Page Byte Address Length Description
96 0 24576 123
Scroll the screen right one column
96 155 24731 94
Scroll the screen left one column
97 0 24832 11
Print a tile (unused)
97 11 24843 120
Print a tile
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 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 30 25374 28
Check whether a signal has been raised
99 60 25404 76
Guide a character to an intermediate destination
99 140 25484 4
Guide a character up a staircase
99 144 25488 44
Guide a character down a staircase
99 190 25534 157
Make a character go to a location
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
100 150 25750 52
Guide a character to a location on the same floor
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)
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
101 100 25956 6
Check whether ERIC is sitting or lying down
101 106 25962 19
Turn ERIC round
101 127 25983 92
'A' pressed - down
101 228 26084 91
'Q' pressed - up
102 72 26184 10
Check whether a character is on a staircase
102 82 26194 82
'O' pressed - left
102 170 26282 54
'P' pressed - right
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
103 216 26584 37
Get input from the Kempston joystick if it's in use
104 160 26784 52
Request and set the input method (keyboard, joystick, Int2)
105 0 26880 127
Start a new game or enter demo mode
105 128 27008 18
Update the SRB for one column of a sprite
105 146 27026 56
Update the display
105 210 27090 21
Set a random destination for a character
105 231 27111 14
Make a character go to a random location
105 246 27126 65
Make a little boy trip people up
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
106 130 27266 31
Make a little boy find and follow little boy no. 1
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 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
107 125 27517 25
Knock the current occupant (if any) out of a chair
107 151 27543 78
Check whether a chair is occupied and unseat any occupant
107 240 27632 94
Check whether a character is beside a chair
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
108 160 27808 14
Make a character find a seat
108 175 27823 63
'S' pressed - sit/stand
108 240 27888 21
Make a character stand up if he's not already standing
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
109 198 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
110 144 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
111 0 28416 26
Check whether a character was or can be punched by ERIC or ANGELFACE
111 30 28446 87
Make ANGELFACE hit now and then
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)
111 249 28665 7
Make BOY WANDER fire his catapult (1)
112 0 28672 41
Make BOY WANDER fire his catapult now and then
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)
112 135 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 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
113 220 29148 5
Make a teacher wipe a blackboard (1)
113 232 29160 118
Make a teacher wipe a blackboard (2)
114 100 29284 101
Make a character write on a blackboard
114 210 29394 47
Update the SRB for the middle six columns of the speech bubble
115 2 29442 71
Slide a message character into the speech bubble text window (2)
115 78 29518 178
Print the speech bubble
116 10 29706 26
Slide a message character into the speech bubble text window (1)
116 39 29735 11
Update the SRB for the speech bubble
116 50 29746 122
Remove the speech bubble
116 175 29871 101
Save the area of the screen that will be overwritten by a lines bubble
117 25 29977 62
Copy a graphic buffer to the screen
117 90 30042 51
Write a line of text into a graphic buffer
117 145 30097 18
Insert a pixel column into a graphic buffer
117 180 30132 24
Draw the left and right edges of a lines bubble
117 204 30156 47
Print a reprimand message
118 0 30208 43
Write a character's name into the lines bubble graphic buffer
118 50 30258 18
Insert a pixel column into the number graphic buffer
118 70 30278 128
Generate graphic data for a number
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
119 172 30636 252
Make any nearby teacher give ERIC lines if necessary
120 170 30890 144
Make a teacher give lines to the closest main kid
121 64 31040 68
Print the lesson
121 134 31110 20
Make a character speak (1)
121 154 31130 22
Make a character speak (2)
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 50 31282 165
Prepare a question and answer
122 220 31452 185
Determine the next move of a character following another character
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 90 31834 18
Place a continual subcommand routine address into a character's buffer
124 110 31854 41
Make a teacher perform dinner duty (1)
124 151 31895 8
Make a teacher perform dinner duty (2)
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
125 132 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
125 216 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 23 32279 74
Play a tune
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
126 214 32470 14
Remove the speech bubble if present
126 228 32484 13
Save Skool Daze to tape
173 232 44520 19
Insert a pixel column into the message graphic buffer
174 232 44776 23
Insert message text into the message graphic buffer
175 119 44919 8
Prepare a character to be walked onto the screen (1)
175 232 45032 21
Print a message centred across the entire screen
176 114 45170 13
Get the LSB of the message address for a main character's name
176 232 45288 23
Print a character's title and name, and walk him onto the screen (1)
177 117 45429 10
Prepare a character to be walked onto the screen (2)
177 232 45544 23
Print a character's title and name, and walk him onto the screen (2)
178 114 45682 13
Prepare a message in the message graphic buffer (1)
178 232 45800 23
Print a character's title and name, and walk him onto the screen (3)
179 113 45937 14
Prepare a message in the message graphic buffer (2)
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'
180 122 46202 5
Prepare a character to be walked onto the screen (3)
180 232 46312 23
Move a character one step along the catwalk
181 232 46568 22
Guide a character onto the catwalk or off it
182 232 46824 18
Print 'PRESS'C'TO CHANGE NAME' and wait for a keypress
183 232 47080 23
Collect a keypress while a character's name is being entered
184 104 47208 23
Change a character's name (1)
184 232 47336 22
Change a character's name (2)
228 236 58604 19
Play the 'hit a shield' sound effect
234 224 60128 11
Make a hitting sound effect
234 235 60139 14
Make a jumping sound effect
237 224 60896 31
Prepare for a new game
238 224 61152 32
Prepare to change the names of the characters
239 224 61408 32
Display the cast of characters and change their names
243 0 62208 245
Make a teacher conduct a class with ERIC
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
244 110 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
244 210 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 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
245 185 62905 32
Check whether ERIC is standing on a boy who's been knocked out
245 218 62938 117
Collect a keypress during the game (or simulate one in demo mode)
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)
247 120 63352 21
Deal with ERIC when he's being spoken to by a little boy
247 142 63374 76
Make a character find ERIC
247 224 63456 30
Make MR WACKER give ERIC 2000 lines
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
248 180 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 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
249 165 63909 21
Print the lesson
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)
249 229 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
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