Address Length Description
AD76 135
Table: Item Locations
One byte per item. The value is the room the item is in, 00 when the item is inactive, and the inventory room when the player is carrying it.
ADFD 121
Game State
Working flags copied from DefaultGameState. Named fields below are the bytes the engine addresses directly.
AE76 2
Flags: Room Change
Bit 0 and bit 1 gate the special move out of room 37.
AE78 1
Flag: Turn Scratch
Cleared at the start of every pass round the game loop.
AE79 15
Game State
AE88 1
Flags: Turn-Based Events
One bit per turn-based event. Process Game Events walks the bits.
AE89 8
Turn-Based Event Counters
One counter byte for each bit in the turn-based event flags.
AE91 1
Flags: Event States
Set when a turn-based event has started.
AE92 8
Table: Turn-Based Event Items
Item id for each bit in the event-state flags.
AE9A 1
Game State
AE9B 50
Load/ Save Buffer
Save Game copies the configurable-exit bytes here before writing the tape block. The buffer is 32 bytes, ending at the current room.
AECD 1
Current Room
The room the player is in. The initial image starts in room 03.
CD58 270
Table: Item Descriptions
One word per item. Each entry points at an FF-terminated name.
CE66 132
Table: Room Descriptions
One word per room. Rooms 00 and 01 are unused. The rest point at the room text.
CEEA 144
Table: Object Noun Phrases
One word per object. Each entry points at the noun text.
FBDC 390
Default Game State
Game Start copies these 0186 bytes to the item-location table.