Address Description
5E2A
Vectors 1
5E5E
Call HL vector.
5E9F
Movement Vectors
5EAF
Increase in x axis.
5EB7
Increase in y axis (0 is top).
5EBF
Decrease in x axis.
5EC7
Decrease in y axis
5ECF
Routine at 5ECF
5F71
Routine at 5F71
600E
Rotate right an area of the screen (Clouds)
603B
Routine at 603B
6071
Update area data and set compass to correct direction.
60AB
Routine at 60AB
60AC
Initialise Hero
60EF
Display Game Screen
60FD
See which path intersects the hero position.
61B8
Get Next Path
6236
Print Location Description
62AE
Draw the whole stage.
638A
Update the screen.
6534
Routine at 6534
65BF
Handle the input for hero.
69F1
Routine at 69F1
6A18
Blits an action item.
6A37
Routine at 6A37
6A61
Routine at 6A61
6C83
Waterfall Action Function.
6CCC
Display the winning message and change the rooms colour.
6CFC
Vectors
6D30
hl = ABS(hl-de)
6D3C
Print String
6D49
Converts a stored position to address of top bit of DF & ATTR.
6D76
Create new link for Actions Link List.
6DA3
Insert link(IX) to begining of list start of unused links list.
6DC0
Check for alternate bitmap.
6DE8
Draw a single column (8 pixels wide) of a bitmap using item data to calculate which column and where on the offscreen to draw.
6EC5
Rect Intersection Test. Returns carry set if not.
6F22
Draws a single column on the screen using the next object based on position.
751F
Mirror Bitmap.
7580
Check for leaving the area.
768A
Create Action for a Scenery Object
76F8
Scan in keyboard state
770D
Convert keybard states stored, into movement.
77AC
Routine at 77AC
7834
Action Handler for Nathair
7A35
Insert charcter bitmap into a sprite bitmap. (Key icon on a door).
7A64
Action Handler for the Olcweed
7B0C
Vectors
7B47
Routine at 7B47
7BDF
Animate Background
7C30
Routine at 7C30
7C44
Clears the lower third screen area.
7C63
Print out the inventory.
7D49
Routine at 7D49
7DC5
Pick up.
7E90
Drop object
7F5D
'Select' key pressed.
7FA7
Copy background into hero's background store and draw correct frame for hero.
80D0
Updates bitmaps behind hero and sidhe.
813C
Routine at 813C
818E
Routine at 818E
826E
Routine at 826E
82CB
Routine at 82CB
82F1
Routine at 82F1
8456
Routine at 8456
859A
Update Sidhe
85E1
Baddy Sprite Blit
8798
Blit the background behind the Sidhe.
87BF
Routine at 87BF
88C7
Face Action Function.
891F
Vectors
8925
Vectors
89AF
Display Warning
89E0
Checks for an exit when hero walks off a path edge / end.
8A93
Update data for new room.
8CFE
Select character set and draw character. Anything less than 51 gets drawn in the ROM set, else it uses the special set.
8D11
Routine at 8D11
8D50
Action Handler for Oracle
8DA6
Action Handler (Does nothing)
8DB6
Action Hander for Alter of the Seal.
8DFC
Tablet / Alter Action Function.
8EC0
Display Menu
8F3E
Display Start Tape
8F93
Routine at 8F93
8FC6
Routine at 8FC6
8FE5
Display Abandonded
8FFF
Display Enter Version Letter
DF82
Vectors
F395
Treasure Action Function.
F429
Offscreen Blit to DF.
F461
Creates a link list from a sequence of data blocks. The pointer to the next address (next block defined by C) is stored in the first word of the block.
F472
Initialise link lists.
F489
Start
F515
Main() & Run()