Address Length Description
B9C8 74
Table: Item Locations
Workspace filled from Default_Table_ItemLocations by the routine at GameStart. Object locations occupy the 4A bytes at Table_ItemLocations. The current room is *CurrentRoom. Pointers to the message, exit and handler tables follow.
BA2C 1
Flags: Display State
Bit 0 is set when the long room description was just shown, so Handler_DisplayRoom waits for a key before listing exits and objects.
BA30 2
Table: Already Seen Room Images
Corresponds to whether the player has already seen the image for the following rooms:
Bit Room ID Room Name
00 05 The Great Valley
01 0F At the Woodman's Hut
02 18 The Old Well
03 44 At the Base of a Volcano
04 3C At the Witch's Hovel
05 11 A Burned out Farm
06 23 The Enchanted Wood
07 24 The Enchanted Wood
Bit Room ID Room Name
00 25 The Enchanted Wood
01 4C The Dungeon
02 35 Marl's Gateway
03 46 The Cavern of Silence
04 N/A N/A
05 N/A N/A
06 N/A N/A
07 N/A N/A
Handler_DisplayRoom tests and sets the bit for the current room. The bit number is the room's place in E806.
BA36 1
Flags: Turn-Based Event States
Holds a single byte, where each bit relates to a turn-based event as follows:
Bit Relating To
00 Wood nymph
01 Spider
02 Slime monster
03 Demons
04 Wizard
When the bit is set, this starts a turn counter (see Counter_WoodNymph).
BA37 8
Turn-Based Event Counters
One countdown per bit of *Flag_TurnBasedEventState. Handler_TurnBasedEvents decrements a set counter each turn and runs the handler from Pointer_TurnBasedEvents_Jump when it hits zero.
BA3F 1
Flag: Princess Following
Only bit 0 is used. When it is set, Princess Mara ("The Princess,Mara", the first byte of Table_FollowingItems) follows the player from room to room. MovePlayerToRoom moves the item for each set bit into the room the player just entered. Bits 1-7 are never set.
BA40 8
Table: Following Items
Each bit of *Flag_PrincessFollowing makes the item at the same position here follow the player when the room changes. Default bit 0 holds "The Princess,Mara" (Princess Mara).
BA48 13
Table: Scenic Event Locations
Where each of the 0D scenic events is (the count is at Count_ScenicEvents).
Byte Meaning
00 Not in play
Other The room the event is in
Populated by GameStart. See Handler_TurnBasedEvents, Handler_ScenicEvents and MovePlayerToRoom for usage.
BA68 1
Number Of Items In The Players Inventory
The number of items the player is currently holding.
BA69 50
Load/ Save Buffer
When loading or saving, this buffer is used for storing Table_FlagsToClear - which are then copied to/ from the table itself.
BA9B 1
Current Room ID
The room the player starts the game in is room 00: N/A.
BA9C 26
Table: Scenic Event Rooms
Pointer to the table containing groups of room IDs that an event could occur in.
BADC 2
Pointer: Vocabulary Table
Pointer to the table containing the game vocabulary.
BADE 2
Pointer: Turn-Based Events Jump Table
Pointer to the jump table containing turn-based events.
BAE0 2
Pointer: Room Map Table
Pointer to the table containing the relationships between rooms.
BAE2 2
Pointer: Item Description Table
Pointer to the table containing item descriptions.
BAE4 2
Pointer: Rooms With Images Table
Pointer to the table containing all the rooms which have an image to display.
BAE6 2
Pointer: Room Image Jump Table
Pointer to the jump table for displaying an image relating to a room.
BAE8 2
Pointer: Room Description Table
Pointer to the table containing room descriptions.
BAEA 2
Pointer: Item Grouping Table
BAEC 2
Pointer: Object Noun Phrases
BAEE 2
Pointer: Object List Table
BAF0 2
Pointer: Verbs Jump Table
BAF2 2
Pointer: Configurable Exits Table
BAF4 2
Pointer: Scenic Events Jump Table
BAF6 2
Pointer: Verb Word Tokens Table
BAF8 2
Number Of Items
The total number of items in the game.
BAFA 2
Number Of Objects
The total number of objects in the game.
BAFC 2
Number Of Verb Tokens
The total number of verb word tokens the game has.
BAFE 2
Number Of Rooms With Images
The total number of rooms which have related images in the game.
BB00 2
Number Of Scenic Events
The total number of scenic events in the game, see Table_ScenicEventLocations.
BB02 2
Number Of "Configurable Exits"
BB04 50
Command Buffer
The line being typed and the parsed tokens.
BB36 10
User Input: Word Tokens
BB40 1
Line Number
BB41 4
Four Letter Buffer
BB45 8
Graphics: Room Image Row
BB4D 2
Temporary Storage Table Pointer
BB4F 2
Temporary Storage Table Index
BB51 2
Temporary Storage Word Count
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 *Count_Items.
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.
F992 74
Table: Item Locations
The starting values for the game status buffer. GameStart copies all 013C bytes over Table_ItemLocations at the start of every game, so the layout is the same as the entries from Table_ItemLocations to Count_ConfigurableExits.
Starting places for the items. GameStart copies this table to Table_ItemLocations at the start of every game.
F9F6 1
Flags: Display State
Copied to Flag_DisplayState. Bit 0 is clear at the start of every game.
F9FA 2
Table: Already Seen Room Images
Copied to Table_RoomImagesAlreadySeen. No room picture has been shown yet.
FA00 1
Flags: Turn-Based Event States
Copied to Flag_TurnBasedEventState. No turn-based event has started.
FA01 8
Turn-Based Event Counters
Copied to Counter_WoodNymph. One countdown per bit of *Flag_TurnBasedEventState.
FA09 1
Flag: Princess Following
Copied to Flag_PrincessFollowing. Princess Mara is not following at the start.
FA0A 8
Table: Following Items
Copied to Table_FollowingItems. Default bit 0 holds "The Princess,Mara" (Princess Mara).
FA12 13
Table: Scenic Event Locations
Copied to Table_ScenicEventLocations. Where each of the 0D scenic events starts.
FA32 1
Number Of Items In The Players Inventory
Copied to Count_InventoryItems. The player starts holding 00 item(s).
FA33 50
Load/ Save Buffer
Copied to LoadSaveBuffer. Initial bytes for the saved-location pointers.
FA65 1
Current Room ID
Copied to CurrentRoom. The player starts in room 05: The Great Valley.
FA66 26
Table: Scenic Event Rooms
Copied to Table_ScenicEventRooms. Pointers to the room lists for each scenic event.
FAA6 2
Pointer: Vocabulary Table
Copied to Pointer_Vocabulary. Points at the vocabulary table.
FAA8 2
Pointer: Turn-Based Events Jump Table
Copied to Pointer_TurnBasedEvents_Jump. Points at the turn-based events jump table.
FAAA 2
Pointer: Room Map Table
Copied to Pointer_RoomMap.
FAAC 2
Pointer: Item Description Table
FAAE 2
Pointer: Rooms With Images Table
FAB0 2
Pointer: Room Image Jump Table
Copied to Pointer_RoomImage.
FAB2 2
Pointer: Room Description Table
FAB4 2
Pointer: Item Grouping Table
FAB6 2
Pointer: Object Noun Phrases
FAB8 2
Pointer: Object List Table
Copied to Pointer_ObjectList.
FABA 2
Pointer: Verbs Jump Table
FABC 2
Pointer: Configurable Exits Table
FABE 2
Pointer: Scenic Events Jump Table
FAC0 2
Pointer: Verb Word Tokens Table
FAC2 2
Number Of Items
Copied to Count_Items.
FAC4 2
Number Of Objects
Copied to Count_Objects.
FAC6 2
Number Of Verb Tokens
Copied to Count_VerbTokens.
FAC8 2
Number Of Rooms With Images
FACA 2
Number Of Scenic Events
Copied to Count_ScenicEvents.
FACC 2
Number Of "Configurable Exits"
FB0D 68
Jump Table: Verbs
Verb routines in the same order as Table_VerbTokens. Used by Handler_DispatchVerb.
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 Table_ScenicEventLocations. Used by Handler_ScenicEvents.
FB75 24
Jump Table: Room Images
Handlers that draw the ten location pictures. Three entries share The Enchanted Wood.