Page Byte Address Description
64 0 4000
Loading Screen
95 101 5F65
Tape Header Remnant
99 109 636D
Data: Display Buffer Scratch
99 160 63A0
Primary Display Buffer
107 32 6B20
Secondary Display Buffer
111 4 6F04
Menu Music Source
114 142 728E
Leftover: @Music.en
114 151 7297
Secondary Display Buffer (Tail)
114 160 72A0
Game Start Alias
114 163 72A3
Copy Length: Entity State Data
114 165 72A5
Copy Length: Game State
114 167 72A7
Pointer: Entity State Backup End
114 169 72A9
Flag: Learner Berk Mode
114 170 72AA
Pointer: Last Collided Entity
114 172 72AC
Pointer: Current Entity
114 174 72AE
Current Task Index
114 175 72AF
Current Task Phase
114 176 72B0
Dialogue Line Index
114 177 72B1
Pointer: Berk Script Position
114 179 72B3
Game Event Flags
114 180 72B4
Task Status Flags
114 181 72B5
Task Two Flags
114 182 72B6
Task Three Flags
114 183 72B7
Unused
114 184 72B8
Task One / Collision Flags
114 185 72B9
Entity Interaction Flag
114 186 72BA
Trap Door Flags
114 187 72BB
Drutt Animation Counter
114 188 72BC
Collectible Counter
114 189 72BD
Collision Scratch Byte
114 190 72BE
Stove Tick
114 191 72BF
Room Transition Flag
114 192 72C0
Entity Spawn Timer
114 193 72C1
Animation Frame Counter
114 194 72C2
Shared Tick
114 195 72C3
Task Three Timer
114 196 72C4
Stove / Heater State
114 197 72C5
Message Trigger
114 198 72C6
Frame Counter
114 199 72C7
Bad Tempered Thing State
114 200 72C8
Berk Action Lock
114 201 72C9
Task Selection Table
114 206 72CE
Timed Event Latch
114 207 72CF
Pointer: Active Script Cursor
114 209 72D1
Pointer: Task Three Script Position
114 211 72D3
Pointer: Drutt Script Position
114 213 72D5
Pointer: Task Two Script Position
114 215 72D7
Pointer: Task Four Script Position
114 217 72D9
Pointer: Thing Upstairs Script Position
114 219 72DB
Pointer: Berk Held Entity
114 221 72DD
Score
114 223 72DF
Collectible Slot State
114 232 72E8
Saved Room Index
114 233 72E9
Held Entity Y-Extent
114 234 72EA
Display Buffer Select Flag
114 235 72EB
Message Colour
114 236 72EC
Door Interaction Delay
114 237 72ED
Camera Y Coordinate
114 238 72EE
Camera X Coordinate
114 239 72EF
Unused
114 240 72F0
Task Timer
114 241 72F1
Task Progress Repeat Count
114 242 72F2
Game Tick Counter
114 243 72F3
High Score
114 245 72F5
Pointer: Current Display Buffer
114 247 72F7
Stored Drawing Coordinates
114 249 72F9
Pointer: Current Character Set
114 251 72FB
Pointer: Camera Room Origin
114 253 72FD
Pointer: Script Loop Restart
114 255 72FF
Pointer: Graphic Layout Loop Start
115 1 7301
Script Loop Counter
115 2 7302
Graphic Layout Loop Counter
115 3 7303
Berk X Coordinate Copy
115 4 7304
Berk X-Extent Copy
115 5 7305
Berk Room Index Copy
115 6 7306
Current Graphic Set Index
115 7 7307
Current Text Attribute
115 8 7308
Current Attribute
115 9 7309
Pending Sound Index
115 10 730A
Camera Follow Delay
115 11 730B
Table: Addresses of Graphic Sets
115 25 7319
Bitmap Mirror Image Lookup Table
116 25 7419
Graphics: Set 03
121 89 7959
Graphics: Set 04
124 81 7C51
Graphics: Set 01
129 233 81E9
Graphics: Set 02
134 97 8661
Graphics: Set 05
137 137 8989
Graphics: Set 06
139 105 8B69
State Data: Simple Entities
142 233 8EE9
State Data: Boney
142 247 8EF7
State Data: Complex Entities
144 183 90B7
State Data: Scenery Entities
146 8 9208
Graphic Layout: Berk
148 88 9458
Graphic Layout: Berk Walking Left
150 59 963B
Graphic Layout: Berk Facing Out
152 90 985A
Graphic Layout: Berk Facing In
153 41 9929
Graphic Layout: Berk Body Parts
155 103 9B67
Graphic Layout: Berk In Action
156 138 9C8A
Graphic Layout / Script Data: Boney Actions
156 158 9C9E
Graphic Layout Data: Boney
157 15 9D0F
Graphic Layout: Basket
157 45 9D2D
Graphic Layout: Basket Rim
157 75 9D4B
Graphic Layout: Basket Upside Down
157 105 9D69
Graphic Layout: Yellow Cup
157 126 9D7E
Graphic Layout: Yellow Cup Rim
157 141 9D8D
Graphic Layout: Yellow Cup Upside Down
157 162 9DA2
Graphic Layout Data: Worm Can
157 179 9DB3
Graphic Layout Data: White Orb
157 192 9DC0
Graphic Layout Data: White Burst
157 216 9DD8
Graphic Layout: Hot Pan
157 227 9DE3
Graphic Layout: Pan Cooking
158 7 9E07
Graphic Layout: Pan
158 55 9E37
Graphic Layout: Bullet
158 97 9E61
Graphic Layout: Weight Chain
158 226 9EE2
Graphic Layout Data: Safe
159 117 9F75
Graphic Layout: Cauldron Cooking
159 157 9F9D
Graphic Layout Data: Cauldron
159 220 9FDC
Graphic Layout: Stove Lit
160 51 A033
Graphic Layout: Collectible Eyeball
160 81 A051
Graphic Layout: Empty Bottle
160 130 A082
Graphic Layout Data: Plant Pot
161 63 A13F
Graphic Layout Data: Seed Box
161 102 A166
Graphic Layout Data: Vat Pouring
161 139 A18B
Graphic Layout Data: Vat
161 248 A1F8
Graphic Layout: Slimies
162 55 A237
Graphic Layout Data: Room 1 Scenery
162 114 A272
Graphic Layout Data: Shared Scenery Tile
162 139 A28B
Graphic Layout Data: Room Scenery
162 168 A2A8
Graphic Layout Data: Room Scenery
162 241 A2F1
Graphic Layout Data: Floor Strip
163 216 A3D8
Graphic Layout Data: Trap Door Edge
163 243 A3F3
Graphic Layout: Closed Trap Door
164 38 A426
Graphic Layout: Open Trap Door
164 83 A453
Graphic Layout: Trap Door Floor
164 108 A46C
Graphic Layout: Green Arch Top
164 189 A4BD
Graphic Layout: Green Arch Bottom
165 8 A508
Graphic Layout: White Arch
165 182 A5B6
Graphic Layout Data: Door Frame
165 233 A5E9
Graphic Layout Data: Door Frame Variant
166 28 A61C
Graphic Layout Data: Vertical Column
166 79 A64F
Graphic Layout Data: Small Decor
166 91 A65B
Graphic Layout Data
166 172 A6AC
Graphic Layout Data
166 187 A6BB
Graphic Layout Data: Long Platform
167 122 A77A
Graphic Layout Data: Mossy Arch
167 218 A7DA
Graphic Layout: Dumb Waiter
167 250 A7FA
Graphic Layout: Lever Open Facing Right
168 9 A809
Graphic Layout: Lever Closed Facing Right
168 24 A818
Graphic Layout: Lever Open Facing Left
168 39 A827
Graphic Layout: Lever Closed Facing Left
168 57 A839
Graphic Layout: Blue Staircase
168 204 A8CC
Graphic Layout Data: Room 1 Scenery
168 246 A8F6
Graphic Layout Data: Room 1 Scenery
169 41 A929
Graphic Layout Data: Swamp Dripping Water
170 40 AA28
Graphic Layout: Green Scenery Strip
170 171 AAAB
Game Restart
170 179 AAB3
Game Start
171 49 AB31
Initialise Entity Data
171 113 AB71
Data: Berk Idle Script Selectors
171 118 AB76
Initialise Entity Defaults
171 149 AB95
Update Berk State
172 226 ACE2
Pointer: Berk Script Table Base
172 228 ACE4
Start Berk Script
173 23 AD17
Data: Menu Glyph Bitmaps
173 71 AD47
Reset Text Position
173 111 AD6F
Print Menu Strings
173 152 AD98
Clear Messaging Attributes
173 161 ADA1
Update Timed Events
174 204 AECC
Handle Berk Action
175 1 AF01
Initialise Room Display
175 60 AF3C
Initialise New Game
175 127 AF7F
Check Task Completion
175 169 AFA9
Backup Entity And Game State
175 217 AFD9
Temporary Entity Pointer
175 219 AFDB
Drutt: Saved Entity Type
175 220 AFDC
Script Routine: (1B) Animate trap door / update Berk interaction
176 29 B01D
Drutt: Saved Animation State
176 30 B01E
Reset Trap Door Animation State
176 52 B034
Update Drutt
177 110 B16E
Update Drutt Animation
177 169 B1A9
Process Falling Entities
177 227 B1E3
Advance Falling Entity
178 30 B21E
Process Rising Entities
178 88 B258
Process Special Entity Flags
178 170 B2AA
Update Entity Slot
180 26 B41A
Update Berk Controller
180 64 B440
Update Berk: Read Controls
183 156 B79C
Data: Berk Movement Scripts
183 161 B7A1
Berk Read Controls: Down Branches
183 243 B7F3
Berk Interact With Entity
184 124 B87C
Berk Pick Up Entity
185 44 B92C
Berk Put Down Entity
185 165 B9A5
Data: Berk Put-Down Scripts
188 0 BC00
Data: Thing Upstairs Script Tail
188 18 BC12
Update Thing Upstairs Entity
188 47 BC2F
Update Thing Upstairs Entity State
188 54 BC36
Script Routine: (31) Thing Upstairs action
188 69 BC45
Script Routine: (32) Thing Upstairs action
188 84 BC54
Script Routine: (35) Thing Upstairs action
188 90 BC5A
Data: Thing Upstairs Entity Template
188 100 BC64
Script Routine: (33) Thing Upstairs action
188 129 BC81
Script Routine: (34) Thing Upstairs action
189 60 BD3C
Update Thing Upstairs Movement
189 114 BD72
Test Thing Upstairs Overlap
189 195 BDC3
Graphic Layout: Ghost
190 109 BE6D
Data: Bird Scripts
190 205 BECD
Update Task Two Entities
190 230 BEE6
Update Task Two Entity State
191 119 BF77
Script Routine: (28) Task-two entity action
191 143 BF8F
Script Routine: (24) Task-two entity action
191 191 BFBF
Script Routine: (29) Task-two entity action
191 234 BFEA
Script Routine: (25) Task-two entity action
192 0 C000
Script Routine: (26) Task-two entity action
192 39 C027
Script Routine: (27) Task-two entity action
192 110 C06E
Spawn Task Entity
192 149 C095
Update Task Helper Entities
193 2 C102
Data: Task Helper Layouts
194 34 C222
Graphic Layout: Bird
194 228 C2E4
Task Three Runtime Workspace
194 233 C2E9
Data: Task Three Tables (continued)
195 120 C378
Update Task Three Entities
195 178 C3B2
Update Task Three Entity State
195 215 C3D7
Script Routine: (30) Task-three entity action
195 223 C3DF
Script Routine: (2B) Task-three entity action
196 67 C443
Script Routine: (2D) Task-three entity action
197 86 C556
Update Slimy Creature
197 104 C568
Script Routine: (2F) Task-three entity action
197 130 C582
Script Routine: (2E) Task-three entity action
197 246 C5F6
Script Routine: (2C) Slimy-creature action
198 2 C602
Script Routine: (2A) Cauldron / heater action
198 13 C60D
Update Cauldron
198 43 C62B
Cauldron Init Template
198 53 C635
Update Heater
198 59 C63B
Update Stove
198 92 C65C
Update Task Three Helpers
199 14 C70E
Graphic Layout: Mobile Flamer
202 35 CA23
Data: Task Four Script
202 167 CAA7
Update Task Four Entities
202 196 CAC4
Update Task Four Entity State
202 240 CAF0
Script Routine: (50) Task-four entity action
202 254 CAFE
Script Routine: (48) Task-four entity action
203 30 CB1E
Script Routine: (4F) Task-four entity action
203 68 CB44
Script Routine: (4B) Task-four entity action
203 195 CBC3
Script Routine: (4E) Task-four entity action
203 206 CBCE
Script Routine: (4D) Task-four entity action
204 83 CC53
Script Routine: (49) Task-four entity action
204 120 CC78
Script Routine: (4A) Task-four entity action
204 139 CC8B
Script Routine: (4C) Task-four entity action
204 185 CCB9
Data: Task Four Script / Table Residue
205 192 CDC0
Graphic Layout Data: Ghost And Plant
206 75 CE4B
Update Ghosts
206 225 CEE1
Update Plant Pots
207 30 CF1E
Update Crusher
207 53 CF35
Temporary Entity Pointer
207 55 CF37
Update Miscellaneous Entities
207 68 CF44
Data: Drutt Scripts
208 18 D012
Update Vat
208 54 D036
Crusher Entity Template
208 64 D040
Update Vat: Event And Direction
208 108 D06C
Script Routine: (47) Vat action
208 116 D074
Script Routine: (3E) Vat action
209 83 D153
Script Routine: (43) Vat action
209 172 D1AC
Script Routine: (40) Vat shift right when clear above
209 189 D1BD
Script Routine: (3F) Vat action
209 204 D1CC
Script Routine: (45) Vat action
209 213 D1D5
Script Routine: (42) Vat action
209 230 D1E6
Script Routine: (41) Vat action
209 245 D1F5
Script Routine: (44) Vat action
209 254 D1FE
Script Routine: (46) Vat action
210 52 D234
Data: Drutt Script / Animation
212 70 D446
Check Entity Collision
212 91 D45B
Update Collectibles
212 142 D48E
Collect Entity
213 98 D562
Collectible Script Table Base
213 106 D56A
Script Routine: (37) Collectible action
213 158 D59E
Script Routine: (36) Collectible action
213 237 D5ED
Script Routine: (3D) Collectible action
213 244 D5F4
Script Routine: (3C) Collectible action
214 1 D601
Script Routine: (38) Collectible action
214 29 D61D
Script Routine: (39) Collectible action
214 57 D639
Script Routine: (3A) Collectible action
214 91 D65B
Script Routine: (3B) Collectible action
214 125 D67D
Data: Collectible Script / Table Residue
215 211 D7D3
Update Bad Tempered Thing Dialogue
217 101 D965
Table: Bad Tempered Thing Dialogue
217 113 D971
Continue Bad Tempered Thing Dialogue
218 35 DA23
Advance Dialogue Character
218 45 DA2D
Draw Dialogue Character
218 91 DA5B
Clear Dialogue Area
218 102 DA66
Messaging: What Next ?
218 114 DA72
Messaging: Wait
218 119 DA77
Messaging: Preparations ?
218 134 DA86
Messaging: I Needed A Pick-Me-Up
218 156 DA9C
Messaging: Berk, Berk, Go To Work
218 179 DAB3
Messaging: Are You Ready ?
218 195 DAC3
Messaging: Ghost !
218 205 DACD
Messaging: Give It A Worm
218 220 DADC
Messaging: Fetch A Can
218 233 DAE9
Messaging: Catch Worms
218 247 DAF7
Messaging: Under The Trap
219 6 DB06
Messaging: More Worms ?
219 20 DB14
Messaging: Send Them Up
219 34 DB22
Messaging: Wrong Creature
219 50 DB32
Messaging: You'll Need A Pan
219 69 DB45
Messaging: Eggs Needed
219 83 DB53
Messaging: Trap ?
219 90 DB5A
Messaging: Get It To Lay
219 106 DB6A
Messaging: Bullet
219 114 DB72
Messaging: Trap Lid
219 123 DB7B
Messaging: In the pan
219 135 DB87
Messaging: More Eggs ?
219 148 DB94
Messaging: Frying Tonight !
219 166 DBA6
Messaging: Get Rid Of It
219 181 DBB5
Messaging: (Empty)
219 182 DBB6
Messaging: Pot
219 188 DBBC
Messaging: Big Pot
219 196 DBC4
Messaging: Slimies
219 205 DBCD
Messaging: Slimy Loose !
219 220 DBDC
Messaging: Empty Task-Gate Stub
219 222 DBDE
Messaging: Too Soon ?
219 235 DBEB
Messaging: Hot Stuff
219 245 DBF5
Messaging: Got All Slimies ?
220 8 DC08
Messaging: Mobile Heater
220 24 DC18
Messaging: The Stove's No Help
220 44 DC2C
Messaging: Boil'Em Up !
220 59 DC3B
Messaging: Flame ?
220 67 DC43
Messaging: He Likes Them Hot
220 86 DC56
Messaging: Send It Up
220 98 DC62
Messaging: Sowing Time
220 112 DC70
Messaging: Plantpots ?
220 125 DC7D
Messaging: Snatch Their Eyes Off !
220 149 DC95
Messaging: Vat
220 155 DC9B
Messaging: Ghosts Love Eyes
220 172 DCAC
Messaging: Crusher Wanted
220 188 DCBC
Messaging: Is This A Crusher ?
220 209 DCD1
Messaging: Bottle ?
220 219 DCDB
Messaging: Position Vat
220 233 DCE9
Messaging: Clear The Lot
220 249 DCF9
Messaging: Down The Hole
221 7 DD07
Messaging: Empty Task-Gate Stub
221 9 DD09
Messaging: Your're On Your Own
221 29 DD1D
Messaging: Hurry Up
221 38 DD26
Messaging: I'm Thinking
221 51 DD33
Messaging: Leave Me Alone
221 66 DD42
Messaging: 'Im Upstairs Waits
221 85 DD55
Messaging: Empty Aside Stub
221 86 DD56
Messaging: Ow !
221 91 DD5B
Messaging: Get Me Out Of Here !
221 112 DD70
Messaging: Empty Aside Stub
221 113 DD71
Messaging: No !!
221 119 DD77
Messaging: AAHHHHHhhhhhh !!!
221 137 DD89
Messaging: Wheeeeeeee
221 148 DD94
Messaging: Going Up ?
221 163 DDA3
Print Too-Late Task Feedback
221 180 DDB4
Messaging: Too Late I've Changed My Mind
221 213 DDD5
Messaging: As A Learner I Think You Are..
221 247 DDF7
Messaging: As A Superberk I Rate You As..
222 25 DE19
Print Status Messages
222 81 DE51
Print Message By Index
222 87 DE57
Print Message String
222 99 DE63
Messaging: Berk ! Get Me A Can Of Worms
222 131 DE83
Messaging: Berk ! I Want Some Fried Eggs
222 164 DEA4
Messaging: Berk ! I Want Boiled Slimies
222 196 DEC4
Messaging: I Want A Bottle Of Eyeball Crush
222 232 DEE8
Messaging: Tidy Up And Then Send The Lift Up
223 13 DF0D
Messaging: A Complete Failure You're Fired !
223 52 DF34
Messaging: Incompetent
223 69 DF45
Messaging: Just Employable
223 90 DF5A
Messaging: Getting There
223 109 DF6D
Messaging: A Little Treasure
223 132 DF84
Messaging: Good But Underpaid
223 156 DF9C
Messaging: Clever And Overpaid
223 181 DFB5
Print Death Message
223 187 DFBB
Messaging: You Silly Suicidal Little Berk
223 221 DFDD
Print Task Progress Intro
223 227 DFE3
Messaging: Not Tidy Yet
223 243 DFF3
Print Wages Message
223 249 DFF9
Messaging: Here Are Your Wages
224 16 E010
Messaging: A Can A Tin Can
224 37 E025
Messaging: Where Are The Worms ? Get Them
224 72 E048
Messaging: OK But I Wanted More Worms !
224 108 E06C
Messaging: Lovely Worms ! Well Done, Berk
224 142 E08E
Messaging: I Want My Eggs In A Pan
224 172 E0AC
Messaging: No Eggs !
224 187 E0BB
Messaging: Not Cooked !
224 205 E0CD
Messaging: Not Hot !
224 220 E0DC
Messaging: A Fair Try But Not Enough Eggs !
225 4 E104
Messaging: Well Done, Berk
225 23 E117
Messaging: Get The Job Done !
225 45 E12D
Messaging: A Big Pot For Slimies
225 73 E149
Messaging: No Slimies !
225 91 E15B
Messaging: They're Raw Ugh!
225 114 E172
Messaging: Cold Slimies !
225 134 E186
Messaging: Not Bad But Short On Slimies !
225 172 E1AC
Messaging: Fantastic, 4 Boiled Slimies
225 203 E1CB
Messaging: Do Something About It !
225 230 E1E6
Messaging: In A Bottle
225 248 E1F8
Messaging: It's Empty !
226 10 E20A
Messaging: A Good Try Did You Drink Some ?
226 49 E231
Messaging: Cheers
226 59 E23B
Messaging: I Want My Juice
226 78 E24E
Table: Task Progress Message Pointers
226 94 E25E
Select Task Progress Message
226 134 E286
Print Encoded Message
226 249 E2F9
Skip To Message Marker
227 0 E300
Paint Message Buffer
227 74 E34A
Centre And Draw Message Row
227 118 E376
Draw Message Character
227 199 E3C7
Plot Message Glyph Half
228 42 E42A
Font: Message Characters
230 219 E6DB
Populate Display Buffer For Visible Entities
231 29 E71D
Process Graphic Layout Data For Entity
231 59 E73B
Advance Graphic Layout Pointer By Two Bytes And Process
231 63 E73F
Process Graphic Layout Data
231 187 E7BB
Jump Graphic Layout Routine
231 213 E7D5
Table of Addresses of Graphic Layout Handling Routines
231 249 E7F9
Graphic Layout Routine: (EE) Start Loop
232 8 E808
Graphic Layout Routine: (EF) End Loop
232 25 E819
Graphic Layout: Random Address Jump
232 44 E82C
Graphic Layout Routine: (F0) Set New Pending Sound
232 53 E835
Graphic Layout Routine: (F2) Set Current Attribute
232 62 E83E
Graphic Layout Routine: (F4) Set Current Graphic Set Index
232 71 E847
Graphic Layout Routine: (F5) Set Next Graphic Index From Random List
232 102 E866
Graphic Layout Routine: (FF) Load Stored Coordinates And Return
232 110 E86E
Graphic Layout Routine: (FA) Adjust Coordinates Without Storing
232 123 E87B
Graphic Layout Routine: (FE) Adjust Coordinates And Store
232 139 E88B
Graphic Layout Routine: (FB) Process Nested Graphic Layout Data
232 158 E89E
Graphic Layout Routine: (F8) Jump To Graphic Layout Address
232 170 E8AA
Graphic Layout Routine: (F9) Jump To Time-Weighted Random Address
232 232 E8E8
Graphic Layout Routine: (F3) Increment Index And Jump To N-th Address
233 9 E909
Graphic Layout Routine: (F7) Timer-Based Random Graphic Index
233 67 E943
Graphic Layout Routine: (F6) Jump To Randomly Selected Address
233 84 E954
Graphic Layout Routine: (FD) Jump Using Carried-Entity Width
233 89 E959
Graphic Layout Routine: (FC) Conditional Jump Or Skip
233 103 E967
Table: Display Buffer Row Offsets
233 145 E991
Blit Display Buffer To Screen
233 239 E9EF
Blit Display Buffer Row
234 60 EA3C
Clear Both Display Buffers
234 68 EA44
Clear Display Buffer
234 82 EA52
Clear Attribute File
234 108 EA6C
Border / Speaker State
234 109 EA6D
Set Border And Speaker State
234 115 EA73
Reposition Camera-Follow Entity After Interaction
234 226 EAE2
Random Seed Scratch
234 229 EAE5
Generate Pseudo-Random Number
235 31 EB1F
Score Leading-Zero Suppress Flag
235 32 EB20
Print Score Digits
235 65 EB41
Print Digit
235 103 EB67
Print Character
235 140 EB8C
Table of Addresses of Script Handling Routines
236 46 EC2E
Advance HL To Next Script Instruction And Execute
236 83 EC53
Script Routine: (21) Start script loop with count
236 97 EC61
Script Routine: (22) End script loop
236 114 EC72
Script Routine: (1E) Have Berk interact with a door in front of him
236 176 ECB0
Script Routine: (20) Have Berk open a door in front of him
236 219 ECDB
Script Routine: (1F) Have Berk interact with a door behind him
237 195 EDC3
Data: Entity Type Bytes
237 207 EDCF
Script Routine: (1C) Close Trap Door
237 213 EDD5
Script Routine: (1A) Open Trap Door
237 219 EDDB
Close Trap Door
237 248 EDF8
Open Trap Door
238 48 EE30
Check Entities Near Trap Door
239 18 EF12
Script Routine: (17) Move held entity up one room row
239 40 EF28
Script: Set Entity Latch
239 50 EF32
Script Routine: (18) Start loop
239 84 EF54
Script Routine: (0A) Reset entity direction flags
239 91 EF5B
Script Routine: (0B) Set entity facing right
239 98 EF62
Script Routine: (0C) Set entity facing left
239 105 EF69
Script Routine: (0D) Set entity facing up
239 112 EF70
Script Routine: (0E) Set entity facing down
239 119 EF77
Script: Jump If Carrying
239 130 EF82
Script: Load Script Pointer
239 140 EF8C
Script Routine: (02) Move entity left one character
239 176 EFB0
Script Push Direction Flag
239 177 EFB1
Script Routine: (03) Move entity right one character
240 20 F014
Script Routine: (04) Move entity up one character
240 105 F069
Script Routine: (05) Move entity down one character
240 199 F0C7
Script Routine: (06) Move entity left two characters
240 206 F0CE
Script Routine: (07) Move entity right two characters
240 213 F0D5
Script Routine: (09) Move entity down two characters
240 220 F0DC
Script Routine: (08) Move entity up two characters
240 227 F0E3
Script Routine: (0F) Have entity put down carried entity
241 62 F13E
Script Routine: (14) Have entity pick up / restore held entity state
241 102 F166
Script Routine: (10) Have entity face left after putting down
241 115 F173
Script Routine: (11) Have entity face right after putting down
241 161 F1A1
Script Routine: (12) Position put-down entity to the left
241 183 F1B7
Script Routine: (13) Position put-down entity to the right
241 223 F1DF
Script Routine: (16) Start Drutt script
241 243 F1F3
Update Camera Follow
242 79 F24F
Script Routine: (19) Continue To Next Instruction
242 82 F252
Clamp Camera Position
242 91 F25B
Adjust Camera X
242 95 F25F
Adjust Camera Y
242 189 F2BD
Test Entity Overlap (Allow Special)
242 194 F2C2
Test Entity Overlap
242 199 F2C7
Test Entity Overlap At Depth
243 42 F32A
Test Entity On Left
243 46 F32E
Test Entity On Right
243 141 F38D
Test Entity Above
243 145 F391
Test Entity Below
243 239 F3EF
Display And Handle Main Menu
244 7 F407
Messaging: Main Menu
244 61 F43D
Main Menu: Choose Learner Or Super Berk
244 84 F454
Draw Menu Background
244 107 F46B
Print Controls Menu
244 116 F474
Messaging: Controls Menu
244 248 F4F8
Messaging: Score / HiScore
245 29 F51D
Main Menu Select Options
245 197 F5C5
Print Control Key Labels (Short)
245 202 F5CA
Print Control Key Labels
245 234 F5EA
Pulse Menu Timing
245 248 F5F8
Control Input Bitmap
245 249 F5F9
Pointer: Control Key Definition Cursor
245 251 F5FB
Table: Control Key Codes
246 2 F602
Flag: Kempston Joystick Enabled
246 3 F603
Read Player Controls
246 64 F640
Read Keyboard Controls
246 126 F67E
Table: Keyboard Port Map
246 166 F6A6
Update High Score Display
246 198 F6C6
Table: Main Menu Logo Attribute Addresses
246 214 F6D6
Draw Main Menu Logo
247 10 F70A
Colour-Cycle Main Menu Logo
247 64 F740
Font: Main Menu Logo
248 249 F8F9
Queue Sound
249 15 F90F
Table: Sound Parameters
249 175 F9AF
Play Queued Sound
250 14 FA0E
Buffer: Entity State Backup
251 220 FBDC
Unused
252 108 FC6C
Seed Menu Music And Wait For Key
252 120 FC78
Wait For Key With Menu Music
252 132 FC84
Menu Music Workspace
252 144 FC90
Read Music Stream Byte
252 157 FC9D
Decode Music Delay
252 171 FCAB
Reload Music Stream Cursor
252 179 FCB3
Play Menu Music Tick
253 12 FD0C
Data: Embedded "adam" Pad
253 16 FD10
Play Menu Music Pulse Tail
253 34 FD22
Hold Menu Music Silence
253 64 FD40
Menu Music Delay Table
253 118 FD76
Continue Menu Music Tick
253 153 FD99
Build Music Delay Count
253 174 FDAE
Pulse Menu Music Speaker
253 235 FDEB
Play Menu Music Coda
254 10 FE0A
Sound Coda Beep
254 35 FE23
Menu Music Coda Note Table
254 59 FE3B
Menu Music Stream One Base