Page Byte Address Length Description
91 0 23296 70
Message 55: 'A VOICE SAID 'ED - TELL THE OIL MAN THAT THE KEY TO  THE FAT MANS HOUSE IS AT NO 31 AND THAT THE BOSS WANTS TO SEE YOU BOTH AT NO 19''
91 70 23366 56
Message 56: 'DAISY SAID 'LANA RANG - SHE HAD TO GET OUT IN A HURRY - OH AND I HEARD NOISES IN THE CEILING''
91 126 23422 19
Message 57: 'OK ED - THE FAT MAN HAS THE KEY TO NO 27'
91 145 23441 42
Message 58: 'DAISY SAID 'LANA RANG - HER NEW NUMBERS 7162. THE POLICE WERE HERE''
91 187 23483 45
Message 70: 'SOMEONE BELOW SAID 'CRUISE WAS DRESSED AS THE OIL MAN. DONT LET ANYONE PAST''
91 232 23528 23
Message 71: 'THERES A SAFE WITH 4 LOCKS'
93 96 23904 50
Message 63: 'DAISY SAID 'SAM - A GANGSTER'S WATCHING FOR YOU OUTSIDE THE POLICE STATION''
93 146 23954 30
Message 76: 'DAISY SAID 'LANA RANG - THAT FAT MAN HAS TWO KEYS NOT JUST ONE ''
93 176 23984 35
Message 64: 'A VOICE SAID 'OK FATS THE HOOK'S AT NO 74 AND ALS GUARDING IT''
93 211 24019 50
Message 66: 'A VOICE SAID 'OK LANA THE KEY TO 74'S IN THE ROOM PAST THE CATWALK BUT THERE'S A GUARD''
94 5 24069 92
Message 67: 'SOMEONE HIT ME. I PLAYED DEAD. TWO MEN WALKED OFF. ONE SAID 'HEY DON AINT YOU SCARED THAT CRUISE WILL GET UP TO YOUR ROOM WHEN ALS ON THE PHONE ?''
94 97 24161 20
Message 68: 'DAISY SAID 'ALS NUMBER'S 6124''
94 117 24181 49
Message 69: 'TECHNICAL SERVICES HERE. TO USE A HOOK GET TO RIGHT PLACE AND PRESS C'
94 166 24230 33
Message 72: 'LANA ANSWERED 'OOH SAM! YOUVE GOT THE BIRD. SEE YOU IN YOUR OFFICE''
94 199 24263 162
Message 73: 'I STARED AT THE LOVELY LANA  WAS IT THOSE RUBY LIPS OR THE SLIM AUTOMATIC THAT TRANSFIXED ME? SHE SAID 'THANK YOU FOR THE BUDGIE SAM . ITS PRICELESS. IVE ALREADY KILLED ONCE FOR IT. AND NOW ITS GOODBYE SAM ''
95 105 24425 89
Message 74: 'SHE'S IN JAIL NOW. ANOTHER CASE SOLVED. BUT NOW THE MOB KNOWS IVE GOT THE BUDGIE AND THEYRE AFTER ME . .'
95 194 24514 10
Message 75: 'SHE FIRED'
95 204 24524 10
Message 97: 'JOYSTICK?'
95 214 24534 10
Unused
95 224 24544 275
Event table
96 243 24819 13
Unused
97 0 24832 82
Deal with Sam while he's transfixed by Lana
97 82 24914 10
Prepare for the next game mode
97 92 24924 1
Unused
97 93 24925 26
Reset a gangster's location and restart the command list
97 119 24951 68
'J' pressed - joystick
97 187 25019 10
Keypress offset patch table for keys 0-9 (Kempston/Cursor/None)
97 197 25029 10
Keypress offset patch table for keys 0-9 (Int2)
97 207 25039 27
Add a random number of bucks to Sam's total
97 234 25066 8
Command list: Keep guard at no. 15
97 242 25074 7
Check whether a gangster is close enough to Sam to pick him up
97 249 25081 7
Make the gangster at no. 15 lie in wait for Sam
98 0 25088 17
Make a sound effect
98 17 25105 1
Unused
98 18 25106 7
Potential x-coordinates for the sniper
98 25 25113 5
Unused
98 30 25118 188
Control the sniper while active
98 218 25306 1
Unused
98 219 25307 78
Control the sniper
99 41 25385 9
Make a gangster chase Sam
99 50 25394 1
Unused
99 51 25395 25
Banknote animation table
99 76 25420 119
Control a banknote
99 195 25539 61
Check whether Sam has somersaulted onto a banknote
100 0 25600 18
Copy source sprite tiles over target sprite tiles
100 18 25618 105
Prepare sprite tiles used by Sam when somersaulting or rolling
100 123 25723 1
Unused
100 124 25724 24
Animation phase table for Sam when rolling
100 148 25748 36
Animation phase table for Sam when somersaulting
100 184 25784 5
'R' pressed - forward roll
100 189 25789 129
'S' pressed - somersault
101 62 25918 26
Check whether Sam can roll or somersault from his current location
101 88 25944 45
Determine Sam's location
101 133 25989 1
Unused
101 134 25990 9
Sprite tile references susceptible to bullet impact
101 143 25999 3
Unused
101 146 26002 73
Check whether Sam has been hit by a bullet
101 219 26075 147
Move and draw the bullets
102 110 26222 2
Unused
102 112 26224 104
Update the sniper's sprite tile references
102 216 26328 24
Check whether Sam is within firing range of the sniper
102 240 26352 8
Make the sound effect of Sam being hit by a bullet
102 248 26360 8
Unused
103 0 26368 6
Message 3: 'PRESS'
103 6 26374 4
Message 4: 'KEY'
103 10 26378 5
Message 5: 'PLAY'
103 15 26383 8
Message 6: ' RIGHT '
103 23 26391 6
Message 7: ' WHEN'
103 29 26397 11
Message 8: 'RATCATCHER'
103 40 26408 13
Message 9: 'POLICE CHIEF'
103 53 26421 14
Message 10: 'CHICAGO BEARS'
103 67 26435 9
Message 11: 'REVENUE MAN'
103 76 26444 18
Message 12: 'VIOLIN CASE MAKER'
103 94 26462 9
Message 13: 'GARBAGE MAN'
103 103 26471 11
Message 14: 'JAMES GANG'
103 114 26482 15
Message 15: 'RENT COLLECTOR'
103 129 26497 12
Message 16: 'MAKE COFFEE'
103 141 26509 9
Message 17: 'TAPDANCE'
103 150 26518 11
Message 18: 'SCUBA DIVE'
103 161 26529 8
Message 19: 'PLAY POKER'
103 169 26537 5
Message 20: 'TYPE'
103 174 26542 10
Message 21: 'ICE-SKATE'
103 184 26552 12
Message 22: 'WOLFWHISTLE'
103 196 26564 12
Message 23: 'PLAY THE HARMONICA'
103 208 26576 21
Message 24: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY/I WAS TEACHING THE ROACHES TO {verb} WHEN'
103 229 26597 8
Message 25: ' BEGAN '
103 237 26605 19
Unused
104 0 26624 6
Message 100: ' THE '
104 6 26630 8
Message 101: 'CRUISE '
104 14 26638 4
Message 102: 'NO '
104 18 26642 3
Message 103: 'I '
104 21 26645 4
Message 104: 'AL '
104 25 26649 5
Message 105: 'BUD '
104 30 26654 6
Message 106: 'CHAD '
104 36 26660 5
Message 107: 'DON '
104 41 26665 6
Messages 108 and 109: 'ED ' and 'FRED '
104 47 26671 5
Message 110: 'GUS '
104 52 26676 5
Message 111: 'SAM '
104 57 26681 38
Message 112: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY'
104 95 26719 4
Message 113: ' A '
104 99 26723 7
Message 114: 'DAISY '
104 106 26730 5
Message 115: ' MAN'
104 111 26735 6
Message 116: ' AND '
104 117 26741 5
Message 117: 'WAS '
104 122 26746 5
Message 118: ' TO '
104 127 26751 85
Message 119: ' AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
104 212 26836 9
Message 120: ' WHEN I CAME TO '
104 221 26845 5
Messages 121 and 122: ' THE' and 'THE'
104 226 26850 5
Message 123: 'ONE '
104 231 26855 6
Message 124: 'SAID '
104 237 26861 10
Message 125: ' A VOICE SAID ''
104 247 26871 5
Message 126: ' YOU'
104 252 26876 4
Message 127: 'ING'
105 0 26880 45
Message 32: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY/I'M WORKING ON A CASE RIGHT NOW BUT IF YOU WANT TO PLAY THEN PRESS A KEY.'
105 45 26925 101
Message 33: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY/I WAS TEACHING THE ROACHES TO {verb} WHEN THE PHONE RANG. IT WAS  A DAME NAMED LANA. SHE SAID TO MEET HER ON THE TOP FLOOR OF THE HOTEL ROYALE. SO BEGAN / THE CASE OF THE BALI BUDGIE'
105 146 27026 15
Message 34: 'I WAS BROKE AGAIN AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
105 161 27041 16
Message 35: ' WHEN I CAME TO MY WALLET WAS GONE  AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
105 177 27057 20
Message 36: ' WHEN I CAME TO SOMEONE HAD TAKEN ${tens digit}0'
105 197 27077 12
Message 37: 'A VOICE SAID 'WHO'S THERE?''
105 209 27089 24
Message 38: 'PRESS A KEY TO PLAY'
105 233 27113 9
Message 39: 'I HUNG UP'
105 242 27122 7
Message 40: ''{name}' I SAID '
105 249 27129 12
Message 41: 'I LIFTED THE PHONE '
106 5 27141 9
Message 42: 'I DIALLED {number}'
106 14 27150 15
Message 43: 'A VOICE SAID 'THERES NOONE HERE''
106 29 27165 28
Message 44: 'A VOICE SAID 'GET LOST - I'M TRYING TO SLEEP''
106 57 27193 11
Message 45: 'A VOICE SAID 'BE RIGHT WITH YOU''
106 68 27204 10
Message 46: 'I DUNNO NO {name}'
106 78 27214 22
Message 47: ' THE NUMBER WAS UNOBTAINABLE'
106 100 27236 28
Message 48: 'AT THE JAIL THEY THREW THE BOOK AT ME AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
106 128 27264 7
Message 49: 'IT BEGAN RINGING'
106 135 27271 16
Message 50: 'DAISY SAID 'NO MESSAGES SAM ''
106 151 27287 17
Message 51: 'A VOICE SAID 'OK CRUISE WE'RE COMING''
106 168 27304 11
Message 52: ' THE BAIL WAS ${tens digit}0'
106 179 27315 24
Message 53: 'THERE'S A MAN'S BODY ON THE FLOOR'
106 203 27339 17
Message 99: 'I HAD TO GO TO HOSPITAL  AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
106 220 27356 4
Message 26: 'DAISY SAID ''
106 224 27360 21
Message 27: 'LANA ANSWERED 'OOH SAM! '
106 245 27381 9
Message 28: 'LANA RANG - '
106 254 27390 2
Unused
107 0 27392 75
Phone numbers
107 75 27467 39
Ringing phone messages
107 114 27506 36
Phone messages for Sam
107 150 27542 2
Unused
107 152 27544 13
Initial ringing phone locations
107 165 27557 12
Initial locations of phones with messages for Sam
107 177 27569 76
Message 65: 'LANA ANSWERED 'OOH SAM! BUD SAID HE'D MEET ME ALONE IN THE HOTELS RIGHT HAND GREEN ROOM. I'M SCARED - WILL YOU GO INSTEAD?''
107 253 27645 4
Unused
108 1 27649 76
LSBs of addresses of messages 1-76
108 77 27725 20
Unused
108 97 27745 33
LSBs of addresses of messages 97-129
108 130 27778 70
Unused
108 200 27848 6
Message 29: 'LANA '
108 206 27854 3
Message 30: 'ING '
108 209 27857 5
Message 31: 'THAT'
108 214 27862 6
Message 128: 'SOMEONE '
108 220 27868 4
Message 129: 'FAT'
108 224 27872 20
Unused
108 244 27892 12
Check whether Sam is at the right place to pick up a telephone
109 0 27904 1
Unused
109 1 27905 76
MSBs of addresses of messages 1-76
109 77 27981 20
Unused
109 97 28001 33
MSBs of addresses of messages 97-129
109 130 28034 116
Unused
109 246 28150 9
Set A=1
109 255 28159 1
Unused
110 0 28160 26
Print a message
110 26 28186 106
Print a number
110 132 28292 3
Unused
110 135 28295 39
Adjust Sam's cash supply and print the new amount
110 174 28334 3
Unused
110 177 28337 18
Increment the score and decrement Sam's cash supply
110 195 28355 2
Unused
110 197 28357 254
Add a message to the message queue
111 195 28611 1
Unused
111 196 28612 1
Message display interval
111 197 28613 2
Last used random message numbers
111 199 28615 1
Unused
111 200 28616 19
Randomly select a message number
111 219 28635 11
'M' pressed - toggle message speed
111 230 28646 10
Make the sound effect of a sniper firing
111 240 28656 4
Unused
111 244 28660 42
Update the telephone icon
112 30 28702 1
Unused
112 31 28703 19
Show or hide an icon in the icon panel
112 50 28722 17
Graphic data for the telephone when ringing
112 67 28739 2
Unused
112 69 28741 17
Graphic data for the telephone when not ringing
112 86 28758 2
Unused
112 88 28760 43
Initialise the icon panel, score box and message line
112 131 28803 38
Check whether a character is on a roof with edges on each side
112 169 28841 1
Unused
112 170 28842 43
Check whether a policeman can spot Sam
112 213 28885 1
Unused
112 214 28886 54
Check whether a character is visible to passers-by
113 12 28940 2
Unused
113 14 28942 61
Check whether a character is close enough to Sam to pick him up
113 75 29003 1
Unused
113 76 29004 47
Check whether a character is immobilised by a blown fuse
113 123 29051 1
Unused
113 124 29052 16
Make a policeman switch a light on if possible
113 140 29068 4
Unused
113 144 29072 16
Set a character's destination to Sam's current location
113 160 29088 12
Set a policeman's destination to Sam's current location
113 172 29100 49
Send a policeman to Sam's last known whereabouts
113 221 29149 45
Make a gangster or policeman pick Sam up
114 10 29194 24
Vertical and horizontal ranges within which Sam can be spotted by a policeman
114 34 29218 114
Make a policeman start chasing Sam if appropriate
114 148 29332 22
Check whether Sam's disguise is known to the police
114 170 29354 7
Control a policeman (1)
114 177 29361 197
Control a policeman (2)
115 118 29558 1
Unused
115 119 29559 19
Make a policeman chase Sam or go to his last known whereabouts if appropriate
115 138 29578 19
Check whether Sam or a gangster is inside a region
115 157 29597 35
Check whether a gangster should start chasing Sam
115 192 29632 3
Unused
115 195 29635 12
Locations of fuses
115 207 29647 21
x-coordinates of doors
115 228 29668 48
Show or hide the fuse, door, light bulb or phone in the icon panel (1)
116 20 29716 15
Clear the message line and display the first aid kits
116 35 29731 2
Unused
116 37 29733 118
Show or hide the fuse, door, light bulb or phone in the icon panel (2)
116 155 29851 3
Unused
116 158 29854 12
Check whether Sam is standing next to a telephone
116 170 29866 28
'F' pressed - fuse
116 198 29894 2
Unused
116 200 29896 16
Addresses of Sam-handling routines
116 216 29912 40
Deal with Sam
117 0 29952 65
Process the event table
117 65 30017 26
Initialise the events and objects for a new game
117 91 30043 9
Initialise an event or object for a new game
117 100 30052 1
Unused
117 101 30053 17
Make the cash bonus/key sound effect
117 118 30070 22
'L' pressed - light on/off
117 140 30092 23
'B' pressed - raise/lower blind
117 163 30115 1
Unused
117 164 30116 30
Check whether Sam is standing next to a fuse that has not been blown yet
117 194 30146 7
Deal with Sam when his arm is raised or his knees are bent
117 201 30153 1
Urgent message number
117 202 30154 6
Add an urgent message to the message queue
117 208 30160 38
Determine the interval between the last message and the next
117 246 30198 13
Ask Sam 'WHO'S THERE?' when he takes or makes a phone call
118 3 30211 185
Check whether Sam has found something and update the icon panel
118 188 30396 33
Deal with a character who is at the entrance to a building
118 221 30429 28
Check whether Sam is standing next to a ringing telephone
118 249 30457 1
Unused
118 250 30458 53
'T' pressed - telephone
119 47 30511 63
Check whether a character can answer the telephone that Sam is calling
119 110 30574 1
Unused
119 111 30575 51
Deal with Sam when he's on the phone and has been asked 'WHO'S THERE?'
119 162 30626 1
Unused
119 163 30627 48
Check whether there is a telephone message for Sam
119 211 30675 147
Deal with Sam when he's on the phone
120 102 30822 147
Prepare for a cutscene
120 249 30969 3
Unused
120 252 30972 17
Check whether a message is in the message queue
121 13 30989 111
Display a cutscene
121 124 31100 4
Unused
121 128 31104 6
Keypress offsets to use for Sam in demo mode
121 134 31110 16
Locations for Sam to visit in demo mode
121 150 31126 78
Collect a keypress during the game (or simulate one in demo mode)
121 228 31204 32
'G' pressed - get object
122 4 31236 8
Send the police after Sam
122 12 31244 11
Place a telephone call
122 23 31255 29
Check whether Sam has dialled a valid telephone number
122 52 31284 5
Queue the message 'I HUNG UP' (unused)
122 57 31289 30
Check whether Sam has entered a house through the front door without a key
122 87 31319 19
Make a gangster walk up or down until Sam arrives
122 106 31338 24
Make a gangster walk up and down while watching for Sam
122 130 31362 51
Make a gangster chase and pick up Sam
122 181 31413 1
Unused
122 182 31414 44
Increment the score and decrement Sam's cash supply at regular intervals
122 226 31458 18
Prepare the phone messages, events and objects for a new game
122 244 31476 102
Deal with Sam when he's being carried by a gangster or policeman
123 90 31578 2
Unused
123 92 31580 14
Deal with a character who is standing next to the jail cell door
123 106 31594 48
Let Sam out of jail if necessary
123 154 31642 28
Make a policeman arrest Sam, and end the game if he cannot pay his bail
123 182 31670 43
Control the hook while it's flying
123 225 31713 94
'C' pressed - use hook
124 63 31807 1
Unused
124 64 31808 135
Check whether a character will soon be entering or leaving the hotel
124 199 31943 1
Unused
124 200 31944 16
Collect a character's destination coordinates from a command list
124 216 31960 38
Take the hook and budgie from Sam
124 254 31998 11
Check whether Sam should be chased by the police
125 9 32009 19
Set the attribute bytes for Sam's current disguise
125 28 32028 61
Object/key/cash/message location table
125 89 32089 33
Message 59: 'LANA ANSWERED 'OOH SAM! THEY KILLED MY FIANCE AND STOLE THE BUDGIE''
125 122 32122 33
Message 60: 'LANA ANSWERED 'OOH SAM! THAT CROOK THE FAT MAN'S JUST MOVED INTO NO 15''
125 155 32155 16
Message 61: 'SOMEONE GROWLED 'NO KEY EH!''
125 171 32171 84
Message 62: 'IT ALL WENT BLACK. AS I FELL SOMEONE FAT PUSHED PAST ME SHOUTING ' YOULL NOT GET THE KEY WHEN I'M STILL STANDING''
125 255 32255 1
Unused
126 0 32256 256
Mirrored values of 0-255
127 0 32512 96
Screen refresh buffer
127 96 32608 33
Message buffer
127 129 32641 16
Submessage indicator and message addresses
127 145 32657 1
Unused
127 146 32658 5
Message 2: '{number}'
127 151 32663 2
Phone table entry address
127 153 32665 1
Time that Sam last lifted a ringing telephone
127 154 32666 1
ID of the telephone that Sam is calling
127 155 32667 1
Telephone call status flags
127 156 32668 2
Score
127 158 32670 2
Bucks
127 160 32672 2
Time the last message was displayed
127 162 32674 6
Blown fuse delay counters
127 168 32680 1
Icon panel status flags
127 169 32681 1
Main loop task timer
127 170 32682 10
Door knock status flags
127 180 32692 1
Blown fuse indicator
127 181 32693 1
Unused
127 182 32694 1
Fuse flags
127 183 32695 1
Index of the current message in the message queue
127 184 32696 8
Message queue
127 192 32704 4
Bullet buffer 1
127 196 32708 4
Bullet buffer 2
127 200 32712 1
Last value seen in the system variable FRAMES
127 201 32713 1
Current disguise
127 202 32714 6
Number string buffer
127 208 32720 2
Message 1: '{tens digit}/{name}'
127 210 32722 1
Message number to watch in the message queue
127 211 32723 1
ID of the telephone Sam is holding
127 212 32724 2
Time when the score was last incremented
127 214 32726 5
Unused
127 219 32731 3
Location the police should head for when looking for Sam
127 222 32734 2
Random number seed
127 224 32736 7
Unused
127 231 32743 1
Bullet timer
127 232 32744 1
Disguise status flags
127 233 32745 1
Object inventory
127 234 32746 1
Key inventory
127 235 32747 1
Police flags
127 236 32748 2
High score
127 238 32750 1
Game mode indicator
127 239 32751 1
Lives (first aid kits)
127 240 32752 10
Door status flags
127 250 32762 1
Input device indicator
127 251 32763 1
Number of the character just moved (215-229)
127 252 32764 1
Sam's status flags
127 253 32765 1
Last key pressed
127 254 32766 1
x-coordinate of the leftmost column of the play area on screen
127 255 32767 1
y-coordinate of the topmost row of the play area on screen
128 0 32768 2048
Play area graphic data (tiles 0-255, base page 128)
136 0 34816 2048
Play area graphic data (tiles 0-255, base page 136)
144 0 36864 2048
Play area graphic data (tiles 0-255, base page 144)
152 0 38912 2048
Play area graphic data (tiles 0-255, base page 152)
160 0 40960 21
Play area graphic data (tiles 0-20, base page 160, byte 1/8)
160 21 40981 1
Mask value 1/8
160 22 40982 2
Special location handler routine address
160 24 40984 1
Unused
160 25 40985 3
Direction indicators for a character facing left and going left
160 28 40988 2
T values (6|y)
160 30 40990 1
Play area tile back buffer byte 1/8
160 31 40991 225
T values (6|y)
161 0 41216 21
Play area graphic data (tiles 0-20, base page 160, byte 2/8)
161 21 41237 1
Mask value 2/8
161 22 41238 2
Special location handler routine address
161 24 41240 1
Unused
161 25 41241 3
Direction indicators for a character facing right and going right
161 28 41244 2
T' values (6|y)
161 30 41246 1
Play area tile back buffer byte 2/8
161 31 41247 225
T' values (6|y)
162 0 41472 21
Play area graphic data (tiles 0-20, base page 160, byte 3/8)
162 21 41493 1
Mask value 3/8
162 22 41494 2
Special location handler routine address
162 24 41496 4
Direction indicators for a character facing left and going up
162 28 41500 2
T values (6|y-1)
162 30 41502 1
Play area tile back buffer byte 3/8
162 31 41503 225
T values (6|y-1)
163 0 41728 21
Play area graphic data (tiles 0-20, base page 160, byte 4/8)
163 21 41749 1
Mask value 4/8
163 22 41750 2
Special location handler routine address
163 24 41752 4
Direction indicators for a character facing right and going up
163 28 41756 2
T' values (6|y-1)
163 30 41758 1
Play area tile back buffer byte 4/8
163 31 41759 225
T' values (6|y-1)
164 0 41984 21
Play area graphic data (tiles 0-20, base page 160, byte 5/8)
164 21 42005 1
Mask value 5/8
164 22 42006 2
Special location handler routine address
164 24 42008 4
Direction indicators for a character facing left and going down
164 28 42012 2
T values (6|y-2)
164 30 42014 1
Play area tile back buffer byte 5/8
164 31 42015 225
T values (6|y-2)
165 0 42240 21
Play area graphic data (tiles 0-20, base page 160, byte 6/8)
165 21 42261 1
Mask value 6/8
165 22 42262 2
Special location handler routine address
165 24 42264 4
Direction indicators for a character facing right and going down
165 28 42268 2
T' values (6|y-2)
165 30 42270 1
Play area tile back buffer byte 6/8
165 31 42271 225
T' values (6|y-2)
166 0 42496 21
Play area graphic data (tiles 0-20, base page 160, byte 7/8)
166 21 42517 1
Mask value 7/8
166 22 42518 2
Special location handler routine address
166 24 42520 4
Unused
166 28 42524 2
T values (6|y-3)
166 30 42526 1
Play area tile back buffer byte 7/8
166 31 42527 225
T values (6|y-3)
167 0 42752 21
Play area graphic data (tiles 0-20, base page 160, byte 8/8)
167 21 42773 1
Mask value 8/8
167 22 42774 6
Unused
167 28 42780 2
T' values (6|y-3)
167 30 42782 1
Play area tile back buffer byte 8/8
167 31 42783 225
T' values (6|y-3)
168 0 43008 28
Play area attribute data
168 28 43036 2
T values (6|y-4)
168 30 43038 1
Play area tile back buffer attribute byte
168 31 43039 225
T values (6|y-4)
169 0 43264 28
Play area attribute data
169 28 43292 2
T' values (6|y-4)
169 30 43294 1
Unused
169 31 43295 225
T' values (6|y-4)
170 0 43520 28
Play area attribute data
170 28 43548 2
T values (6|y-5)
170 30 43550 1
Unused
170 31 43551 225
T values (6|y-5)
171 0 43776 28
Play area attribute data
171 28 43804 2
T' values (6|y-5)
171 30 43806 1
Unused
171 31 43807 225
T' values (6|y-5)
172 0 44032 256
T values (6|y)
173 0 44288 256
T' values (6|y)
174 0 44544 256
T values (6|y-1)
175 0 44800 256
T' values (6|y-1)
176 0 45056 256
T values (6|y-2)
177 0 45312 256
T' values (6|y-2)
178 0 45568 256
T values (6|y-3)
179 0 45824 256
T' values (6|y-3)
180 0 46080 256
T values (6|y-4)
181 0 46336 256
T' values (6|y-4)
182 0 46592 256
T values (6|y-5)
183 0 46848 256
T' values (6|y-5)
184 0 47104 42
Z values (0<=y<=5)
184 32 47136 32
Play area tile attribute address LSBs (0<=y<=5)
184 64 47168 32
Window flags (0<=y<=5)
184 96 47200 5
Location descriptors (x-coordinate 66)
184 101 47205 2
Unused
184 103 47207 5
Location descriptors (x-coordinate 67)
184 108 47212 4
Unused
184 112 47216 7
Location descriptors (x-coordinate 68)
184 119 47223 2
Unused
184 121 47225 5
Location descriptors (x-coordinate 69)
184 126 47230 2
Unused
184 128 47232 102
Z'' values (8|x)
184 230 47334 17
Location descriptors (x-coordinates 13, 197)
184 247 47351 3
Location descriptor (x-coordinate 38)
184 250 47354 6
Location descriptors (x-coordinates 40, 112, 208)
185 0 47360 32
Z values (6<=y<=11)
185 32 47392 32
Play area tile attribute address LSBs (6<=y<=11)
185 64 47424 32
5th floor window flags (6<=y<=11)
185 96 47456 9
Location descriptors (x-coordinate 91)
185 105 47465 2
Unused
185 107 47467 9
Location descriptors (x-coordinate 90)
185 116 47476 4
Unused
185 120 47480 6
Location descriptors (x-coordinate 76)
185 126 47486 2
Unused
185 128 47488 102
Z'' values (8|x-1)
185 230 47590 17
Location descriptors (x-coordinates 22, 149, 205, 222)
185 247 47607 7
Location descriptors (x-coordinate 39)
185 254 47614 2
Unused
186 0 47616 32
Z values (12<=y<=17)
186 32 47648 32
Play area tile attribute address LSBs (12<=y<=17)
186 64 47680 32
4th floor window flags (12<=y<=17)
186 96 47712 4
Location descriptor (x-coordinate 74)
186 100 47716 6
Location descriptors (x-coordinate 77)
186 106 47722 8
Location descriptors (x-coordinate 81)
186 114 47730 5
Location descriptors (x-coordinate 78)
186 119 47735 3
Unused
186 122 47738 6
Location descriptors (x-coordinate 82)
186 128 47744 102
Z'' values (8|x-2)
186 230 47846 13
Location descriptors (x-coordinates 32, 57, 103, 125, 150, 207)
186 243 47859 1
Unused
186 244 47860 12
Location descriptors (x-coordinates 53, 62, 100, 254)
187 0 47872 32
Z values (18<=y<=23)
187 32 47904 32
Play area tile attribute address LSBs (18<=y<=23)
187 64 47936 32
3rd floor window flags (18<=y<=23)
187 96 47968 2
Unused
187 98 47970 5
Location descriptors (x-coordinate 92)
187 103 47975 17
Unused
187 120 47992 4
Location descriptor (x-coordinate 83)
187 124 47996 4
Location descriptor (x-coordinate 86)
187 128 48000 102
Z'' values (8|x-3)
187 230 48102 20
Location descriptors (x-coordinates 43, 115, 211)
187 250 48122 6
Unused
188 0 48128 32
Z values (24<=y<=29)
188 32 48160 32
Play area tile attribute address LSBs (24<=y<=29)
188 64 48192 32
2nd floor window flags (24<=y<=29)
188 96 48224 14
Unused
188 110 48238 6
Location descriptors (x-coordinate 75)
188 116 48244 12
Unused
188 128 48256 102
Z'' values (8|x-4)
188 230 48358 18
Location descriptors (x-coordinates 42, 114, 210)
188 248 48376 4
Unused
188 252 48380 4
Location descriptor (x-coordinate 71)
189 0 48384 32
Z values (30<=y<=35)
189 32 48416 32
Play area tile attribute address LSBs (30<=y<=35)
189 64 48448 32
1st floor window flags (30<=y<=35)
189 96 48480 11
Location descriptors (x-coordinates 126, 151, 182, 183)
189 107 48491 10
Unused
189 117 48501 4
Location descriptor (x-coordinate 118)
189 121 48505 2
Unused
189 123 48507 4
Location descriptor (x-coordinate 124)
189 127 48511 1
Unused
189 128 48512 102
Z'' values (8|x-5)
189 230 48614 11
Location descriptors (x-coordinates 41, 113, 209)
189 241 48625 15
Unused
190 0 48640 32
Z values (36<=y<=41)
190 32 48672 32
Play area tile attribute address LSBs (36<=y<=41)
190 64 48704 32
Window flags (36<=y<=41)
190 96 48736 23
Location descriptors (x-coordinates 45, 117, 213)
190 119 48759 9
Location descriptors (x-coordinate 135)
190 128 48768 102
Z'' values (8|x-6)
190 230 48870 23
Location descriptors (x-coordinates 44, 116, 212)
190 253 48893 3
Location descriptor (x-coordinate 133)
191 0 48896 102
Z' values
191 102 48998 3
Location descriptor (x-coordinate 80)
191 105 49001 1
Unused
191 106 49002 3
Location descriptor (x-coordinate 65)
191 109 49005 4
Unused
191 113 49009 13
Location descriptors (x-coordinate 190)
191 126 49022 2
Unused
191 128 49024 102
Z'' values (8|x-7)
191 230 49126 7
Location descriptors (x-coordinate 88)
191 237 49133 11
Location descriptors (x-coordinate 89)
191 248 49144 2
Unused
191 250 49146 5
Location descriptors (x-coordinate 79)
191 255 49151 1
Unused
192 0 49152 254
Play area foreground tile references
192 254 49406 2
Unused
193 0 49408 254
Play area foreground tile references
193 254 49662 3
Unused
194 1 49665 19
Location descriptors (x-coordinate 136)
194 20 49684 24
Location descriptors (x-coordinate 137)
194 44 49708 2
Unused
194 46 49710 20
Location descriptors (x-coordinate 138)
194 66 49730 1
Unused
194 67 49731 11
Location descriptors (x-coordinate 139)
194 78 49742 10
Unused
194 88 49752 5
Location descriptors (x-coordinate 148)
194 93 49757 5
Location descriptors (x-coordinates 152, 232, 248)
194 98 49762 2
Unused
194 100 49764 13
Location descriptors (x-coordinates 153, 233, 249)
194 113 49777 1
Unused
194 114 49778 13
Location descriptors (x-coordinates 154, 234, 250)
194 127 49791 1
Unused
194 128 49792 24
Location descriptors (x-coordinate 155, 235, 251)
194 152 49816 1
Unused
194 153 49817 24
Location descriptors (x-coordinates 156, 236, 252)
194 177 49841 1
Unused
194 178 49842 9
Location descriptors (x-coordinates 157, 237, 253)
194 187 49851 11
Location descriptors (x-coordinates 158, 238)
194 198 49862 2
Unused
194 200 49864 12
Location descriptors (x-coordinate 181)
194 212 49876 13
Location descriptors (x-coordinate 175)
194 225 49889 1
Unused
194 226 49890 12
Location descriptors (x-coordinate 177)
194 238 49902 1
Unused
194 239 49903 9
Location descriptors (x-coordinate 178)
194 248 49912 1
Unused
194 249 49913 7
Location descriptors (x-coordinate 15)
195 0 49920 1
Unused
195 1 49921 11
Location descriptors (x-coordinate 179)
195 12 49932 13
Location descriptors (x-coordinate 180)
195 25 49945 7
Location descriptors (x-coordinate 184)
195 32 49952 16
Location descriptors (most x-coordinates)
195 48 49968 80
Keypress offset table
195 128 50048 17
Location descriptors (x-coordinates 223, 239)
195 145 50065 3
Location descriptor (x-coordinate 225)
195 148 50068 3
Location descriptor (x-coordinate 226)
195 151 50071 1
Unused
195 152 50072 12
Location descriptors (x-coordinates 7, 231, 247)
195 164 50084 3
Location descriptor (x-coordinates 6, 230, 246)
195 167 50087 3
Location descriptor (x-coordinates 9, 193)
195 170 50090 20
Location descriptors (x-coordinates 11, 195)
195 190 50110 11
Location descriptors (x-coordinates 10, 194)
195 201 50121 12
Location descriptors (x-coordinates 12, 196)
195 213 50133 6
Location descriptors (x-coordinates 16, 224, 240)
195 219 50139 23
Location descriptors (x-coordinates 14, 30, 198)
195 242 50162 3
Location descriptor (x-coordinates 21, 147, 204)
195 245 50165 4
Location descriptor (x-coordinates 23, 206)
195 249 50169 7
Unused
196 0 50176 256
Location descriptors (all x-coordinates, z=4)
197 0 50432 256
Location descriptor address LSBs
198 0 50688 256
Location descriptor address MSBs
199 0 50944 4094
Sprite graphic data
215 0 55040 125
Character buffers for character group 215
215 125 55165 1
Unused
215 126 55166 130
Sprite tile references (tile 0, animatory states 0-127) and graphic data (UDG byte 1/8)
216 0 55296 125
Character buffers for character group 216
216 125 55421 1
Unused
216 126 55422 130
Sprite tile references (tile 1, animatory states 0-127) and graphic data (mask byte 1/8)
217 0 55552 125
Character buffers for character group 217
217 125 55677 1
Unused
217 126 55678 130
Sprite tile references (tile 2, animatory states 0-127) and graphic data (UDG byte 2/8)
218 0 55808 125
Character buffers for character group 218
218 125 55933 1
Unused
218 126 55934 130
Sprite tile references (tile 3, animatory states 0-127) and graphic data (mask byte 2/8)
219 0 56064 125
Character buffers for character group 219
219 125 56189 1
Unused
219 126 56190 122
Sprite tile references (tile 4, animatory states 0-119) and graphic data (UDG byte 3/8)
219 248 56312 8
Unused
220 0 56320 125
Character buffers for character group 220
220 125 56445 1
Unused
220 126 56446 122
Sprite tile references (tile 5, animatory states 0-119) and graphic data (mask byte 3/8)
220 248 56568 8
Unused
221 0 56576 125
Character buffers for character group 221
221 125 56701 1
Unused
221 126 56702 122
Sprite tile references (tile 6, animatory states 0-119) and graphic data (UDG byte 4/8)
221 248 56824 8
Unused
222 0 56832 32
Character buffer for character 222
222 32 56864 30
Initialisation parameters for character 222
222 62 56894 16
Sprite tile references used by Sam in disguise
222 78 56910 48
Unused
222 126 56958 122
Sprite tile references (tile 7, animatory states 0-119) and graphic data (mask byte 4/8)
222 248 57080 8
Unused
223 0 57088 32
Character buffer for character 223
223 32 57120 30
Initialisation parameters for character 223
223 62 57150 15
Sprite tile references for Sam in disguise 0
223 77 57165 3
Unused
223 80 57168 46
Sprite tile graphic data for Sam in disguise (byte pairs 1/8)
223 126 57214 122
Sprite tile references (tile 8, animatory states 0-119) and graphic data (UDG byte 5/8)
223 248 57336 8
Unused
224 0 57344 32
Character buffer for character 224
224 32 57376 30
Initialisation parameters for character 224
224 62 57406 15
Sprite tile references for Sam in disguise 1
224 77 57421 3
Unused
224 80 57424 46
Sprite tile graphic data for Sam in disguise (byte pairs 2/8)
224 126 57470 122
Sprite tile references (tile 9, animatory states 0-119) and graphic data (mask byte 5/8)
224 248 57592 8
Unused
225 0 57600 32
Character buffer for character 225
225 32 57632 30
Initialisation parameters for character 225
225 62 57662 15
Sprite tile references for Sam in disguise 2
225 77 57677 3
Unused
225 80 57680 46
Sprite tile graphic data for Sam in disguise (byte pairs 3/8)
225 126 57726 122
Sprite tile references (tile 10, animatory states 0-119) and graphic data (UDG byte 6/8)
225 248 57848 8
Unused
226 0 57856 32
Character buffer for character 226
226 32 57888 30
Initialisation parameters for character 226
226 62 57918 15
Sprite tile references for Sam in disguise 3
226 77 57933 3
Unused
226 80 57936 46
Sprite tile graphic data for Sam in disguise (byte pairs 4/8)
226 126 57982 122
Sprite tile references (tile 11, animatory states 0-119) and graphic data (mask byte 6/8)
226 248 58104 8
Unused
227 0 58112 32
Character buffer for character 227
227 32 58144 30
Initialisation parameters for character 227
227 62 58174 15
Sprite tile references for Sam in disguise 4
227 77 58189 3
Unused
227 80 58192 46
Sprite tile graphic data for Sam in disguise (byte pairs 5/8)
227 126 58238 122
Sprite tile references (tile 12, animatory states 0-119) and graphic data (UDG byte 7/8)
227 248 58360 8
Unused
228 0 58368 32
Character buffer for character 228
228 32 58400 30
Initialisation parameters for character 228
228 62 58430 15
Sprite tile references for Sam in disguise 5
228 77 58445 3
Unused
228 80 58448 46
Sprite tile graphic data for Sam in disguise (byte pairs 6/8)
228 126 58494 122
Sprite tile references (tile 13, animatory states 0-119) and graphic data (mask byte 7/8)
228 248 58616 8
Unused
229 0 58624 32
Character buffer for character 229
229 32 58656 30
Initialisation parameters for character 229
229 62 58686 15
Sprite tile references for Sam in disguise 6
229 77 58701 3
Unused
229 80 58704 46
Sprite tile graphic data for Sam in disguise (byte pairs 7/8)
229 126 58750 122
Sprite tile references (tile 14, animatory states 0-119) and graphic data (UDG byte 8/8)
229 248 58872 8
Unused
230 0 58880 32
Character buffer for Sam
230 32 58912 30
Initialisation parameters for Sam
230 62 58942 15
Sprite tile references for Sam in disguise 7
230 77 58957 3
Unused
230 80 58960 46
Sprite tile graphic data for Sam in disguise (byte pairs 8/8)
230 126 59006 115
Sprite tile graphic data (mask byte 8/8)
230 241 59121 15
Unused
231 0 59136 12
Copy a play area tile into the back buffer
231 12 59148 218
Print a tile
231 230 59366 2
Unused
231 232 59368 37
Move a row of the screen left, right, up or down
232 13 59405 1
Unused
232 14 59406 52
Scroll the screen left 8 columns
232 66 59458 3
Unused
232 69 59461 52
Scroll the screen right 8 columns
232 121 59513 3
Unused
232 124 59516 56
Scroll the screen up 6 rows
232 180 59572 3
Unused
232 183 59575 57
Scroll the screen down 6 rows
232 240 59632 3
Unused
232 243 59635 204
Superimpose sprite tiles onto a tile of the play area
233 191 59839 9
Unused
233 200 59848 13
Update the SRB for a character's current animatory state and location
233 213 59861 171
Update a character's animatory state and location and update the SRB
234 128 60032 50
Update the display
234 178 60082 38
Get the keypress offset of the last key pressed (1)
234 216 60120 1
Unused
234 217 60121 20
Get the ASCII code of the last key pressed
234 237 60141 5
Unused
234 242 60146 6
Get the keypress offset of the last key pressed (2)
234 248 60152 27
Check whether a character is on the sidewalk or road
235 19 60179 112
Obtain descriptors for a character's current location
235 131 60291 2
Unused
235 133 60293 22
Make a character stand up if he's lying down
235 155 60315 5
Make a character move up
235 160 60320 14
Make a character move down
235 174 60334 13
Make a character move right
235 187 60347 157
Make a character move left
236 88 60504 2
Unused
236 90 60506 15
Move a character from the midstride or mid-action position and update the SRB
236 105 60521 18
Make a sound effect
236 123 60539 85
Move Sam from the midstride or mid-action position and scroll the screen if necessary
236 208 60624 2
Unused
236 210 60626 5
'Q' pressed - up
236 215 60631 5
'A' pressed - down
236 220 60636 5
'P' pressed - right
236 225 60641 28
'O' pressed - left
236 253 60669 3
Unused
237 0 60672 42
Addresses of keypress handling routines
237 42 60714 6
Unused
237 48 60720 6
Obtain location descriptors for a character standing next to a closed door
237 54 60726 84
Obtain an identifier for a character's current location
237 138 60810 2
Unused
237 140 60812 374
Determine the next move a character should make to reach his destination
239 2 61186 8
Unused
239 10 61194 246
Region identifier tables
240 0 61440 26
Perform various main loop tasks
240 26 61466 17
Unused
240 43 61483 84
Main loop
240 127 61567 1
Unused
240 128 61568 29
Update the icon panel, draw the bullets, and scan the event table
240 157 61597 3
Unused
240 160 61600 3
Start (continued)
240 163 61603 9
Populate addresses 32256-32767 (unused)
240 172 61612 6
Start the game (unused)
240 178 61618 12
Return to BASIC (unused)
240 190 61630 59
End a cutscene
240 249 61689 7
Unused
241 0 61696 68
Open or close a door and update the screen refresh buffer
241 68 61764 26
Close any doors that need closing
241 94 61790 1
Unused
241 95 61791 18
Collect one byte from a command list
241 113 61809 14
Copy two bytes from a command list into a character's buffer
241 127 61823 15
Get a random number
241 142 61838 44
Cycle a character buffer group forwards and scroll the screen right 8 columns
241 186 61882 41
Cycle a character buffer group backwards and scroll the screen left 8 columns
241 227 61923 25
Check for keypresses when Sam is on the phone
241 252 61948 132
Move the characters
242 128 62080 19
Terminate a command
242 147 62099 20
Check whether the door that a character is standing next to is closed
242 167 62119 1
Unused
242 168 62120 53
Check whether a character can open a door
242 221 62173 4
Unused
242 225 62177 15
Key ownership flags
242 240 62192 20
'K' pressed - knock on or open a door
243 4 62212 4
Make Sam raise his arm
243 8 62216 46
Deal with Sam when he has knocked on or is opening a door
243 54 62262 2
Unused
243 56 62264 14
Make a character knock on a door or open it with a key
243 70 62278 19
Control a character who is knocking on or opening a door (1)
243 89 62297 28
Control a character who has knocked on a door and is waiting for an answer
243 117 62325 14
Control a character who is knocking on or opening a door (2)
243 131 62339 24
Control a character who is knocking on or opening a door (3)
243 155 62363 5
Unused
243 160 62368 97
Update the SRB for a window
244 1 62465 3
Unused
244 4 62468 50
Decrement and check the blown fuse delay counters
244 54 62518 79
Check whether a character is standing next to a light switch
244 133 62597 97
Make a character flip a light switch off or on occasionally
244 230 62694 21
Make a character flip a light switch on or off occasionally
244 251 62715 5
Unused
245 0 62720 160
Fixture locations
245 160 62880 12
Make a character flip a light switch off occasionally
245 172 62892 33
Guide a character up or down staircases
245 205 62925 1
Unused
245 206 62926 40
Guide a character across a floor to his destination
245 246 62966 5
Make a character consider switching a light off (unused)
245 251 62971 5
Guide a character from one spot on the sidewalk or road to another
246 0 62976 134
Make a character go to a location
246 134 63110 7
Make a character stop running and restart the command list
246 141 63117 1
Unused
246 142 63118 10
Check whether a gangster is midstride or has his arm raised
246 152 63128 9
Check whether a character is midstride
246 161 63137 1
Unused
246 162 63138 14
Calculate the x-coordinate of the front column of a character's sprite
246 176 63152 44
Check whether a character is standing next to a light switch or window blind
246 220 63196 2
Unused
246 222 63198 7
Restart the command list
246 229 63205 4
Unused
246 233 63209 72
Make a character walk up or down
247 49 63281 23
Make a character drop Sam
247 72 63304 82
Make a character walk up and down until somebody knocks on a door
247 154 63386 17
Initialise a cat's interruptible subcommand
247 171 63403 5
Initialise and execute an interruptible subcommand
247 176 63408 1
Unused
247 177 63409 14
Change the primary command routine address
247 191 63423 14
Make a character open a door that has been knocked on
247 205 63437 13
Open a door
247 218 63450 22
Collect the window flags for a play area location
247 240 63472 47
Initialise the character buffers for character groups 215-221
248 31 63519 1
Unused
248 32 63520 10
Make a character walk up and down for a while
248 42 63530 28
Control a cat
248 70 63558 56
Make a cat run up or down
248 126 63614 48
Initialise the character buffers for characters 222-230
248 174 63662 87
Prepare for demo mode or a new game
249 5 63749 25
Check whether a character is in the correct spot to enter a building
249 30 63774 10
Check whether a character should enter a building or knock first
249 40 63784 53
Prepare the sprite tiles used by a character when lying down
249 93 63837 1
Unused
249 94 63838 115
Change Sam's disguise
249 209 63953 1
Unused
249 210 63954 27
Knock a character over
249 237 63981 13
Initialise an uninterruptible subcommand if possible
249 250 63994 10
Initialise an uninterruptible subcommand
250 4 64004 1
Unused
250 5 64005 116
Deal with a character who has been knocked over
250 121 64121 9
Check whether there are any messages remaining in the message queue
250 130 64130 1
Unused
250 131 64131 31
Deal with a character who has nearly recovered from being knocked over
250 162 64162 54
Check whether a falling character has hit anyone on the head
250 216 64216 2
Unused
250 218 64218 9
'D' pressed - change disguise
250 227 64227 96
Move a falling character to the next point in his descent
251 67 64323 3
Unused
251 70 64326 5
Landing y-coordinates
251 75 64331 7
Control a character who has stepped off the roof of a building
251 82 64338 174
Deal with a character who is about to step off the roof of a building
252 0 64512 37
Deal with a character who is stepping onto or over the roof of no. 19
252 37 64549 30
Add or remove the rope above the roof of no. 19
252 67 64579 3
Unused
252 70 64582 17
Generate the table of mirrored values of 0-255
252 87 64599 19
Hide the play area
252 106 64618 120
Scroll the screen up and down 7 times
252 226 64738 2
Unused
252 228 64740 14
Make a sound effect
252 242 64754 2
Unused
252 244 64756 8
Command list: Patrol duty
252 252 64764 16
Command list: Jail cell duty
253 12 64780 10
Region definitions used by the gangster on the catwalk
253 22 64790 16
Command list: Keep guard on the catwalk
253 38 64806 10
Region definitions used by Al at no. 74
253 48 64816 20
Command list: Guard the hook at no. 74
253 68 64836 10
Region definitions used by the gangster at no. 19
253 78 64846 22
Command list: Keep guard at no. 19
253 100 64868 10
Region definitions used by the gangster in game mode 4
253 110 64878 8
Command list: Chase Sam for ever
253 118 64886 2
Command list: Control a banknote
253 120 64888 2
Command list: Control a banknote (unless Sam's got the hook)
253 122 64890 2
Command list: Control the sniper
253 124 64892 10
Region definitions used by the gangster outside the police station
253 134 64902 16
Command list: Keep guard outside the police station
253 150 64918 10
Command list: Patrol duty (demo mode)
253 160 64928 12
Command list: Control the fat man
253 172 64940 8
Command list: Go to Sam's office
253 180 64948 16
Command list: No. 31 walkabout
253 196 64964 12
Command list: No. 15 walkabout
253 208 64976 14
Command list: Shops walkabout
253 222 64990 1
Unused
253 223 64991 10
Command list: Hotel walkabout
253 233 65001 1
Unused
253 234 65002 14
Command list: No. 15 walkabout
253 248 65016 14
Command list: No. 74 walkabout
254 6 65030 4
Command list: Hotel walkabout
254 10 65034 10
Command list: Hotel walkabout
254 20 65044 14
Command list: Apartment building walkabout
254 34 65058 1
Unused
254 35 65059 16
Command list: Front door duty at no. 15
254 51 65075 1
Unused
254 52 65076 18
Command list: Control Daisy
254 70 65094 3
Unused
254 73 65097 14
Command list: Apartment building walkabout
254 87 65111 1
Unused
254 88 65112 30
Command list: Front door duty at no. 74
254 118 65142 1
Unused
254 119 65143 16
Command list: Front door duty at no. 31
254 135 65159 11
Unused
254 146 65170 2
Command list: Control a cat
254 148 65172 2
Command list: Do nothing
254 150 65174 4
Command list: Walk up and down for ever
254 154 65178 6
Command list: Apartment building walkabout
254 160 65184 14
Command list: Apartment building walkabout
254 174 65198 30
Initialisation parameters for character group 215
254 204 65228 30
Initialisation parameters for character group 216
254 234 65258 30
Initialisation parameters for character group 217
255 8 65288 30
Initialisation parameters for character group 218
255 38 65318 30
Initialisation parameters for character group 219
255 68 65348 30
Initialisation parameters for character group 220
255 98 65378 30
Initialisation parameters for character group 221
255 128 65408 19
Location descriptors (x-coordinate 176)
255 147 65427 5
Unused
255 152 65432 30
Building entrance x-coordinates
255 182 65462 10
Door locations
255 192 65472 32
Locations affected by blown fuses
255 224 65504 32
Game status buffer template