Address Length Description
48112 100
Table: Item Locations
A table where the index is the item ID, and the value is the room it resides in (0 for "currently inactive").
When the item is in the players inventory, the room ID changes to 1.
48212 1
Game Flags
Holds a single byte, where each bit relates to help states as follows:
Bit Relating To
1 Cannibals
2 Swearing #1
3 Swearing #2
48220 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 3 Your Ship
1 8 The Dunes
2 9 The Dunes
3 10 The Dunes
4 108 The Bridge
5 62 The Cave Mouth
6 106 The Mighty Rock Door
7 31 The Cannibals' Village
Bit Room ID Room Name
0 40 The Cliff Path
1 41 The Cliff Path
2 42 The Cliff Path
3 82 The Vast Cavern
4 98 The Pirate Treasure Chamber
5 N/A N/A
6 N/A N/A
7 N/A N/A
Used by the routine at Handler_DisplayRoomImage but uses the bit index from Table_RoomsWithImages.
48230 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 Crab
1 Tentacle
2 Drunk
3 Lion
4 Crocodile
5 Cannibals
6 Match
7 Wave
When the bit is set, this starts a turn counter (see Counter_Crab).
48231 8
Turn-Based Event Counters
48239 1
Flags: Event States
Holds a single byte, where each bit relates to an event as follows:
Bit Relating To
0 Crab
1 Tentacle
2 Drunk
3 Lion
4 Crocodile
5 Cannibals
6 Match
7 Wave
When the bit is set, this indicates that a turn-based event has started.
48240 8
Game status buffer entry at BC70
48248 9
Table: Scenic Event Locations
A table where the index is the event ID, and the value is the room it resides in (0 for "currently inactive"). See Count_ScenicEvents for the count.
48257 23
Game status buffer entry at BC81
48280 1
Number Of Items In The Players Inventory
The number of items the player is currently holding.
48331 1
Current Room ID
The room the player starts the game in is room 3: Your Ship.
48332 18
Table: Scenic Event Rooms
Pointer to the table containing groups of room IDs that an event could occur in.
48350 46
Game status buffer entry at BCDE
48396 2
Pointer: Vocabulary Table
Pointer to the table containing the game vocabulary.
48398 2
Pointer: Turn-Based Events Jump Table
Pointer to the jump table containing turn-based events.
48400 2
Pointer: Room Map Table
Pointer to the table containing the relationships between rooms.
48402 2
Pointer: Item Description Table
Pointer to the table containing item descriptions.
48404 2
Pointer: Rooms With Images Table
Pointer to the table containing all the rooms which have an image to display.
48406 2
Pointer: Room Image Jump Table
Pointer to the jump table for displaying an image relating to a room.
48408 2
Pointer: Room Description Table
Pointer to the table containing room descriptions.
48410 2
Pointer: Item Grouping Table
48412 2
Pointer: Object Noun Phrases
48414 2
Pointer: Object List Table
48416 2
Pointer: Verbs Jump Table
48418 2
Pointer: Configurable Exits Table
48420 2
Pointer: Scenic Events Jump Table
48422 2
Pointer: Verb Word Tokens Table
48424 2
Number Of Items
The total number of items in the game.
48426 2
Number Of Objects
The total number of objects in the game.
48428 2
Number Of Verb Tokens
The total number of verb word tokens the game has. See Table_VerbWordTokens.
48430 2
Number Of Rooms With Images
The total number of rooms which have related images in the game.
48432 2
Number Of Scenic Events
48434 2
Number Of "Configurable Exits"
48436 50
Command Buffer
48486 10
User Input: Word Tokens
48496 1
Line Number
48497 12
Game status buffer entry at BD71
48509 2
Temporary Storage Table Pointer
48511 2
Temporary Storage Table Index
48513 4
Game status buffer entry at BD81
49122 12
Table: Directions
Pointer to the table containing direction messaging.
54094 158
Table: Item Descriptions
54252 218
Table: Room Descriptions
54470 96
Table: Object Noun Phrases
59454 48
Table: Object List?
59502 159
Data: Item Groups
See Table_ItemGrouping for usage.
59661 38
Table: Verb Word Tokens
A list of all available verb tokens in the game. See Count_VerbTokens.
59699 42
Data: Scenic Event Rooms
59741 13
Table: Rooms With Images
59754 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:
2 "A match" The Match
3 "A lighted match"
Item ID Item Name Relates To:
16 "An eyepatch" The Eyepatch
17 "An eyepatch (worn)"
Item ID Item Name Relates To:
39 "A parrot (alive)" The Parrot
40 "A dead parrot"
59850 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.
60176 654
Table: Room Map
60830 38
Table: Configurable Exits
64949 324
Default Game State
65338 76
Jump Table: Verbs
65414 16
Jump Table: Turn-Based Events
65430 18
Jump Table: Scenic Events
65448 26
Jump Table: Room Images