Address Length Description
61AB 65
Table: Item Locations
Workspace filled from Default_Table_ItemLocations by the routine at GameStart. Object locations occupy the 41 bytes at Table_ItemLocations. The current room is *CurrentRoom. Pointers to the message, exit and handler tables follow the command buffer.
620F 1
Flags: Display State
Bit 0 is set when a room picture is waiting for a keypress.
6213 4
Table: Already Seen Room Images
One bit per entry in Table_RoomsWithImages. Handler_DisplayRoom tests and sets the bit for the current room's picture slot.
6219 1
Flags: Turn-Based Event States
Holds a single byte, where each bit relates to a turn-based event. When the bit is set, HandlerTurnBasedEvents runs the matching handler from Table_TurnBasedEventHandlers.
621A 8
Turn-Based Event Counters
One countdown per bit of *Flag_TurnBasedEventState.
6222 1
Flags: Scenic Event States
Holds a single byte, where each set bit arms a scenic event. Handler_ScenicEvents walks these bits and plants a message when the player is not already in that event's room from Table_ScenicEventLocations.
6223 1
Current Room ID
The room the player starts the game in is room 00: N/A.
6224 8
Table: Scenic Event Locations
Where each of the 08 scenic events is. Handler_ScenicEvents compares these rooms with *CurrentRoom.
622C 1
Number Of Items In The Players Inventory
The number of items the player is currently holding.
622D 50
Load/ Save Buffer
When loading or saving, this buffer holds the bytes for the saved-location pointers at Table_SavedLocations.
625F 50
Command Buffer
The line being typed. Parsed word tokens follow at UserInput_FirstToken.
6291 10
User Input: Word Tokens
The vocabulary number of each word of the last command, in the order they were typed, with FF in every slot that isn't used.
629B 1
Line Number
The text and picture row used when clearing lines and parking the cursor.
629C 2
Pointer: Vocabulary Table
Pointer to the table containing the game vocabulary.
629E 4
Four Letter Buffer
The four-character word the parser is matching.
62A2 16
Table: Turn-Based Event Handlers
Handler addresses for each bit of *Flag_TurnBasedEventState. Used by HandlerTurnBasedEvents.
62B2 16
Table: Scenic Event Message Lists
Pointers to the message lists Handler_ScenicEvents walks for each scenic event.
62C2 2
Pointer: Room Map Table
Pointer to the table containing the relationships between rooms.
62C4 2
Number Of Objects
The total number of objects in the game.
62C6 2
Pointer: Item Description Table
Pointer to the table containing item descriptions.
62C8 2
Number Of Nouns
The total number of noun word tokens the game has.
62CA 2
Number Of Rooms With Images
The total number of rooms which have related images in the game.
62CC 2
Pointer: Rooms With Images Table
Pointer to the table containing all the rooms which have an image to display.
62CE 2
Pointer: Room Image Jump Table
Pointer to the jump table for displaying an image relating to a room.
62D0 2
Pointer: Room Description Table
Pointer to the table containing room descriptions.
62D2 2
Pointer: Object Noun Phrases
62D4 2
Pointer: Object List Table
62D6 2
Pointer: Noun Tokens Table
62D8 2
Pointer: Verbs Jump Table
62DA 2
Number Of Verb Tokens
The total number of verb word tokens the game has.
62DC 2
Number Of Saved Locations
62DE 2
Pointer: Saved Location Table
646D 12
Table: Direction Messages
Pointers to the direction names, in the order north, south, east, west, up and down.
84E6 130
Table: Object Descriptions
41 pointers to the object messages. Indexed with the count stored at *Count_Objects.
8568 128
Table: Room Descriptions
One pointer per room. Room 00 and room 01 are unused. The starting room is 02, In Deep Space, On Patrol.
85E8 74
Table: Nouns
25 pointers to the noun phrases the parser matches.
8B5A 384
Table: Room Exits
Six direction bytes for every room, in the order north, south, east, west, up and down. 00 means no exit.
8D16 20
Table: Saved Locations
Pointers copied and restored with the save file. The count is stored at *Count_SavedLocations.
F785 142
Table: Attribute Addresses
Used by the routine at RecolourRoomImage.
Attribute-file addresses that RecolourRoomImage blanks after it paints a recoloured copy of Image_TheWhiteRoom. 47 words.
F8EA 65
Default Game State
The starting values for the game status buffer. GameStart copies all 0135 bytes over Table_ItemLocations at the start of every game, so the layout is the same as the entries from Table_ItemLocations to Pointer_SavedLocations.
F94E 1
Flags: Display State
Copied to Flag_DisplayState. Bit 0 is clear at the start of every game.
F952 4
Table: Already Seen Room Images
Copied to Table_RoomImagesAlreadySeen. No room picture has been shown yet.
F958 1
Flags: Turn-Based Event States
Copied to Flag_TurnBasedEventState. No turn-based event has started.
F959 8
Turn-Based Event Counters
Copied to Counter_Unused_0. One countdown per bit of *Flag_TurnBasedEventState.
F961 1
Flags: Scenic Event States
Copied to Flag_ScenicEventState. No scenic event is armed yet.
F962 1
Current Room ID
Copied to CurrentRoom. The player starts in room 02.
F963 8
Table: Scenic Event Locations
Copied to Table_ScenicEventLocations. Where each of the 08 scenic events starts.
F96B 1
Number Of Items In The Players Inventory
Copied to Count_InventoryItems. The player starts holding 01 item(s).
F96C 50
Load/ Save Buffer
Copied to LoadSaveBuffer. Initial bytes for the saved-location pointers.
F99E 50
Command Buffer
Copied to CommandBuffer. Cleared again when a command is typed.
F9D0 10
User Input: Word Tokens
Copied to UserInput_FirstToken. Filled with FF until a command is parsed.
F9DA 1
Line Number
Copied to LineNumber. Initial text/picture row 18.
F9DB 2
Pointer: Vocabulary Table
Copied to Pointer_Vocabulary. Points at the vocabulary table.
F9DD 4
Four Letter Buffer
Copied to FourLetterBuffer. Cleared again when a word is matched.
F9E1 16
Table: Turn-Based Event Handlers
Copied to Table_TurnBasedEventHandlers. Handler addresses for each turn-based event bit.
F9F1 16
Table: Scenic Event Message Lists
Copied to Table_ScenicEventMessageLists. Message-list pointers for each scenic event.
FA01 2
Pointer: Room Map Table
Copied to Pointer_RoomMap.
FA03 2
Number Of Objects
Copied to Count_Objects.
FA05 2
Pointer: Item Description Table
FA07 2
Number Of Nouns
Copied to Count_Nouns.
FA09 2
Number Of Rooms With Images
FA0B 2
Pointer: Rooms With Images Table
FA0D 2
Pointer: Room Image Jump Table
Copied to Pointer_RoomImage.
FA0F 2
Pointer: Room Description Table
FA11 2
Pointer: Object Noun Phrases
FA13 2
Pointer: Object List Table
Copied to Pointer_ObjectList.
FA15 2
Pointer: Noun Tokens Table
Copied to Pointer_NounTokens.
FA17 2
Pointer: Verbs Jump Table
FA19 2
Number Of Verb Tokens
Copied to Count_VerbTokens.
FA1B 2
Number Of Saved Locations
FA1D 2
Pointer: Saved Location Table
FA20 72
Jump Table: Verbs
Verb routines in the same order as the search list at Table_VerbSearchList. Used by Handler_DispatchVerb.
FA68 52
Jump Table: Room Images
Handlers that draw the location pictures, in the same order as the room list at Table_RoomsWithImages.
Used by the routine at Handler_DisplayRoom through the pointer at Pointer_RoomImage, set from Default_Table_ItemLocations.