Page Byte Address Description
64 0 16384
Loading Screen
91 27 23323
Game Entry Point Alias
91 30 23326
Tape Header
91 47 23343
Flags: Tape Load Result
91 48 23344
Tape Loader: Game
91 139 23435
Tape Loader: LD_BYTES
91 170 23466
Unused
92 11 23563
Word Buffer
92 203 23755
Stack
93 128 23936
Table: Word index
93 192 24000
Table Dictionary: "A"
94 102 24166
Table Dictionary: "B"
95 35 24355
Table Dictionary: "C"
95 204 24524
Table Dictionary: "D"
96 63 24639
Table Dictionary: "E"
96 156 24732
Table Dictionary: "F"
97 41 24873
Table Dictionary: "G"
97 121 24953
Table Dictionary: "H"
97 236 25068
Table Dictionary: "I"
98 74 25162
Table Dictionary: "J"
98 83 25171
Table Dictionary: "K"
98 111 25199
Table Dictionary: "L"
98 241 25329
Table Dictionary: "M"
99 88 25432
Table Dictionary: "N"
99 167 25511
Table Dictionary: "O"
99 245 25589
Table Dictionary: "P"
100 170 25770
Table Dictionary: "Q"
100 184 25784
Table Dictionary: "R"
101 25 25881
Table Dictionary: "S"
102 65 26177
Table Dictionary: "T"
102 203 26315
Table Dictionary: "U"
103 10 26378
Table Dictionary: "V"
103 25 26393
Table Dictionary: "W"
103 158 26526
Table Dictionary: "X"
103 162 26530
Table Dictionary: "Y"
103 180 26548
Table Dictionary: "Z"
103 183 26551
Table: Common Words
104 11 26635
Text: Introduction
104 42 26666
Text: Prompt
104 48 26672
Text: Message
104 63 26687
Text: Message
104 177 26801
Text: Message
104 188 26812
Text: Message
104 209 26833
Text: Cannot See
104 221 26845
Text: Message
104 222 26846
Word: Text Pointer
104 224 26848
Text: Message
104 225 26849
Text: Default Object
104 228 26852
Text: Message
104 233 26857
Text: Exits
105 41 26921
Text: Character Busy
109 154 28058
Text: Police
113 237 29165
Text: Message
114 7 29191
Text: Message
114 36 29220
Text: Message
114 45 29229
Text: Message
117 210 30162
Text: Message
118 17 30225
Text: Message
118 29 30237
Text: Message
123 194 31682
Text: Message
123 215 31703
Text: Message
124 74 31818
Text: Message
124 158 31902
Text: Message
124 231 31975
Text: Message
126 39 32295
Text: Room Description
130 89 33369
Table: Object Runtime
132 11 33803
Table: Locations
132 225 34017
Room 0: "Empty"
132 235 34027
Room 1: "Hansom Cab"
132 245 34037
Room 2: "Steam Train (London Underground)"
132 255 34047
Room 3: "Steam Train (In Picturesque Countryside)"
133 9 34057
Room 4: "Steam Train (Shunted Between Platforms)"
133 19 34067
Room 5: "Baker Street"
133 32 34080
Room 6: "Entrance Hallway"
133 48 34096
Room 7: "Hall"
133 64 34112
Room 8: "Your Room"
133 80 34128
Room 9: "Small Closet"
133 93 34141
Room 10: "Parliament Street"
133 106 34154
Room 11: "Scotland Yard"
133 119 34167
Room 12: "Slater Street"
133 132 34180
Room 13: "Disgusting Opium Den"
133 145 34193
Room 14: "Aldergate Street"
133 158 34206
Room 15: "Aldergate Station"
133 174 34222
Room 16: "Platform One (Aldergate Station)"
133 190 34238
Room 17: "Platform Two (Aldergate Station)"
133 203 34251
Room 18: "Kings Cross Road"
133 216 34264
Room 19: "Kings Cross Station"
133 232 34280
Room 20: "Platform One (Kings Cross Station)"
133 248 34296
Room 21: "Platform Two (Kings Cross Station)"
134 8 34312
Room 22: "Platform Three (Kings Cross Station)"
134 24 34328
Room 23: "Platform Four (Kings Cross Station)"
134 37 34341
Room 24: "Bishops Road"
134 50 34354
Room 25: "Paddington Station"
134 66 34370
Room 26: "Platform One (Paddington Station)"
134 82 34386
Room 27: "Platform Two (Paddington Station)"
134 95 34399
Room 28: "Buckingham Palace Road"
134 108 34412
Room 29: "Victoria Station"
134 124 34428
Room 30: "Platform One (Victoria Station)"
134 140 34444
Room 31: "Platform Two (Victoria Station)"
134 153 34457
Room 32: "Camden Street"
134 169 34473
Room 33: "Entrance Hall"
134 188 34492
Room 34: "Passage"
134 210 34514
Room 35: "Basils Bedroom"
134 226 34530
Room 36: "Basils Kitchen"
134 242 34546
Room 37: "Basils Dining Room"
134 255 34559
Room 38: "Basils Library"
135 12 34572
Room 39: "Basils Yard"
135 25 34585
Room 40: "Sidmouth Street"
135 38 34598
Room 41: "Main Passage"
135 57 34617
Room 42: "Reading Lounge"
135 70 34630
Room 43: "Passage"
135 86 34646
Room 44: "Major Ffoulkes Room"
135 99 34659
Room 45: "Portman Street"
135 112 34672
Room 46: "Tricias Entrance Hall"
135 128 34688
Room 47: "Tricias Lounge"
135 147 34707
Room 48: "Tricias Kitchen"
135 160 34720
Room 49: "Tricias Bedroom"
135 173 34733
Room 50: "Main Street"
135 198 34758
Room 51: "Cobden Lane"
135 217 34777
Room 52: "Small Lane"
135 236 34796
Room 53: "Leatherhead Station"
135 252 34812
Room 54: "Platform One (Leatherhead Station)"
136 12 34828
Room 55: "Platform Two (Leatherhead Station)"
136 25 34841
Room 56: "Entrance Hall"
136 44 34860
Room 57: "Lounge Room"
136 63 34879
Room 58: "Basils Library"
136 76 34892
Room 59: "Basils Kitchen"
136 92 34908
Room 60: "Small Yard"
136 108 34924
Room 61: "Basils Bedroom"
136 124 34940
Room 62: "Browns Front Gate"
136 140 34956
Room 63: "Browns Front Door"
136 156 34972
Room 64: "Entrance Hall"
136 175 34991
Room 65: "Large Kitchen"
136 191 35007
Room 66: "Pantry"
136 204 35020
Room 67: "Sitting Room"
136 220 35036
Room 68: "Dining Room"
136 236 35052
Room 69: "Long Passage"
137 5 35077
Room 70: "Long Passage"
137 27 35099
Room 71: "Browns Library"
137 40 35112
Room 72: "Browns Study"
137 56 35128
Room 73: "Master Bed Room"
137 72 35144
Room 74: "Daphnes Room"
137 85 35157
Room 75: "Guest Room"
137 98 35170
Room 76: "Garden Path"
137 120 35192
Room 77: "Winding Garden Path"
137 136 35208
Room 78: "Winding Garden Path"
137 155 35227
Room 79: "Winding Garden Path"
137 180 35252
Room 80: "Winding Garden Path"
137 199 35271
Room 81: "Winding Garden Path"
137 224 35296
Room 82: "Winding Garden Path"
137 243 35315
Room 83: "Winding Garden Path"
138 9 35337
Room 84: "Winding Garden Path"
138 25 35353
Room 85: "Winding Garden Path"
138 41 35369
Room 86: "Winding Garden Path"
138 60 35388
Room 87: "Winding Garden Path"
138 79 35407
Room 88: "East Side"
138 98 35426
Room 89: "West Side"
138 120 35448
Room 90: "South Side"
138 139 35467
Room 91: "North Side"
138 161 35489
Room 92: "Jones Front Gate"
138 177 35505
Room 93: "Jones Front Door"
138 193 35521
Room 94: "Library"
138 209 35537
Room 95: "Small Room"
138 222 35550
Room 96: "Jones Entrance Hall"
138 244 35572
Room 97: "Sitting Room"
139 4 35588
Room 98: "Kitchen"
139 17 35601
Room 99: "Dining Room"
139 33 35617
Room 100: "Small Passage"
139 49 35633
Room 101: "Mrs Jones Room"
139 62 35646
Room 102: "Bails Front Yard"
139 78 35662
Room 103: "Old Mill Road"
139 88 35672
Room 104: "Leatherhead Police Station"
139 101 35685
Room 105: "Police Cab (Country Roads)"
139 111 35695
Table: Objects
140 186 36026
Object 0: "You"
140 203 36043
Object 1: "China Man"
140 220 36060
Object 2: "Inspector Lestrade"
140 237 36077
Object 3: "Watson"
140 254 36094
Object 4: "Chief Constable Strak"
141 15 36111
Object 5: "Daphne Strachan"
141 32 36128
Object 6: "Basil Phipps"
141 49 36145
Object 7: "Major Percival FFoulk"
141 66 36162
Object 8: "Gardener"
141 83 36179
Object 9: "Cook"
141 100 36196
Object 10: "Maid"
141 117 36213
Object 11: "Local Police Man"
141 140 36236
Object 12: "Local Police Man"
141 157 36253
Object 13: "Tricia Fender"
141 180 36276
Object 14: "China Mans Disguise"
141 201 36297
Object 15: "Case"
141 218 36314
Object 16: "What Happened"
141 235 36331
Object 17: "Your Alibi"
141 252 36348
Object 18: "Your Address"
142 13 36365
Object 19: "Front Door"
142 39 36391
Object 20: "Stairway"
142 63 36415
Object 21: "Your Door"
142 85 36437
Object 22: "Oil Lamp"
142 102 36454
Object 23: "Your Armchair"
142 129 36481
Object 24: "Watsons Armchair"
142 156 36508
Object 25: "Daily Chronicle"
142 173 36525
Object 26: "Note"
142 190 36542
Object 27: "Your Money"
142 209 36561
Object 28: "Money"
142 228 36580
Object 29: "Hidden Door"
142 246 36598
Object 30: "Hansom Cab"
143 19 36627
Object 31: "Cabbie"
143 44 36652
Object 32: "Money"
143 61 36669
Object 33: "Hansom Cab"
143 90 36698
Object 34: "Cabbie"
143 115 36723
Object 35: "Money"
143 132 36740
Object 36: "Steam Train"
143 157 36765
Object 37: "Steam Train"
143 182 36790
Object 38: "Steam Train"
143 207 36815
Object 39: "Steam Train"
143 232 36840
Object 40: "Steam Train"
144 1 36865
Object 41: "Steam Train"
144 26 36890
Object 42: "Steam Train"
144 51 36915
Object 43: "Steam Train"
144 76 36940
Object 44: "Wide Stairway"
144 94 36958
Object 45: "Large Oak Door"
144 118 36982
Object 46: "Female Corpse"
144 135 36999
Object 47: "Crumple Note"
144 152 37016
Object 48: "Heavy Oak Door"
144 178 37042
Object 49: "Dining Room Door"
144 204 37068
Object 50: "Plain Door"
144 234 37098
Object 51: "Ornate Door"
145 2 37122
Object 52: "Daphnes Door"
145 24 37144
Object 53: "Bedroom Door"
145 46 37166
Object 54: "Wooden Door"
145 68 37188
Object 55: "Thick Heavy Door"
145 96 37216
Object 56: "Side Door"
145 118 37238
Object 57: "Sandstone Bridge"
145 136 37256
Object 58: "Footbridge"
145 154 37274
Object 59: "Deep Stream"
145 178 37298
Object 60: "Plush Sofa"
145 205 37325
Object 61: "Large Desk"
145 222 37342
Object 62: "Drawer"
145 245 37365
Object 63: "False Bottom"
146 10 37386
Object 64: "Bank Account Book"
146 27 37403
Object 65: "Note"
146 44 37420
Object 66: "Bookcase"
146 64 37440
Object 67: "Bloodstained Clothes"
146 81 37457
Object 68: "Solid Door"
146 103 37479
Object 69: "Sitting Room Door"
146 127 37503
Object 70: "Northern Door"
146 149 37525
Object 71: "Bloodstained Sofa"
146 166 37542
Object 72: "Body"
146 183 37559
Object 73: "Back Gate"
146 205 37581
Object 74: "Back Door"
146 229 37605
Object 75: "Thick Hedge"
146 247 37623
Object 76: "Basils Bed"
147 8 37640
Object 77: "Basils Piano"
147 25 37657
Object 78: "Gramaphone"
147 42 37674
Object 79: "Window"
147 64 37696
Object 80: "Trash Pile"
147 83 37715
Object 81: "Torn Coded Note"
147 100 37732
Object 82: "Small Rubbish Bin"
147 117 37749
Object 83: "Ripped Coded Note"
147 134 37766
Object 84: "Fireplace"
147 151 37783
Object 85: "Burn Note"
147 174 37806
Object 86: "Wall Safe"
147 195 37827
Object 87: "Unfinished Note"
147 212 37844
Object 88: "Folder"
147 229 37861
Object 89: "Wall Safe"
147 250 37882
Object 90: "Letters"
148 11 37899
Object 91: "Front Door"
148 33 37921
Object 92: "Gun"
148 50 37938
Object 93: "Large Rock"
148 67 37955
Object 94: "Mrs Brown"
148 84 37972
Object 95: "Mrs Jones"
148 107 37995
Object 96: "Herself"
148 124 38012
Object 97: "Plans"
148 141 38029
Object 98: "Innocent"
148 158 38046
Object 99: "Opium Den"
148 175 38063
Object 100: "Old Man"
148 192 38080
Object 101: "Old Mans Disguise"
148 213 38101
Object 102: "Window"
148 230 38118
Object 103: "Tricias Front Door"
148 252 38140
Object 104: "German Agent"
149 13 38157
Object 105: "Old Mill Road"
149 30 38174
Object 106: "Sale Location"
149 47 38191
Object 107: "Guilty"
149 64 38208
Object 108: "Idiot"
149 81 38225
Object 109: "Police Cab"
149 106 38250
Spare RAM
152 96 39008
Table: Timetable
153 33 39201
Action: Sherlock
153 77 39245
Table: Character Pairs
153 147 39315
Character State
153 151 39319
Character State
153 169 39337
Character State
153 183 39351
Character State: Basil
153 227 39395
Character State
153 241 39409
Character State
153 252 39420
Action: Print The Hurry And Catch Line
154 5 39429
Action: Set The State Mark And Say It Is Not Seen
154 19 39443
Action: Print The Sale Remark
154 61 39485
Action: Arm The Later Exit And Print Tomorrow
154 75 39499
Action: Print The Conclusion
154 89 39513
Action: Move Mrs Jones
154 116 39540
Mark Action Taken
154 125 39549
Action Separator
154 128 39552
Action: Print Opening Text
154 163 39587
Read The Room Display Parameter
155 37 39717
Measure Character Distance
155 80 39760
Place Character Beside Match
155 127 39807
Table: Location Pairs
156 7 39943
Search Pair Table
156 65 40001
Display Record
156 67 40003
Mark Object And Jump
156 86 40022
Set The Object Held Mark
156 96 40032
Clear The Object Held Mark
156 106 40042
Handler: Find Character Action
156 119 40055
Execute Character Action
156 133 40069
Table: Character Actions
156 161 40097
Character State: Basil Phipps
156 162 40098
Character Action: Basil Phipps
156 206 40142
Check Object In Character Location
156 233 40169
Process Character Action With Text
156 242 40178
Process Character Action Parameter
157 16 40208
Counters: Watson
157 19 40211
Character Action: Watson
157 46 40238
Counters: Strak
157 48 40240
Character Action: Chief Constable Strak
157 69 40261
Counters: Police Man 1
157 72 40264
Character Action: First Local Police Man
157 101 40293
Store A Set Mark And Print The Police Line
157 112 40304
Counters: Police Man 2
157 115 40307
Character Action: Second Local Police Man
157 144 40336
Flags: Police
157 149 40341
Character Action: Inspector Lestrade Helper
157 198 40390
Print The Surprised Remark Once
157 216 40408
Store A Set Mark At The Pointer
157 255 40447
Character Action: Inspector Lestrade
158 72 40520
Display Record
158 74 40522
Check Character State
158 96 40544
Read Sherlock's Disguise
158 106 40554
Display Record
158 108 40556
Test The Police Flag
158 116 40564
Report Success
158 133 40581
Display Record
158 135 40583
Test The Busy Flag
158 162 40610
Display Record
158 164 40612
Test The Action-Taken Flag
158 192 40640
Character State: Daphne Strachan
158 193 40641
Character Action: Daphne Strachan
158 202 40650
Character State:Cook
158 203 40651
Character Action: Cook
158 208 40656
Character State: Gardener
158 209 40657
Character Action: Gardener
158 212 40660
Read The Character Being Processed
158 215 40663
Read The Character Being Processed
159 30 40734
Update Character State And Location
159 56 40760
Table: Display Records
159 171 40875
Table: Display Records By Moved Marker
159 197 40901
Display Record
159 201 40905
Print Text Token And Return
159 212 40916
Word: Saved Character Pointer
159 214 40918
Current Room ID
159 215 40919
Location Value
159 217 40921
Currently Processed Character Command Position
159 219 40923
Currently Processed Character Timetable Pointer
159 221 40925
Current Time Ticker
159 223 40927
Current Time
159 225 40929
Current Day Of The Week
159 226 40930
Messaging: AM/ PM
159 228 40932
Flags: Clock
159 229 40933
Flags: Clock
159 231 40935
Word: Saved Pointer
159 233 40937
Character List Pointer
159 235 40939
Character Script Entry List
159 238 40942
Word: Link Pointer
160 8 40968
Flags: Input
160 9 40969
Sherlock Disguise Check Result
160 10 40970
Current Character Attribute
160 11 40971
Flags: Parser
160 12 40972
Flags: Parser
160 13 40973
Word: Parser
160 15 40975
Display Mode
160 17 40977
Flags: Pictures Enabled
160 19 40979
Word: Current Object
160 21 40981
Word: Secondary Pointer
160 23 40983
Current Character Data
160 25 40985
Flags: Parser
160 27 40987
Flags: Initialised
160 28 40988
Flags: Display
160 29 40989
Object Attribute Value
160 30 40990
Flags: Display
160 31 40991
Character Script Cycles
160 33 40993
Match Flag
160 34 40994
Token Value Buffer
160 36 40996
Command Mode
160 37 40997
Print Position Flag
160 38 40998
Token Format Flag
160 39 40999
Print Mode Flag
160 40 41000
Object Processing Source Flag
160 41 41001
Saved Text Pointer
160 43 41003
Active Text Pointer
160 45 41005
Saved Source Byte
160 46 41006
Location Match Flag
160 47 41007
Display Pointer
160 51 41011
Flags: Saved Character
160 52 41012
Room Display Parameter
160 53 41013
Room Graphics Parameter
160 54 41014
Currently Processed Character ID
160 55 41015
Flags: Random Seed
160 56 41016
Object Attribute Flag
160 64 41024
Game Entry Point
160 100 41060
Run The Game Loop
160 216 41176
Word: Location Graphics
160 219 41179
Check Character Schedule
160 231 41191
Load Or Save The Game
160 235 41195
Load The Game
160 241 41201
Save The Game
160 247 41207
Fetch Object Pointer From Stack
161 4 41220
Increment Pointer And Compare
161 26 41242
Workspace
161 28 41244
Allocate Memory
161 138 41354
Store That Byte In The Link Ahead
161 175 41391
Follow Record Pointer
161 199 41415
Process Memory Entry
162 12 41484
Calculate Pointer Offset
162 77 41549
Token Word Table
162 93 41565
Check Text Token Match
162 119 41591
Process Text Token
162 150 41622
Clear Display Lines
162 162 41634
Print Newline
162 170 41642
Object Display Flag
162 171 41643
Clear Buffer
162 177 41649
Calculate Object Table Offset
162 189 41661
Extract Object Attributes
162 228 41700
Process Object Display
163 93 41821
Saved Object Fields
163 96 41824
Check And Reset Character State
163 125 41853
Process Object Display
164 20 42004
Print A Full Stop
164 25 42009
Shift The Text Pointer And Print A Space
164 94 42078
Print A Hyphen
164 105 42089
Print The Letter D
164 118 42102
Divide By Repeated Subtraction
164 128 42112
Print One Decimal Digit
164 144 42128
Print Hundreds, Tens And Units
164 171 42155
Point To Location Data Plus One
164 188 42172
Point To Object Attribute Byte
164 205 42189
Compare Location Data
164 224 42208
Leave Success For The Script
165 27 42267
Read The Script Position
165 54 42294
Wait For A Key With Timeout
165 93 42333
Control Character Jump Table
165 157 42397
Text Pointer
165 159 42399
Print Text And Handle Control Characters
165 195 42435
Dispatch Looked-Up Handler
165 196 42436
Process Text Stream
165 205 42445
Process Text Command
165 234 42474
Mark Success For The Script
165 242 42482
Test For A Space
166 58 42554
Print This Character
166 63 42559
Choose The Line Break
166 71 42567
Print Character With Time Period
166 74 42570
Leave A Full Stop As The Result
166 93 42589
Process Text Token And Call Handler
166 108 42604
Fetch Next Text Token
166 121 42617
Step The Record By Its Length
166 132 42628
Continue At The Next Token
166 187 42683
Skip Text Token Based On Type
166 209 42705
Alternatives Left
166 210 42706
Chosen Alternative
166 211 42707
Print A Random Alternative
167 2 42754
Read The Parser Workspace
167 9 42761
Print The Next Token
167 17 42769
Run A Text Token Entry
167 32 42784
Clear The Object Source
167 36 42788
Read The Character Being Processed
167 44 42796
Check The Room Display Parameter
167 54 42806
Print The Control Character
167 59 42811
Check The Room Graphics Parameter
167 69 42821
Process Location Data If Valid
167 81 42833
Process Object Attribute
167 91 42843
Print Text At An Offset
167 113 42865
Print The Token Text
167 128 42880
Pronoun For This Character
167 142 42894
Pronoun For The Room
167 147 42899
Describe This Character
167 172 42924
Describe The Displayed Room
167 180 42932
Describe The Next Token
167 186 42938
Check Object Attribute With Flag
167 197 42949
Check Object Has Special Description
167 208 42960
Check Token Match And Set Flag
167 234 42986
Token Match Flag
167 235 42987
Print Token Based On Parameters
168 14 43022
Process Text Token With Attributes
168 21 43029
Read The High Byte Of The Token
168 47 43055
Process Object Or Print Token
168 58 43066
Get Common Word And Process
168 64 43072
Get Common Word
168 81 43089
Lowercase Handling Flag
168 82 43090
Toggle Lowercase Handling
168 92 43100
Table: Format Data
168 128 43136
Extract Token From Text
168 135 43143
Print A Dictionary Word
169 47 43311
Process Text Token Format
169 77 43341
Handle Nested Format Processing Recursive Call
169 91 43355
Process Format Data Byte
169 144 43408
Rotate And Extract Character Code
169 181 43445
Word Buffer Pointer
169 183 43447
Print Character
170 20 43540
Print One Character And Remember The Line
170 113 43633
Lookup Table: Object Display Data
170 161 43681
Display Bytes
170 168 43688
Buffer: Co-ordinate Header
170 172 43692
Buffer: Co-ordinate Data
170 178 43698
Prepare Character For Display
170 189 43709
Force The Display Marker On
170 196 43716
Choose The Display Path From The Initialised Flag
170 209 43729
Start Picture Mode When The Screen Is Idle
171 76 43852
Read Object Processing Flag
171 82 43858
Copy Display If Needed
171 145 43921
Check Display Mode
171 243 44019
Match Character Pair
172 36 44068
Clear Co-ordinate Buffer
172 143 44175
Point At The Picture Origin
172 148 44180
Read The Next Coordinate Pair
172 166 44198
Copy Display Data To Display Buffer
172 204 44236
Handle A Class 160 Word
172 251 44283
Apply The Saved Clause
173 87 44375
Match A Class 176 Word
174 89 44633
Copy Display Data If Zero
174 106 44650
Initialise Character Data Structure
174 127 44671
Save Text Pointer
174 169 44713
Follow Character Link
174 182 44726
Step To The Next Clause Record
174 197 44741
Step Through The Saved Clause List
174 198 44742
Walk The Saved Clause List
174 234 44778
Initialise Character Search
174 241 44785
Merge Character Flags
175 39 44839
Read The Schedule Field
175 56 44856
Copy Schedule Entry
175 82 44882
Set Copy Length 10
175 86 44886
Set Copy Length 2
175 88 44888
Copy Bytes For The Given Length
175 107 44907
Table: Command Handler Lookup (Standard)
175 155 44955
Table: Command Handler Lookup (Alternate)
175 179 44979
Search Command Handler Table
175 225 45025
Check Bit And Jump
175 232 45032
Test Bit 1 Of The Source
175 250 45050
Remember The Display Page
175 255 45055
Save Display State
176 11 45067
Clear The Display Lines
176 18 45074
Record The Result In The Input Flag
176 28 45084
Step Display State
176 51 45107
Step Display State When Parser Clear
176 73 45129
Link Character When Flagged
176 154 45210
Wait For A Key
176 163 45219
Reset Clock
176 172 45228
Initialise Character Timer
176 198 45254
Start A Fresh Script Cycle
176 215 45271
Load Game State
176 228 45284
Save Game State
176 238 45294
Calculate Location Offset
176 253 45309
Process Character Data
177 53 45365
Set Display Mode 2
177 63 45375
Follow Link When Flagged
177 81 45393
Select Picture Mode Alternate
177 91 45403
Initialise When Flagged
177 109 45421
Display Flag
177 114 45426
Display Data Pointer
177 115 45427
Display Mode Flag
177 126 45438
Object Table Pointer
177 145 45457
Initialise Display Buffer
178 223 45791
Read The Room Graphics Parameter
179 8 45832
Read The Display Setup Flag
179 45 45869
Read The Secondary Display Flag
179 79 45903
Report An Empty Display Step
179 107 45931
Report The Next Empty Display Step
179 135 45959
Read The Object Attribute
179 156 45980
Flags: Display
179 157 45981
Process Display Pointer
180 5 46085
Swap The Object Display Pointers
180 104 46184
Copy Six Display Bytes
180 131 46211
Copy The Character Into The Display
180 160 46240
Dispatch Looked-Up Handler
180 162 46242
Display Setup Flag
180 163 46243
Check Flag And Set Display
180 193 46273
Find The First Noun
180 253 46333
Process Display Pointer
181 23 46359
Check And Process Objects
181 73 46409
Flags: Display
181 74 46410
Check Flag And Set Display Parameter
181 104 46440
Match The Second Noun
181 164 46500
Test For The End Marker
181 182 46518
Unlink The Next Display Record
182 47 46639
Select Jump If Zero
182 51 46643
Select Jump If Not Zero
182 214 46806
Word: Display Pointers
182 218 46810
Process Display Entry
182 229 46821
Print Object Message
182 240 46832
Process Display Entry Alternate
182 253 46845
Process Location Display
183 114 46962
Read Dictionary High Nibble
183 126 46974
Flags: Display
183 127 46975
Process Text Token Stream
184 60 47164
Restore The Saved Character Record
184 102 47206
Word: Saved Character Record
184 104 47208
Word: Saved Record Flag
184 106 47210
Follow The Link Pointer
184 170 47274
Read The Pointer At The First Display
185 14 47374
Read The Object Attribute
185 31 47391
Check The Character Being Processed
185 52 47412
Flags: Display
185 54 47414
Process Script Display
185 202 47562
Copy The Link Ahead Of This Record
185 250 47610
Copy Pointer To Stack
186 19 47635
Word: Display Pointer
186 32 47648
Process Character Display
186 62 47678
Record The Result In The Character Script
187 70 47942
Save The Object State
187 92 47964
Read The Action Flags
187 229 48101
Print Text Based On Flag
188 33 48161
Check Object Attribute
188 70 48198
Process Game Status Entries
188 116 48244
Process Game Status Entries With Counter
188 156 48284
Process Game Status Entries Alternate
188 201 48329
Check Bit And Process
189 6 48390
Process Object Pointer
189 75 48459
Set Object Table Pointer
189 81 48465
Search Object Table
189 85 48469
Read The Record Flag
189 105 48489
See Whether It Matches The Moved Marker
189 126 48510
Calculate Object Pointer Offset
189 194 48578
Point The Object List At This Room
190 34 48674
Copy The Object Picture Link
190 60 48700
Read The Next Object On The Display List
190 75 48715
Read The Next Object On The Saved List
190 90 48730
Advance Pointer And Check Bit
190 114 48754
Process Entry With Counter
190 145 48785
Test The Action Taken Flag
191 8 48904
Check Bit And Process Entry
191 28 48924
Process Text Token Entry
191 69 48965
Process Text Token Data
191 89 48985
Table: Days Of The Week Strings
191 110 49006
Messaging: Current Date
191 121 49017
Handler: Date Bar
191 164 49060
Convert Number To ASCII
191 170 49066
Store It In The Record Flag
191 176 49072
Convert Number To String
191 187 49083
Make One Decimal Digit
191 198 49094
Populate Day Of The Week
191 217 49113
Handler: Game Clock
192 12 49164
Get Time Period
192 59 49211
Check Input Port
192 64 49216
Save Game
192 137 49289
Load The Saved Game Block
192 165 49317
Messaging: Rewind Tape
192 177 49329
Messaging: Tape Error
192 188 49340
Messaging: Play Saved Game Tape
192 223 49375
Load Game
192 254 49406
Tape Header: Saved Game
193 15 49423
Clear Screen
193 40 49448
Flags: Screen
193 41 49449
Initialise Screen Display
193 66 49474
Reset Screen Display
193 74 49482
Draw Decorative Line
193 144 49552
Data: Decorative Line
193 168 49576
Print Date Bar
193 192 49600
Print String And Wait For Keypress
193 203 49611
Print String
193 215 49623
Unused
193 216 49624
Error: Out Of Memory
193 225 49633
Check TV Flag And Process
193 244 49652
Storage Decorative Line Width
193 245 49653
Screen Width
193 246 49654
Storage Decorative Line Screen Position
193 250 49658
Flags: Decorative Line
193 251 49659
Print Column
193 252 49660
Process Character Input
193 253 49661
Read The Pointer At The Storage Decorative
194 45 49709
Record The Result In The Storage Decorative
194 64 49728
Validate Keypress
194 73 49737
Handle Backspace Key
194 103 49767
Subtract Seven
194 113 49777
Scroll Screen Up
194 141 49805
Print A Row Of Spaces
194 156 49820
Scroll Screen Down
194 186 49850
Process Screen Character
195 6 49926
Scroll Screen And Reset Display
195 22 49942
Update Screen Display
195 125 50045
Advance Screen Position
195 136 50056
Print Character
195 228 50148
Redraw The Screen When Input Is Waiting
196 3 50179
Set The Printer Motor Speed Via Port 251
196 21 50197
Wait For Keypress
196 31 50207
Get Keypress
196 94 50270
Check Display Parameter
196 99 50275
Read The Display Mode
196 147 50323
Check Display Flag Bits 3 And 7
196 178 50354
Check Display Flag Bits 2 And 6
196 209 50385
Process Display Action
197 66 50498
Accept The Graphics Parameter
197 90 50522
Record The Result In The Room Graphics
197 96 50528
Record The Result In The Room Graphics
197 113 50545
Copy The Record Flag Nibble
197 122 50554
Copy The Record's Value Nibble
197 131 50563
Look Up The Display Record For The Moved Marker
197 145 50577
Process Display Record From Script
197 252 50684
Accept A Set Graphics Parameter
198 13 50701
Record The Result In The Room Graphics
198 19 50707
Record The Result In The Room Graphics
198 40 50728
Test The Character Field Of The Display Record
198 190 50878
Test The Graphics Field Of The Display Record
199 78 51022
Read The Object Attribute
199 99 51043
Read The High Byte Of The Source
199 166 51110
Test For The Seventh Marker
200 33 51233
Check Object Location Match
200 99 51299
Get Object Location
200 110 51310
Check Object Mother
200 158 51358
Exchange The Character Record With The Schedule
200 167 51367
Get Object Attribute
200 175 51375
Get Object Mother ID
200 190 51390
Test Object Has Special Description
200 198 51398
Process Object Attribute
200 239 51439
Set Object Pointers
201 41 51497
Process Object Display Logic
201 137 51593
Process Object Display With Pointer
201 150 51606
Process Object Display Entry
201 191 51647
Process Display Record
202 118 51830
Read The Saved Character
202 127 51839
Read The Character Timetable
202 158 51870
Dispatch On The Schedule Marker
202 174 51886
Room Flag
202 175 51887
Process Object Display Entry
203 40 52008
Saved Index Registers
203 44 52012
Run Display Record Code
203 52 52020
Run Handler Keeping Pointers
203 64 52032
Dispatch Looked-Up Handler
203 67 52035
Process Display With Location Check
203 88 52056
Select Sherlock After Clearing The Parser
203 103 52071
Report Success
203 121 52089
Token Select Flag
203 123 52091
Get Display Address Based On Flag
203 167 52135
Check Flag And Jump To Newline
203 194 52162
Process Character Display
204 11 52235
Script Command Counter
204 14 52238
Find Character
204 41 52265
Set Character Pointer And ID
204 55 52279
Process Character Action
204 90 52314
Read The Character Timetable
204 120 52344
Script Interpreter
204 130 52354
Dispatch The Character Script
205 139 52619
Terminate Character Script
205 145 52625
Terminate Character Script
205 149 52629
Print The Command Message
205 161 52641
Show The Room Description
205 191 52671
Record The Result In The Room Display
206 24 52760
Read The Character's Room
206 59 52795
Handle Room Display
206 79 52815
Clear Room Display Parameters
206 87 52823
Read The Character's Room
206 106 52842
Run A Simple Action
206 131 52867
Get Current Script State
206 143 52879
Continue Script Execution
206 184 52920
Process Script Command With Counter
206 222 52958
Process Room Display Parameter
206 254 52990
Advance Script Pointer By Command Size
207 3 52995
Advance By Command Type
207 64 53056
Step To The Next Byte
207 67 53059
Clear Script Command Flags
207 115 53107
Clear The Record Flag
207 121 53113
Clear The Record Flag
207 128 53120
Allocate Memory And Store Character
207 182 53174
Find Character Script Entry
207 185 53177
Walk The Character Script Entries
207 207 53199
Get Script Pointer
208 8 53256
Get Script Pointer From Timetable
208 38 53286
Update Script Pointer
208 69 53317
Is Sherlock Wearing The China Man Disguise?
208 79 53327
Adjust Object Table For Sum
208 90 53338
Table: Tokens
208 100 53348
Table: Direction Tokens
208 120 53368
Check Object Visibility
208 208 53456
Write Token To Buffer
208 220 53468
Location Token Processing Flag
208 221 53469
Process Location Token
209 2 53506
Process Location Token Display
209 19 53523
Describe The Current Room
209 120 53624
Read The Count
209 130 53634
Print The Set Message
209 135 53639
Print The Location Text
209 178 53682
Process Object Display With Check
209 198 53702
Record The Result In The Object Processing
209 219 53723
Jump To Handler
209 220 53724
Calculate Handler Offset
210 6 53766
Fetch Next Object
210 28 53788
Fetch Next Object With ID
210 36 53796
Fetch Location Data Pointer
210 55 53815
Fetch Object Data Pointer
210 73 53833
Process Object Location Recursively
210 108 53868
Look Up The Room Display Parameter
210 117 53877
Check Character ID Range
210 120 53880
Test For The End Marker
210 136 53896
Look Up Object And Test Moved Marker
210 157 53917
Get Character Attribute
210 164 53924
Random Number
210 173 53933
Scale The Roll
210 237 53997
Start The Attribute Count
210 242 54002
Get Object Attribute Value
210 245 54005
Count The Matching Attributes
211 5 54021
Scan Objects For This Id
211 60 54076
Fetch Current Character Location
211 73 54089
Search Two-Byte Length Table
211 78 54094
Search Three-Byte Length Table
211 81 54097
Search The Table
211 106 54122
Process Object Entry
211 155 54171
Process Object Entry Alternate
211 213 54229
Take The Found Object
211 232 54248
Check Object Has Special Description
212 5 54277
Check Object Attribute With Flag
212 22 54294
Read The Schedule Field
212 39 54311
Read The Schedule Field
212 72 54344
Read The Character's Room
212 108 54380
Find Object By Field One
212 113 54385
Find Object By Field Two
212 116 54388
Find Object By Field
212 149 54421
Get Object First Location
212 167 54439
Print Object List
212 204 54476
Count Objects In Location
212 239 54511
Check Object Match Criteria
213 26 54554
Print Object List With Formatting
213 38 54566
Print Formatted Object List
213 124 54652
Find Next Matching Object
213 125 54653
Find The Next Matching Object
213 144 54672
Print Object Description
213 201 54729
Table: Object Attribute Description Text Tokens
213 211 54739
Print Object Attribute Description
213 239 54767
Get Location Exit Data
213 251 54779
Get Direction Token
214 7 54791
Read The Room Graphics Link
214 11 54795
Print Location Exits
214 113 54897
Find Next Valid Exit
214 140 54924
Print Location Exits With Formatting
214 184 54968
Flags: Parser Workspace
214 191 54975
Display Record
214 193 54977
Parse Input
216 53 55349
Release The Next Display Record
216 91 55387
Record A Parser Failure
216 125 55421
Read First Display Link
216 138 55434
Read Next Display Link
216 151 55447
Quotation Mark Flag
216 152 55448
Read Command Line
216 173 55469
Read A Command Line
217 92 55644
Leave A Quote As The Result
217 104 55656
Test For A Full Stop
217 120 55672
Map The Cursor Keys
217 158 55710
Ignore Input Until The Game Has Started
217 183 55735
Delete Input Character
217 195 55747
Word: Saved Input Pointer
217 197 55749
Skip Spaces In The Input
218 50 55858
Word: Dictionary Address
218 52 55860
Find The Dictionary Entry For This Token
218 125 55933
Match The Dictionary Word
218 198 56006
Test For A Common Word
218 232 56040
Test For A Digit
218 239 56047
Parse A Time
219 86 56150
Test For A Full Stop
219 89 56153
Test For A Comma
219 132 56196
Start A Number
219 247 56311
Parse An Input Number
220 108 56428
Check Character ID
220 141 56461
Copy The Saved Character Id
220 167 56487
Apply The Room Display Parameter
220 221 56541
Read The Schedule Entry From The Current Character
220 255 56575
Word: Looked-Up Room Record
221 1 56577
Word: Room Saved For The Lookup
221 3 56579
Display Record
221 7 56583
Read Matched Character Room
221 11 56587
Compare Current Character
221 14 56590
Match The Character And Store Its Room
221 53 56629
Describe Object If Present
222 72 56904
Scale The High Byte By Sixty
222 96 56928
Measure The Gap Between The Two Pointers
222 164 56996
Set Bit Five Of The Current Object
222 182 57014
Clear Bit Five Of The Current Object
222 193 57025
Store The Character Attribute
222 228 57060
Combine The Result With The Character's Room
223 91 57179
Print Object Description Text
223 202 57290
Display Record
223 204 57292
Special Case Object 6
224 58 57402
Place Character
224 235 57579
Display Record
224 237 57581
Set The Held Mark
224 253 57597
Display Record
224 255 57599
Set The Other Held Mark
225 81 57681
Lookup And Print Display Text
225 107 57707
Table: Display Entry Lookup
225 123 57723
Dispatch Room Graphics
225 252 57852
Print The Line About You
226 1 57857
Test For The End Marker
226 7 57863
Find The Response For This Id
226 42 57898
Table: Responses By Id
226 141 57997
Test This Character Against The Room
226 238 58094
Record The Result In The Room Display
227 79 58191
Read The Character's Text Pointers
227 143 58255
Store The Shifted Text Pointer
227 156 58268
Read The Text Pointer's Low Byte
227 169 58281
Read The Source At The Display Pointer
227 245 58357
Check The Character For Room Graphics
228 251 58619
Dispatch Looked-Up Handler
229 16 58640
Store The Result In The High Byte
229 96 58720
Find The Character On The Saved Pointer
229 140 58764
Copy The Clock Link
229 193 58817
Display Record
229 195 58819
Look Up The Current Object
230 25 58905
Scan Objects
230 134 59014
Reject Low Character Attribute
230 145 59025
Process Character Attribute
230 230 59110
Display Record
230 234 59114
Store The Action Flags
230 246 59126
Compare The Character With The Room
231 14 59150
Display Record
231 16 59152
Print The Action Message
234 248 60152
Copy The Character Onto Both Records
235 17 60177
Display Record
235 19 60179
Point At The First Character
235 25 60185
Display Record
235 27 60187
Point At The Other Character
237 57 60729
Display Record
237 59 60731
Set Bit Six Of The Current Object
239 156 61340
Display Record
239 158 61342
Set The Print Flag And Print
239 172 61356
Display Record
239 174 61358
Print This Handler's Message
239 179 61363
Display Record
239 181 61365
Store The Character's Text Pointer
239 199 61383
Display Record
239 201 61385
Match Sherlock Disguise
241 3 61699
Display Record
241 5 61701
Set Bit 1 Of The Indexed Character
241 157 61853
Reject A Lower Character Id
241 168 61864
Display Record
241 170 61866
Print The Lower-Id Message
241 193 61889
Update Object Location
241 214 61910
Action: Room And Character Flags
243 137 62345
Compare The Room Parameters
243 162 62370
Script: Refresh The Room
243 194 62402
Drawing
244 142 62606
Flags: Fill Seeds
244 144 62608
Drawing Fill
245 13 62733
Keep Only The Bits That Are Set
245 20 62740
Attribute Up
245 37 62757
Attribute Down
245 54 62774
Attribute Left
245 64 62784
Attribute Right
245 74 62794
Step Pen Up
245 85 62805
Step Pen Down
245 94 62814
Step Pen Right
245 101 62821
Step Pen Left
245 110 62830
Drawing Line
245 210 62930
Plot A Pixel
245 251 62971
Pixel Address
246 11 62987
Flags: Drawing Ink
246 12 62988
Table: Location Graphics
246 55 63031
Unused
246 56 63032
Graphics: Slater Street
246 237 63213
Graphics: Basils Bedroom
247 190 63422
Graphics: Small Room
248 103 63591
Unused
248 104 63592
Graphics: Jones Front Gate
249 39 63783
Unused
249 40 63784
Graphics: Entrance Hallway
249 240 63984
Graphics: Browns Front Gate
250 170 64170
Graphics: Scotland Yard
251 110 64366
Graphics: Leatherhead Platforms
252 58 64570
Graphics: East Side
252 237 64749
Graphics: West Side
253 168 64936
Graphics: Browns Library
254 130 65154
Graphics: Daphnes Room
255 65 65345
Unused
255 71 65351
Graphics: Baker Street