Address Length Description
47560 74
Table: Item Locations
Workspace filled from Default_Table_ItemLocations by the routine at GameStart. Object locations occupy the 74 bytes at Table_ItemLocations. The current room is *CurrentRoom. Pointers to the message, exit and handler tables follow.
47660 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.
47664 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
0 5 The Great Valley
1 15 At the Woodman's Hut
2 24 The Old Well
3 68 At the Base of a Volcano
4 60 At the Witch's Hovel
5 17 A Burned out Farm
6 35 The Enchanted Wood
7 36 The Enchanted Wood
Bit Room ID Room Name
0 37 The Enchanted Wood
1 76 The Dungeon
2 53 Marl's Gateway
3 70 The Cavern of Silence
4 N/A N/A
5 N/A N/A
6 N/A N/A
7 N/A N/A
Handler_DisplayRoom tests and sets the bit for the current room. The bit number is the room's place in 59398.
47670 1
Flags: Turn-Based Event States
Holds a single byte, where each bit relates to a turn-based event as follows:
Bit Relating To
0 Wood nymph
1 Spider
2 Slime monster
3 Demons
4 Wizard
When the bit is set, this starts a turn counter (see Counter_WoodNymph).
47671 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.
47679 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.
47680 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).
47688 13
Table: Scenic Event Locations
Where each of the 13 scenic events is (the count is at Count_ScenicEvents).
Byte Meaning
0 Not in play
Other The room the event is in
Populated by GameStart. See Handler_TurnBasedEvents, Handler_ScenicEvents and MovePlayerToRoom for usage.
47720 1
Number Of Items In The Players Inventory
The number of items the player is currently holding.
47721 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.
47771 1
Current Room ID
The room the player starts the game in is room 0: N/A.
47772 26
Table: Scenic Event Rooms
Pointer to the table containing groups of room IDs that an event could occur in.
47836 2
Pointer: Vocabulary Table
Pointer to the table containing the game vocabulary.
47838 2
Pointer: Turn-Based Events Jump Table
Pointer to the jump table containing turn-based events.
47840 2
Pointer: Room Map Table
Pointer to the table containing the relationships between rooms.
47842 2
Pointer: Item Description Table
Pointer to the table containing item descriptions.
47844 2
Pointer: Rooms With Images Table
Pointer to the table containing all the rooms which have an image to display.
47846 2
Pointer: Room Image Jump Table
Pointer to the jump table for displaying an image relating to a room.
47848 2
Pointer: Room Description Table
Pointer to the table containing room descriptions.
47850 2
Pointer: Item Grouping Table
47852 2
Pointer: Object Noun Phrases
47854 2
Pointer: Object List Table
47856 2
Pointer: Verbs Jump Table
47858 2
Pointer: Configurable Exits Table
47860 2
Pointer: Scenic Events Jump Table
47862 2
Pointer: Verb Word Tokens Table
47864 2
Number Of Items
The total number of items in the game.
47866 2
Number Of Objects
The total number of objects in the game.
47868 2
Number Of Verb Tokens
The total number of verb word tokens the game has.
47870 2
Number Of Rooms With Images
The total number of rooms which have related images in the game.
47872 2
Number Of Scenic Events
The total number of scenic events in the game, see Table_ScenicEventLocations.
47874 2
Number Of "Configurable Exits"
47876 50
Command Buffer
The line being typed and the parsed tokens.
47926 10
User Input: Word Tokens
47936 1
Line Number
47937 4
Four Letter Buffer
47941 8
Graphics: Room Image Row
47949 2
Temporary Storage Table Pointer
47951 2
Temporary Storage Table Index
47953 2
Temporary Storage Word Count
48562 12
Table: Directions
Pointers to the direction names, in the order north, south, east, west, up and down.
54200 148
Table: Object Descriptions
74 pointers to the object messages. Indexed with the count stored at *Count_Items.
54348 154
Table: Room Descriptions
One pointer per room. Room 0 and room 1 are unused. The starting room is 5, The Great Valley.
54502 84
Table: Nouns
42 pointers to the noun phrases the parser matches.
59700 462
Table: Room Exits
Six direction bytes for each room, in the order used by GetRoomPointer: north, south, east, west, up, down. 0 means no exit. Some of these bytes are rewritten when a door opens or an event moves the player.
60162 14
Table: Flags To Clear
Addresses zeroed by the routine at GameStart before the game starts.
63890 74
Table: Item Locations
The starting values for the game status buffer. GameStart copies all 316 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.
63990 1
Flags: Display State
Copied to Flag_DisplayState. Bit 0 is clear at the start of every game.
63994 2
Table: Already Seen Room Images
Copied to Table_RoomImagesAlreadySeen. No room picture has been shown yet.
64000 1
Flags: Turn-Based Event States
Copied to Flag_TurnBasedEventState. No turn-based event has started.
64001 8
Turn-Based Event Counters
Copied to Counter_WoodNymph. One countdown per bit of *Flag_TurnBasedEventState.
64009 1
Flag: Princess Following
Copied to Flag_PrincessFollowing. Princess Mara is not following at the start.
64010 8
Table: Following Items
Copied to Table_FollowingItems. Default bit 0 holds "The Princess,Mara" (Princess Mara).
64018 13
Table: Scenic Event Locations
Copied to Table_ScenicEventLocations. Where each of the 13 scenic events starts.
64050 1
Number Of Items In The Players Inventory
Copied to Count_InventoryItems. The player starts holding 0 item(s).
64051 50
Load/ Save Buffer
Copied to LoadSaveBuffer. Initial bytes for the saved-location pointers.
64101 1
Current Room ID
Copied to CurrentRoom. The player starts in room 5: The Great Valley.
64102 26
Table: Scenic Event Rooms
Copied to Table_ScenicEventRooms. Pointers to the room lists for each scenic event.
64166 2
Pointer: Vocabulary Table
Copied to Pointer_Vocabulary. Points at the vocabulary table.
64168 2
Pointer: Turn-Based Events Jump Table
Copied to Pointer_TurnBasedEvents_Jump. Points at the turn-based events jump table.
64170 2
Pointer: Room Map Table
Copied to Pointer_RoomMap.
64172 2
Pointer: Item Description Table
64174 2
Pointer: Rooms With Images Table
64176 2
Pointer: Room Image Jump Table
Copied to Pointer_RoomImage.
64178 2
Pointer: Room Description Table
64180 2
Pointer: Item Grouping Table
64182 2
Pointer: Object Noun Phrases
64184 2
Pointer: Object List Table
Copied to Pointer_ObjectList.
64186 2
Pointer: Verbs Jump Table
64188 2
Pointer: Configurable Exits Table
64190 2
Pointer: Scenic Events Jump Table
64192 2
Pointer: Verb Word Tokens Table
64194 2
Number Of Items
Copied to Count_Items.
64196 2
Number Of Objects
Copied to Count_Objects.
64198 2
Number Of Verb Tokens
Copied to Count_VerbTokens.
64200 2
Number Of Rooms With Images
64202 2
Number Of Scenic Events
Copied to Count_ScenicEvents.
64204 2
Number Of "Configurable Exits"
64269 68
Jump Table: Verbs
Verb routines in the same order as Table_VerbTokens. Used by Handler_DispatchVerb.
64337 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.
64347 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.
64373 24
Jump Table: Room Images
Handlers that draw the ten location pictures. Three entries share The Enchanted Wood.