Page Byte Address Description
64 0 4000
Loading Screen
91 27 5B1B
Game Entry Point Alias
91 30 5B1E
Tape Header
91 47 5B2F
Flags: Tape Load Result
91 48 5B30
Tape Loader: Game
91 139 5B8B
Tape Loader: LD_BYTES
91 170 5BAA
Unused
92 11 5C0B
Word Buffer
92 203 5CCB
Stack
93 128 5D80
Table: Word index
93 192 5DC0
Table Dictionary: "A"
94 102 5E66
Table Dictionary: "B"
95 35 5F23
Table Dictionary: "C"
95 204 5FCC
Table Dictionary: "D"
96 63 603F
Table Dictionary: "E"
96 156 609C
Table Dictionary: "F"
97 41 6129
Table Dictionary: "G"
97 121 6179
Table Dictionary: "H"
97 236 61EC
Table Dictionary: "I"
98 74 624A
Table Dictionary: "J"
98 83 6253
Table Dictionary: "K"
98 111 626F
Table Dictionary: "L"
98 241 62F1
Table Dictionary: "M"
99 88 6358
Table Dictionary: "N"
99 167 63A7
Table Dictionary: "O"
99 245 63F5
Table Dictionary: "P"
100 170 64AA
Table Dictionary: "Q"
100 184 64B8
Table Dictionary: "R"
101 25 6519
Table Dictionary: "S"
102 65 6641
Table Dictionary: "T"
102 203 66CB
Table Dictionary: "U"
103 10 670A
Table Dictionary: "V"
103 25 6719
Table Dictionary: "W"
103 158 679E
Table Dictionary: "X"
103 162 67A2
Table Dictionary: "Y"
103 180 67B4
Table Dictionary: "Z"
103 183 67B7
Table: Common Words
104 11 680B
Text: Introduction
104 42 682A
Text: Prompt
104 48 6830
Text: Message
104 63 683F
Text: Message
104 177 68B1
Text: Message
104 188 68BC
Text: Message
104 209 68D1
Text: Cannot See
104 221 68DD
Text: Message
104 222 68DE
Word: Text Pointer
104 224 68E0
Text: Message
104 225 68E1
Text: Default Object
104 228 68E4
Text: Message
104 233 68E9
Text: Exits
105 41 6929
Text: Character Busy
109 154 6D9A
Text: Police
113 237 71ED
Text: Message
114 7 7207
Text: Message
114 36 7224
Text: Message
114 45 722D
Text: Message
117 210 75D2
Text: Message
118 17 7611
Text: Message
118 29 761D
Text: Message
123 194 7BC2
Text: Message
123 215 7BD7
Text: Message
124 74 7C4A
Text: Message
124 158 7C9E
Text: Message
124 231 7CE7
Text: Message
126 39 7E27
Text: Room Description
130 89 8259
Table: Object Runtime
132 11 840B
Table: Locations
132 225 84E1
Room 00: "Empty"
132 235 84EB
Room 01: "Hansom Cab"
132 245 84F5
Room 02: "Steam Train (London Underground)"
132 255 84FF
Room 03: "Steam Train (In Picturesque Countryside)"
133 9 8509
Room 04: "Steam Train (Shunted Between Platforms)"
133 19 8513
Room 05: "Baker Street"
133 32 8520
Room 06: "Entrance Hallway"
133 48 8530
Room 07: "Hall"
133 64 8540
Room 08: "Your Room"
133 80 8550
Room 09: "Small Closet"
133 93 855D
Room 0A: "Parliament Street"
133 106 856A
Room 0B: "Scotland Yard"
133 119 8577
Room 0C: "Slater Street"
133 132 8584
Room 0D: "Disgusting Opium Den"
133 145 8591
Room 0E: "Aldergate Street"
133 158 859E
Room 0F: "Aldergate Station"
133 174 85AE
Room 10: "Platform One (Aldergate Station)"
133 190 85BE
Room 11: "Platform Two (Aldergate Station)"
133 203 85CB
Room 12: "Kings Cross Road"
133 216 85D8
Room 13: "Kings Cross Station"
133 232 85E8
Room 14: "Platform One (Kings Cross Station)"
133 248 85F8
Room 15: "Platform Two (Kings Cross Station)"
134 8 8608
Room 16: "Platform Three (Kings Cross Station)"
134 24 8618
Room 17: "Platform Four (Kings Cross Station)"
134 37 8625
Room 18: "Bishops Road"
134 50 8632
Room 19: "Paddington Station"
134 66 8642
Room 1A: "Platform One (Paddington Station)"
134 82 8652
Room 1B: "Platform Two (Paddington Station)"
134 95 865F
Room 1C: "Buckingham Palace Road"
134 108 866C
Room 1D: "Victoria Station"
134 124 867C
Room 1E: "Platform One (Victoria Station)"
134 140 868C
Room 1F: "Platform Two (Victoria Station)"
134 153 8699
Room 20: "Camden Street"
134 169 86A9
Room 21: "Entrance Hall"
134 188 86BC
Room 22: "Passage"
134 210 86D2
Room 23: "Basils Bedroom"
134 226 86E2
Room 24: "Basils Kitchen"
134 242 86F2
Room 25: "Basils Dining Room"
134 255 86FF
Room 26: "Basils Library"
135 12 870C
Room 27: "Basils Yard"
135 25 8719
Room 28: "Sidmouth Street"
135 38 8726
Room 29: "Main Passage"
135 57 8739
Room 2A: "Reading Lounge"
135 70 8746
Room 2B: "Passage"
135 86 8756
Room 2C: "Major Ffoulkes Room"
135 99 8763
Room 2D: "Portman Street"
135 112 8770
Room 2E: "Tricias Entrance Hall"
135 128 8780
Room 2F: "Tricias Lounge"
135 147 8793
Room 30: "Tricias Kitchen"
135 160 87A0
Room 31: "Tricias Bedroom"
135 173 87AD
Room 32: "Main Street"
135 198 87C6
Room 33: "Cobden Lane"
135 217 87D9
Room 34: "Small Lane"
135 236 87EC
Room 35: "Leatherhead Station"
135 252 87FC
Room 36: "Platform One (Leatherhead Station)"
136 12 880C
Room 37: "Platform Two (Leatherhead Station)"
136 25 8819
Room 38: "Entrance Hall"
136 44 882C
Room 39: "Lounge Room"
136 63 883F
Room 3A: "Basils Library"
136 76 884C
Room 3B: "Basils Kitchen"
136 92 885C
Room 3C: "Small Yard"
136 108 886C
Room 3D: "Basils Bedroom"
136 124 887C
Room 3E: "Browns Front Gate"
136 140 888C
Room 3F: "Browns Front Door"
136 156 889C
Room 40: "Entrance Hall"
136 175 88AF
Room 41: "Large Kitchen"
136 191 88BF
Room 42: "Pantry"
136 204 88CC
Room 43: "Sitting Room"
136 220 88DC
Room 44: "Dining Room"
136 236 88EC
Room 45: "Long Passage"
137 5 8905
Room 46: "Long Passage"
137 27 891B
Room 47: "Browns Library"
137 40 8928
Room 48: "Browns Study"
137 56 8938
Room 49: "Master Bed Room"
137 72 8948
Room 4A: "Daphnes Room"
137 85 8955
Room 4B: "Guest Room"
137 98 8962
Room 4C: "Garden Path"
137 120 8978
Room 4D: "Winding Garden Path"
137 136 8988
Room 4E: "Winding Garden Path"
137 155 899B
Room 4F: "Winding Garden Path"
137 180 89B4
Room 50: "Winding Garden Path"
137 199 89C7
Room 51: "Winding Garden Path"
137 224 89E0
Room 52: "Winding Garden Path"
137 243 89F3
Room 53: "Winding Garden Path"
138 9 8A09
Room 54: "Winding Garden Path"
138 25 8A19
Room 55: "Winding Garden Path"
138 41 8A29
Room 56: "Winding Garden Path"
138 60 8A3C
Room 57: "Winding Garden Path"
138 79 8A4F
Room 58: "East Side"
138 98 8A62
Room 59: "West Side"
138 120 8A78
Room 5A: "South Side"
138 139 8A8B
Room 5B: "North Side"
138 161 8AA1
Room 5C: "Jones Front Gate"
138 177 8AB1
Room 5D: "Jones Front Door"
138 193 8AC1
Room 5E: "Library"
138 209 8AD1
Room 5F: "Small Room"
138 222 8ADE
Room 60: "Jones Entrance Hall"
138 244 8AF4
Room 61: "Sitting Room"
139 4 8B04
Room 62: "Kitchen"
139 17 8B11
Room 63: "Dining Room"
139 33 8B21
Room 64: "Small Passage"
139 49 8B31
Room 65: "Mrs Jones Room"
139 62 8B3E
Room 66: "Bails Front Yard"
139 78 8B4E
Room 67: "Old Mill Road"
139 88 8B58
Room 68: "Leatherhead Police Station"
139 101 8B65
Room 69: "Police Cab (Country Roads)"
139 111 8B6F
Table: Objects
140 186 8CBA
Object 00: "You"
140 203 8CCB
Object 01: "China Man"
140 220 8CDC
Object 02: "Inspector Lestrade"
140 237 8CED
Object 03: "Watson"
140 254 8CFE
Object 04: "Chief Constable Strak"
141 15 8D0F
Object 05: "Daphne Strachan"
141 32 8D20
Object 06: "Basil Phipps"
141 49 8D31
Object 07: "Major Percival FFoulk"
141 66 8D42
Object 08: "Gardener"
141 83 8D53
Object 09: "Cook"
141 100 8D64
Object 0A: "Maid"
141 117 8D75
Object 0B: "Local Police Man"
141 140 8D8C
Object 0C: "Local Police Man"
141 157 8D9D
Object 0D: "Tricia Fender"
141 180 8DB4
Object 0E: "China Mans Disguise"
141 201 8DC9
Object 0F: "Case"
141 218 8DDA
Object 10: "What Happened"
141 235 8DEB
Object 11: "Your Alibi"
141 252 8DFC
Object 12: "Your Address"
142 13 8E0D
Object 13: "Front Door"
142 39 8E27
Object 14: "Stairway"
142 63 8E3F
Object 15: "Your Door"
142 85 8E55
Object 16: "Oil Lamp"
142 102 8E66
Object 17: "Your Armchair"
142 129 8E81
Object 18: "Watsons Armchair"
142 156 8E9C
Object 19: "Daily Chronicle"
142 173 8EAD
Object 1A: "Note"
142 190 8EBE
Object 1B: "Your Money"
142 209 8ED1
Object 1C: "Money"
142 228 8EE4
Object 1D: "Hidden Door"
142 246 8EF6
Object 1E: "Hansom Cab"
143 19 8F13
Object 1F: "Cabbie"
143 44 8F2C
Object 20: "Money"
143 61 8F3D
Object 21: "Hansom Cab"
143 90 8F5A
Object 22: "Cabbie"
143 115 8F73
Object 23: "Money"
143 132 8F84
Object 24: "Steam Train"
143 157 8F9D
Object 25: "Steam Train"
143 182 8FB6
Object 26: "Steam Train"
143 207 8FCF
Object 27: "Steam Train"
143 232 8FE8
Object 28: "Steam Train"
144 1 9001
Object 29: "Steam Train"
144 26 901A
Object 2A: "Steam Train"
144 51 9033
Object 2B: "Steam Train"
144 76 904C
Object 2C: "Wide Stairway"
144 94 905E
Object 2D: "Large Oak Door"
144 118 9076
Object 2E: "Female Corpse"
144 135 9087
Object 2F: "Crumple Note"
144 152 9098
Object 30: "Heavy Oak Door"
144 178 90B2
Object 31: "Dining Room Door"
144 204 90CC
Object 32: "Plain Door"
144 234 90EA
Object 33: "Ornate Door"
145 2 9102
Object 34: "Daphnes Door"
145 24 9118
Object 35: "Bedroom Door"
145 46 912E
Object 36: "Wooden Door"
145 68 9144
Object 37: "Thick Heavy Door"
145 96 9160
Object 38: "Side Door"
145 118 9176
Object 39: "Sandstone Bridge"
145 136 9188
Object 3A: "Footbridge"
145 154 919A
Object 3B: "Deep Stream"
145 178 91B2
Object 3C: "Plush Sofa"
145 205 91CD
Object 3D: "Large Desk"
145 222 91DE
Object 3E: "Drawer"
145 245 91F5
Object 3F: "False Bottom"
146 10 920A
Object 40: "Bank Account Book"
146 27 921B
Object 41: "Note"
146 44 922C
Object 42: "Bookcase"
146 64 9240
Object 43: "Bloodstained Clothes"
146 81 9251
Object 44: "Solid Door"
146 103 9267
Object 45: "Sitting Room Door"
146 127 927F
Object 46: "Northern Door"
146 149 9295
Object 47: "Bloodstained Sofa"
146 166 92A6
Object 48: "Body"
146 183 92B7
Object 49: "Back Gate"
146 205 92CD
Object 4A: "Back Door"
146 229 92E5
Object 4B: "Thick Hedge"
146 247 92F7
Object 4C: "Basils Bed"
147 8 9308
Object 4D: "Basils Piano"
147 25 9319
Object 4E: "Gramaphone"
147 42 932A
Object 4F: "Window"
147 64 9340
Object 50: "Trash Pile"
147 83 9353
Object 51: "Torn Coded Note"
147 100 9364
Object 52: "Small Rubbish Bin"
147 117 9375
Object 53: "Ripped Coded Note"
147 134 9386
Object 54: "Fireplace"
147 151 9397
Object 55: "Burn Note"
147 174 93AE
Object 56: "Wall Safe"
147 195 93C3
Object 57: "Unfinished Note"
147 212 93D4
Object 58: "Folder"
147 229 93E5
Object 59: "Wall Safe"
147 250 93FA
Object 5A: "Letters"
148 11 940B
Object 5B: "Front Door"
148 33 9421
Object 5C: "Gun"
148 50 9432
Object 5D: "Large Rock"
148 67 9443
Object 5E: "Mrs Brown"
148 84 9454
Object 5F: "Mrs Jones"
148 107 946B
Object 60: "Herself"
148 124 947C
Object 61: "Plans"
148 141 948D
Object 62: "Innocent"
148 158 949E
Object 63: "Opium Den"
148 175 94AF
Object 64: "Old Man"
148 192 94C0
Object 65: "Old Mans Disguise"
148 213 94D5
Object 66: "Window"
148 230 94E6
Object 67: "Tricias Front Door"
148 252 94FC
Object 68: "German Agent"
149 13 950D
Object 69: "Old Mill Road"
149 30 951E
Object 6A: "Sale Location"
149 47 952F
Object 6B: "Guilty"
149 64 9540
Object 6C: "Idiot"
149 81 9551
Object 6D: "Police Cab"
149 106 956A
Spare RAM
152 96 9860
Table: Timetable
153 33 9921
Action: Sherlock
153 77 994D
Table: Character Pairs
153 147 9993
Character State
153 151 9997
Character State
153 169 99A9
Character State
153 183 99B7
Character State: Basil
153 227 99E3
Character State
153 241 99F1
Character State
153 252 99FC
Action: Print The Hurry And Catch Line
154 5 9A05
Action: Set The State Mark And Say It Is Not Seen
154 19 9A13
Action: Print The Sale Remark
154 61 9A3D
Action: Arm The Later Exit And Print Tomorrow
154 75 9A4B
Action: Print The Conclusion
154 89 9A59
Action: Move Mrs Jones
154 116 9A74
Mark Action Taken
154 125 9A7D
Action Separator
154 128 9A80
Action: Print Opening Text
154 163 9AA3
Read The Room Display Parameter
155 37 9B25
Measure Character Distance
155 80 9B50
Place Character Beside Match
155 127 9B7F
Table: Location Pairs
156 7 9C07
Search Pair Table
156 65 9C41
Display Record
156 67 9C43
Mark Object And Jump
156 86 9C56
Set The Object Held Mark
156 96 9C60
Clear The Object Held Mark
156 106 9C6A
Handler: Find Character Action
156 119 9C77
Execute Character Action
156 133 9C85
Table: Character Actions
156 161 9CA1
Character State: Basil Phipps
156 162 9CA2
Character Action: Basil Phipps
156 206 9CCE
Check Object In Character Location
156 233 9CE9
Process Character Action With Text
156 242 9CF2
Process Character Action Parameter
157 16 9D10
Counters: Watson
157 19 9D13
Character Action: Watson
157 46 9D2E
Counters: Strak
157 48 9D30
Character Action: Chief Constable Strak
157 69 9D45
Counters: Police Man 1
157 72 9D48
Character Action: First Local Police Man
157 101 9D65
Store A Set Mark And Print The Police Line
157 112 9D70
Counters: Police Man 2
157 115 9D73
Character Action: Second Local Police Man
157 144 9D90
Flags: Police
157 149 9D95
Character Action: Inspector Lestrade Helper
157 198 9DC6
Print The Surprised Remark Once
157 216 9DD8
Store A Set Mark At The Pointer
157 255 9DFF
Character Action: Inspector Lestrade
158 72 9E48
Display Record
158 74 9E4A
Check Character State
158 96 9E60
Read Sherlock's Disguise
158 106 9E6A
Display Record
158 108 9E6C
Test The Police Flag
158 116 9E74
Report Success
158 133 9E85
Display Record
158 135 9E87
Test The Busy Flag
158 162 9EA2
Display Record
158 164 9EA4
Test The Action-Taken Flag
158 192 9EC0
Character State: Daphne Strachan
158 193 9EC1
Character Action: Daphne Strachan
158 202 9ECA
Character State:Cook
158 203 9ECB
Character Action: Cook
158 208 9ED0
Character State: Gardener
158 209 9ED1
Character Action: Gardener
158 212 9ED4
Read The Character Being Processed
158 215 9ED7
Read The Character Being Processed
159 30 9F1E
Update Character State And Location
159 56 9F38
Table: Display Records
159 171 9FAB
Table: Display Records By Moved Marker
159 197 9FC5
Display Record
159 201 9FC9
Print Text Token And Return
159 212 9FD4
Word: Saved Character Pointer
159 214 9FD6
Current Room ID
159 215 9FD7
Location Value
159 217 9FD9
Currently Processed Character Command Position
159 219 9FDB
Currently Processed Character Timetable Pointer
159 221 9FDD
Current Time Ticker
159 223 9FDF
Current Time
159 225 9FE1
Current Day Of The Week
159 226 9FE2
Messaging: AM/ PM
159 228 9FE4
Flags: Clock
159 229 9FE5
Flags: Clock
159 231 9FE7
Word: Saved Pointer
159 233 9FE9
Character List Pointer
159 235 9FEB
Character Script Entry List
159 238 9FEE
Word: Link Pointer
160 8 A008
Flags: Input
160 9 A009
Sherlock Disguise Check Result
160 10 A00A
Current Character Attribute
160 11 A00B
Flags: Parser
160 12 A00C
Flags: Parser
160 13 A00D
Word: Parser
160 15 A00F
Display Mode
160 17 A011
Flags: Pictures Enabled
160 19 A013
Word: Current Object
160 21 A015
Word: Secondary Pointer
160 23 A017
Current Character Data
160 25 A019
Flags: Parser
160 27 A01B
Flags: Initialised
160 28 A01C
Flags: Display
160 29 A01D
Object Attribute Value
160 30 A01E
Flags: Display
160 31 A01F
Character Script Cycles
160 33 A021
Match Flag
160 34 A022
Token Value Buffer
160 36 A024
Command Mode
160 37 A025
Print Position Flag
160 38 A026
Token Format Flag
160 39 A027
Print Mode Flag
160 40 A028
Object Processing Source Flag
160 41 A029
Saved Text Pointer
160 43 A02B
Active Text Pointer
160 45 A02D
Saved Source Byte
160 46 A02E
Location Match Flag
160 47 A02F
Display Pointer
160 51 A033
Flags: Saved Character
160 52 A034
Room Display Parameter
160 53 A035
Room Graphics Parameter
160 54 A036
Currently Processed Character ID
160 55 A037
Flags: Random Seed
160 56 A038
Object Attribute Flag
160 64 A040
Game Entry Point
160 100 A064
Run The Game Loop
160 216 A0D8
Word: Location Graphics
160 219 A0DB
Check Character Schedule
160 231 A0E7
Load Or Save The Game
160 235 A0EB
Load The Game
160 241 A0F1
Save The Game
160 247 A0F7
Fetch Object Pointer From Stack
161 4 A104
Increment Pointer And Compare
161 26 A11A
Workspace
161 28 A11C
Allocate Memory
161 138 A18A
Store That Byte In The Link Ahead
161 175 A1AF
Follow Record Pointer
161 199 A1C7
Process Memory Entry
162 12 A20C
Calculate Pointer Offset
162 77 A24D
Token Word Table
162 93 A25D
Check Text Token Match
162 119 A277
Process Text Token
162 150 A296
Clear Display Lines
162 162 A2A2
Print Newline
162 170 A2AA
Object Display Flag
162 171 A2AB
Clear Buffer
162 177 A2B1
Calculate Object Table Offset
162 189 A2BD
Extract Object Attributes
162 228 A2E4
Process Object Display
163 93 A35D
Saved Object Fields
163 96 A360
Check And Reset Character State
163 125 A37D
Process Object Display
164 20 A414
Print A Full Stop
164 25 A419
Shift The Text Pointer And Print A Space
164 94 A45E
Print A Hyphen
164 105 A469
Print The Letter D
164 118 A476
Divide By Repeated Subtraction
164 128 A480
Print One Decimal Digit
164 144 A490
Print Hundreds, Tens And Units
164 171 A4AB
Point To Location Data Plus One
164 188 A4BC
Point To Object Attribute Byte
164 205 A4CD
Compare Location Data
164 224 A4E0
Leave Success For The Script
165 27 A51B
Read The Script Position
165 54 A536
Wait For A Key With Timeout
165 93 A55D
Control Character Jump Table
165 157 A59D
Text Pointer
165 159 A59F
Print Text And Handle Control Characters
165 195 A5C3
Dispatch Looked-Up Handler
165 196 A5C4
Process Text Stream
165 205 A5CD
Process Text Command
165 234 A5EA
Mark Success For The Script
165 242 A5F2
Test For A Space
166 58 A63A
Print This Character
166 63 A63F
Choose The Line Break
166 71 A647
Print Character With Time Period
166 74 A64A
Leave A Full Stop As The Result
166 93 A65D
Process Text Token And Call Handler
166 108 A66C
Fetch Next Text Token
166 121 A679
Step The Record By Its Length
166 132 A684
Continue At The Next Token
166 187 A6BB
Skip Text Token Based On Type
166 209 A6D1
Alternatives Left
166 210 A6D2
Chosen Alternative
166 211 A6D3
Print A Random Alternative
167 2 A702
Read The Parser Workspace
167 9 A709
Print The Next Token
167 17 A711
Run A Text Token Entry
167 32 A720
Clear The Object Source
167 36 A724
Read The Character Being Processed
167 44 A72C
Check The Room Display Parameter
167 54 A736
Print The Control Character
167 59 A73B
Check The Room Graphics Parameter
167 69 A745
Process Location Data If Valid
167 81 A751
Process Object Attribute
167 91 A75B
Print Text At An Offset
167 113 A771
Print The Token Text
167 128 A780
Pronoun For This Character
167 142 A78E
Pronoun For The Room
167 147 A793
Describe This Character
167 172 A7AC
Describe The Displayed Room
167 180 A7B4
Describe The Next Token
167 186 A7BA
Check Object Attribute With Flag
167 197 A7C5
Check Object Has Special Description
167 208 A7D0
Check Token Match And Set Flag
167 234 A7EA
Token Match Flag
167 235 A7EB
Print Token Based On Parameters
168 14 A80E
Process Text Token With Attributes
168 21 A815
Read The High Byte Of The Token
168 47 A82F
Process Object Or Print Token
168 58 A83A
Get Common Word And Process
168 64 A840
Get Common Word
168 81 A851
Lowercase Handling Flag
168 82 A852
Toggle Lowercase Handling
168 92 A85C
Table: Format Data
168 128 A880
Extract Token From Text
168 135 A887
Print A Dictionary Word
169 47 A92F
Process Text Token Format
169 77 A94D
Handle Nested Format Processing Recursive Call
169 91 A95B
Process Format Data Byte
169 144 A990
Rotate And Extract Character Code
169 181 A9B5
Word Buffer Pointer
169 183 A9B7
Print Character
170 20 AA14
Print One Character And Remember The Line
170 113 AA71
Lookup Table: Object Display Data
170 161 AAA1
Display Bytes
170 168 AAA8
Buffer: Co-ordinate Header
170 172 AAAC
Buffer: Co-ordinate Data
170 178 AAB2
Prepare Character For Display
170 189 AABD
Force The Display Marker On
170 196 AAC4
Choose The Display Path From The Initialised Flag
170 209 AAD1
Start Picture Mode When The Screen Is Idle
171 76 AB4C
Read Object Processing Flag
171 82 AB52
Copy Display If Needed
171 145 AB91
Check Display Mode
171 243 ABF3
Match Character Pair
172 36 AC24
Clear Co-ordinate Buffer
172 143 AC8F
Point At The Picture Origin
172 148 AC94
Read The Next Coordinate Pair
172 166 ACA6
Copy Display Data To Display Buffer
172 204 ACCC
Handle A Class A0 Word
172 251 ACFB
Apply The Saved Clause
173 87 AD57
Match A Class B0 Word
174 89 AE59
Copy Display Data If Zero
174 106 AE6A
Initialise Character Data Structure
174 127 AE7F
Save Text Pointer
174 169 AEA9
Follow Character Link
174 182 AEB6
Step To The Next Clause Record
174 197 AEC5
Step Through The Saved Clause List
174 198 AEC6
Walk The Saved Clause List
174 234 AEEA
Initialise Character Search
174 241 AEF1
Merge Character Flags
175 39 AF27
Read The Schedule Field
175 56 AF38
Copy Schedule Entry
175 82 AF52
Set Copy Length 0A
175 86 AF56
Set Copy Length 02
175 88 AF58
Copy Bytes For The Given Length
175 107 AF6B
Table: Command Handler Lookup (Standard)
175 155 AF9B
Table: Command Handler Lookup (Alternate)
175 179 AFB3
Search Command Handler Table
175 225 AFE1
Check Bit And Jump
175 232 AFE8
Test Bit 1 Of The Source
175 250 AFFA
Remember The Display Page
175 255 AFFF
Save Display State
176 11 B00B
Clear The Display Lines
176 18 B012
Record The Result In The Input Flag
176 28 B01C
Step Display State
176 51 B033
Step Display State When Parser Clear
176 73 B049
Link Character When Flagged
176 154 B09A
Wait For A Key
176 163 B0A3
Reset Clock
176 172 B0AC
Initialise Character Timer
176 198 B0C6
Start A Fresh Script Cycle
176 215 B0D7
Load Game State
176 228 B0E4
Save Game State
176 238 B0EE
Calculate Location Offset
176 253 B0FD
Process Character Data
177 53 B135
Set Display Mode 02
177 63 B13F
Follow Link When Flagged
177 81 B151
Select Picture Mode Alternate
177 91 B15B
Initialise When Flagged
177 109 B16D
Display Flag
177 114 B172
Display Data Pointer
177 115 B173
Display Mode Flag
177 126 B17E
Object Table Pointer
177 145 B191
Initialise Display Buffer
178 223 B2DF
Read The Room Graphics Parameter
179 8 B308
Read The Display Setup Flag
179 45 B32D
Read The Secondary Display Flag
179 79 B34F
Report An Empty Display Step
179 107 B36B
Report The Next Empty Display Step
179 135 B387
Read The Object Attribute
179 156 B39C
Flags: Display
179 157 B39D
Process Display Pointer
180 5 B405
Swap The Object Display Pointers
180 104 B468
Copy Six Display Bytes
180 131 B483
Copy The Character Into The Display
180 160 B4A0
Dispatch Looked-Up Handler
180 162 B4A2
Display Setup Flag
180 163 B4A3
Check Flag And Set Display
180 193 B4C1
Find The First Noun
180 253 B4FD
Process Display Pointer
181 23 B517
Check And Process Objects
181 73 B549
Flags: Display
181 74 B54A
Check Flag And Set Display Parameter
181 104 B568
Match The Second Noun
181 164 B5A4
Test For The End Marker
181 182 B5B6
Unlink The Next Display Record
182 47 B62F
Select Jump If Zero
182 51 B633
Select Jump If Not Zero
182 214 B6D6
Word: Display Pointers
182 218 B6DA
Process Display Entry
182 229 B6E5
Print Object Message
182 240 B6F0
Process Display Entry Alternate
182 253 B6FD
Process Location Display
183 114 B772
Read Dictionary High Nibble
183 126 B77E
Flags: Display
183 127 B77F
Process Text Token Stream
184 60 B83C
Restore The Saved Character Record
184 102 B866
Word: Saved Character Record
184 104 B868
Word: Saved Record Flag
184 106 B86A
Follow The Link Pointer
184 170 B8AA
Read The Pointer At The First Display
185 14 B90E
Read The Object Attribute
185 31 B91F
Check The Character Being Processed
185 52 B934
Flags: Display
185 54 B936
Process Script Display
185 202 B9CA
Copy The Link Ahead Of This Record
185 250 B9FA
Copy Pointer To Stack
186 19 BA13
Word: Display Pointer
186 32 BA20
Process Character Display
186 62 BA3E
Record The Result In The Character Script
187 70 BB46
Save The Object State
187 92 BB5C
Read The Action Flags
187 229 BBE5
Print Text Based On Flag
188 33 BC21
Check Object Attribute
188 70 BC46
Process Game Status Entries
188 116 BC74
Process Game Status Entries With Counter
188 156 BC9C
Process Game Status Entries Alternate
188 201 BCC9
Check Bit And Process
189 6 BD06
Process Object Pointer
189 75 BD4B
Set Object Table Pointer
189 81 BD51
Search Object Table
189 85 BD55
Read The Record Flag
189 105 BD69
See Whether It Matches The Moved Marker
189 126 BD7E
Calculate Object Pointer Offset
189 194 BDC2
Point The Object List At This Room
190 34 BE22
Copy The Object Picture Link
190 60 BE3C
Read The Next Object On The Display List
190 75 BE4B
Read The Next Object On The Saved List
190 90 BE5A
Advance Pointer And Check Bit
190 114 BE72
Process Entry With Counter
190 145 BE91
Test The Action Taken Flag
191 8 BF08
Check Bit And Process Entry
191 28 BF1C
Process Text Token Entry
191 69 BF45
Process Text Token Data
191 89 BF59
Table: Days Of The Week Strings
191 110 BF6E
Messaging: Current Date
191 121 BF79
Handler: Date Bar
191 164 BFA4
Convert Number To ASCII
191 170 BFAA
Store It In The Record Flag
191 176 BFB0
Convert Number To String
191 187 BFBB
Make One Decimal Digit
191 198 BFC6
Populate Day Of The Week
191 217 BFD9
Handler: Game Clock
192 12 C00C
Get Time Period
192 59 C03B
Check Input Port
192 64 C040
Save Game
192 137 C089
Load The Saved Game Block
192 165 C0A5
Messaging: Rewind Tape
192 177 C0B1
Messaging: Tape Error
192 188 C0BC
Messaging: Play Saved Game Tape
192 223 C0DF
Load Game
192 254 C0FE
Tape Header: Saved Game
193 15 C10F
Clear Screen
193 40 C128
Flags: Screen
193 41 C129
Initialise Screen Display
193 66 C142
Reset Screen Display
193 74 C14A
Draw Decorative Line
193 144 C190
Data: Decorative Line
193 168 C1A8
Print Date Bar
193 192 C1C0
Print String And Wait For Keypress
193 203 C1CB
Print String
193 215 C1D7
Unused
193 216 C1D8
Error: Out Of Memory
193 225 C1E1
Check TV Flag And Process
193 244 C1F4
Storage Decorative Line Width
193 245 C1F5
Screen Width
193 246 C1F6
Storage Decorative Line Screen Position
193 250 C1FA
Flags: Decorative Line
193 251 C1FB
Print Column
193 252 C1FC
Process Character Input
193 253 C1FD
Read The Pointer At The Storage Decorative
194 45 C22D
Record The Result In The Storage Decorative
194 64 C240
Validate Keypress
194 73 C249
Handle Backspace Key
194 103 C267
Subtract Seven
194 113 C271
Scroll Screen Up
194 141 C28D
Print A Row Of Spaces
194 156 C29C
Scroll Screen Down
194 186 C2BA
Process Screen Character
195 6 C306
Scroll Screen And Reset Display
195 22 C316
Update Screen Display
195 125 C37D
Advance Screen Position
195 136 C388
Print Character
195 228 C3E4
Redraw The Screen When Input Is Waiting
196 3 C403
Set The Printer Motor Speed Via Port FB
196 21 C415
Wait For Keypress
196 31 C41F
Get Keypress
196 94 C45E
Check Display Parameter
196 99 C463
Read The Display Mode
196 147 C493
Check Display Flag Bits 3 And 7
196 178 C4B2
Check Display Flag Bits 2 And 6
196 209 C4D1
Process Display Action
197 66 C542
Accept The Graphics Parameter
197 90 C55A
Record The Result In The Room Graphics
197 96 C560
Record The Result In The Room Graphics
197 113 C571
Copy The Record Flag Nibble
197 122 C57A
Copy The Record's Value Nibble
197 131 C583
Look Up The Display Record For The Moved Marker
197 145 C591
Process Display Record From Script
197 252 C5FC
Accept A Set Graphics Parameter
198 13 C60D
Record The Result In The Room Graphics
198 19 C613
Record The Result In The Room Graphics
198 40 C628
Test The Character Field Of The Display Record
198 190 C6BE
Test The Graphics Field Of The Display Record
199 78 C74E
Read The Object Attribute
199 99 C763
Read The High Byte Of The Source
199 166 C7A6
Test For The Seventh Marker
200 33 C821
Check Object Location Match
200 99 C863
Get Object Location
200 110 C86E
Check Object Mother
200 158 C89E
Exchange The Character Record With The Schedule
200 167 C8A7
Get Object Attribute
200 175 C8AF
Get Object Mother ID
200 190 C8BE
Test Object Has Special Description
200 198 C8C6
Process Object Attribute
200 239 C8EF
Set Object Pointers
201 41 C929
Process Object Display Logic
201 137 C989
Process Object Display With Pointer
201 150 C996
Process Object Display Entry
201 191 C9BF
Process Display Record
202 118 CA76
Read The Saved Character
202 127 CA7F
Read The Character Timetable
202 158 CA9E
Dispatch On The Schedule Marker
202 174 CAAE
Room Flag
202 175 CAAF
Process Object Display Entry
203 40 CB28
Saved Index Registers
203 44 CB2C
Run Display Record Code
203 52 CB34
Run Handler Keeping Pointers
203 64 CB40
Dispatch Looked-Up Handler
203 67 CB43
Process Display With Location Check
203 88 CB58
Select Sherlock After Clearing The Parser
203 103 CB67
Report Success
203 121 CB79
Token Select Flag
203 123 CB7B
Get Display Address Based On Flag
203 167 CBA7
Check Flag And Jump To Newline
203 194 CBC2
Process Character Display
204 11 CC0B
Script Command Counter
204 14 CC0E
Find Character
204 41 CC29
Set Character Pointer And ID
204 55 CC37
Process Character Action
204 90 CC5A
Read The Character Timetable
204 120 CC78
Script Interpreter
204 130 CC82
Dispatch The Character Script
205 139 CD8B
Terminate Character Script
205 145 CD91
Terminate Character Script
205 149 CD95
Print The Command Message
205 161 CDA1
Show The Room Description
205 191 CDBF
Record The Result In The Room Display
206 24 CE18
Read The Character's Room
206 59 CE3B
Handle Room Display
206 79 CE4F
Clear Room Display Parameters
206 87 CE57
Read The Character's Room
206 106 CE6A
Run A Simple Action
206 131 CE83
Get Current Script State
206 143 CE8F
Continue Script Execution
206 184 CEB8
Process Script Command With Counter
206 222 CEDE
Process Room Display Parameter
206 254 CEFE
Advance Script Pointer By Command Size
207 3 CF03
Advance By Command Type
207 64 CF40
Step To The Next Byte
207 67 CF43
Clear Script Command Flags
207 115 CF73
Clear The Record Flag
207 121 CF79
Clear The Record Flag
207 128 CF80
Allocate Memory And Store Character
207 182 CFB6
Find Character Script Entry
207 185 CFB9
Walk The Character Script Entries
207 207 CFCF
Get Script Pointer
208 8 D008
Get Script Pointer From Timetable
208 38 D026
Update Script Pointer
208 69 D045
Is Sherlock Wearing The China Man Disguise?
208 79 D04F
Adjust Object Table For Sum
208 90 D05A
Table: Tokens
208 100 D064
Table: Direction Tokens
208 120 D078
Check Object Visibility
208 208 D0D0
Write Token To Buffer
208 220 D0DC
Location Token Processing Flag
208 221 D0DD
Process Location Token
209 2 D102
Process Location Token Display
209 19 D113
Describe The Current Room
209 120 D178
Read The Count
209 130 D182
Print The Set Message
209 135 D187
Print The Location Text
209 178 D1B2
Process Object Display With Check
209 198 D1C6
Record The Result In The Object Processing
209 219 D1DB
Jump To Handler
209 220 D1DC
Calculate Handler Offset
210 6 D206
Fetch Next Object
210 28 D21C
Fetch Next Object With ID
210 36 D224
Fetch Location Data Pointer
210 55 D237
Fetch Object Data Pointer
210 73 D249
Process Object Location Recursively
210 108 D26C
Look Up The Room Display Parameter
210 117 D275
Check Character ID Range
210 120 D278
Test For The End Marker
210 136 D288
Look Up Object And Test Moved Marker
210 157 D29D
Get Character Attribute
210 164 D2A4
Random Number
210 173 D2AD
Scale The Roll
210 237 D2ED
Start The Attribute Count
210 242 D2F2
Get Object Attribute Value
210 245 D2F5
Count The Matching Attributes
211 5 D305
Scan Objects For This Id
211 60 D33C
Fetch Current Character Location
211 73 D349
Search Two-Byte Length Table
211 78 D34E
Search Three-Byte Length Table
211 81 D351
Search The Table
211 106 D36A
Process Object Entry
211 155 D39B
Process Object Entry Alternate
211 213 D3D5
Take The Found Object
211 232 D3E8
Check Object Has Special Description
212 5 D405
Check Object Attribute With Flag
212 22 D416
Read The Schedule Field
212 39 D427
Read The Schedule Field
212 72 D448
Read The Character's Room
212 108 D46C
Find Object By Field One
212 113 D471
Find Object By Field Two
212 116 D474
Find Object By Field
212 149 D495
Get Object First Location
212 167 D4A7
Print Object List
212 204 D4CC
Count Objects In Location
212 239 D4EF
Check Object Match Criteria
213 26 D51A
Print Object List With Formatting
213 38 D526
Print Formatted Object List
213 124 D57C
Find Next Matching Object
213 125 D57D
Find The Next Matching Object
213 144 D590
Print Object Description
213 201 D5C9
Table: Object Attribute Description Text Tokens
213 211 D5D3
Print Object Attribute Description
213 239 D5EF
Get Location Exit Data
213 251 D5FB
Get Direction Token
214 7 D607
Read The Room Graphics Link
214 11 D60B
Print Location Exits
214 113 D671
Find Next Valid Exit
214 140 D68C
Print Location Exits With Formatting
214 184 D6B8
Flags: Parser Workspace
214 191 D6BF
Display Record
214 193 D6C1
Parse Input
216 53 D835
Release The Next Display Record
216 91 D85B
Record A Parser Failure
216 125 D87D
Read First Display Link
216 138 D88A
Read Next Display Link
216 151 D897
Quotation Mark Flag
216 152 D898
Read Command Line
216 173 D8AD
Read A Command Line
217 92 D95C
Leave A Quote As The Result
217 104 D968
Test For A Full Stop
217 120 D978
Map The Cursor Keys
217 158 D99E
Ignore Input Until The Game Has Started
217 183 D9B7
Delete Input Character
217 195 D9C3
Word: Saved Input Pointer
217 197 D9C5
Skip Spaces In The Input
218 50 DA32
Word: Dictionary Address
218 52 DA34
Find The Dictionary Entry For This Token
218 125 DA7D
Match The Dictionary Word
218 198 DAC6
Test For A Common Word
218 232 DAE8
Test For A Digit
218 239 DAEF
Parse A Time
219 86 DB56
Test For A Full Stop
219 89 DB59
Test For A Comma
219 132 DB84
Start A Number
219 247 DBF7
Parse An Input Number
220 108 DC6C
Check Character ID
220 141 DC8D
Copy The Saved Character Id
220 167 DCA7
Apply The Room Display Parameter
220 221 DCDD
Read The Schedule Entry From The Current Character
220 255 DCFF
Word: Looked-Up Room Record
221 1 DD01
Word: Room Saved For The Lookup
221 3 DD03
Display Record
221 7 DD07
Read Matched Character Room
221 11 DD0B
Compare Current Character
221 14 DD0E
Match The Character And Store Its Room
221 53 DD35
Describe Object If Present
222 72 DE48
Scale The High Byte By Sixty
222 96 DE60
Measure The Gap Between The Two Pointers
222 164 DEA4
Set Bit Five Of The Current Object
222 182 DEB6
Clear Bit Five Of The Current Object
222 193 DEC1
Store The Character Attribute
222 228 DEE4
Combine The Result With The Character's Room
223 91 DF5B
Print Object Description Text
223 202 DFCA
Display Record
223 204 DFCC
Special Case Object 06
224 58 E03A
Place Character
224 235 E0EB
Display Record
224 237 E0ED
Set The Held Mark
224 253 E0FD
Display Record
224 255 E0FF
Set The Other Held Mark
225 81 E151
Lookup And Print Display Text
225 107 E16B
Table: Display Entry Lookup
225 123 E17B
Dispatch Room Graphics
225 252 E1FC
Print The Line About You
226 1 E201
Test For The End Marker
226 7 E207
Find The Response For This Id
226 42 E22A
Table: Responses By Id
226 141 E28D
Test This Character Against The Room
226 238 E2EE
Record The Result In The Room Display
227 79 E34F
Read The Character's Text Pointers
227 143 E38F
Store The Shifted Text Pointer
227 156 E39C
Read The Text Pointer's Low Byte
227 169 E3A9
Read The Source At The Display Pointer
227 245 E3F5
Check The Character For Room Graphics
228 251 E4FB
Dispatch Looked-Up Handler
229 16 E510
Store The Result In The High Byte
229 96 E560
Find The Character On The Saved Pointer
229 140 E58C
Copy The Clock Link
229 193 E5C1
Display Record
229 195 E5C3
Look Up The Current Object
230 25 E619
Scan Objects
230 134 E686
Reject Low Character Attribute
230 145 E691
Process Character Attribute
230 230 E6E6
Display Record
230 234 E6EA
Store The Action Flags
230 246 E6F6
Compare The Character With The Room
231 14 E70E
Display Record
231 16 E710
Print The Action Message
234 248 EAF8
Copy The Character Onto Both Records
235 17 EB11
Display Record
235 19 EB13
Point At The First Character
235 25 EB19
Display Record
235 27 EB1B
Point At The Other Character
237 57 ED39
Display Record
237 59 ED3B
Set Bit Six Of The Current Object
239 156 EF9C
Display Record
239 158 EF9E
Set The Print Flag And Print
239 172 EFAC
Display Record
239 174 EFAE
Print This Handler's Message
239 179 EFB3
Display Record
239 181 EFB5
Store The Character's Text Pointer
239 199 EFC7
Display Record
239 201 EFC9
Match Sherlock Disguise
241 3 F103
Display Record
241 5 F105
Set Bit 1 Of The Indexed Character
241 157 F19D
Reject A Lower Character Id
241 168 F1A8
Display Record
241 170 F1AA
Print The Lower-Id Message
241 193 F1C1
Update Object Location
241 214 F1D6
Action: Room And Character Flags
243 137 F389
Compare The Room Parameters
243 162 F3A2
Script: Refresh The Room
243 194 F3C2
Drawing
244 142 F48E
Flags: Fill Seeds
244 144 F490
Drawing Fill
245 13 F50D
Keep Only The Bits That Are Set
245 20 F514
Attribute Up
245 37 F525
Attribute Down
245 54 F536
Attribute Left
245 64 F540
Attribute Right
245 74 F54A
Step Pen Up
245 85 F555
Step Pen Down
245 94 F55E
Step Pen Right
245 101 F565
Step Pen Left
245 110 F56E
Drawing Line
245 210 F5D2
Plot A Pixel
245 251 F5FB
Pixel Address
246 11 F60B
Flags: Drawing Ink
246 12 F60C
Table: Location Graphics
246 55 F637
Unused
246 56 F638
Graphics: Slater Street
246 237 F6ED
Graphics: Basils Bedroom
247 190 F7BE
Graphics: Small Room
248 103 F867
Unused
248 104 F868
Graphics: Jones Front Gate
249 39 F927
Unused
249 40 F928
Graphics: Entrance Hallway
249 240 F9F0
Graphics: Browns Front Gate
250 170 FAAA
Graphics: Scotland Yard
251 110 FB6E
Graphics: Leatherhead Platforms
252 58 FC3A
Graphics: East Side
252 237 FCED
Graphics: West Side
253 168 FDA8
Graphics: Browns Library
254 130 FE82
Graphics: Daphnes Room
255 65 FF41
Unused
255 71 FF47
Graphics: Baker Street