9052
Draws overhead graphics.
145 108 916C
Draws stretchy objects, such as trees.
146 77 924D
Draws tunnel lights (and possibly other bitmaps).
146 120 9278
Draws objects (left hand version).
146 225 92E1
Draws objects (right hand version).
148 156 949C
Sprite plotter for back buffer, up to 64px wide, 15px high, no mask, no flip
149 66 9542
Sprite plotter for back buffer, up to 64px wide, 15px high, no mask, flips
150 24 9618
Random number generator
150 46 962E
In-game message variables
150 63 963F
In-game messages
152 169 98A9
In-game chatter structures
153 69 9945
Set up chatter
153 101 9965
Runs chatter, mugshots and noise effect
153 236 99EC
Shows the chatter - the alerts and remarks from the game's characters
154 85 9A55
Noise in/out effect used for mugshots
154 171 9AAB
Plots a face
154 236 9AEC
Plot mini font characters
155 167 9BA7
Clear the whole message line
155 207 9BCF
Game timer
156 194 9CC2
Increments score in proportion to current speed
156 214 9CD6
Add a bonus
157 23 9D17
Increments the score by (D,E,A)
157 46 9D2E
Calculate overtake bonus
157 81 9D51
Update scoreboard and flashing lights
157 244 9DF4
Toggle the light's BRIGHT bit (HL -> attrs)
158 17 9E11
Draws the turbo sprites and updates the displayed scores
159 71 9F47
Plots an 8x15 LED font digit
159 153 9F99
Another draw string entry point?
159 180 9FB4
Draws a character (to buffer or screen?)
160 204 A0CC
Keyscan
161 57 A139
Game status buffer entry at A139
162 122 A27A
Font: 8x7 bitmap
163 153 A399
Checks for collisions
165 121 A579
Routine at A579
166 14 A60E
Counters
166 35 A623
Hazard template
166 55 A637
Smash handling
167 231 A7E7
Data block at A7E7
167 243 A7F3
Spawns cars
168 156 A89C
Returns the lanes that cars can spawn in
168 205 A8CD
Hazard handler routine? Triggered at road split
169 85 A955
main_loop_18
169 126 A97E
main_loop_20
169 222 A9DE
Dust/Stones stuff
170 56 AA38
Helicopter related
170 198 AAC6
Routine at AAC6
171 51 AB33
Helicopter
171 154 AB9A
Routine at AB9A
172 60 AC3C
Test for collision with hazard
173 13 AD0D
Routine at AD0D
173 81 AD51
Routine at AD51
173 160 ADA0
Draws all hazards
176 69 B045
Hero car jump table
176 99 B063
Hero car jumps; gear changing; off road checks; speed adjustment
179 24 B318
Routine at B318
180 204 B4CC
Perp sighted
180 240 B4F0
Smash handling
181 73 B549
Routine at B549
181 142 B58E
Draws the car
182 72 B648
Draw the hero car's smoke
182 124 B67C
Routine at B67C
183 22 B716
Masked sprite plotter
183 108 B76C
Masked sprite plotter which flips
183 239 B7EF
Routine at B7EF
184 40 B828
Horizon image related
184 72 B848
Routine at B848
184 210 B8D2
Routine at B8D2
185 244 B9F4
Routine at B9F4
187 105 BB69
Setup for road handling perhaps split related
188 62 BC3E
Copies the backbuffer at $F000 to the screen
189 193 BDC1
Clears screen then sets in-game attributes
189 251 BDFB
Map reader
192 225 C0E1
Tunnel setup?
193 91 C15B
Tunnel entrance/interior/exit drawing code
194 231 C2E7
Routine at C2E7
196 82 C452
Landscape related
197 124 C57C
smells like scanline/buffer pointer movement
197 138 C58A
ditto
197 152 C598
Road and backdrop plotting
200 190 C8BE
Builds a pre-shifted version of the backdrop horizon image
200 227 C8E3
Split road plotting
203 164 CBA4
Routine at CBA4
203 197 CBC5
Routine at CBC5
203 206 CBCE
Routine at CBCE - road drawing stuff
205 58 CD3A
Routine at CD3A
205 214 CDD6
Multiplier
205 236 CDEC
Data block at CDEC these are words, but not ptrs
206 51 CE33
Used by B4FD - groups of six bytes
206 170 CEAA
Used by B578 4 frames, all 8x6 masked
206 218 CEDA
Hero car drawing instructions
223 98 DF62
LED style numeric font used for scores
223 248 DFF8
Mini font used for in-game messages
224 178 E0B2
Graphics defns <Byte width, Flags, Height, Ptr, Ptr>
225 233 E1E9
Referenced by graphic entry 1 and 10
226 164 E2A4
Data for perp escape scene
226 198 E2C6
Data for road splits
227 75 E34B
Data block at E34B
227 100 E364
Transition masks
229 64 E540
A table of 96 words being 10^x or similar function
230 0 E600
Data block at E600
232 16 E810
Called once the memory map has been setup
232 254 E8FE
Routine at E8FE
233 180 E9B4
Messages
235 247 EBF7
Renders strings until it hits a NUL byte
235 255 EBFF
Renders a string
236 44 EC2C
Renders a single character
236 218 ECDA
Clears the screen
236 243 ECF3
Runs the redefine keys screen
237 77 ED4D
Keyscan
237 109 ED6D
Routine at ED6D
237 214 EDD6
Names of keys
238 38 EE26
Sinclair joystick input scheme
238 43 EE2B
Cursor joystick input scheme
238 48 EE30
"SHOCKED<ENTER>" ?
238 56 EE38
temp input scheme buffer?
238 61 EE3D
Bytes copied to $A0CD
238 64 EE40
Interrupt setup
238 94 EE5E
Routine at $EE5E -- suspect a music reset routine
238 110 EE6E
Routine at EE6E
238 158 EE9E
Define keys
239 25 EF19
Routine at $EF19
239 34 EF22
Drum sample player
240 198 F0C6
White noise generator?
240 254 F0FE
Music data
242 32 F220
128K mode routines and data
244 145 F491
Credits / Score messages show in attract mode
245 190 F5BE
Status panel initial image
253 190 FDBE
Status panel initial attributes
254 190 FEBE
Unused