Address Description
5B00
The game has loaded
8014
Load a stage
80B9
Tape loading
8204
Generates engine noise
8258
Attract mode
83B5
Indirect calls for 48K/128K features
83CD
Bootstrap / Uber main loop
8401
Main loop
852A
CPU driver
858C
Pre-game radio screen ("CHASE HQ MONITORING SYSTEM")
85DD
Possibly dead code
85E4
Reveals the perp's car on the pre-game screen
860F
Animate the signal meters
865A
Draw the pre-game screen
86F6
Routine at 86F6
873C
Escape scene
87DC
Sets up the game or the level?
8876
User input checking
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
Sound effect - crash
89D9
Sound effect - thud
8A0F
Sound effect - cornering
8A36
Sound effect - "bip-bow"
8A57
Handle perp caught
8C3A
Fully smashed
8D8F
Drives transitions
8DF9
Seems to setup a transition
8E29
Fills the attribute bytes leftwards from column 1
8E42
Subroutine
8E6C
Print a message
8E7E
Message printing related, called for TIME UP, CONTINUE, etc. messages
8E91
Copies the mugshots onto the screen when perp is caught
8EB7
Draws a mugshot
8EE7
Draw the smash bar
8F5F
Routine at 8F5F
9023
Routine at 9023
9052
Draws overhead graphics.
916C
Draws stretchy objects, such as trees.
924D
Draws tunnel lights (and possibly other bitmaps).
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
9618
Random number generator
9945
Set up 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
9AEC
Plot mini font characters
9BA7
Clear the whole message line
9BCF
Game timer
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 scores
9F47
Plots an 8x15 LED font digit
9F99
Another draw string entry point?
9FB4
Draws a character (to buffer or screen?)
A0CC
Keyscan
A399
Checks for collisions
A579
Routine at A579
A60E
Counters
A637
Smash handling
A7F3
Spawns cars
A89C
Returns the lanes that cars can spawn in
A8CD
Hazard handler routine? Triggered at road split
A955
main_loop_18
A97E
main_loop_20
A9DE
Dust/Stones stuff
AA38
Helicopter related
AAC6
Routine at AAC6
AB33
Helicopter
AB9A
Routine at AB9A
AC3C
Test for collision with hazard
AD0D
Routine at AD0D
AD51
Routine at AD51
ADA0
Draws all hazards
B063
Hero car jumps; gear changing; off road checks; speed adjustment
B318
Routine at B318
B4CC
Perp sighted
B4F0
Smash handling
B549
Routine at B549
B58E
Draws the car
B648
Draw the hero car's smoke
B67C
Routine at B67C
B716
Masked sprite plotter
B76C
Masked sprite plotter which flips
B7EF
Routine at B7EF
B848
Routine at B848
B8D2
Routine at B8D2
B9F4
Routine at B9F4
BB69
Setup for road handling perhaps split related
BC3E
Copies the backbuffer at $F000 to the screen
BDC1
Clears screen then sets in-game attributes
BDFB
Map reader
C0E1
Tunnel setup?
C15B
Tunnel entrance/interior/exit drawing code
C2E7
Routine at C2E7
C452
Landscape related
C57C
smells like scanline/buffer pointer movement
C58A
ditto
C598
Road and backdrop plotting
C8BE
Builds a pre-shifted version of the backdrop horizon image
C8E3
Split road plotting
CBA4
Routine at CBA4
CBC5
Routine at CBC5
CBCE
Routine at CBCE - road drawing stuff
CD3A
Routine at CD3A
CDD6
Multiplier
E810
Called once the memory map has been setup
E8FE
Routine at E8FE
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
ED4D
Keyscan
ED6D
Routine at ED6D
EE40
Interrupt setup
EE5E
Routine at $EE5E -- suspect a music reset routine
EE6E
Routine at EE6E
EE9E
Define keys
EF19
Routine at $EF19
EF22
Drum sample player
F0C6
White noise generator?
F220
128K mode routines and data