Page Byte Address Description
64 0 4000
Loading Screen
91 254 5BFE
Stack
93 192 5DC0
Game Initialise
94 36 5E24
Populate Room Buffer
94 114 5E72
Command 04: Switch Tile Set
94 146 5E92
Command 01: Skip Tiles
94 170 5EAA
Command 02: Draw Repeated Tile
94 200 5EC8
Command 08 (Or Higher): Single Tile
94 219 5EDB
Command 03: Fill Attribute Buffer With Single Colour
95 53 5F35
Draw Room Tile
95 161 5FA1
Screen Initialised Flag
95 162 5FA2
Input State
95 163 5FA3
Unused
95 164 5FA4
Previous Input State
95 165 5FA5
Percy Facing Direction
95 166 5FA6
Input Mode
95 167 5FA7
Falling State
95 168 5FA8
Collision Flag
95 169 5FA9
Flag: Egg State
95 170 5FAA
Flag: Carrying A Worm
95 171 5FAB
Energy Bar Delay Counter
95 172 5FAC
Flag: Worm Drop
95 173 5FAD
Flag: Landed On Platform Flag
95 174 5FAE
Movement Speed
95 175 5FAF
Percy Flap Counter
95 176 5FB0
Percy Animation Counter
95 177 5FB1
Current Level
95 178 5FB2
Worms Remaining
95 179 5FB3
Lives Display Character
95 180 5FB4
Chick Animation States
95 181 5FB5
Room Object Data Pointer
95 183 5FB7
Beep Pitch
95 185 5FB9
Room Drawing Position
95 187 5FBB
Respawn Flag
95 188 5FBC
Pause Flag
95 189 5FBD
Border Colour
95 190 5FBE
Lives Backup
95 193 5FC1
Active Tile Set Pointer
95 195 5FC3
Room Data Pointer
95 197 5FC5
Current Room
95 198 5FC6
Set Room Data Pointer
95 231 5FE7
Raise Table Error
95 233 5FE9
Main Game Loop
98 128 6280
Move Percy Left
98 162 62A2
Move Percy Right
98 194 62C2
Move Percy Up
98 208 62D0
Move Percy Down
98 216 62D8
Update Movement Speed
99 7 6307
Transition Room Right
99 31 631F
Transition Room Left
99 56 6338
Update Percy Animation
99 187 63BB
Print HUD Header
99 233 63E9
Messaging: Header
100 56 6438
Draw Room Rows
100 86 6456
Draw Room Row
100 128 6480
Update Energy Bar
100 231 64E7
Lose Life
101 61 653D
Initialise Lives
101 92 655C
Start Level
101 129 6581
Print Character
101 155 659B
Main Menu
101 234 65EA
Draw Chicks In The Nest
102 13 660D
Messaging: Press ENTER to Start
102 33 6621
Print String
102 43 662B
Handler: Worm Collection and Delivery
102 131 6683
Handler: Draw Worm Animation Frame
102 168 66A8
Handler: Worm Found
102 225 66E1
Percy Carrying Worm
103 156 679C
Drop Worm
103 178 67B2
Add To Score
104 17 6811
Print Score
104 37 6825
Current Score
104 44 682C
Score Buffer
104 50 6832
Animate Snapdragons
104 159 689F
Table: Snapdragon Definition
104 184 68B8
Handle Level Complete
104 247 68F7
Set Up Next Level
105 59 693B
Level Complete Sound Step
105 97 6961
Table: Worm Collection Count
105 102 6966
Pause Border Effect
105 146 6992
Run Game Frame
105 167 69A7
Run Main Loop Body
105 247 69F7
Handler: Red Bird
106 246 6AF6
Update Red Bird Movement
107 200 6BC8
8-Direction Movement Jump Table
108 12 6C0C
Validate Position
108 57 6C39
Generate Random Number
108 83 6C53
Check Sprite Collision
108 133 6C85
Check Egg Collision
108 165 6CA5
Reset Red Bird
108 178 6CB2
Red Bird Direction Change Timer
108 179 6CB3
Red Bird Traversal Direction
108 180 6CB4
Red Bird Stun Timer
108 181 6CB5
Red Bird Stun Timer Copy
108 182 6CB6
Red Bird Current Room
108 183 6CB7
Red Bird Animation Seed
108 184 6CB8
Red Bird Movement Direction
108 185 6CB9
Red Bird Flight Speed
108 186 6CBA
Red Bird Path Counter
108 187 6CBB
Pointer: Red Bird Flightpath Data
108 189 6CBD
Red Bird Appearance Delay
108 190 6CBE
Red Bird Speed Table
108 195 6CC3
Lives Display Previous
108 196 6CC4
Red Bird Wing Animation Counter
108 197 6CC5
Butterfly Movement Boundary
108 198 6CC6
Butterfly Room Table
108 220 6CDC
Butterfly Wing Flap Toggle
108 221 6CDD
Butterfly Movement Delay
108 222 6CDE
Butterfly Direction
108 223 6CDF
Handle Butterfly
109 144 6D90
Randomise Butterfly Position
109 158 6D9E
Reset Butterfly Collected Flags
109 171 6DAB
Handler: Cars
110 47 6E2F
Randomise Car Position
110 93 6E5D
Handler: Car Type 1 (Driving Right)
111 19 6F13
Initialise Car
111 84 6F54
Check Car Egg Collision
111 141 6F8D
Handler: Car Type 2 (Driving Left)
112 40 7028
Handler: Car Type 3 (Driving Left, Fixed Speed)
112 130 7082
Handler: Frogs
112 219 70DB
Update Frog
113 144 7190
Handler: Frogs Check Egg Collision
113 225 71E1
Cancel Egg Drop
113 233 71E9
Frog 1 State Data
113 236 71EC
Frog 2 State Data
113 239 71EF
Table: Frog Jump Height
114 8 7208
Car State Data
114 15 720F
Room Handler Dispatch
114 63 723F
Handler: Room 01
114 101 7265
Handler: Room 02
114 134 7286
Handler: Room 03
114 189 72BD
Handler: Room 04
114 225 72E1
Handler: Room 05
115 14 730E
Handler: Room 06
115 103 7367
Handler: Room 07
115 164 73A4
Handler: Room 08
115 225 73E1
Handler: Room 09
115 250 73FA
Handler: Room 0A
116 19 7413
Handler: Room 0B
116 57 7439
Handler: Helicopter
116 167 74A7
Randomise Helicopter Position
116 185 74B9
Animate Stunned Hazard
116 214 74D6
Check Hazard Collision
117 7 7507
Helicopter Movement Boundary
117 8 7508
Helicopter State Data
117 18 7512
Handler: Cat
117 116 7574
Reset Cat Position
117 136 7588
Cat Direction Data
117 139 758B
Handler: Dog
117 151 7597
Dog Direction Data
117 154 759A
Handler: UFO
118 40 7628
Reset UFO Position
118 51 7633
UFO Abduct Percy
118 121 7679
UFO State Data
118 128 7680
Handler: Plane
118 140 768C
Handle Plane
119 19 7713
Handle Plane Bomb
119 174 77AE
Bomb Explosion Counter
119 175 77AF
Plane State Data
119 179 77B3
Plane Speed
119 180 77B4
Initialise Parachute X Position
119 185 77B9
Handler: Balloon
120 145 7891
Balloon Direction Flag
120 146 7892
Balloon Pop Counter
120 147 7893
Handler: Walking Paratrooper
121 36 7924
Paratrooper Data
121 40 7928
Table: Paratrooper Walking Speed
121 48 7930
Generate Random Number
121 74 794A
Handler: Spider
121 192 79C0
Initialise Spider
121 209 79D1
Spider Direction Flag
121 210 79D2
Handler: Parachute Descent
122 195 7AC3
Parachute State Data
122 199 7AC7
Random Seed
122 200 7AC8
Cat State Data
122 232 7AE8
Dog State Data
123 4 7B04
Table: Parachute Starting X Positions
123 13 7B0D
Paratrooper State Data
123 45 7B2D
Unused
123 46 7B2E
Jump Table: Room Handlers
123 68 7B44
Unused
131 169 83A9
Room 01
132 180 84B4
Room 02
135 87 8757
Room 03
137 127 897F
Room 04
139 7 8B07
Room 05
140 88 8C58
Room 06
142 16 8E10
Room 07
143 99 8F63
Room 08
145 120 9178
Room 09
147 85 9355
Room 0A
148 90 945A
Room 0B
149 165 95A5
Room 0C: Title Screen
151 71 9747
Room 0D: Level 2
151 218 97DA
Room 0E: Level 3
152 111 986F
Room 0F: Level 4
153 4 9904
Room 10: Level 5
153 152 9998
Unused
155 170 9BAA
Graphics: Default Tile Set
163 106 A36A
Graphics: Alternate Tile Set
167 99 A763
Graphics: Chick Frames
167 115 A773
Graphics: Mayfly Frames
167 147 A793
Graphics: Butterfly Frames
167 179 A7B3
Graphics: Worm
167 211 A7D3
Graphics: Egg
167 251 A7FB
Graphics: Bomb
168 3 A803
Unused
171 59 AB3B
Graphics: Sprite Sheet
183 59 B73B
Unused
187 28 BB1C
Draw Sprites and Merge Collision Map
188 14 BC0E
Calculate Screen Buffer Address
188 55 BC37
Adjust Screen Address at Row Boundary
188 82 BC52
Apply Sprite Attributes (3-Wide)
188 116 BC74
Write Attribute Block (3-Wide)
188 244 BCF4
Unused
188 247 BCF7
Apply Sprite Attributes (2-Wide)
189 25 BD19
Write Attribute Block (2-Wide)
189 94 BD5E
Draw 3-Wide Sprite Column
189 166 BDA6
Draw 2-Wide Sprite Column
189 228 BDE4
Sprite Inactive Delay
189 248 BDF8
Unused
190 0 BE00
Table: Red Bird Flight Path Data
190 147 BE93
Unused
190 148 BE94
Unused: Draw 2-Wide Sprite With Attributes
190 178 BEB2
Unused: Draw 1-Wide Sprite With Attributes
190 202 BECA
Unused: Apply Sprite Attributes
190 224 BEE0
Unused: Write Sprite Attribute Cells
191 37 BF25
Unused: Fragment
191 44 BF2C
Unused: Copy 8 Bytes
191 53 BF35
Unused: Draw 3-Wide Sprite With Attributes
191 135 BF87
Unused: Apply 3-Wide Sprite Attributes
191 148 BF94
Unused: Write 3-Wide Attribute Cells
191 217 BFD9
Unused: Fragment 2
191 229 BFE5
Unused
192 0 C000
Room Buffer
218 192 DAC0
Percy States
218 196 DAC4
3-Wide Sprite 1 Data States
218 200 DAC8
3-Wide Sprite 2 Data States
218 204 DACC
3-Wide Sprite 3 Data States
218 208 DAD0
3-Wide Sprite 4 Data States
218 212 DAD4
3-Wide Sprite 5 Data States
218 216 DAD8
3-Wide Sprite 6 Data States
218 220 DADC
3-Wide Sprite 7 Data States
218 224 DAE0
Egg Sprite Data
218 228 DAE4
Butterfly Sprite Data
218 232 DAE8
2-Wide Sprite 1 Data States
218 236 DAEC
2-Wide Sprite 2 Data States
218 240 DAF0
2-Wide Sprite 3 Data States
218 244 DAF4
2-Wide Sprite 4 Data States
218 248 DAF8
2-Wide Sprite 5 Data States
218 252 DAFC
2-Wide Sprite 6 Data States
219 0 DB00
Backup: Percy
219 4 DB04
Backup: 3-Wide Sprite 1
219 8 DB08
Backup: 3-Wide Sprite 2
219 12 DB0C
Backup: 3-Wide Sprite 3
219 16 DB10
Backup: 3-Wide Sprite 4
219 20 DB14
Backup: 3-Wide Sprite 5
219 24 DB18
Backup: 3-Wide Sprite 6
219 28 DB1C
Backup: 3-Wide Sprite 7
219 32 DB20
Backup: Egg
219 36 DB24
Unused
219 40 DB28
Backup: 2-Wide Sprite 1
219 44 DB2C
Backup: 2-Wide Sprite 2
219 48 DB30
Backup: 2-Wide Sprite 3
219 52 DB34
Backup: 2-Wide Sprite 4
219 56 DB38
Backup: 2-Wide Sprite 5
219 60 DB3C
Backup: 2-Wide Sprite 6
219 64 DB40
Unused
222 158 DE9E
Room Object Data
224 0 E000
Sprite Buffer
248 0 F800
Overlay Buffer
250 193 FAC1
Play Next Level Jingle
250 249 FAF9
Audio: Next Level Jingle
252 27 FC1B
Print Author Byline
252 46 FC2E
Print Message
252 61 FC3D
Messaging: Author Byline
252 82 FC52
Print High Score
252 153 FC99
Messaging: High Score
252 166 FCA6
High Score
255 88 FF58
Graphics: Custom UDGs