Address Length Description
A66C 256
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.
A76C 7
Game status buffer entry at A76C
A773 1
Game status buffer entry at A773
A774 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 02 A Wooded Vale
01 07 The Evaporation Pits
02 10 The Shrine Of The Nemed
03 17 The Burial Pit
04 49 The Main Courtyard
05 38 The Deserted Broch
06 43 The Crystal Cavern
07 40 The Circle of Stones
Bit Room ID Room Name
00 4F The Fomorians' Cavern
01 2A The Lake
02 52 The Danaan Settlement
03 N/A N/A
04 N/A N/A
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.
A776 8
Game status buffer entry at A776
A77E 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
01 Fomorian Tribe
02
03
04
05
06
07
When the bit is set, this starts a turn counter (see ...).
A77F 17
Turn-Based Event Counters
A790 1
Number Of Items In The Players Inventory
The number of items the player is currently holding.
A791 50
Game status buffer entry at A791
A7C3 1
Current Room ID
The room the player starts the game in is room 02: A Wooded Vale.
A7C4 2
Score
A7C6 2
Game status buffer entry at A7C6
A7C8 2
Pointer: Turn-Based Events Jump Table
Pointer to the jump table containing turn-based events.
A7CA 2
Pointer: Room Map Table
Pointer to the table containing the relationships between rooms.
A7CC 2
Pointer: Item Description Table
Pointer to the table containing item descriptions.
A7CE 2
Pointer: Rooms With Images Table
Pointer to the table containing all the rooms which have an image to display.
A7D0 2
Pointer: Room Image Jump Table
Pointer to the jump table for displaying an image relating to a room.
A7D2 2
Pointer: Room Description Table
Pointer to the table containing room descriptions.
A7D4 2
Pointer: Item Grouping Table
A7D6 2
Pointer: Object Noun Phrases
A7D8 2
Pointer: Object List Table
A7DA 2
Pointer: Verbs Jump Table
A7DC 2
Pointer: Configurable Exits Table
A7DE 2
Game status buffer entry at A7DE
A7E0 2
Pointer: Verb Word Tokens Table
A7E2 2
Pointer: Scenic Event Locations
A7E4 2
Pointer: Scenic Event Rooms
A7E6 2
Number Of Items
The total number of items in the game.
A7E8 2
Number Of Objects
The total number of objects in the game.
A7EA 2
Number Of Verb Tokens
The total number of verb word tokens the game has. See Table_VerbWordTokens.
A7EC 2
Number Of Rooms With Images
The total number of rooms which have related images in the game.
A7EE 2
Number Of Scenic Events
A7F0 2
Number Of "Configurable Exits"
A7F2 50
Game status buffer entry at A7F2
A824 10
User Input: Word Tokens
A82E 21
Line Number
AAE2 12
Table: Directions
Pointer to the table containing direction messaging.
C732 268
Table: Item Descriptions
C83E 114
Table: Object Noun Phrases
C8B0 204
Table: Room Descriptions
E308 57
Table: Object List?
E341 214
Data: Item Groups
See Table_ItemGrouping for usage.
E417 114
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:
13 "A hare,caught by the leg,in a trap" The Hare
26 "A dead hare,caught in a trap"
Item ID Item Name Relates To:
1F "A bronze helmet" The Bronze Helmet
20 "A bronze helmet (worn)"
Item ID Item Name Relates To:
4F "A pig" The Pig
50 "A dead pig"
E489 33
Table: Verb Word Tokens
A list of all available verb tokens in the game. See Count_VerbTokens.
E4AA 60
Game status buffer entry at E4AA
E4E6 34
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.
E508 17
Table: Scenic Event Locations 2
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.
E519 507
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.
E714 612
Table: Room Map
E978 22
Table: Configurable Exits
FD02 391
Default Game State
FE89 66
Jump Table: Verbs
FECB 38
Jump Table: Turn-Based Events
FEF1 11
Table: Rooms With Images
FEFC 22
Jump Table: Room Images