Address Description
5B00
The game has loaded
8014
Load a stage
80B9
Tape loading
8204
Generates engine noise (48K)
8258
Attract mode
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
Routine at 86F6
873C
Escape scene
87DC
Sets up the stage
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
Crash sound effect
89D9
"Thud" sound effect
8A0F
Cornering sound effect
8A36
"Bip" or "Bow" sound effect
8A57
Handle perp caught
8C3A
Fully smashed
8D8F
Drives transitions (scene fades)
8DF9
Seems to setup a transition
8E29
Fills the attribute bytes leftwards from column 1
8E42
Draw overlay messages
8E6C
Print a message
8E7E
Setup overlay messages
8E91
Copies the mugshots onto the screen when perp is caught
8EB7
Draws a mugshot
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 (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
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
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
Lays out roadside objects
A60E
Counters
A637
Smash/chase handling
A7F3
Spawns cars
A89C
Returns the lanes that cars can spawn in
A8CD
Hazard handler routine? Triggered at road fork
A955
Chooses random dirt and stones (not tumbleweeds though)
A97E
Lays out dirt and stones
A9DE
Dust/Stones stuff
AA38
Draw the helicopter
AAC6
Move the helicopter
AB33
Helicopter
AB9A
Spawn hazards
AC3C
Test for collision with hazard
AD0D
Routine at AD0D spawning/collision related
AD51
Routine at AD51 hazard related
ADA0
Draws hazards
B063
Hero car jumps; gear changing; turbos; off road checks; speed adjustment; turning
B318
Animates the hero car.
B4CC
Perp sighted
B4F0
Smash handling
B549
Draws the debris
B58E
Draws the car
B648
Draw the hero car's smoke
B67C
Likely NOT just drawing the cherry
B69E
This entry point is used by the routine at animate_hero_car.
B6D6
This entry point is used by the routines at draw_car and draw_smoke.
B716
Masked sprite plotter
B76C
Masked sprite plotter which flips
B7EF
Masked sprite plotter variant TBD
B848
Scroll the horizon
B8D2
Horizon stuff / Car jumping stuff
B9F4
Lays out the road
BB69
Handle exiting from a road fork
BC3E
Copies the backbuffer at $F000 to the screen (and sets attributes)
BDC1
Clears screen then sets in-game attributes
BDFB
Map reader
C0E1
Set up the tunnel
C15B
Tunnel entrance/interior/exit drawing code
C2E7
Routine at C2E7
C452
Draws the road
C8BE
Builds a pre-shifted version of the backdrop horizon image
C8E3
Forked road plotting
CBA4
Routine at CBA4
CBC5
Routine at CBC5
CBCE
Road drawing - curvature stuff?
CD3A
Seems to build the height table at $E300 and $E336.
CDD6
Multiplier
E810
Called once the memory map has been setup
E8FE
"Stop the tape" handler (48K mode only)
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.
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 player
F0C6
White noise generator
F220
128K mode routines and data
F251
Start the siren sound effect.
F269
Plays the siren sound effect.
F29D
Routine at F29D
F2A2
writing the full register set?
F2B6
Plays engine effect.
F2F1
Routine at F2F1
F2FA
Plays turbo effect, exits via engine effect.
F32E
Play speech
F39F
something done in phase 4 when perp is caught (play sample?)
F3B6
Call a routine in bank 3
F3E2
Routine at F3E2
F414
Routine at F414
F41B
Routine at F41B