Address Description
6C00
Game Entry Point
6CCD
Squiggle Line
6CEC
Turn: Read And Tokenise The Command
6DD6
Read The Input Line
6E4F
Input: Map A Cursor Key
6E8B
Input: Rub Out Characters
6E97
Input: Take The Next Word
6F30
Input: Classify Punctuation
6F47
Input: Copy A Dictionary Word
6FBA
Input: Compare The Dictionary Word
6FD3
Clear Screen
70E2
Blanks "n" memory locations
70E8
Index Action
70F3
Clause: Pack The Action Scores
711A
Inglish: Arm The Message Gate
712B
Inglish: Describe The Action
71D5
Table: Address Past The Location
71E2
Table: Address The Object Name
71F3
Inglish: Match Clause Pairs
722E
Inglish: Compare One Clause Pair
7249
Input: Wait For A Key
728B
Input: Compare Two Totals
72C3
Message: Print One Character
72CE
Response: "I Cannot Do That"
72D3
Message: Open The Gate For A Conjunction
72DD
Print Message
733F
Message: Dispatch The Control Code
7340
Message: Print A Stop
7348
Message: Print The Token And Stop
7367
Message: Code 00, The Stacked Object
7376
Message: Code 01, The Stacked Token
737E
Message: Code 02, Step By A Signed Byte
738D
Message: Code 03, The Saved Token
7394
Message: Code 04, The Stacked Class Token
73A3
Message: Code 06, Print The Current Character
73AF
Message: Code 07, Print The Current Object
73BD
Message: Code 08, Print A Backspace
73C2
Message: Code 09, Print The Second Noun
73D6
Message: Name By The Indirect Pointer
73E0
Message: Code 0B, Print Text At A Signed Offset
73F9
Message: Code 0C, Pronoun
7407
Message: Code 0E, Object Pronoun
740C
Message: Code 10, Is Or Are
7425
Message: Code 11, Object Is Or Are
742D
Message: Code 13, The Stacked Object Is Or Are
7434
Message: Apply The Saved Name
743F
Message: Choose A Class Token
7478
Message: Print The Class Token
7488
Message: Print The Fallback Token
7493
Get Common Word
74BA
Print Action
74C1
Print Token
7574
Inglish: Prepare The Clause
75EC
Inglish: Count A Conjunction
75F1
Inglish: Test The Conjunction Count
75F6
Inglish: Clear The Repeat Flag
75FA
Inglish: Match One Word
76EC
Inglish: Reject A Class
76F2
Inglish: Accept The Clause
770B
Inglish: Save The Match
772F
Inglish: Clear The Match Bit
7733
Inglish: Restore The Match
7790
Inglish: Try The Next Class
7795
Inglish: Check The Word Class
77A2
Inglish: Walk The Grammar
77B9
Inglish: Keep The Unknown Word
77C9
Inglish: Step Over A Group
77D1
Inglish: Run The Grammar
7809
Inglish: Patch The Matcher Word
781C
Inglish: Count Another Grammar Try
782B
Inglish: Follow The Grammar Flag
7838
Inglish: Copy Ten Grammar Bytes
7850
Inglish: Copy Four Grammar Bytes
7858
Inglish: Clear The Matcher Phase
7864
Inglish: Blank A Parser Slot
7873
Inglish: Read The Next Grammar Byte
788C
Inglish: Step To The Previous Slot
7892
Inglish: Exchange The Two Records
789F
Inglish: Address The Previous Slot
78A5
Inglish: Skip A Marked Location
78B7
Inglish: Copy Two Bytes From The Other Clause
78FF
Inglish: Copy With A Count Of Ten
7903
Inglish: Copy With A Count Of Two
7914
Inglish: Store The Byte Pair
7924
Inglish: Ask What
7960
Inglish: Apply A Match
79A9
Inglish: Clear The Match Buffer
79B6
Inglish: Score The Current Action
7A14
Inglish: Resolve The First Noun
7A73
Inglish: Search The Previous Slot
7AA1
Inglish: Note The First Noun
7ABA
Inglish: Note The Second Noun
7ACC
Inglish: Choose The Object Table
7AD8
Inglish: Test The Scratch Bits
7AED
Inglish: Ask Whether To Suppress
7AF5
Inglish: Build The Action Sentence
7B63
Inglish: Copy A Name Into The Clause
7B78
Inglish: Split The Clause Flags
7B9E
Inglish: Save The Clause Window
7C23
Inglish: Score The Swapped Clause
7CAC
Inglish: Copy One Clause Pair
7CC9
Inglish: Jump To The Clause Handler
7CCB
Inglish: Find The First Noun
7CFC
Inglish: Run The First Noun Test
7D17
Inglish: Find The Second Noun
7D54
Inglish: Run The Second Noun Test
7D6B
Inglish: Open The Message Gate
7D74
Inglish: Copy The Parser Slot
7E78
Inglish: Plant JR Z
7E7C
Inglish: Plant JR NZ
7EBA
Inglish: Fill The Claimed Slots
7EFF
Inglish: Find This Character's Slot
7F10
Inglish: Keep The Character Slot
7F1A
Inglish: Save The Clause And Act
7F60
Inglish: Walk The Character Slots
7F78
Drawing Routine
7FA7
Drawing: Start A Picture Command
80EE
Drawing: Mask One Screen Byte
80F5
Drawing: Step Up One Row
8106
Drawing: Step Down One Row
8117
Drawing: Step Left One Pixel
8121
Drawing: Step Right One Pixel
812B
Drawing: Advance The Low Coordinate
813A
Drawing: Retreat The Low Coordinate
8141
Drawing: Advance The High Coordinate
8148
Drawing: Retreat The High Coordinate
8151
Drawing: Plot The Selected Pixel
81B5
Drawing: Address The Pixel
81DE
Drawing: Screen Address From The Row
820B
Drawing: Read The Next Picture Byte
8251
Command: Match A Special Key
82A5
Command: PRINT
82B3
Command: Dispatch A Control
82F7
Command: Follow The Grammar Flag
83A0
Display Locate Help Message
83EF
Game Over
83F5
Game Over: Print The Score
842E
Print: Percentage Digit
8451
Load Game
8498
Load: Read The Save Block
84B3
Copy Three Bytes
84B9
Debounce keyboard
84CC
Save Game
855A
Save: Verify A Block
8576
Print: Gate On The Time Of Day
8583
Print: A Newline
858B
Print: One Character
860D
Print: Scroll The Line Buffer
864A
Print: Scroll The Attribute Line
867A
Print: ROM Font
869B
Print: Write A Character To The Screen
8761
Print: Wrap The Column
876B
Scroll Line
87C9
Print: Proportional Character
8B22
Print: ZX Printer
8B78
Pause
8B93
Get Key
8C4B
Action: Look
8C9B
Action: Refuse If Not Carried
8CA6
Action: Put Down
8CF1
Action: Add The Object's Mass
8D25
Action: Stop If The Object Is Fixed
8D33
Action: Pick Up
8D9D
Action: Move
8E85
Action: Check The Object Flags
8ED2
Action: Locate And Follow
8EEC
Action: Carry On With The Object
8F3B
Action: Leave If The Way Is Open
8FAD
Action: Run
8FCD
Action: Enter
8FD6
Action: Follow
8FF5
Action: Throw At
9034
Action: Talk To
9076
Action: Shoot
90D2
Action: You Are Dead
90EB
Action: Inventory
910E
Action: Open Or Close
9138
Action: Close
914A
Action: Test The Shared Flag Bits
9171
Action: Attack
9213
Action: Roll Against Ten
92B5
Action: Add To The Player's Strength
92ED
Action: Use The Other Object
939E
Action: Give
93DA
Action: Examine
946D
Action: Lock
948D
Action: Unlock
94D6
Turn: Run The Action Handler
950F
Turn: Run The Handler If Present
95DF
Turn: Wake An Animal
95ED
Condition: Is The Location Lit?
962B
Turn: You See
9630
Turn: Describe This Location
965B
Turn: Print The Location Text
9686
Turn: Print Or Describe
969A
Turn: Wait For A Key
96A8
Turn: Describe And List
96B3
Turn: Advance The Other Characters
9728
Report Who Is Carrying An Object
977C
Turn: The Player Has Died
97AD
Turn: Reset To The Player
97F4
Turn: Finish The Sentence
97FF
Turn: Gate The Message
9918
Turn: Step The Script Pointer
99C6
Turn: Apply The Saved Match
9A59
Turn: Pick A Script Entry
9A85
Table: Find A Special Object
9AA0
Turn: Use A Special Object
9ACD
Turn: Report A Character
9B02
Action: None
9B16
Action: Climb
9B44
Turn: Accept The Named Object
9B6C
Action: Call The Handler
9B80
Table: Jump To The Record
9B81
Table: Find An Action Record
9B93
Table: Next Record
9BA9
Table: Find The Record
9BB1
Locate Location
9BCA
Locate Object
9BDC
Object: Move Contents
9C17
Object: Move Nested Contents
9C41
Table: Find An Exit
9C78
Condition: Is The Object Carried
9C8A
Condition: Test The Object Is Held
9C9F
Random Number
9CA8
Random: Scale The Roll
9CE8
Condition: Total The Volume Inside
9CED
Condition: Total The Mass Inside
9D00
Condition: Add Up The Objects Inside
9D37
Get Object Location In IX
9D44
Condition: Suppress The Message
9D50
Condition: Where The Object Is
9D97
Condition: Count The Visible Objects
9DBD
Index ID Table
9DD9
Condition: Same Place As The Player
9E25
Condition: Swap And Retest
9E34
Condition: The Object Is Here
9E40
Condition: A Visible Object
9E7A
Condition: Is The Container Lit?
9E95
Exits: Point At The Exit List
9EA0
Exits: Find The Exit To A Named Place
9EC7
Message: Name An Object
9ED6
Message: Choose The Noun Byte
9F08
Table: Find An Exit In A Direction
9F25
Exits: Find The Exit Through An Object
9F2D
Exits: Find The Exit To A Location
9F4A
Action: Hand An Object Over
9F76
Response: That Will Not Work
9F82
Get Object First Location
9F94
Turn: Describe What Is Here
9FAF
Message: List With A Separator
9FC7
Message: Remember The Separator
A050
Table: List What Is Here
A09D
Message: Exits For This Location
A0AE
Exits: Point At The List
A0BA
Exits: The Direction Word
A0C8
Exits: To The North There Is
A124
Message: A Conjunction
A138
Display Exits
A164
Message: Name From The Other Record
A16C
Message: Name From This Record
A18C
Action: Clear The Tie
A1C8
Condition: Animal And Not Broken
A1D0
Action: Match A Verb In The Table
A1E3
Response: You Say
A1F9
Action: Read The Object's Lock Flag
A244
Action: Drink Water
A248
Action: Tie
A2B4
Action: Untie
A302
Action: Burn
A3BC
Action: Remove The Ring
A3E6
Action: Capture
A448
Action: Goblin Capture
A4C0
Action: Open The Goblins Door
A4D9
Event: Close The Goblins Door
A4F5
Event: What's This
A4FE
Event: A Short Reply
A541
Action: Climb Out
A55F
Event: Containers And Scripts
A5CA
Event: Test The Open Flag
A5FB
Event: The Barrel
A7AA
Event: The Deep Bog
A86E
Event: A Random Half
A971
Event: Day Dawns On The Trolls
A9BD
Event: Gollum's Reply
A9D6
Event: Location Twenty-Five
A9E5
Event: Give The Lunch
AA5C
Event: The Spider
AA74
Event: The Hole Vanishes
AA91
Event: A Hole Appears
AAA2
Event: Close The Hole
AAB3
Event: Open The Magic Door
AAC7
Event: The Lake Or The River
AAD5
Event: Close The Magic Door
AAE0
Event: The Ring
AB0B
Event: Clear The Flag
AB10
Event: The Web Smothers You
AB1F
Event: Drops From Above
AB3A
Event: Stung From Above
C7A4
Event: Beorns House
C7B2
Event: Spider Threads Place
C7B9
Event: Deep Bog
C7C0
Event: Elvenkings Cellar
C7DD
Event: Forest
C7EA
Event: Forestriver