Page Byte Address Length Description
91 0 23296 256
Message graphic buffer
96 0 24576 123
Scroll the screen right one column
96 123 24699 32
Unused
96 155 24731 94
Scroll the screen left one column
96 249 24825 7
Unused
97 0 24832 11
Print a tile (unused)
97 11 24843 120
Print a tile
97 131 24963 9
Unused
97 140 24972 21
Collect one byte from a command list
97 161 24993 15
Get a random number
97 176 25008 98
Update a character's animatory state and location and update the SRB
98 18 25106 2
Unused
98 20 25108 18
Update the SRB for a character's current animatory state and location
98 38 25126 122
Move the characters
98 160 25248 18
Terminate a command
98 178 25266 37
Determine whether a character should be moved (1)
98 215 25303 64
Make a character walk up and down until a certain time
99 23 25367 6
Determine whether a character should be moved (2)
99 29 25373 1
Unused
99 30 25374 28
Check whether a signal has been raised
99 58 25402 2
Unused
99 60 25404 76
Guide a character to an intermediate destination
99 136 25480 4
Unused
99 140 25484 4
Guide a character up a staircase
99 144 25488 44
Guide a character down a staircase
99 188 25532 2
Unused
99 190 25534 157
Make a character go to a location
100 91 25691 4
Unused
100 95 25695 5
Guide a character from the top floor to another floor
100 100 25700 49
Guide a character from the bottom floor to another floor
100 149 25749 1
Unused
100 150 25750 52
Guide a character to a location on the same floor
100 202 25802 8
Unused
100 210 25810 10
Scroll the screen right 8 columns
100 220 25820 10
Scroll the screen left 8 columns
100 230 25830 23
Update the display (unused)
100 253 25853 3
Unused
101 0 25856 60
Move ERIC from the midstride position and scroll the screen if necessary
101 60 25916 36
Put ERIC midstride, or raise his arm while writing on a blackboard
101 96 25952 4
Unused
101 100 25956 6
Check whether ERIC is sitting or lying down
101 106 25962 19
Turn ERIC round
101 125 25981 2
Unused
101 127 25983 92
'A' pressed - down
101 219 26075 9
Unused
101 228 26084 91
'Q' pressed - up
102 63 26175 9
Unused
102 72 26184 10
Check whether a character is on a staircase
102 82 26194 82
'O' pressed - left
102 164 26276 6
Unused
102 170 26282 54
'P' pressed - right
102 224 26336 6
Unused
102 230 26342 80
Change the lesson
103 54 26422 4
Get the ASCII code of the last key pressed (unused)
103 58 26426 24
Get the ASCII code of the last key pressed
103 82 26450 21
Ring the bell
103 103 26471 101
Main loop
103 204 26572 12
Unused
103 216 26584 37
Get input from the Kempston joystick if it's in use
103 253 26621 3
Unused
104 0 26624 30
ASCII codes and routine addresses for the keypress offset table
104 30 26654 1
Unused
104 31 26655 1
Input device indicator
104 32 26656 96
Keypress offset table
104 128 26752 12
ASCII codes and routine addresses for the keypress offset table
104 140 26764 10
Keypress vector table for keyboard input
104 150 26774 10
Keypress vector table for Int2 input
104 160 26784 52
Request and set the input method (keyboard, joystick, Int2)
104 212 26836 44
'CONTROL KEYS - Normal/Kempston/Cursor/Int2?'
105 0 26880 127
Start a new game or enter demo mode
105 127 27007 1
Unused
105 128 27008 18
Update the SRB for one column of a sprite
105 146 27026 56
Update the display
105 202 27082 8
Four skool locations
105 210 27090 21
Set a random destination for a character
105 231 27111 14
Make a character go to a random location
105 245 27125 1
Unused
105 246 27126 65
Make a little boy trip people up
106 55 27191 5
Unused
106 60 27196 10
Make a stricken character give lines if he's a teacher
106 70 27206 40
Deal with a character who has been knocked over
106 110 27246 16
Make little boy no. 1 go to a place at random and trip people up on the way
106 126 27262 4
Unused
106 130 27266 31
Make a little boy find and follow little boy no. 1
106 161 27297 6
Unused
106 167 27303 48
Deal with ERIC when he's been knocked over
106 215 27351 2
Return to the main loop having already dealt with ERIC
106 217 27353 34
Deal with ERIC
106 251 27387 19
Add to the score and print it
107 14 27406 36
Print the bottom three lines of the screen
107 50 27442 9
Send a character on a mini-walkabout
107 59 27451 2
Unused
107 61 27453 23
Make a character walk up and down a few times or until a certain time
107 84 27476 4
Lower the signal for a certain event
107 88 27480 32
Raise the signal for a certain event
107 120 27512 5
Unused
107 125 27517 25
Knock the current occupant (if any) out of a chair
107 150 27542 1
Unused
107 151 27543 78
Check whether a chair is occupied and unseat any occupant
107 229 27621 11
Unused
107 240 27632 94
Check whether a character is beside a chair
108 78 27726 7
Unused
108 85 27733 15
Deal with a character who's been dethroned (1)
108 100 27748 24
Deal with a character who's been dethroned (2)
108 124 27772 26
Deal with a character who is looking for a seat
108 150 27798 10
Unused
108 160 27808 14
Make a character find a seat
108 174 27822 1
Unused
108 175 27823 63
'S' pressed - sit/stand
108 238 27886 2
Unused
108 240 27888 21
Make a character stand up if he's not already standing
109 5 27909 5
Unused
109 10 27914 18
Get the base address of the graphic data for a sprite tile
109 28 27932 169
Control the horizontal flight of a catapult pellet
109 197 28101 1
Unused
109 198 28102 41
Control the vertical flight of a catapult pellet
109 239 28143 68
Check whether a shield has been hit
110 51 28211 9
Select a special PLAYTIME occasionally
110 60 28220 83
Check whether a boy can be seen by a teacher
110 143 28303 1
Unused
110 144 28304 23
Determine which floor is nearest to a character
110 167 28327 53
Get the x-coordinate range within which a character can see or be seen
110 220 28380 36
Unused
111 0 28416 26
Check whether a character was or can be punched by ERIC or ANGELFACE
111 26 28442 4
Unused
111 30 28446 87
Make ANGELFACE hit now and then
111 117 28533 11
Unused
111 128 28544 14
Make ANGELFACE throw a punch (1)
111 142 28558 11
Make ANGELFACE throw a punch (2)
111 153 28569 73
Check whether anyone was punched by ERIC or ANGELFACE
111 226 28642 13
Make ANGELFACE throw a punch (3)
111 239 28655 3
Make ANGELFACE throw a punch (4)
111 242 28658 7
Unused
111 249 28665 7
Make BOY WANDER fire his catapult (1)
112 0 28672 41
Make BOY WANDER fire his catapult now and then
112 41 28713 3
Unused
112 44 28716 17
Make BOY WANDER fire his catapult (2)
112 61 28733 11
Make BOY WANDER fire his catapult (3)
112 72 28744 31
Make BOY WANDER fire his catapult (4)
112 103 28775 11
Make BOY WANDER fire his catapult (5)
112 114 28786 13
Make BOY WANDER fire his catapult (6)
112 127 28799 3
Make BOY WANDER his fire catapult (7)
112 130 28802 5
Unused
112 135 28807 75
Update the SRB for a blackboard or the speech bubble lip
112 210 28882 78
Get the next character of a message being spoken or written
113 32 28960 8
Unused
113 40 28968 26
Get the identifier and coordinates of the blackboard closest to a character
113 66 28994 143
Write a single character on a blackboard
113 209 29137 11
Unused
113 220 29148 5
Make a teacher wipe a blackboard (1)
113 225 29153 7
Unused
113 232 29160 118
Make a teacher wipe a blackboard (2)
114 94 29278 6
Unused
114 100 29284 101
Make a character write on a blackboard
114 201 29385 9
Unused
114 210 29394 47
Update the SRB for the middle six columns of the speech bubble
115 1 29441 1
Unused
115 2 29442 71
Slide a message character into the speech bubble text window (2)
115 73 29513 5
Unused
115 78 29518 178
Print the speech bubble
116 0 29696 10
Unused
116 10 29706 26
Slide a message character into the speech bubble text window (1)
116 36 29732 3
Unused
116 39 29735 11
Update the SRB for the speech bubble
116 50 29746 122
Remove the speech bubble
116 172 29868 3
Unused
116 175 29871 101
Save the area of the screen that will be overwritten by a lines bubble
117 20 29972 5
Unused
117 25 29977 62
Copy a graphic buffer to the screen
117 87 30039 3
Unused
117 90 30042 51
Write a line of text into a graphic buffer
117 141 30093 4
Unused
117 145 30097 18
Insert a pixel column into a graphic buffer
117 163 30115 17
Lines bubble edge graphics
117 180 30132 24
Draw the left and right edges of a lines bubble
117 204 30156 47
Print a reprimand message
117 251 30203 5
Unused
118 0 30208 43
Write a character's name into the lines bubble graphic buffer
118 43 30251 7
Unused
118 50 30258 18
Insert a pixel column into the number graphic buffer
118 68 30276 2
Unused
118 70 30278 128
Generate graphic data for a number
118 198 30406 2
Unused
118 200 30408 24
Print the score, lines total or hi-score (1)
118 224 30432 25
Write the number of lines into the lines bubble graphic buffer
118 249 30457 7
Print the score, lines total or hi-score (2)
119 0 30464 139
Make a teacher give lines
119 139 30603 5
Unused
119 144 30608 12
Skool region data table for the top floor
119 156 30620 10
Skool region data table for the middle floor
119 166 30630 6
Skool region data table for the bottom floor
119 172 30636 252
Make any nearby teacher give ERIC lines if necessary
120 168 30888 2
Unused
120 170 30890 144
Make a teacher give lines to the closest main kid
121 58 31034 6
Unused
121 64 31040 68
Print the lesson
121 132 31108 2
Unused
121 134 31110 20
Make a character speak (1)
121 154 31130 22
Make a character speak (2)
121 176 31152 10
Remnants of an old version of the previous routine
121 186 31162 16
Control EINSTEIN during class (1)
121 202 31178 10
Control EINSTEIN during class (2)
121 212 31188 41
Check whether ERIC is where he should be
121 253 31229 26
Get ERIC's coordinates
122 23 31255 1
Unused
122 24 31256 2
Data table for MR WACKER's questions and answers
122 26 31258 8
Data table for MR ROCKITT's questions and answers
122 34 31266 8
Data table for MR WITHIT's questions and answers
122 42 31274 8
Data table for MR CREAK's questions and answers
122 50 31282 165
Prepare a question and answer
122 215 31447 5
Unused
122 220 31452 185
Determine the next move of a character following another character
123 149 31637 1
Unused
123 150 31638 10
Rewind to a specific point in a command list
123 160 31648 91
Make a teacher find the truant ERIC
123 251 31739 29
Move a character looking for ERIC from the midstride position
124 24 31768 39
Move a character looking for ERIC to the midstride position
124 63 31807 8
Restart the command list unless it's time to start the lesson
124 71 31815 16
Restart the command list
124 87 31831 3
Unused
124 90 31834 18
Place a continual subcommand routine address into a character's buffer
124 108 31852 2
Unused
124 110 31854 41
Make a teacher perform dinner duty (1)
124 151 31895 8
Make a teacher perform dinner duty (2)
124 159 31903 1
Unused
124 160 31904 15
Make a teacher give lines to EINSTEIN for telling tales
124 175 31919 25
Make EINSTEIN speak
124 200 31944 8
Make a teacher wait for EINSTEIN to finish speaking
124 208 31952 16
Check whether ERIC and EINSTEIN are in class
124 224 31968 17
Make a teacher decide whether to give EINSTEIN lines for telling tales
124 241 31985 11
Call an interruptible subcommand
124 252 31996 52
Make a teacher tell the kids to go to a certain page in their books
125 48 32048 83
Make a teacher conduct a class without ERIC
125 131 32131 1
Unused
125 132 32132 26
Make a teacher tell the kids to sit down
125 158 32158 9
Make BOY WANDER write on a blackboard
125 167 32167 11
Make BOY WANDER write on a blackboard if the teacher hasn't arrived yet
125 178 32178 34
Make a teacher conduct a class
125 212 32212 4
Unused
125 216 32216 18
Insert a pixel column into the top or bottom half of the speech bubble text window
125 234 32234 8
Make a character walk fast
125 242 32242 8
Make a character speak at the correct speed
125 250 32250 6
Exit demo mode
126 0 32256 7
Unused
126 7 32263 16
Note duration and pitch data for tunes
126 23 32279 74
Play a tune
126 97 32353 34
Theme tune data
126 131 32387 3
Unused
126 134 32390 10
Play the theme tune for the first time
126 144 32400 6
Play the theme tune
126 150 32406 12
Play the 'Got all shields/opened safe' tune
126 162 32418 16
Play the first part of the 'Got all shields/opened safe' tune
126 178 32434 12
Data for the first part of the 'Got all shields/opened safe' tune
126 190 32446 23
Data for the second part of the 'Got all shields/opened safe' tune
126 213 32469 1
Unused
126 214 32470 14
Remove the speech bubble if present
126 228 32484 13
Save Skool Daze to tape
126 241 32497 15
Unused
127 0 32512 1
x-coordinate of the leftmost column of the skool on screen
127 1 32513 8
UDG back buffer
127 9 32521 1
Number of on-screen character squares that need refreshing (unused)
127 10 32522 2
Unused
127 12 32524 84
Screen refresh buffer (SRB)
127 96 32608 4
Unused
127 100 32612 2
Speech bubble lip coordinates
127 102 32614 34
UDG references and attribute bytes of the part of the skool overwritten by the speech bubble and lip
127 136 32648 4
Unused
127 140 32652 8
Workspace used to find the main kid closest to a teacher
127 148 32660 2
Unused
127 150 32662 2
Safe combination letter message
127 152 32664 2
Unused
127 154 32666 1
Identifier for CREAK's birth year battle
127 155 32667 4
CREAK's year of birth
127 159 32671 4
Safe combination code
127 163 32675 4
Teachers' safe combination letters
127 167 32679 1
Unused
127 168 32680 5
Reading Room blackboard contents buffer
127 173 32685 1
Unused
127 174 32686 5
White Room blackboard contents buffer
127 179 32691 1
Unused
127 180 32692 5
Exam Room blackboard contents buffer
127 185 32697 8
Unused
127 193 32705 1
ERIC's stand-up delay counter
127 194 32706 2
Hi-score
127 196 32708 2
Score
127 198 32710 2
Lines total
127 200 32712 1
Lesson status flags
127 201 32713 1
Lesson signal flags
127 202 32714 1
Stampede signal flags
127 203 32715 1
Special playtime signal flags
127 204 32716 14
Unused
127 218 32730 1
Birth year question indicator
127 219 32731 13
Unused
127 232 32744 1
ERIC's main action timer
127 233 32745 1
ERIC's midstride/mid-action timer
127 234 32746 1
Game mode indicator
127 235 32747 1
Shield counter
127 236 32748 1
Next clean pixel column on the Reading Room blackboard
127 237 32749 1
Number of the character who last wrote on the Reading Room blackboard
127 238 32750 1
Next clean pixel column on the White Room blackboard
127 239 32751 1
Number of the character who last wrote on the White Room blackboard
127 240 32752 1
Next clean pixel column on the Exam Room blackboard
127 241 32753 1
Number of the character who last wrote on the Exam Room blackboard
127 242 32754 1
Lines-giving delay counter
127 243 32755 1
Character number of the teacher who last gave ERIC lines
127 244 32756 1
Lesson descriptor
127 245 32757 1
ERIC's knockout delay counter
127 246 32758 1
Action timer for ERIC
127 247 32759 2
Lesson clock
127 249 32761 1
Current lesson number
127 250 32762 1
Last value seen in the system variable FRAMES
127 251 32763 1
ERIC's status flags
127 252 32764 1
Last key pressed
127 253 32765 1
Number of the character just moved (152-171)
127 254 32766 2
Random number seed
128 0 32768 2048
Skool graphic data for columns 0-31 (tiles 0-255)
136 0 34816 2048
Skool graphic data for columns 32-63 (tiles 0-255)
144 0 36864 2048
Skool graphic data for columns 64-95 (tiles 0-255)
152 0 38912 96
Skool UDG references (LSBs) for row 0
152 96 39008 32
Character buffer for little boy no. 1 (152)
152 128 39040 96
Skool attribute data for row 0
152 224 39136 32
Personal timetable for little boy no. 1 (152)
153 0 39168 96
Skool UDG references (LSBs) for row 1
153 96 39264 32
Character buffer for little boy no. 2 (153)
153 128 39296 96
Skool attribute data for row 1
153 224 39392 32
Personal timetable for little boy no. 2 (153)
154 0 39424 96
Skool UDG references (LSBs) for row 2
154 96 39520 32
Character buffer for little boy no. 3 (154)
154 128 39552 96
Skool attribute data for row 2
154 224 39648 32
Personal timetable for little boy no. 3 (154)
155 0 39680 96
Skool UDG references (LSBs) for row 3
155 96 39776 32
Character buffer for little boy no. 4 (155)
155 128 39808 96
Skool attribute data for row 3
155 224 39904 32
Personal timetable for little boy no. 4 (155)
156 0 39936 96
Skool UDG references (LSBs) for row 4
156 96 40032 32
Character buffer for little boy no. 5 (156)
156 128 40064 96
Skool attribute data for row 4
156 224 40160 32
Personal timetable for little boy no. 5 (156)
157 0 40192 96
Skool UDG references (LSBs) for row 5
157 96 40288 32
Character buffer for little boy no. 6 (157)
157 128 40320 96
Skool attribute data for row 5
157 224 40416 32
Personal timetable for little boy no. 6 (157)
158 0 40448 96
Skool UDG references (LSBs) for row 6
158 96 40544 32
Character buffer for little boy no. 7 (158)
158 128 40576 96
Skool attribute data for row 6
158 224 40672 32
Personal timetable for little boy no. 7 (158)
159 0 40704 96
Skool UDG references (LSBs) for row 7
159 96 40800 32
Character buffer for little boy no. 8 (159)
159 128 40832 96
Skool attribute data for row 7
159 224 40928 32
Personal timetable for little boy no. 8 (159)
160 0 40960 96
Skool UDG references (LSBs) for row 8
160 96 41056 32
Character buffer for little boy no. 9 (160)
160 128 41088 96
Skool attribute data for row 8
160 224 41184 32
Personal timetable for little boy no. 9 (160)
161 0 41216 96
Skool UDG references (LSBs) for row 9
161 96 41312 32
Character buffer for little boy no. 10 (161)
161 128 41344 96
Skool attribute data for row 9
161 224 41440 32
Personal timetable for little boy no. 10 (161)
162 0 41472 96
Skool UDG references (LSBs) for row 10
162 96 41568 32
Character buffer for little boy no. 11 (162)
162 128 41600 96
Skool attribute data for row 10
162 224 41696 32
Personal timetable for little boy no. 11 (162)
163 0 41728 96
Skool UDG references (LSBs) for row 11
163 96 41824 32
Character buffer for MR WACKER (163)
163 128 41856 96
Skool attribute data for row 11
163 224 41952 32
Personal timetable for MR WACKER (163)
164 0 41984 96
Skool UDG references (LSBs) for row 12
164 96 42080 32
Character buffer for MR ROCKITT (164)
164 128 42112 96
Skool attribute data for row 12
164 224 42208 32
Personal timetable for MR ROCKITT (164)
165 0 42240 96
Skool UDG references (LSBs) for row 13
165 96 42336 32
Character buffer for MR WITHIT (165)
165 128 42368 96
Skool attribute data for row 13
165 224 42464 32
Personal timetable for MR WITHIT (165)
166 0 42496 96
Skool UDG references (LSBs) for row 14
166 96 42592 32
Character buffer for MR CREAK (166)
166 128 42624 96
Skool attribute data for row 14
166 224 42720 32
Personal timetable for MR CREAK (166)
167 0 42752 96
Skool UDG references (LSBs) for row 15
167 96 42848 32
Character buffer for BOY WANDER (167)
167 128 42880 96
Skool attribute data for row 15
167 224 42976 32
Personal timetable for BOY WANDER (167)
168 0 43008 96
Skool UDG references (LSBs) for row 16
168 96 43104 32
Character buffer for ANGELFACE (168)
168 128 43136 96
Skool attribute data for row 16
168 224 43232 32
Personal timetable for ANGELFACE (168)
169 0 43264 96
Skool UDG references (LSBs) for row 17
169 96 43360 32
Character buffer for EINSTEIN (169)
169 128 43392 96
Skool attribute data for row 17
169 224 43488 32
Personal timetable for EINSTEIN (169)
170 0 43520 96
Skool UDG references (LSBs) for row 18
170 96 43616 32
Character buffer for BOY WANDER's pellet (170)
170 128 43648 96
Skool attribute data for row 18
170 224 43744 32
Personal timetable for BOY WANDER's pellet (170)
171 0 43776 96
Skool UDG references (LSBs) for row 19
171 96 43872 32
Character buffer for ERIC's pellet (171)
171 128 43904 96
Skool attribute data for row 19
171 224 44000 32
Personal timetable for ERIC's pellet (171)
172 0 44032 96
Skool UDG references (LSBs) for row 20
172 96 44128 32
Character buffer for ERIC (172)
172 128 44160 96
Skool attribute data for row 20
172 224 44256 32
Lesson descriptors
173 0 44288 104
UDG references for animatory states 0-103 at row 0, column 0
173 104 44392 19
'CAST OF CHARACTERS'
173 123 44411 4
Unused
173 127 44415 105
UDG references for animatory states 127-231 at row 0, column 0
173 232 44520 19
Insert a pixel column into the message graphic buffer
173 251 44539 4
Unused
173 255 44543 1
UDG reference for animatory state 255 at row 0, column 0
174 0 44544 104
UDG references for animatory states 0-103 at row 1, column 0
174 104 44648 23
'PRESS'C'TO CHANGE NAME'
174 127 44671 105
UDG references for animatory states 127-231 at row 1, column 0
174 232 44776 23
Insert message text into the message graphic buffer
174 255 44799 1
UDG reference for animatory state 255 at row 1, column 0
175 0 44800 104
UDG references for animatory states 0-103 at row 2, column 0
175 104 44904 15
'ENTER NEW NAME'
175 119 44919 8
Prepare a character to be walked onto the screen (1)
175 127 44927 105
UDG references for animatory states 127-231 at row 2, column 0
175 232 45032 21
Print a message centred across the entire screen
175 253 45053 2
Unused
175 255 45055 1
UDG reference for animatory state 255 at row 2, column 0
176 0 45056 104
UDG references for animatory states 0-103 at row 3, column 0
176 104 45160 9
'OUR HERO'
176 113 45169 1
Unused
176 114 45170 13
Get the LSB of the message address for a main character's name
176 127 45183 105
UDG references for animatory states 127-231 at row 3, column 0
176 232 45288 23
Print a character's title and name, and walk him onto the screen (1)
176 255 45311 1
UDG reference for animatory state 255 at row 3, column 0
177 0 45312 104
UDG references for animatory states 0-103 at row 0, column 1
177 104 45416 13
'THE TEARAWAY'
177 117 45429 10
Prepare a character to be walked onto the screen (2)
177 127 45439 105
UDG references for animatory states 127-231 at row 0, column 1
177 232 45544 23
Print a character's title and name, and walk him onto the screen (2)
177 255 45567 1
UDG reference for animatory state 255 at row 0, column 1
178 0 45568 104
UDG references for animatory states 0-103 at row 1, column 1
178 104 45672 10
'THE BULLY'
178 114 45682 13
Prepare a message in the message graphic buffer (1)
178 127 45695 105
UDG references for animatory states 127-231 at row 1, column 1
178 232 45800 23
Print a character's title and name, and walk him onto the screen (3)
178 255 45823 1
UDG reference for animatory state 255 at row 1, column 1
179 0 45824 104
UDG references for animatory states 0-103 at row 2, column 1
179 104 45928 9
'THE SWOT'
179 113 45937 14
Prepare a message in the message graphic buffer (2)
179 127 45951 105
UDG references for animatory states 127-231 at row 2, column 1
179 232 46056 14
Print a character's title and name, and walk him onto the screen (4)
179 246 46070 9
Print 'PRESS'C'TO CHANGE NAME'
179 255 46079 1
UDG reference for animatory state 255 at row 2, column 1
180 0 46080 104
UDG references for animatory states 0-103 at row 3, column 1
180 104 46184 15
'THE HEADMASTER'
180 119 46199 2
' ' (single space)
180 121 46201 1
Unused
180 122 46202 5
Prepare a character to be walked onto the screen (3)
180 127 46207 105
UDG references for animatory states 127-231 at row 3, column 1
180 232 46312 23
Move a character one step along the catwalk
180 255 46335 1
UDG reference for animatory state 255 at row 3, column 1
181 0 46336 104
UDG references for animatory states 0-103 at row 0, column 2
181 104 46440 20
'THE SCIENCE TEACHER'
181 124 46460 3
Unused
181 127 46463 105
UDG references for animatory states 127-231 at row 0, column 2
181 232 46568 22
Guide a character onto the catwalk or off it
181 254 46590 1
Unused
181 255 46591 1
UDG reference for animatory state 255 at row 0, column 2
182 0 46592 104
UDG references for animatory states 0-103 at row 1, column 2
182 104 46696 22
'THE GEOGRAPHY TEACHER'
182 126 46718 1
Unused
182 127 46719 105
UDG references for animatory states 127-231 at row 1, column 2
182 232 46824 18
Print 'PRESS'C'TO CHANGE NAME' and wait for a keypress
182 250 46842 5
Unused
182 255 46847 1
UDG reference for animatory state 255 at row 1, column 2
183 0 46848 104
UDG references for animatory states 0-103 at row 2, column 2
183 104 46952 19
'THE HISTORY MASTER'
183 123 46971 4
Unused
183 127 46975 105
UDG references for animatory states 127-231 at row 2, column 2
183 232 47080 23
Collect a keypress while a character's name is being entered
183 255 47103 1
UDG reference for animatory state 255 at row 2, column 2
184 0 47104 104
UDG references for animatory states 0-103 at row 3, column 2
184 104 47208 23
Change a character's name (1)
184 127 47231 105
UDG references for animatory states 127-231 at row 3, column 2
184 232 47336 22
Change a character's name (2)
184 254 47358 1
Unused
184 255 47359 1
UDG reference for animatory state 255 at row 3, column 2
185 0 47360 4096
Sprite graphic data for the boys and the catapult pellet
201 0 51456 4096
Sprite graphic data for the teachers
217 0 55552 32
Number string and graphic buffer
217 32 55584 96
Font character bitmap widths for CHR$(32-127)
217 128 55680 14
'ERIC'
217 142 55694 14
'BOY WANDER'
217 156 55708 14
'ANGELFACE'
217 170 55722 14
'EINSTEIN'
217 184 55736 14
'MR WACKER'
217 198 55750 14
'MR ROCKITT'
217 212 55764 14
'MR WITHIT'
217 226 55778 14
'MR CREAK'
217 240 55792 38
'Please Sir - I cannot tell a lie . . '
218 22 55830 9
'        ' (8 spaces)
218 31 55839 1
Unused
218 32 55840 96
Font graphic data for CHR$(32-127) (pixel column 1)
218 128 55936 9
'REVISION'
218 137 55945 2
' ' (single space)
218 139 55947 5
Unused
218 144 55952 16
'READING ROOM'
218 160 55968 16
'MAP ROOM'
218 176 55984 16
'WHITE ROOM'
218 192 56000 16
'EXAM ROOM'
218 208 56016 16
'LIBRARY'
218 224 56032 16
'DINNER'
218 240 56048 16
'PLAYTIME'
219 0 56064 21
Initial animatory states of the characters
219 21 56085 11
Unused
219 32 56096 96
Font graphic data for CHR$(32-127) (pixel column 2)
219 128 56192 32
'DON'T SIT ON THE STAIRS'
219 160 56224 32
'THE ROOM IS PRIVATE'
219 192 56256 32
'GET TO WHERE YOU SHOULD BE'
219 224 56288 32
'NOW FIND A SEAT'
220 0 56320 21
Initial x-coordinates of the characters
220 21 56341 11
Unused
220 32 56352 96
Font graphic data for CHR$(32-127) (pixel column 3)
220 128 56448 32
'GET OFF THE FLOOR'
220 160 56480 32
'COME ALONG WITH ME BOY'
220 192 56512 32
'HURRY UP YOU HORROR'
220 224 56544 32
'DON'T TRY MY PATIENCE BOY'
221 0 56576 21
Initial byte 122 of the character buffers
221 21 56597 11
Unused
221 32 56608 96
Font graphic data for CHR$(32-127) (pixel column 4)
221 128 56704 32
'NOW DON'T DO IT AGAIN'
221 160 56736 32
'DON'T TELL TALES'
221 192 56768 32
'NEVER BE LATE AGAIN'
221 224 56800 32
'AND STAY THIS TIME'
222 0 56832 30
'TAKE 2000 LINES YOU NASTY BOY{8 spaces}'
222 30 56862 2
Unused
222 32 56864 96
Font graphic data for CHR$(32-127) (pixel column 5)
222 128 56960 32
'DON'T TOUCH BLACKBOARDS'
222 160 56992 32
'CATAPULTS ARE FORBIDDEN'
222 192 57024 32
'DON'T HIT YOUR MATES'
222 224 57056 32
'YOU ARE NOT A KANGAROO'
223 0 57088 12
'Sn'
223 12 57100 12
'Tin'
223 24 57112 12
'Hg'
223 36 57124 12
'Mercury'
223 48 57136 12
'Au'
223 60 57148 12
'Gold'
223 72 57160 12
'Ag'
223 84 57172 12
'Silver'
223 96 57184 12
'Pt'
223 108 57196 12
'Platinum'
223 120 57208 12
'Cu'
223 132 57220 12
'Copper'
223 144 57232 12
'Mg'
223 156 57244 12
'Magnesium'
223 168 57256 12
'Pb'
223 180 57268 12
'Lead'
223 192 57280 12
'Mn'
223 204 57292 12
'Manganese'
223 216 57304 12
'Sb'
223 228 57316 12
'Antimony'
223 240 57328 12
'As'
223 252 57340 12
'Arsenic'
224 8 57352 12
'K'
224 20 57364 12
'Potassium'
224 32 57376 12
'Na'
224 44 57388 12
'Sodium'
224 56 57400 12
'Cl'
224 68 57412 12
'Chlorine'
224 80 57424 12
'Zn'
224 92 57436 12
'Zinc'
224 104 57448 12
'W'
224 116 57460 12
'Tungsten'
224 128 57472 12
'Cs'
224 140 57484 12
'Caesium'
224 152 57496 12
'Si'
224 164 57508 12
'Silicon'
224 176 57520 12
'P'
224 188 57532 12
'Phosphorous'
224 200 57544 12
'Br'
224 212 57556 12
'Bromine'
224 224 57568 12
'H'
224 236 57580 12
'Hydrogen'
224 248 57592 12
'Berne'
225 4 57604 12
'Switzerland'
225 16 57616 12
'Helsinki'
225 28 57628 12
'Finland'
225 40 57640 12
'Reykjavik'
225 52 57652 12
'Iceland'
225 64 57664 12
'Budapest'
225 76 57676 12
'Hungary'
225 88 57688 12
'Bucharest'
225 100 57700 12
'Romania'
225 112 57712 12
'Tirana'
225 124 57724 12
'Albania'
225 136 57736 12
'Jakarta'
225 148 57748 12
'Indonesia'
225 160 57760 12
'Pyongyang'
225 172 57772 12
'North Korea'
225 184 57784 12
'Vientiane'
225 196 57796 12
'Laos'
225 208 57808 12
'Islamabad'
225 220 57820 12
'Pakistan'
225 232 57832 12
'Rangoon'
225 244 57844 12
'Burma'
226 0 57856 12
'Ankara'
226 12 57868 12
'Turkey'
226 24 57880 12
'Amman'
226 36 57892 12
'Jordan'
226 48 57904 12
'Gabarone'
226 60 57916 12
'Botswana'
226 72 57928 12
'Lusaka'
226 84 57940 12
'Zambia'
226 96 57952 12
'Monrovia'
226 108 57964 12
'Liberia'
226 120 57976 12
'La Paz'
226 132 57988 12
'Bolivia'
226 144 58000 12
'Caracas'
226 156 58012 12
'Venezuela'
226 168 58024 12
'Quito'
226 180 58036 12
'Ecuador'
226 192 58048 12
'Paramaribo'
226 204 58060 12
'Surinam'
226 216 58072 12
'Santiago'
226 228 58084 12
'Chile'
226 240 58096 12
'1066'
226 252 58108 12
'Hastings'
227 8 58120 12
'1265'
227 20 58132 12
'Evesham'
227 32 58144 12
'1314'
227 44 58156 12
'Bannockburn'
227 56 58168 12
'1346'
227 68 58180 12
'Crecy'
227 80 58192 12
'1356'
227 92 58204 12
'Poitiers'
227 104 58216 12
'1403'
227 116 58228 12
'Shrewsbury'
227 128 58240 12
'1415'
227 140 58252 12
'Agincourt'
227 152 58264 12
'1485'
227 164 58276 12
'Bosworth'
227 176 58288 12
'1513'
227 188 58300 12
'Flodden'
227 200 58312 12
'1571'
227 212 58324 12
'Lepanto'
227 224 58336 12
'1014'
227 236 58348 12
'Clontarf'
227 248 58360 12
'1685'
228 4 58372 12
'Sedgemoor'
228 16 58384 12
'1746'
228 28 58396 12
'Culloden'
228 40 58408 12
'1775'
228 52 58420 12
'Lexington'
228 64 58432 12
'1781'
228 76 58444 12
'Yorktown'
228 88 58456 12
'1805'
228 100 58468 12
'Trafalgar'
228 112 58480 12
'1815'
228 124 58492 12
'Waterloo'
228 136 58504 12
'1812'
228 148 58516 12
'Borodino'
228 160 58528 12
'1836'
228 172 58540 12
'San Jacinto'
228 184 58552 12
'1863'
228 196 58564 12
'Gettysburg'
228 208 58576 12
'1854'
228 220 58588 12
'Balaclava'
228 232 58600 4
Unused
228 236 58604 19
Play the 'hit a shield' sound effect
228 255 58623 1
Unused
229 0 58624 32
'i hate^fizziks'
229 32 58656 32
'i hate sums'
229 64 58688 32
'skool rools^o k'
229 96 58720 32
'i hate skool'
229 128 58752 32
'speling iz^boaring'
229 160 58784 32
'i love^WHEELIE'
229 192 58816 32
'SKYRANGER^is grate'
229 224 58848 32
'skool dinners^are orrible'
230 0 58880 32
'THE 47 TIMES^TABLE'
230 32 58912 32
'QUADRATIC^EQUATIONS'
230 64 58944 32
'WHY SUMS ARE^FUN'
230 96 58976 32
'VECTORS AND^MATRICES'
230 128 59008 32
'ISOSCELES^TRIANGLES'
230 160 59040 32
'PYTHAGORAS^THEOREM'
230 192 59072 32
'FACTORS'
230 224 59104 32
'THE AREA OF^A CIRCLE'
231 0 59136 32
'The Periodic^Table'
231 32 59168 32
'Splitting^The Atom'
231 64 59200 32
'Explosions I^have known'
231 96 59232 32
'How to blow^yourself up'
231 128 59264 32
'Things to do^with TNT'
231 160 59296 32
'Chemistry^of dynamite'
231 192 59328 32
'First aid^for chemists'
231 224 59360 32
'Fast ways to^open doors'
232 0 59392 32
'MANCHESTER^MONSOONS'
232 32 59424 32
'THE CLIMATE^OF CLAPHAM'
232 64 59456 32
'THE PEAKS^OF PERU'
232 96 59488 32
'THE GLASGOW^RAIN-FOREST'
232 128 59520 32
'THE EXPORTS^OF FIJI'
232 160 59552 32
'ACTIVE^VOLCANOES'
232 192 59584 32
'POP MUSIC IN^ANTARCTICA'
232 224 59616 32
'THE UPLANDS^OF RUTLAND'
233 0 59648 32
'Industrial^Revolution'
233 32 59680 32
'The Norman^Conquest'
233 64 59712 32
'The Wars of^the Roses'
233 96 59744 32
'The Spanish^Armada'
233 128 59776 32
'The First^Crusade'
233 160 59808 32
'Magna Carta'
233 192 59840 32
'The Boston^Tea Party'
233 224 59872 32
'The Black^Death'
234 0 59904 216
Temporary store for the part of the screen overwritten by a lines bubble
234 216 60120 8
Unused
234 224 60128 11
Make a hitting sound effect
234 235 60139 14
Make a jumping sound effect
234 249 60153 7
Unused
235 0 60160 216
Lines bubble graphic template 1
235 216 60376 8
Unused
235 224 60384 32
'DEMO. - PRESS A KEY TO PLAY'
236 0 60416 216
Lines bubble graphic template 2
236 216 60632 8
Unused
236 224 60640 28
'Press 'U' if you understood{8 spaces}'
236 252 60668 4
Unused
237 0 60672 216
Lesson box graphic buffer
237 216 60888 8
Unused
237 224 60896 31
Prepare for a new game
237 255 60927 1
Unused
238 0 60928 216
'Score - 0 Lines - 0 Hi-Sc - 0' box graphic
238 216 61144 8
Unused
238 224 61152 32
Prepare to change the names of the characters
239 0 61184 216
Skool Daze logo
239 216 61400 8
Unused
239 224 61408 32
Display the cast of characters and change their names
240 0 61440 17
'WHAT IS 12 x 34?{8 spaces}'
240 17 61457 11
'{Please Sir I cannot tell a lie . . }It's 1234{8 spaces}'
240 28 61468 31
'WHAT ELEMENT HAS THE SYMBOL Q?{8 spaces}'
240 59 61499 9
'{Please Sir I cannot tell a lie . . }It is Q{8 spaces}'
240 68 61508 35
'WHAT IS THE CHEMICAL SYMBOL FOR Q?{8 spaces}'
240 103 61543 25
'WHAT'S THE CAPITAL OF Q?{8 spaces}'
240 128 61568 30
'WHICH COUNTRY'S CAPITAL IS Q?{8 spaces}'
240 158 61598 26
'WHEN WAS THE BATTLE OF Q?{8 spaces}'
240 184 61624 28
'WHICH BATTLE OCCURRED IN Q?{8 spaces}'
240 212 61652 13
'{Please Sir I cannot tell a lie . . }It was in Q{8 spaces}'
240 225 61665 24
'{Please Sir I cannot tell a lie . . }It was the BATTLE OF Q{8 spaces}'
240 249 61689 10
'{Please Sir I cannot tell a lie . . }{ERIC} hit me{8 spaces}'
241 3 61699 15
'{Please Sir I cannot tell a lie . . }{ERIC} is not here{8 spaces}'
241 18 61714 27
'{Please Sir I cannot tell a lie . . }{ERIC} wrote on the blackboard{8 spaces}'
241 45 61741 42
'WHAT HAPPENED IN THE YEAR THAT I WAS BORN{8 spaces}'
241 87 61783 2
Unused
241 89 61785 34
'RIGHT! SIT DOWN MY LITTLE CHERUBS{8 spaces}'
241 123 61819 28
'COME ON CHAPS - SETTLE DOWN{8 spaces}'
241 151 61847 42
'BE QUIET AND SEATED YOU NASTY LITTLE BOYS{8 spaces}'
241 193 61889 37
'SILENCE! OR I'LL CANE THE LOT OF YOU{8 spaces}'
241 230 61926 124
'YOU HAVE OVER 10000 LINES TO WRITE {ERIC}. DON'T COME BACK TO SCHOOL TILL YOU HAVE DONE THEM ALL. . . .PRESS A KEY TO PLAY AGAIN{8 spaces}'
242 98 62050 59
'TURN TO PAGE 123 OF YOUR BOOKS,BE SILENT AND START READING{8 spaces}'
242 157 62109 57
'ANSWER THE QUESTIONS ON PAGE 123 OF YOUR LOVELY TEXTBOOK{8 spaces}'
242 214 62166 31
'WRITE AN ESSAY WITH THIS TITLE{8 spaces}'
242 245 62197 11
Unused
243 0 62208 245
Make a teacher conduct a class with ERIC
243 245 62453 11
Unused
244 0 62464 31
Make a teacher conduct a question-and-answer session
244 31 62495 76
Deal with ERIC when he's firing the catapult
244 107 62571 3
Unused
244 110 62574 36
'F' pressed - fire catapult
244 146 62610 7
'H' pressed - hit
244 153 62617 11
'J' pressed - jump
244 164 62628 41
Deal with ERIC when he's hitting
244 205 62669 5
Unused
244 210 62674 31
Get the attribute file address of a pellet's potential target or the safe
244 241 62705 9
Set the new score and print it
244 250 62714 34
Open the lip of the speech bubble
245 28 62748 2
Unused
245 30 62750 21
Check whether ERIC has jumped up to the safe or a shield (1)
245 51 62771 131
Deal with ERIC when he's jumping
245 182 62902 3
Unused
245 185 62905 32
Check whether ERIC is standing on a boy who's been knocked out
245 217 62937 1
Unused
245 218 62938 117
Collect a keypress during the game (or simulate one in demo mode)
246 79 63055 1
Unused
246 80 63056 90
'W' pressed - write on a blackboard
246 170 63146 45
Deal with ERIC when he's writing on a blackboard
246 215 63191 40
Make MR CREAK reveal his safe combination letter if appropriate
246 255 63231 11
Get the address of the appropriate 'Go home' message
247 10 63242 28
Unflash the safe and all the shields
247 38 63270 76
Check whether ERIC has jumped up to the safe or a shield (2)
247 114 63346 6
Unused
247 120 63352 21
Deal with ERIC when he's being spoken to by a little boy
247 141 63373 1
Unused
247 142 63374 76
Make a character find ERIC
247 218 63450 6
Unused
247 224 63456 30
Make MR WACKER give ERIC 2000 lines
247 254 63486 2
Unused
248 0 63488 85
Make little boy no. 10 give ERIC a message
248 85 63573 93
Generate a safe combination code and set MR CREAK's birth year
248 178 63666 2
Unused
248 180 63668 66
Adjust the game mode
248 246 63734 15
Check whether MR CREAK can reveal his safe combination letter
249 5 63749 18
Collect the identifier for the next lesson
249 23 63767 1
Unused
249 24 63768 11
Scroll the skool into view and enter the main loop
249 35 63779 50
Make MR CREAK ask the birth year question if appropriate
249 85 63829 79
Make a stricken teacher give lines or reveal his safe combination letter
249 164 63908 1
Unused
249 165 63909 21
Print the lesson
249 186 63930 1
Unused
249 187 63931 33
Check whether ERIC has 10000 lines
249 220 63964 8
Make a teacher tell ERIC to go home, and end the game (1)
249 228 63972 1
Unused
249 229 63973 17
Compare a character's coordinates with ERIC's
249 246 63990 14
Make a teacher tell ERIC to go home, and end the game (2)
250 4 64004 12
Adjust the lesson length and prepare a character for the search for ERIC
250 16 64016 19
Check whether MR CREAK is near a blackboard last written on by ERIC
250 35 64035 7
Restart command list 220
250 42 64042 31
Check whether ANGELFACE is touching ERIC
250 73 64073 34
Ask whether the characters' names should be changed
250 107 64107 1
Unused
250 108 64108 42
'Do you want to put in your own names Y/N?'
250 150 64150 53
'You have mumps {ERIC}. Go home at once. This game is over{8 spaces}'
250 203 64203 16
Unused
250 219 64219 11
Command list 222: Mumps duty
250 230 64230 10
Command list 208: Tell ERIC about EINSTEIN or BOY WANDER
250 240 64240 12
Command list 210: Tell ERIC about ANGELFACE
250 252 64252 3
Unused
250 255 64255 8
Command list 220: Mumps walkabout
251 7 64263 2
Unused
251 9 64265 22
Command list 212: Grass on ERIC
251 31 64287 1
Unused
251 32 64288 25
Command list 214: Wait for EINSTEIN to grass on ERIC
251 57 64313 1
Unused
251 58 64314 26
Command list 216: Collect the pea-shooter
251 84 64340 1
Unused
251 85 64341 36
Command list 218: Look for the pea-shooter
251 121 64377 7
Unused
251 128 64384 25
Command list 128: Map Room - teacher
251 153 64409 1
Unused
251 154 64410 25
Command list 130: Reading Room - teacher
251 179 64435 1
Unused
251 180 64436 21
Command list 132: Exam Room - teacher
251 201 64457 1
Unused
251 202 64458 25
Command list 134: White Room - teacher
251 227 64483 1
Unused
251 228 64484 9
Command list 136: Map Room - little boy
251 237 64493 2
Command list 138: Do nothing
251 239 64495 1
Unused
251 240 64496 19
Command list 140: Map Room - BOY WANDER
252 3 64515 1
Unused
252 4 64516 19
Command list 142: Map Room - ANGELFACE
252 23 64535 1
Unused
252 24 64536 11
Command list 144: Map Room - EINSTEIN
252 35 64547 1
Unused
252 36 64548 11
Command list 146: Reading Room - little boy
252 47 64559 1
Unused
252 48 64560 26
Command list 148: Reading Room - BOY WANDER
252 74 64586 1
Unused
252 75 64587 19
Command list 150: Reading Room - ANGELFACE
252 94 64606 1
Unused
252 95 64607 11
Command list 152: Reading Room - EINSTEIN
252 106 64618 1
Unused
252 107 64619 11
Command list 154: Exam Room - little boy
252 118 64630 1
Unused
252 119 64631 26
Command list 156: Exam Room - BOY WANDER
252 145 64657 1
Unused
252 146 64658 19
Command list 158: Exam Room - ANGELFACE
252 165 64677 1
Unused
252 166 64678 11
Command list 160: Exam Room - EINSTEIN
252 177 64689 1
Unused
252 178 64690 11
Command list 162: White Room - little boy
252 189 64701 1
Unused
252 190 64702 26
Command list 164: White Room - BOY WANDER
252 216 64728 1
Unused
252 217 64729 19
Command list 166: White Room - ANGELFACE
252 236 64748 1
Unused
252 237 64749 11
Command list 168: White Room - EINSTEIN
252 248 64760 1
Unused
252 249 64761 7
Command list 170: Dinner - EINSTEIN/little boy
253 0 64768 1
Unused
253 1 64769 15
Command list 172: Dinner - BOY WANDER
253 16 64784 1
Unused
253 17 64785 15
Command list 174: Dinner - ANGELFACE
253 32 64800 1
Unused
253 33 64801 7
Command list 176: Revision Library - EINSTEIN/little boy
253 40 64808 1
Unused
253 41 64809 15
Command list 178: Revision Library - BOY WANDER
253 56 64824 1
Unused
253 57 64825 15
Command list 180: Revision Library - ANGELFACE
253 72 64840 1
Unused
253 73 64841 16
Command list 182: Walkabout - ANGELFACE
253 89 64857 12
Command list 184: Dinner duty
253 101 64869 7
Command list 186: Head's study - MR WACKER
253 108 64876 7
Command list 188: Staff room - teacher
253 115 64883 8
Command list 190: Walkabout - teacher
253 123 64891 1
Unused
253 124 64892 22
Command list 192: Write on the boards - BOY WANDER
253 146 64914 8
Command list 196: Walkabout
253 154 64922 1
Unused
253 155 64923 7
Command list 198: Walk around the fire escape
253 162 64930 1
Unused
253 163 64931 7
Command list 200: Walk around the gym
253 170 64938 1
Unused
253 171 64939 7
Command list 202: Walk around the big window
253 178 64946 1
Unused
253 179 64947 26
Command list 204: Stampede - leader
253 205 64973 2
Unused
253 207 64975 12
Command list 206: Stampede - follower
253 219 64987 1
Unused
253 220 64988 16
Command list 194: Walkabout - BOY WANDER
253 236 65004 20
Unused
254 0 65024 64
Main timetable
254 64 65088 18
Make a walking sound effect (yellow border)
254 82 65106 5
Make a walking sound effect (blue border)
254 87 65111 30
Make a knocked-out sound effect
254 117 65141 10
Make a catapult sound effect
254 127 65151 1
Unused
254 128 65152 96
Addresses of command lists
254 224 65248 32
'WELL DONE! GO UP A YEAR'
255 0 65280 53
'Don't let {ANGELFACE} touch you this playtime - He's got mumps{8 spaces}'
255 53 65333 90
'{EINSTEIN} is going to tell {MR WACKER} what you're up to. You must stop him getting to his study this break{8 spaces}'
255 143 65423 110
'{BOY WANDER} has hidden a pea-shooter with your name on it on the fire-escape. If {MR WACKER} gets there before {BOY WANDER} you'll get lines{8 spaces}'
255 253 65533 3
Unused