Pyjamarama | Data |
Page | Byte | Address | Length | Description | |
---|---|---|---|---|---|
100 | 255 | 64FF | 5494 |
Copy of loading screen, used as title screen.
|
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122 | 117 | 7A75 | 1931 |
Data block at 7A75
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130 | 14 | 820E | 2 |
Points to the address of the next command in the demo data.
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130 | 16 | 8210 | 1 |
Ignore Energy / Demo flag.
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130 | 17 | 8211 | 18 |
Tests : Table of pointers for event checking functions.
|
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130 | 35 | 8223 | 42 |
Actions : Address of routines used for actions after running an event check.
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130 | 108 | 826C | 90 |
Scoreboard item, drawn as a piece of furniture.
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130 | 198 | 82C6 | 60 |
Table of addresses for each room data.
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131 | 2 | 8302 | 96 |
Milk (full) bitmap
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131 | 98 | 8362 | 96 |
Milk (empty) bitmap
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132 | 145 | 8491 | 64 |
Table of found markers for each object.
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132 | 209 | 84D1 | 30 |
Table of flags representing which rooms has visited.
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132 | 239 | 84EF | 5 |
Holds, in BCD, number of steps taken.
|
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133 | 53 | 8535 | 90 |
Object slots for each room.
|
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133 | 143 | 858F | 1024 |
Main room logic.
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137 | 208 | 89D0 | 2 |
Pockets for Wally's Inventory
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140 | 77 | 8C4D | 24 |
Tiles, ceiling, floor and walls
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140 | 170 | 8CAA | 132 |
Table of pointers to each furniture item.
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141 | 46 | 8D2E | 60 |
Table to pointers holding addresses to each room description data.
|
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141 | 106 | 8D6A | 769 |
Description Data for each room.
|
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144 | 107 | 906B | 384 |
DF row address look up table.
|
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145 | 235 | 91EB | 2048 |
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153 | 235 | 99EB | 384 |
|
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155 | 107 | 9B6B | 128 |
|
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155 | 235 | 9BEB | 3840 |
|
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171 | 85 | AB55 | 1 |
Number of lives.
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171 | 120 | AB78 | 4 |
Wally's stats.
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172 | 73 | AC49 | 1 |
Copy of the last direction when moving. (FF - left, 01 - right)
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173 | 128 | AD80 | 1 |
Count down for animating Wally's head.
|
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174 | 37 | AE25 | 6 |
Store for keys used for game control.
|
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174 | 43 | AE2B | 16 |
Holds background colour behind wally.
|
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174 | 191 | AEBF | 1 |
Set when Wally has completed a single step.
|
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175 | 0 | AF00 | 1 |
Pixel offset for Wally.
|
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175 | 132 | AF84 | 36 |
Table of translations for the jump.
|
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175 | 168 | AFA8 | 1 |
Flag for input type, 0 - Keys / Sinclair Joystick, 1 - Kempston Joystick.
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178 | 23 | B217 | 2 |
Data block at B217
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179 | 153 | B399 | 40 |
Table of ZX ASCII for keyboard input conversion.
|
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180 | 104 | B468 | 6 |
Key scans / port address for each key input for Sinclair Joystick.
|
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183 | 97 | B761 | 1342 |
Firework scripts.
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188 | 159 | BC9F | 176 |
|
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189 | 79 | BD4F | 22 |
Fireworks Furniture string.
|
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189 | 101 | BD65 | 80 |
|
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191 | 103 | BF67 | 11 |
Boxing Glove Trap details.
|
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192 | 71 | C047 | 76 |
Table of X,Y positions for each room when resurecting Wally.
|
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193 | 160 | C1A0 | 4440 |
Bitmaps for the room and alpha-numeric tiles.
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210 | 248 | D2F8 | 3756 |
Furniture strings.
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226 | 10 | E20A | 38 |
Table of background colours for each room.
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228 | 142 | E48E | 64 |
Table of pointers to each object text string.
|
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229 | 77 | E54D | 1 |
Current Room number.
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230 | 43 | E62B | 76 |
Table of jump vectors for each room update.
|
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231 | 90 | E75A | 1 |
Direction of Magnet Lock.
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232 | 41 | E829 | 15 |
Falling block data for room event.
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232 | 175 | E8AF | 1 |
Data for Fire Handler.
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232 | 219 | E8DB | 144 |
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233 | 107 | E96B | 56 |
Rolling Rock Furniture string.
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233 | 202 | E9CA | 1 |
Countdown before rolling rock appears.
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235 | 29 | EB1D | 10 |
Angel of Death stats.
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235 | 187 | EBBB | 1 |
Savage plants' stats.
|
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236 | 67 | EC43 | 2 |
Falling Book stats.
|
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236 | 216 | ECD8 | 7 |
Chicken monster stats.
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237 | 254 | EDFE | 2 |
Data for the dropping weight object.
|
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238 | 98 | EE62 | 43 |
Table of food data.
|
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238 | 141 | EE8D | 2 |
Pointer to active food.
|
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239 | 4 | EF04 | 3 |
Rolling ball stats.
|
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239 | 107 | EF6B | 6 |
Darts' stats.
|
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239 | 231 | EFE7 | 13 |
Data for the Ghosts.
|
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240 | 154 | F09A | 37 |
Data for Space Invaders.
|
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241 | 119 | F177 | 22 |
Object Flags Table.
|
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241 | 218 | F1DA | 4 |
Bouncing Axe stats.
|
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242 | 81 | F251 | 28 |
Spooky hand stats.
|
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242 | 205 | F2CD | 51 |
Data for the Arcade Room.
|
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243 | 160 | F3A0 | 7 |
Data for the Arcade Room.
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244 | 93 | F45D | 18 |
Data for the Arcade Room.
|
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244 | 245 | F4F5 | 1 |
Invaders pause value.
|
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245 | 24 | F518 | 2 |
Arcade bullet data.
|
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245 | 190 | F5BE | 19 |
Data slots for the explosion animations.
|
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246 | 51 | F633 | 9 |
Data for holding information on three 'bombs' in the Arcade Room.
|
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247 | 23 | F717 | 261 |
Score sheet for music.
|
|
249 | 19 | F913 | 859 |
Demo Script.
|
|
252 | 110 | FC6E | 2 |
Counts from $012c. When zero is reached energy is lost. See Energy_Countdown.
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