Page Byte Address Length Description
130 0 8200 14
Copy loaded screen to memory. This is used to be displayed after each game.
130 77 824D 31
Action 0C : Set Lift Lighting
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.
132 244 84F4 26
Calculate final game percentage score.
133 14 850E 39
Updates the percentage score.
137 143 898F 29
Test 00 : Exit position test.
137 172 89AC 36
Test 01 : Check for position.
137 210 89D2 17
Test 02 : See if Wally if carrying a specific object
137 227 89E3 10
Test 03 : See if fuel can is full.
137 237 89ED 69
Action 00 : Swaps object carried with object in room.
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 20
Action 03 : Fills the bucket.
138 230 8AE6 7
Action 06 : Empties the Bucket.
138 237 8AED 20
Action 04 : Charges the Laser Gun.
139 1 8B01 7
Action 05 : Discharges the laser.
139 8 8B08 20
Action 07 : Fills the Fuel Can.
139 28 8B1C 7
Action 08 : Empties the Fuel Can.
139 35 8B23 7
Action 0F : Switch help off.
139 42 8B2A 11
Action 0E : Switches the help on.
139 53 8B35 9
Action 09 : Switches on the lift.
139 62 8B3E 31
Action : Updates screen with item that has been switched on.
139 93 8B5D 10
Action 0B : Decrease lift count by one.
139 103 8B67 10
Test 04 : Is the lift is on?
139 113 8B71 5
Test 07 : Is the help switch is of?
139 118 8B76 10
Test 06 : Is the lift is off.
139 128 8B80 8
Action 0A : Moves the lift to a given floor value.
139 136 8B88 13
Test 05 : Is lift at a specific floor value.
139 149 8B95 28
Action 10 : Lift off from Earth.
139 177 8BB1 28
Action 11 : Lift off from Moon
139 205 8BCD 59
Shifts the rocket based on set up by actions Action10_LiftOffFromEarth and Action11_LiftOffFromMoon.
140 8 8C08 69
Checks the current room's logic and acts on anything that is 'true'.
140 101 8C65 69
Draw Walls, Ceiling and Floor
170 235 AAEB 106
Draw 16 x 16 bitmap shifted to pixel position.
171 86 AB56 20
Life : Draw / Erase
171 106 AB6A 14
Reset lives.
171 124 AB7C 192
Main handler for moving Wally around.
172 60 AC3C 13
Short pause.
172 74 AC4A 39
Check to see if Wally is standing on solid ground.
172 113 AC71 230
Handles Wally jumping.
173 87 AD57 41
Create a 'bullet' if required.
173 129 AD81 61
Checks to see if Wally should turn his head towards the camera.
173 190 ADBE 103
Move Wally and animate.
174 59 AE3B 132
Erase Wally and colour background.
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 1 AF01 131
Draw Wally.
175 169 AFA9 21
Simple Clear Screen
175 190 AFBE 26
Play sound effect based on values passed in.
175 216 AFD8 19
Simple beep
175 235 AFEB 44
FX : White Noise
177 172 B1AC 19
Waits for a key to be pressed.
177 191 B1BF 16
Check for SHIFT + BREAK to exit current game.
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 100
Start a new game.
179 116 B374 37
Scans for menu keys. (1,2,3, Enter)
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.
180 174 B4AE 32
Basic beep for menu key press.
181 91 B55B 88
Updates the display with the correct keys defined for play.
181 179 B5B3 72
The main menu.
181 251 B5FB 21
Sharp, loss of energy, sound.
182 16 B610 68
Action 14 : Won the game.
182 84 B654 199
Animate the fireworks.
183 27 B71B 70
Table of pointers for each firework.
189 181 BDB5 14
Check for Wally's death.
189 195 BDC3 102
Animate Wally's Death
190 41 BE29 184
Lose a life, end game or resurrect Wally.
190 225 BEE1 30
Routine at BEE1
190 255 BEFF 9
Routine at BEFF
191 8 BF08 78
Knock Wally down to the floor.
191 86 BF56 17
Runs the current room event 6 times.
191 114 BF72 213
Test 08 : Is Boxing Glove Trap safe.
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) at character position (char_y, char_x).
193 87 C157 73
Tile, Inverted Draw.
225 164 E1A4 65
Draw Furniture Item
225 229 E1E5 37
Display a string using double height characters.
226 48 E230 77
Screen Clear with special effect
228 206 E4CE 38
Clear Screen
228 244 E4F4 89
Redraw inventory area on screen.
229 78 E54E 125
Draw Room.
229 214 E5D6 85
Draws the text for an object in a pocket.
230 119 E677 211
Bunch of forwarders for each room update.
231 74 E74A 16
Calls the event for the current room.
231 91 E75B 83
Displays the closing / opening Magentic Lock Bars.
231 174 E7AE 80
Action 0D : Unlocks magentic lock by colourring the platforms.
231 254 E7FE 43
Update Wally on the moving floor.
232 56 E838 119
Handler : Falling Blocks
232 176 E8B0 43
Handler : Fire
233 163 E9A3 39
Draw : Rolling Rock.
233 203 E9CB 63
Room Event : Rolling Rock.
234 10 EA0A 45
start a new room.
234 55 EA37 41
Reset Wally's stats for a new room.
234 96 EA60 140
Room Event : Balloon Help.
234 236 EAEC 49
Room Event : Moving Floor Draw.
235 39 EB27 148
Room Event : Angels of Death.
235 188 EBBC 135
Room Event : Savage Plants.
236 69 EC45 147
Room Event : Book Baddies.
236 223 ECDF 181
Room Event : Cooked Chickens
237 148 ED94 106
Action 12 Grab rope and slide down bannister.
238 0 EE00 98
Draw and move the 3 Ton weight.
238 143 EE8F 78
Check for food pickup by Wally.
238 221 EEDD 39
Draws food for current room at (x, $a8)
239 7 EF07 100
Room Event : Bolling Ball.
239 113 EF71 118
Room Event : Darts
239 244 EFF4 166
Room Event : Ghost
240 191 F0BF 184
Room Event : Invaders
241 141 F18D 56
Reset all the flags and stats for a new game.
241 197 F1C5 21
Sound made for bouncing axe.
241 222 F1DE 115
Room Event : Axe
242 109 F26D 96
Room Event : Spooky Hand.
243 0 F300 20
Invaders : Set Y position of each invader.
243 20 F314 34
Invaders : Set X pos of each invader.
243 54 F336 106
Invaders : Initialise
243 167 F3A7 182
Routine at F3A7
244 111 F46F 55
Reset everything for next stage.
244 166 F4A6 44
Game loop for Invaders game room. (Room 1E)
244 210 F4D2 35
Invaders exit check.
244 246 F4F6 34
Sets up the Arcade Room.
245 26 F51A 142
Invaders : Bullet Update.
245 168 F5A8 22
Invaders pause where p = ( ($18 - p) * 32 )
245 209 F5D1 54
Draw and update explosions in the Arcade Room.
246 7 F607 44
Create an explosions in the Arcade room.
246 60 F63C 81
Update and draw bombs for the Arcade room.
246 141 F68D 108
Set up title music to start playing.
246 249 F6F9 10
Pause
247 3 F703 20
Plays a note.
248 28 F81C 38
Inialisation for the demo.
248 66 F842 209
Run demo.
252 112 FC70 39
Handles countdown which indicates the loss of energy.
252 151 FC97 22
Main entry point once loaded.