Address Length Description
BDB2 12
Table: Directions
Pointers to the direction names, in the order north, south, east, west, up and down.
D3B8 148
Table: Object Descriptions
4A pointers to the object messages. Indexed with the count stored at *BAF8.
D44C 154
Table: Room Descriptions
One pointer per room. Room 00 and room 01 are unused. The starting room is 05, The Great Valley.
D4E6 84
Table: Nouns
2A pointers to the noun phrases the parser matches.
E934 462
Table: Room Exits
Six direction bytes for each room, in the order used by GetRoomPointer: north, south, east, west, up, down. 00 means no exit. Some of these bytes are rewritten when a door opens or an event moves the player.
EB02 14
Table: Flags To Clear
Addresses zeroed by the routine at GameStart before the game starts.
FB0D 68
Jump Table: Verbs
Verb routines in the same order as Table_VerbTokens. Used by Handler_MatchVerb.
FB51 10
Jump Table: Turn-Based Events
The first five timed events. The remaining three entries are the first three scenic handlers at JumpTable_ScenicEvents, which the routine at Handler_TurnBasedEvents also reads.
FB5B 26
Jump Table: Scenic Events
Handlers run when the current room matches an entry in the room list at BA48. Used by Handler_ScenicEvents.
FB75 24
Jump Table: Room Images
Handlers that draw the ten location pictures. Three entries share The Enchanted Wood.