Address Length Description
BBF0 100
Table: Item Locations
A table where the index is the item ID, and the value is the room it resides in (00 for "currently inactive").
When the item is in the players inventory, the room ID changes to 01.
BC54 1
Game Flags
Holds a single byte, where each bit relates to help states as follows:
Bit Relating To
01 Cannibals
02 Swearing #1
03 Swearing #2
BC5C 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 03 Your Ship
01 08 The Dunes
02 09 The Dunes
03 0A The Dunes
04 6C The Bridge
05 3E The Cave Mouth
06 6A The Mighty Rock Door
07 1F The Cannibals' Village
Bit Room ID Room Name
00 28 The Cliff Path
01 29 The Cliff Path
02 2A The Cliff Path
03 52 The Vast Cavern
04 62 The Pirate Treasure Chamber
05 N/A N/A
06 N/A N/A
07 N/A N/A
Used by the routine at Handler_DisplayRoomImage but uses the bit index from Table_RoomsWithImages.
BC66 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 Crab
01 Tentacle
02 Drunk
03 Lion
04 Crocodile
05 Cannibals
06 Match
07 Wave
When the bit is set, this starts a turn counter (see Counter_Crab).
BC67 8
Turn-Based Event Counters
BC6F 1
Flags: Event States
Holds a single byte, where each bit relates to an event as follows:
Bit Relating To
00 Crab
01 Tentacle
02 Drunk
03 Lion
04 Crocodile
05 Cannibals
06 Match
07 Wave
When the bit is set, this indicates that a turn-based event has started.
BC70 8
Game status buffer entry at BC70
BC78 9
Table: Scenic Event Locations
A table where the index is the event ID, and the value is the room it resides in (00 for "currently inactive"). See Count_ScenicEvents for the count.
BC81 23
Game status buffer entry at BC81
BC98 1
Number Of Items In The Players Inventory
The number of items the player is currently holding.
BCCB 1
Current Room ID
The room the player starts the game in is room 03: Your Ship.
BCCC 18
Table: Scenic Event Rooms
Pointer to the table containing groups of room IDs that an event could occur in.
BCDE 46
Game status buffer entry at BCDE
BD0C 2
Pointer: Vocabulary Table
Pointer to the table containing the game vocabulary.
BD0E 2
Pointer: Turn-Based Events Jump Table
Pointer to the jump table containing turn-based events.
BD10 2
Pointer: Room Map Table
Pointer to the table containing the relationships between rooms.
BD12 2
Pointer: Item Description Table
Pointer to the table containing item descriptions.
BD14 2
Pointer: Rooms With Images Table
Pointer to the table containing all the rooms which have an image to display.
BD16 2
Pointer: Room Image Jump Table
Pointer to the jump table for displaying an image relating to a room.
BD18 2
Pointer: Room Description Table
Pointer to the table containing room descriptions.
BD1A 2
Pointer: Item Grouping Table
BD1C 2
Pointer: Object Noun Phrases
BD1E 2
Pointer: Object List Table
BD20 2
Pointer: Verbs Jump Table
BD22 2
Pointer: Configurable Exits Table
BD24 2
Pointer: Scenic Events Jump Table
BD26 2
Pointer: Verb Word Tokens Table
BD28 2
Number Of Items
The total number of items in the game.
BD2A 2
Number Of Objects
The total number of objects in the game.
BD2C 2
Number Of Verb Tokens
The total number of verb word tokens the game has. See Table_VerbWordTokens.
BD2E 2
Number Of Rooms With Images
The total number of rooms which have related images in the game.
BD30 2
Number Of Scenic Events
BD32 2
Number Of "Configurable Exits"
BD34 50
Command Buffer
BD66 10
User Input: Word Tokens
BD70 1
Line Number
BD71 12
Game status buffer entry at BD71
BD7D 2
Temporary Storage Table Pointer
BD7F 2
Temporary Storage Table Index
BD81 4
Game status buffer entry at BD81
BFE2 12
Table: Directions
Pointer to the table containing direction messaging.
D34E 158
Table: Item Descriptions
D3EC 218
Table: Room Descriptions
D4C6 96
Table: Object Noun Phrases
E83E 48
Table: Object List?
E86E 159
Data: Item Groups
See Table_ItemGrouping for usage.
E90D 38
Table: Verb Word Tokens
A list of all available verb tokens in the game. See Count_VerbTokens.
E933 42
Data: Scenic Event Rooms
E95D 13
Table: Rooms With Images
E96A 96
Table: Item Grouping
Items may have several item IDs which relate to a single item, this table groups the items together to assist the parser with knowing that tokens refer to the same thing.
Some examples are:
Item ID Item Name Relates To:
02 "A match" The Match
03 "A lighted match"
Item ID Item Name Relates To:
10 "An eyepatch" The Eyepatch
11 "An eyepatch (worn)"
Item ID Item Name Relates To:
27 "A parrot (alive)" The Parrot
28 "A dead parrot"
E9CA 326
Data: Phrase Tokens
The user input is broken down into tokens which represent the words they've entered. These tokens are then compared against these token patterns to determine the outcome the player was trying to communicate.
EB10 654
Table: Room Map
ED9E 38
Table: Configurable Exits
FDB5 324
Default Game State
FF3A 76
Jump Table: Verbs
FF86 16
Jump Table: Turn-Based Events
FF96 18
Jump Table: Scenic Events
FFA8 26
Jump Table: Room Images