Page Byte Address Length Description
96 0 6000 1279
Data block at 6000
100 255 64FF 5494
Data block at 64FF
122 117 7A75 1931
Data block at 7A75
130 0 8200 14
Copy loaded screen to memory. This is used to be displayed after each game.
130 14 820E 2
Points to the address of the next command in the demo data.
130 16 8210 1
Data block at 8210
130 17 8211 18
Table of pointers for event checking functions.
130 35 8223 74
Address of routines used for actions after running an event check.
130 108 826C 90
Scoreboard item, drawn as a piece of furniture.
130 198 82C6 60
Table of addresses for each room data.
131 2 8302 96
Milk (full) bitmap
milk
131 98 8362 96
Milk (empty) bitmap
empty
131 194 83C2 37
Draw Full Milk Bitmap
131 231 83E7 42
Decreases Wally's milk energy level by given amount.
132 17 8411 43
Draw a number of rows of a bitmap.
132 60 843C 52
Increase Wally's energy by given amount.
132 112 8470 33
Check to see if Wally is colliding with another sprite.
132 145 8491 64
Table of found markers for each object.
132 209 84D1 30
Table of flags representing which rooms has visited.
132 239 84EF 4
Holds, in BCD, number of steps taken.
132 243 84F3 1
Data block at 84F3
132 244 84F4 26
Calculate final game percentage score.
133 14 850E 39
Updates the percentage score.
133 53 8535 90
Object slots for each room.
133 143 858F 1024
Main room logic.
137 143 898F 29
Test 0 : Exit position test.
137 172 89AC 36
Test 1 : Check for position.
137 208 89D0 2
Data
137 210 89D2 17
Test 2 : See if Wally if carrying a specific object
137 226 89E2 80
Routine at 89E2
138 50 8A32 13
Play the picked up sound.
138 63 8A3F 73
Action 01 : Picks up object in current room.
138 136 8A88 36
Checks to see if Wally has walked away from an object slot if just pick up and object.
138 172 8AAC 38
Action 02 : Entering a new room.
138 210 8AD2 149
Routine at 8AD2
139 103 8B67 10
Routine at 8B67
139 113 8B71 5
Routine at 8B71
139 118 8B76 18
Routine at 8B76
139 136 8B88 13
Routine at 8B88
139 149 8B95 115
Routine at 8B95
140 8 8C08 69
Gets the event for the current room and calls it.
140 77 8C4D 24
Tiles, ceiling, floor and walls
140 101 8C65 69
Draw Walls, Ceiling and Floor
140 170 8CAA 132
Table of pointers to each furniture item.
141 46 8D2E 60
Table to pointers holding addresses to each room description data.
141 106 8D6A 769
Description Data for each room.
144 107 906B 384
DF row address look up table.
145 235 91EB 2048
wally37355 wally37419 wally37483 wally37547 wally37611 wally37675 wally37739 wally37803 wally37867 wally37931 wally37995 wally38059 wally38123 wally38187 wally38251 wally38315 wally38379 wally38443 wally38507 wally38571 wally38635 wally38699 wally38763 wally38827 wally38891 wally38955 wally39019 wally39083 wally39147 wally39211 wally39275 wally39339
153 235 99EB 384
Wally_Head39403 Wally_Head39435 Wally_Head39467 Wally_Head39499 Wally_Head39531 Wally_Head39563 Wally_Head39595 Wally_Head39627 Wally_Head39659 Wally_Head39691 Wally_Head39723 Wally_Head39755
155 107 9B6B 128
Misc39787 Misc39819 Misc39851 Misc39883
155 235 9BEB 3840
obj39915 obj39947 obj39979 obj40011 obj40043 obj40075 obj40107 obj40139 obj40171 obj40203 obj40235 obj40267 obj40299 obj40331 obj40363 obj40395 obj40427 obj40459 obj40491 obj40523 obj40555 obj40587 obj40619 obj40651 obj40683 obj40715 obj40747 obj40779 obj40811 obj40843 obj40875 obj40907 obj40939 obj40971 obj41003 obj41035 obj41067 obj41099 obj41131 obj41163 obj41195 obj41227 obj41259 obj41291 obj41323 obj41355 obj41387 obj41419 obj41451 obj41483 obj41515 obj41547 obj41579 obj41611 obj41643 obj41675 obj41707 obj41739 obj41771 obj41803 obj41835 obj41867 obj41899 obj41931 obj41963 obj41995 obj42027 obj42059 obj42091 obj42123 obj42155 obj42187 obj42219 obj42251 obj42283 obj42315 obj42347 obj42379 obj42411 obj42443 obj42475 obj42507 obj42539 obj42571 obj42603 obj42635 obj42667 obj42699 obj42731 obj42763 obj42795 obj42827 obj42859 obj42891 obj42923 obj42955 obj42987 obj43019 obj43051 obj43083 obj43115 obj43147 obj43179 obj43211 obj43243 obj43275 obj43307 obj43339 obj43371 obj43403 obj43435 obj43467 obj43499 obj43531 obj43563 obj43595 obj43627 obj43659 obj43691 obj43723
170 235 AAEB 106
Draw 16 x 16 bitmap shifted to pixel position.
171 85 AB55 4
Number of lives.
171 89 AB59 17
Draw life at position A
171 106 AB6A 14
Reset lives.
171 120 AB78 4
Data block at AB78
171 124 AB7C 192
Routine at AB7C
172 60 AC3C 13
Short pause.
172 73 AC49 3
Routine at AC49
172 74 AC4A 39
Routine at AC4A
172 113 AC71 230
Routine at AC71
173 87 AD57 41
Routine at AD57
173 128 AD80 1
Data block at AD80
173 129 AD81 61
Checks to see if Wally should turn his head towards the camera.
173 190 ADBE 103
Routine at ADBE
174 37 AE25 6
Data block at AE25
174 43 AE2B 16
Holds background colour behind wally.
174 59 AE3B 132
Erase Wally and colour background.
174 191 AEBF 1
Data block at AEBF
174 192 AEC0 25
Checks to see if wally has put a foot down, classing as one step.
174 217 AED9 39
Increases Wally's step count by one.
175 0 AF00 1
(4):Jump
175 1 AF01 131
Routine at AF01
175 132 AF84 36
Data block at AF84
175 168 AFA8 1
Flag for input type, 0 - Keys / Sinclair Joystick, 1 - Kempston Joystick.
175 169 AFA9 21
Simple Clear Screen
175 190 AFBE 26
Play sound effect based on values passed in.
175 216 AFD8 17
Simple beep
175 233 AFE9 1
Data block at AFE9
175 234 AFEA 45
Routine at AFEA
176 23 B017 165
Congratulation message for winning game.
176 188 B0BC 30
PRess any key text.
176 218 B0DA 210
Didn't win message.
177 172 B1AC 19
Waits for a key to be pressed.
177 191 B1BF 16
Check for SHIFT + BREAK to exit current game.
177 207 B1CF 72
Final score text.
178 23 B217 2
Data block at B217
178 25 B219 131
Display number of steps and total percentage score.
178 156 B29C 17
Sets up and displays the lost game screen.
178 173 B2AD 15
Sets up and displays the congratulations screen.
178 188 B2BC 18
Sets up and displays the final score screen.
178 206 B2CE 66
Main start routine.
179 16 B310 41
Start a new game.
179 55 B337 61
Main
179 116 B374 37
Scans for menu keys. (1,2,3, Enter)
179 153 B399 40
Data block at B399
179 193 B3C1 25
Converts the standard I/O port / address keyboard values into the equivalent ASCII value.
179 218 B3DA 16
Set game input as Sinclair Joystick
179 234 B3EA 6
Set game input as Kempston Joystick
179 240 B3F0 120
Defines the keys for game input.
180 104 B468 6
Key scans / port address for each key input for Sinclair Joystick.
180 110 B46E 64
Define keys text.
180 174 B4AE 32
Basic beep for menu key press.
180 206 B4CE 141
Main Menu String.
181 91 B55B 88
Updates the display with the correct keys defined for play.
181 179 B5B3 72
The main menu.
181 251 B5FB 1978
Routine at B5FB
189 181 BDB5 14
Check for Wally's death.
189 195 BDC3 69
Routine at BDC3
190 8 BE08 217
Routine at BE08
190 225 BEE1 30
Routine at BEE1
190 255 BEFF 9
Routine at BEFF
191 8 BF08 78
start death by seeing if Wally needs to fall.
191 86 BF56 17
Runs the current room event 6 times.
191 103 BF67 11
Data block at BF67
191 114 BF72 213
Routine at BF72
192 71 C047 76
Data block at C047
192 147 C093 30
Get ATTR(H (pixel_y),L (pixel_x) ) in A
192 177 C0B1 100
Draws a furniture tile as a double height bitmap.
193 21 C115 66
Draw tile(n)
193 160 C1A0 4440
Bitmaps for the room and alpha-numeric tiles.
210 248 D2F8 3756
Furniture strings.
225 164 E1A4 65
Draw Furniture Item
225 229 E1E5 37
Display a string using double height characters.
226 10 E20A 38
Table of background colours for each room.
226 48 E230 77
Screen Clear with special effect
226 125 E27D 529
Object text.
228 142 E48E 64
Table of pointers to each object text string.
228 206 E4CE 38
Clear Screen
228 244 E4F4 90
Redraw inventory area on screen.
229 78 E54E 125
Draw Room.
229 203 E5CB 5
'Full' Text
229 208 E5D0 6
'Empty' Text
229 214 E5D6 85
Draws the text for an object in a pocket.
230 43 E62B 76
Further demo data (TODO)
230 119 E677 179
Routine at E677
231 41 E729 33
Routine at E729
231 74 E74A 16
Calls the event for the current room.
231 90 E75A 1
Data block at E75A
231 91 E75B 163
Routine at E75B
231 254 E7FE 60
Routine at E7FE
232 56 E838 120
Routine at E838
232 176 E8B0 42
Routine at E8B0
232 216 E8D8 3
Data block at E8D8
232 219 E8DB 200
Data block at E8DB
233 163 E9A3 39
Routine at E9A3
233 202 E9CA 1
Countdown before rolling rock appears.
233 203 E9CB 63
Handle rolling rock for room 0
234 10 EA0A 45
start a new room.
234 55 EA37 41
Reset Wally's stats for a new room.
234 96 EA60 140
Routine at EA60
234 236 EAEC 59
Routine at EAEC
235 39 EB27 149
Routine at EB27
235 188 EBBC 137
Routine at EBBC
236 69 EC45 154
Routine at EC45
236 223 ECDF 289
Routine at ECDF
238 0 EE00 98
Routine at EE00
238 98 EE62 43
Table of food data.
238 141 EE8D 2
Pointer to active food.
238 143 EE8F 78
Check for food pickup by Wally.
238 221 EEDD 43
Routine at EEDD
239 7 EF07 106
Routine at EF07
239 113 EF71 131
Routine at EF71
239 244 EFF4 203
Routine at EFF4
240 191 F0BF 184
Routine at F0BF
241 119 F177 22
Object Flags Table.
241 141 F18D 56
Reset all the flags and stats for a new game.
241 197 F1C5 25
Routine at F1C5
241 222 F1DE 143
Routine at F1DE
242 109 F26D 307
Routine at F26D
243 160 F3A0 2
Data block at F3A0
243 162 F3A2 4
Data block at F3A2
243 166 F3A6 2
Data block at F3A6
243 168 F3A8 184
Routine at F3A8
244 96 F460 557
Data block at F460
246 141 F68D 108
Set up title music to start playing.
246 249 F6F9 10
Pause
247 3 F703 20
Plays a note.
247 23 F717 261
Score sheet for music.
248 28 F81C 38
Routine at F81C
248 66 F842 209
Run demo.
249 19 F913 859
Data block at F913
252 110 FC6E 2
Counts from $012c. When zero is reached energy is lost. See Energy_Countdown.
252 112 FC70 39
Handles countdown which indicates the loss of energy.
252 151 FC97 22
Routine at FC97