Address Length Description
A663 4
Table: Delimiters
A table of delimiter characters used for matching user input in IsDelimiter.
A667 5
Table: Vocabulary For "THE"
"Vocabulary Table" used for matching and removing "THE" from user input.
A66C 256
Table: Item/ Event Locations
A table where the index is the item/ event 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 1
Flags: Points Awarded
Bits 00 to 07 each award 04 points once. Bit 01 (Process_EnterForestPath) also removes events 00 and 01 and switches on events 02 and 03.
Bit Relating To
00 Entering Lug's cavern
01 Entering the forest path
02 Picking up the rope
03 Entering the Vale of Cuchulainn
04 Picking up the urn
05 Entering the Inner courtyard
06 The ladder being placed against the platform
07 Entering the enchanted hills
A76D 1
Flags: Quest Progress
Bits 00, 01, 02, 04 and 06 award 04 points once. Bit 03 records that the acorns have been picked up and the raven placed, and does not award points. Bit 05 records that the Fomorians have been wiped out, which changes the ring ending (F606). Bit 07 is unused.
Bit Relating To
00 Entering the deep pool of water
01 Entering the bleak moorland
02 Entering the crystal cavern
03 Picking up the acorns
04 Placing the sword on the stone slab
05 Killing the Fomorian tribe
06 Entering the Vale of Rhia
07 Unused
A772 2
Temporary Mixed Storage
Some temporary storage, sometimes an address, sometimes a single byte (note the overlap).
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.
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 Narrow underwater passage
01 Fomorian tribe
02
03
04
05
06
07
When the bit is set, this starts a turn counter (see ..).
A77F 8
Turn-Based Event Counters
A787 1
Flags: Event States
Holds a single byte, where each bit relates to an event as follows:
Bit Relating To
00 The Roman being captured with the rope
01
02
03
04
05
06
07
A788 8
Table: Turn-Based Event Items
MovePlayerToRoom walks the bits of *Flag_EventStates. Each set bit selects the byte at the same index here, and Handler_UpdateItemEventCurrentRoom moves that item into the room just entered. The first byte is 0B ("The captured Roman"). The remaining bytes are 00.
A790 1
Number Of Items In The Players Inventory
The number of items the player is currently holding.
A791 50
Load/ Save Buffer
SaveGame copies each configurable exit byte here before saving, and LoadTape writes those bytes back after a successful load. The copy length is *Count_ConfigurableExits. The rest of this 32 byte buffer is not read or written by those loops.
A7C3 1
Current Room ID
The room the player starts the game in is room 02: A Wooded Vale.
A7C4 2
Score
A7C6 2
Pointer: Vocabulary Table
Pointer to the table containing the game vocabulary.
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: Token Item List Table
Pointer to the table containing a list of token IDs which relate to items.
A7DA 2
Pointer: Verbs Jump Table
A7DC 2
Pointer: Configurable Exits Table
A7DE 2
Pointer: Scenic Events Jump Table
A7E0 2
Pointer: Verb Word Tokens Table
A7E2 2
Pointer: Scenic Event Items
Pointer to the item ID of each scenic event. ItemLocator turns that ID into the room the event currently occupies.
A7E4 2
Pointer: Scenic Event Rooms
Pointer to the address of each scenic event's room group.
A7E6 2
Number Of Object
The total number of objects in the game.
A7E8 2
Number Of Items
The total number of items 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
Command Buffer
A824 10
User Input: Word Tokens
A82E 1
Line Number
A82F 4
Four Letter Buffer
A83B 2
Temporary Storage Table Pointer
A83D 2
Temporary Storage Table Index
AAE2 12
Table: Directions
Pointer to the table containing direction messaging.
ACC2 2
Temporary Storage Command Buffer Pointer
ACC4 2
Temporary Storage Current Word Length
C732 268
Table: Item Descriptions
C83E 114
Table: Object Noun Phrases
C8B0 204
Table: Room Descriptions
E308 57
Table: Token Item List
A list of all tokens which relate to items.
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
Data: Scenic Event Rooms
Room IDs for each scenic event, in groups terminated by FF. The addresses of the groups are held by Table_ScenicEventRooms.
E4E6 34
Table: Scenic Event Rooms
One address per scenic event (11 entries, see Count_ScenicEvents). GetTableEntry reads the address, and the bytes at that address are room IDs ended by FF. See Data_ScenicEventRooms.
E508 17
Table: Scenic Event Items
One item ID per scenic event. 00 means no item is needed. Table_ItemDescriptions has no description for these IDs, so there is no item name for them. They are scenic-event slots in Table_ItemEventLocations. Six of them are also listed in Table_ItemGrouping, whose nouns are in Table_ObjectNounPhrases: 02 and 03 in Data_ItemGroup_Roman (Roman), 04 and 05 in Data_ItemGroup_Fomorian (Fomorian) and Data_ItemGroup_Warrior (Warrior), 06 in Data_ItemGroup_Boar (Boar), and 09 in Data_ItemGroup_Rats (Rats). The remaining IDs are not in those tables. GameScenicEventChecker passes the byte to ItemLocator to find the room that slot currently occupies. 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
Addresses of room-map exit bytes. GameStart clears each byte, and SaveGame saves the bytes into Buffer_LoadSave.
ED6C 1
Table: Plural Items
A list of item IDs which are plurals (contains only the acorns). Used when referring to the item as a "them" rather than the default of "it".
F88F 3
Data: Item Group "Body"
FC8A 3
Data: Dead Fomorian
A list of all the item IDs which are versions of the Fomorian being dead.
Used by the routine at Process_KillFomorian.
FD02 391
Default Game State
GameStart copies 0186 bytes from here onto Table_ItemEventLocations.
FE89 66
Jump Table: Verbs
A jump table of verb routines, the ordering here is from Table_VerbWordTokens.
Used by the routine at Handler_MatchVerb.
FECB 4
Jump Table: Turn-Based Events
Handlers for the set bits of *Flag_TurnBasedEventState. AB25 indexes this table by bit number. Bit 0 is Event_Drowning and bit 1 is Event_FomorianTribe.
FECF 34
Jump Table: Scenic Events
FEF1 11
Table: Rooms With Images
FEFC 22
Jump Table: Room Images