Page Byte Address Description
64 0 4000
Loading screen
91 0 5B00
Super tiles
104 160 68A0
Room index
104 161 68A1
Current door
104 162 68A2
Transition
104 244 68F4
Enter room
105 26 691A
Squash stack, goto main
105 32 6920
Set hero sprite for room
105 57 6939
Set-up movable items
105 201 69C9
Reset non-player visible characters
105 220 69DC
Set-up doors
106 18 6A12
Get door
106 39 6A27
Wipe visible tiles
106 53 6A35
Set-up room
106 181 6AB5
Expand object
107 66 6B42
Plot interior tiles
107 121 6B79
Beds
107 133 6B85
Room definition dimensions
107 173 6BAD
Rooms and tunnels
108 21 6C15
Room 1: Hut 1, far side
108 71 6C47
Room 2: Hut 2, near side
108 109 6C6D
Room 3: Hut 2, far side
108 159 6C9F
Room 4: Hut 3, near side
108 201 6CC9
Room 5: Hut 3, far side
108 251 6CFB
Room 8: Corridor
109 15 6D0F
Room 9: Room with crate
109 55 6D37
Room 10: Room with lockpick
109 112 6D70
Room 11: Room with papers
109 148 6D94
Room 12: Corridor
109 166 6DA6
Room 13: Corridor
109 190 6DBE
Room 14: Room with torch
109 234 6DEA
Room 15: Room with uniform
110 32 6E20
Room 16: Corridor
110 50 6E32
Room 7: Corridor
110 67 6E43
Room 18: Room with radio
110 118 6E76
Room 19: Room with food
110 160 6EA0
Room 20: Room with red cross parcel
110 207 6ECF
Room 22: Room with red key
110 242 6EF2
Room 23: Breakfast room
111 32 6F20
Room 24: Solitary confinement cell
111 50 6F32
Room 25: Breakfast room
111 91 6F5B
Room 28: Hut 1, near side
111 130 6F82
Room 29: Start of second tunnel
111 158 6F9E
Room 31
111 186 6FBA
Room 36
111 211 6FD3
Room 32
111 236 6FEC
Room 34
112 8 7008
Room 35
112 36 7024
Room 30
112 65 7041
Room 40
112 93 705D
Room 44
112 117 7075
Room 50: Blocked tunnel
112 149 7095
Interior object definitions
113 1 7101
Room object 0: Straight tunnel section SW-NE
113 27 711B
Room object 1: Small tunnel entrance
113 33 7121
Room object 3: Straight tunnel section NW-SE
113 59 713B
Room object 4: Tunnel T-join section NW-SE
113 85 7155
Room object 5: Prisoner sat mid table
113 90 715A
Room object 6: Tunnel T-join section SW-NE
113 116 7174
Room object 7: Tunnel corner section SW-SE
113 142 718E
Room object 12: Tunnel corner section NW-NE
113 166 71A6
Room object 13: Empty bench
113 171 71AB
Room object 14: Tunnel corner section NE-SE
113 196 71C4
Room object 17: Tunnel corner section NW-SW
113 222 71DE
Room object 18: Tunnel entrance
113 248 71F8
Room object 19: Prisoner sat end table
114 0 7200
Room object 20: Collapsed tunnel section SW-NE
114 26 721A
Room object 2: Room outline 22x12 A
114 142 728E
Room object 8: Wide window facing SE
114 174 72AE
Room object 9: Empty bed facing SE
114 193 72C1
Room object 10: Short wardrobe facing SW
114 204 72CC
Room object 11: Chest of drawers facing SW
114 209 72D1
Room object 15: Door frame SE
114 235 72EB
Room object 16: Door frame SW
115 5 7305
Room object 22: Chair facing SE
115 15 730F
Room object 23: Occupied bed
115 37 7325
Room object 24: Ornate wardrobe facing SW
115 51 7333
Room object 25: Chair facing SW
115 60 733C
Room object 26: Cupboard facing SE
115 66 7342
Room object 29: Table
115 75 734B
Room object 30: Stove pipe
115 89 7359
Room object 31: Papers on floor
115 92 735C
Room object 32: Tall wardrobe facing SW
115 106 736A
Room object 33: Small shelf facing SE
115 111 736F
Room object 34: Small crate
115 116 7374
Room object 35: Small window with bars facing SE
115 133 7385
Room object 36: Tiny door frame NE (tunnel entrance)
115 147 7393
Room object 37: Noticeboard facing SE
115 165 73A5
Room object 38: Door frame NW
115 191 73BF
Room object 40: Door frame NE
115 217 73D9
Room object 41: Room outline 15x8
116 37 7425
Room object 42: Cupboard facing SW
116 45 742D
Room object 43: Mess bench
116 82 7452
Room object 44: Mess table
116 130 7482
Room object 45: Mess bench short
116 147 7493
Room object 46: Room outline 18x10 B
116 245 74F5
Room object 47: Room outline 22x12 B
117 112 7570
Room object 48: Tiny table
117 118 7576
Room object 49: Tiny drawers facing SE
117 126 757E
Room object 50: Tall drawers facing SW
117 136 7588
Room object 51: Desk facing SW
117 162 75A2
Room object 52: Sink facing SE
117 170 75AA
Room object 53: Key rack facing SE
117 176 75B0
Room object 27: Room outline 18x10 A
118 18 7612
Character structures
118 200 76C8
Item structures
119 56 7738
Routes
120 58 783A
Locations
120 214 78D6
Doors
122 198 7AC6
Solitary position
122 201 7AC9
Process player input - fire
123 54 7B36
Pick up item
123 139 7B8B
Drop item
123 181 7BB5
Drop item, tail part
123 208 7BD0
Calculate exterior item isometric position
123 228 7BE4
Drop item, interior
123 242 7BF2
Calculate interior item isometric position
124 38 7C26
Item to itemstruct
124 51 7C33
Draw all items
124 70 7C46
Draw item
124 130 7C82
Find nearby item
124 190 7CBE
Plot bitmap
124 212 7CD4
Screen wipe
124 233 7CE9
Next scanline down
124 252 7CFC
Message queue
125 15 7D0F
Message display delay
125 16 7D10
Message display index
125 17 7D11
Message queue pointer
125 19 7D13
Current message character
125 21 7D15
Queue message
125 47 7D2F
Plot glyph
125 48 7D30
Plot single glyph
125 72 7D48
Message display
125 135 7D87
Wipe message
125 153 7D99
Next message
125 205 7DCD
Messages table
126 254 7EFE
Unreferenced bytes
127 0 7F00
Static tiles
129 163 81A3
Unreferenced byte
129 164 81A4
Saved position
129 170 81AA
Touch's stash for register A
129 171 81AB
Unreferenced byte
129 172 81AC
Bitmap and mask pointers
129 178 81B2
Saved (tiny) position
129 181 81B5
Isometric position
129 183 81B7
Flip sprite
129 184 81B8
Hero's map position
129 187 81BB
Map position
129 189 81BD
Searchlight state
129 190 81BE
Room definition bounds index
129 191 81BF
Room definition object bounds count
129 192 81C0
Room definition object bounds
129 208 81D0
Unreferenced bytes
129 214 81D6
Interior doors
129 218 81DA
Interior mask data
130 19 8213
Saved item
130 20 8214
Item height
130 21 8215
Items held
130 23 8217
Character index
130 24 8218
Tiles
157 120 9D78
Main loop set-up
157 123 9D7B
Main loop
157 207 9DCF
Check morale
157 229 9DE5
Keyscan BREAK
158 7 9E07
Process player input
158 152 9E98
Picking lock
158 178 9EB2
Cutting wire
158 228 9EE4
Route to permitted
159 21 9F15
Permitted bounds
159 33 9F21
In permitted area
160 7 A007
In permitted area (end bit)
160 26 A01A
Within camp bounds
160 53 A035
Wave morale flag
160 113 A071
Set morale flag screen attributes
160 130 A082
Next scanline up
160 149 A095
Interior delay loop
160 158 A09E
Ring bell
160 201 A0C9
Plot ringer
160 210 A0D2
Increase morale
160 220 A0DC
Set morale
160 224 A0E0
Decrease morale
160 233 A0E9
Increase morale by 10, score by 50
160 242 A0F2
Increase morale by 5, score by 5
160 249 A0F9
Increase score
161 11 A10B
Plot score
161 29 A11D
Play speaker
161 47 A12F
Game counter
161 48 A130
Bell
161 49 A131
Unreferenced byte
161 50 A132
Score digits
161 55 A137
Hero in breakfast
161 56 A138
Red flag
161 57 A139
Automatic player counter
161 58 A13A
In solitary
161 59 A13B
Morale exhausted
161 60 A13C
Remaining morale
161 61 A13D
Clock
161 62 A13E
Entered move_a_character
161 63 A13F
Hero in bed
161 64 A140
Displayed morale
161 65 A141
Morale flag screen address
161 67 A143
Pointer to door being lockpicked
161 69 A145
Player locked out until
161 70 A146
This is the 'night-time' flag
161 71 A147
Bell ringer bitmaps
161 95 A15F
Set game window attributes
161 115 A173
Timed events
161 160 A1A0
Dispatch timed event
161 195 A1C3
Event: Night time
161 211 A1D3
Event: Another day dawns
161 231 A1E7
Event: Wake up
161 240 A1F0
Event: Go to roll call
161 249 A1F9
Event: Go to breakfast time
162 2 A202
Event: Breakfast time
162 6 A206
Event: Go to exercise time
162 21 A215
Event: Exercise time
162 25 A219
Event: Go to time for bed
162 40 A228
Event: New red cross parcel
162 99 A263
Red cross parcel current contents
162 100 A264
Event: Time for bed
162 106 A26A
Event: Search light
162 127 A27F
Prisoners and guards
162 137 A289
Wake up
162 226 A2E2
End of breakfast
163 63 A33F
Set hero route
163 68 A344
Set hero route (force)
163 81 A351
Go to time for bed
163 95 A35F
Set prisoners and guards route (variant "A")
163 115 A373
Set prisoners and guards route (variant "B")
163 140 A38C
Set character route
163 187 A3BB
Set route
163 237 A3ED
Store route
163 243 A3F3
Character -> bed (state)
163 248 A3F8
Character -> bed (vischar)
164 4 A404
Character -> bed (common)
164 32 A420
Character sits
164 68 A444
Character sleeps
164 98 A462
Character sit/sleep (common)
164 121 A479
Select room and plot
164 127 A47F
Hero sits
164 137 A489
Hero sleeps
164 145 A491
Hero sit/sleep (common)
164 169 A4A9
Set route: "go to yard"
164 183 A4B7
Set route: "go to yard" reversed
164 197 A4C5
Set route: "go to breakfast"
164 211 A4D3
Character event: breakfast (state)
164 216 A4D8
Character event: breakfast (vischar)
164 228 A4E4
Character event: breakfast (common)
164 253 A4FD
Go to roll call
165 11 A50B
Screen reset
165 28 A51C
Escaped
165 140 A58C
Keyscan all
165 156 A59C
Join item to escapeitem
165 163 A5A3
Item to escapeitem
165 191 A5BF
screenlocstring plot
165 206 A5CE
Escape messages
166 158 A69E
Bitmap font
167 198 A7C6
move_map Y
167 199 A7C7
Game window offset
167 201 A7C9
Get supertiles
168 10 A80A
Plot bottommost tiles
168 25 A819
Plot topmost tiles
168 38 A826
Plot horizontal tiles (common)
168 162 A8A2
Plot all tiles
168 207 A8CF
Plot rightmost tiles
168 231 A8E7
Plot leftmost tiles
168 244 A8F4
Plot vertical tiles (common)
169 160 A9A0
Plot tile, then advance
169 173 A9AD
Plot tile
169 228 A9E4
Shunt map left
170 5 AA05
Shunt map right
170 38 AA26
Shunt map up-right
170 75 AA4B
Shunt map up
170 108 AA6C
Shunt map down
170 141 AA8D
Shunt map down-left
170 178 AAB2
Move map
171 102 AB66
Zoombox parameters
171 106 AB6A
Game window attribute
171 107 AB6B
Choose game window attributes
171 160 ABA0
Zoombox
171 249 ABF9
Zoombox: fill
172 111 AC6F
Zoombox: draw border
172 252 ACFC
Zoombox: draw tile
173 41 AD29
Searchlight movements
173 89 AD59
Searchlight movement
173 189 ADBD
Night-time
174 117 AE75
Searchlight state variables
174 120 AE78
Searchlight caught
174 184 AEB8
Searchlight: plot
175 94 AF5E
Zoombox tiles
175 142 AF8E
Bribed character
175 143 AF8F
Touch
175 223 AFDF
Collision
177 7 B107
Accept bribe
177 76 B14C
Bounds check
177 199 B1C7
Multiply by 8
177 212 B1D4
Is door locked?
177 245 B1F5
Door handling
178 82 B252
Door in range?
178 149 B295
Multiply by 4
178 159 B29F
Interior bounds check
178 252 B2FC
Reset outdoors
179 45 B32D
Door handling: interior
179 135 B387
Action: Red cross parcel
179 168 B3A8
Action: Bribe
179 196 B3C4
Action: Poison
179 225 B3E1
Action: Uniform
179 246 B3F6
Action: Shovel
180 23 B417
Action: Wiresnips
180 149 B495
Action: Lockpick
180 174 B4AE
Action: Red key
180 178 B4B2
Action: Yellow key
180 182 B4B6
Action: Green key
180 184 B4B8
Action: Key
180 208 B4D0
Get nearest door
181 62 B53E
Walls
181 206 B5CE
Animate
183 27 B71B
Calculate vischar isometric position (from vischar)
183 41 B729
Calculate vischar isometric position (from state)
183 90 B75A
Reset game
183 155 B79B
Reset map and characters
184 55 B837
render_mask_buffer variables
184 59 B83B
Searchlight mask test
184 102 B866
Plot sprites
184 156 B89C
Get next drawable
185 22 B916
Render mask buffer
186 205 BACD
Multiply
186 220 BADC
Mask against tile
186 247 BAF7
Vischar visible
187 152 BB98
Restore tiles
188 170 BCAA
Select tile set
188 238 BCEE
Map tiles
196 26 C41A
PRNG pointer
196 28 C41C
Spawn characters
196 126 C47E
Purge invisible characters
196 224 C4E0
Spawn character
197 211 C5D3
Reset visible character
198 81 C651
Get target
198 160 C6A0
Move a character
199 154 C79A
Move towards
199 185 C7B9
Get character struct
199 198 C7C6
Character event
200 145 C891
Food discovered counter
200 146 C892
Automatics
201 24 C918
Character behaviour
202 17 CA11
Vischar move X
202 73 CA49
Vischar move Y
202 129 CA81
Target reached
203 35 CB23
Get target, assign position
203 45 CB2D
Route ended
203 97 CB61
Handle target
203 117 CB75
Multiply by 1
203 121 CB79
Get route
203 133 CB85
Random nibble
203 146 CB92
Unreferenced bytes
203 152 CB98
Solitary
204 49 CC31
Solitary commandant data
204 55 CC37
Guards follow suspicious character
204 171 CCAB
Hostiles pursue
204 205 CCCD
Is item discoverable?
204 251 CCFB
Is item discoverable (interior)
205 49 CD31
Item discovered
205 106 CD6A
Default item locations
205 154 CD9A
Character meta data
205 170 CDAA
Animation indices
205 242 CDF2
Animations
206 34 CE22
Sprites
207 6 CF06
Animations
208 38 D026
Sprite bitmaps and masks
219 158 DB9E
Mark nearby items
219 235 DBEB
Get next drawable itemstruct
220 65 DC41
Set-up item plotting
221 2 DD02
Item visible
221 105 DD69
Item attributes
221 125 DD7D
Item definitions
221 221 DDDD
Item bitmaps and masks
224 215 E0D7
Unreferenced bytes
224 224 E0E0
Plot masked sprites (16px) enables
224 236 E0EC
Plot masked sprites (24px) enables
224 252 E0FC
Unreferenced bytes
225 2 E102
Plot masked sprite (24px)
226 159 E29F
Plot masked sprite (16px) (x is zero)
226 162 E2A2
Plot masked sprite (16px)
227 250 E3FA
Flip 24 masked pixels
228 15 E40F
Flip 16 masked pixels
228 32 E420
Set-up vischar plotting
229 66 E542
Position to tinypos
229 80 E550
Divide by eight with rounding
229 85 E555
Divide by eight
229 95 E55F
Masks
234 124 EA7C
Interior mask data source
235 197 EBC5
Mask pointers
236 1 EC01
Exterior mask data
237 209 EDD1
Saved stack pointer
237 211 EDD3
Game window start addresses
238 211 EED3
Plot game window
239 154 EF9A
Event: Roll call
239 203 EFCB
Action: Papers
239 252 EFFC
User confirm
240 38 F026
Further game messages
240 93 F05D
Locked doors
240 104 F068
Jump to main
240 107 F06B
Key definitions
240 117 F075
Static tiles plot direction
240 118 F076
Static graphic definitions
241 99 F163
Main
241 224 F1E0
Plot statics and menu text
242 6 F206
Plot static tiles, horizontal
242 9 F209
Plot static tiles, vertical
242 11 F20B
Plot static tiles
242 87 F257
Wipe full screen and attributes
242 113 F271
Check menu keys
242 173 F2AD
Define key prompts
242 225 F2E1
byte_F2E1
242 226 F2E2
Keyboard port high bytes
242 235 F2EB
Special key names
243 3 F303
Keycode to glyph
243 43 F32B
Key name screen addresses
243 53 F335
Wipe game window
243 80 F350
Choose keys
244 8 F408
Set menu item attributes
244 28 F41C
Menu key scan
244 61 F43D
Input routines
244 69 F445
Chosen input device
244 70 F446
Key choice screenlocstrings
244 183 F4B7
Menu screen
245 44 F52C
Frequency for semitone
245 65 F541
Music channel indices
245 69 F545
Unreferenced byte
245 70 F546
Music channel 0 data
250 224 FAE0
Unreferenced bytes
253 225 FDE1
Loaded
253 243 FDF3
Unreferenced bytes
254 0 FE00
Input routine: Keyboard
254 71 FE47
Input routine: Protek
254 126 FE7E
Input routine: Kempston
254 163 FEA3
Input routine: Fuller
254 205 FECD
Input route: Sinclair
254 244 FEF4
Junk