Address Description
5B80
Draw Text (alias)
5B83
Displays The "Life" Images (alias)
5B86
Lives Memory Address
5B88
Jump Controls
5B8C
Scoring Preparation (alias)
5B8F
Character Address (alias)
5B92
Draw Character (alias)
5B95
Merge Shot (alias)
5B98
Display The "Score" Images (alias)
5B9B
Unused
5D00
Startup code (Dinamic)
6380
Level Selection
6500
Sounds
6600
Scroll Screen Right
6700
Scroll Screen Left
C000
BANG!
C300
Draw Playfield
C3C0
Start the duel
C3EA
Duel Bonus Round Data
C422
Duel Bonus Round
C583
Play a gunshot sound
C58B
Run the state machine on a dueller
C5EB
Take action on a dueller if the player shot them
C5F6
Player shot a dueller after they drew, so award a bonus.
C628
Displays "Extra" and Bonus Score text
C661
Draw Duel Bandit
C67F
Set the time delay for a dueller
C687
Lose A Life
C690
Is The Duel Finished?
C6A7
Write "Lives" text
C6B1
Duel: Gain Extra Life
C6D3
Write "Countdown" text
C6E5
Process Dueller Shot when it's too early
C6F0
Flash Life Image
C720
Sheriff's Star Page
C7C0
New Game
C7E5
Run the game
C941
Make the game run faster
C959
Door Attributes
C9B7
Prepare To Display The Current Phase
CA81
Run a phase and bonus level until completed or game over
CAE7
Main game loop
CBD2
Draw Text in two colours
CBFC
Draw a Character
CC2B
Get the attribute address from a screen address
CC3A
Main Playfield Initialisation
CC5A
Display The "Life" Images
CC9B
Draws Deposit Cashboxes
CD1B
Flash Lives/ Lose Life
CD47
Dramatic effect / Lose a life
CD64
Configurable "pause"
CD68
Initialise Door Flags
CD7E
Debugger
CD90
Draw Score To The Screen
CDAE
Draw Numbering from Character Set Index
CDC3
Apply Scoring
CE21
Choose Door Character
CEB8
Character Initialisations
D192
Copy Source Character Data To Character State Data
D2CF
Run the appropriate keyboard or joystick routine
D2D7
Take action on player input
D307
Action Controls
D392
Reads In-Game Joystick Controls
D39B
Reads In-Game Keyboard Controls (1-2-3)
D3B4
Draw Gun Shot Mask
D3CB
Draw Gun Shot
D3E2
Reads In-Game Controls (Left + Right)
D3EA
Scan the doors to see if they are closed, and take action if so
D407
Return with the carry flag set if the phase is complete
D411
See if all doors are closed, then check for movement
D42D
Move right
D449
Move left
D45E
Highlight Active Doors
D48F
Customer Logic
D5A3
Hit Detection
D5B0
Character Index
D5CA
Draw Character In Doorway
D5E6
Copy Routine
D5FA
Merge Gun Shot Onto Background
D610
Adjust a screen address across a boundary
D61E
Write Character And Door To Buffer
D664
Draw Doors
D71E
Generic Bandit in Door Frame Logic
D7C5
Bowie logic
D8A1
Remove a character from a door
D8B0
Generate a random number
D8E5
Julius logic
DA0C
Drawing Bandit Logic
DAEF
Generate a random number added to the system clock.
F880
Display the "blown up" effect after shooting the bomb
F950
Dollar Sign (scrolling)
FA00
High Score Entry
FBD5
Print a high score entry
FD80
Abort the game after pressing break (CAPS + SPACE)
FE00
Title Screen