Contact Sam Cruise Memory map
Page Byte Address Description
91 0 23296 Message 55: 'A VOICE SAID 'ED - TELL THE OIL MAN THAT THE KEY TO  THE FAT MANS HOUSE...''
91 70 23366 Message 56: 'DAISY SAID 'LANA RANG - SHE HAD TO GET OUT IN A HURRY...''
91 126 23422 Message 57: 'OK ED - THE FAT MAN HAS THE KEY TO NO 27'
91 145 23441 Message 58: 'DAISY SAID 'LANA RANG - HER NEW NUMBERS 7162. THE POLICE WERE HERE''
91 187 23483 Message 70: 'SOMEONE BELOW SAID 'CRUISE WAS DRESSED AS THE OIL MAN. DONT LET ANYONE PAST''
91 232 23528 Message 71: 'THERES A SAFE WITH 4 LOCKS'
93 96 23904 Message 63: 'DAISY SAID 'SAM - A GANGSTER'S WATCHING FOR YOU OUTSIDE THE POLICE STATION''
93 146 23954 Message 76: 'DAISY SAID 'LANA RANG - THAT FAT MAN HAS TWO KEYS NOT JUST ONE ''
93 176 23984 Message 64: 'A VOICE SAID 'OK FATS THE HOOK'S AT NO 74 AND ALS GUARDING IT''
93 211 24019 Message 66: 'A VOICE SAID 'OK LANA THE KEY TO 74'S IN THE ROOM PAST THE CATWALK...''
94 5 24069 Message 67: 'SOMEONE HIT ME. I PLAYED DEAD. TWO MEN WALKED OFF...'
94 97 24161 Message 68: 'DAISY SAID 'ALS NUMBER'S 6124''
94 117 24181 Message 69: 'TECHNICAL SERVICES HERE. TO USE A HOOK GET TO RIGHT PLACE AND PRESS C'
94 166 24230 Message 72: 'LANA ANSWERED 'OOH SAM! YOUVE GOT THE BIRD. SEE YOU IN YOUR OFFICE''
94 199 24263 Message 73: 'I STARED AT THE LOVELY LANA WAS IT THOSE RUBY LIPS OR THE SLIM AUTOMATIC...'
95 105 24425 Message 74: 'SHE'S IN JAIL NOW. ANOTHER CASE SOLVED...'
95 194 24514 Message 75: 'SHE FIRED'
95 204 24524 Message 97: 'JOYSTICK?'
95 214 24534 Unused (10 bytes)
95 224 24544 Event table
96 243 24819 Unused (13 bytes)
97 0 24832 Deal with Sam while he's transfixed by Lana
97 82 24914 Prepare for the next game mode
97 92 24924 Unused (1 byte)
97 93 24925 Reset a gangster's location and restart the command list
97 119 24951 'J' pressed - joystick
97 187 25019 Keypress offset patch table for keys 0-9 (Kempston/Cursor/None)
97 197 25029 Keypress offset patch table for keys 0-9 (Int2)
97 207 25039 Add a random number of bucks to Sam's total
97 234 25066 Command list: Keep guard at no. 15
97 242 25074 Check whether a gangster is close enough to Sam to pick him up
97 249 25081 Make the gangster at no. 15 lie in wait for Sam
98 0 25088 Make a sound effect
98 17 25105 Unused (1 byte)
98 18 25106 Potential x-coordinates for the sniper
98 25 25113 Unused (5 bytes)
98 30 25118 Control the sniper while active
98 218 25306 Unused (1 byte)
98 219 25307 Control the sniper
99 41 25385 Make a gangster chase Sam
99 50 25394 Unused (1 byte)
99 51 25395 Banknote animation table
99 76 25420 Control a banknote
99 195 25539 Check whether Sam has somersaulted onto a banknote
100 0 25600 Copy source sprite tiles over target sprite tiles
100 18 25618 Prepare sprite tiles used by Sam when somersaulting or rolling
100 123 25723 Unused (1 byte)
100 124 25724 Animation phase table for Sam when rolling
100 148 25748 Animation phase table for Sam when somersaulting
100 184 25784 'R' pressed - forward roll
100 189 25789 'S' pressed - somersault
101 62 25918 Check whether Sam can roll or somersault from his current location
101 88 25944 Determine Sam's location
101 133 25989 Unused (1 byte)
101 134 25990 Sprite tile references susceptible to bullet impact
101 143 25999 Unused (3 bytes)
101 146 26002 Check whether Sam has been hit by a bullet
101 219 26075 Move and draw the bullets
102 110 26222 Unused (2 bytes)
102 112 26224 Update the sniper's sprite tile references
102 216 26328 Check whether Sam is within firing range of the sniper
102 240 26352 Make the sound effect of Sam being hit by a bullet
102 248 26360 Unused (8 bytes)
103 0 26368 Message 3: 'PRESS'
103 6 26374 Message 4: 'KEY'
103 10 26378 Message 5: 'PLAY'
103 15 26383 Message 6: ' RIGHT '
103 23 26391 Message 7: ' WHEN'
103 29 26397 Message 8: 'RATCATCHER'
103 40 26408 Message 9: 'POLICE CHIEF'
103 53 26421 Message 10: 'CHICAGO BEARS'
103 67 26435 Message 11: 'REVENUE MAN'
103 76 26444 Message 12: 'VIOLIN CASE MAKER'
103 94 26462 Message 13: 'GARBAGE MAN'
103 103 26471 Message 14: 'JAMES GANG'
103 114 26482 Message 15: 'RENT COLLECTOR'
103 129 26497 Message 16: 'MAKE COFFEE'
103 141 26509 Message 17: 'TAPDANCE'
103 150 26518 Message 18: 'SCUBA DIVE'
103 161 26529 Message 19: 'PLAY POKER'
103 169 26537 Message 20: 'TYPE'
103 174 26542 Message 21: 'ICE-SKATE'
103 184 26552 Message 22: 'WOLFWHISTLE'
103 196 26564 Message 23: 'PLAY THE HARMONICA'
103 208 26576 Message 24: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY/I WAS TEACHING...'
103 229 26597 Message 25: ' BEGAN '
103 237 26605 Unused (19 bytes)
104 0 26624 Message 100: ' THE '
104 6 26630 Message 101: 'CRUISE '
104 14 26638 Message 102: 'NO '
104 18 26642 Message 103: 'I '
104 21 26645 Message 104: 'AL '
104 25 26649 Message 105: 'BUD '
104 30 26654 Message 106: 'CHAD '
104 36 26660 Message 107: 'DON '
104 41 26665 Messages 108 and 109: 'ED ' and 'FRED '
104 47 26671 Message 110: 'GUS '
104 52 26676 Message 111: 'SAM '
104 57 26681 Message 112: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY'
104 95 26719 Message 113: ' A '
104 99 26723 Message 114: 'DAISY '
104 106 26730 Message 115: ' MAN'
104 111 26735 Message 116: ' AND '
104 117 26741 Message 117: 'WAS '
104 122 26746 Message 118: ' TO '
104 127 26751 Message 119: ' AND DAISY RAN OFF WITH THE...'
104 212 26836 Message 120: ' WHEN I CAME TO '
104 221 26845 Messages 121 and 122: ' THE' and 'THE'
104 226 26850 Message 123: 'ONE '
104 231 26855 Message 124: 'SAID '
104 237 26861 Message 125: ' A VOICE SAID ''
104 247 26871 Message 126: ' YOU'
104 252 26876 Message 127: 'ING'
105 0 26880 Message 32: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY/I'M WORKING ON A CASE...'
105 45 26925 Message 33: '...SO BEGAN THE CASE OF THE BALI BUDGIE'
105 146 27026 Message 34: 'I WAS BROKE AGAIN...'
105 161 27041 Message 35: ' WHEN I CAME TO MY WALLET WAS GONE...'
105 177 27057 Message 36: ' WHEN I CAME TO SOMEONE HAD TAKEN ${tens digit}0'
105 197 27077 Message 37: 'A VOICE SAID 'WHO'S THERE?''
105 209 27089 Message 38: 'PRESS A KEY TO PLAY'
105 233 27113 Message 39: 'I HUNG UP'
105 242 27122 Message 40: ''{name}' I SAID '
105 249 27129 Message 41: 'I LIFTED THE PHONE '
106 5 27141 Message 42: 'I DIALLED {number}'
106 14 27150 Message 43: 'A VOICE SAID 'THERES NOONE HERE''
106 29 27165 Message 44: 'A VOICE SAID 'GET LOST - I'M TRYING TO SLEEP''
106 57 27193 Message 45: 'A VOICE SAID 'BE RIGHT WITH YOU''
106 68 27204 Message 46: 'I DUNNO NO {name}'
106 78 27214 Message 47: ' THE NUMBER WAS UNOBTAINABLE'
106 100 27236 Message 48: 'AT THE JAIL THEY THREW THE BOOK AT ME...'
106 128 27264 Message 49: 'IT BEGAN RINGING'
106 135 27271 Message 50: 'DAISY SAID 'NO MESSAGES SAM ''
106 151 27287 Message 51: 'A VOICE SAID 'OK CRUISE WE'RE COMING''
106 168 27304 Message 52: ' THE BAIL WAS ${tens digit}0'
106 179 27315 Message 53: 'THERE'S A MAN'S BODY ON THE FLOOR'
106 203 27339 Message 99: 'I HAD TO GO TO HOSPITAL...'
106 220 27356 Message 26: 'DAISY SAID ''
106 224 27360 Message 27: 'LANA ANSWERED 'OOH SAM! '
106 245 27381 Message 28: 'LANA RANG - '
106 254 27390 Unused (2 bytes)
107 0 27392 Phone numbers
107 75 27467 Ringing phone messages
107 114 27506 Phone messages for Sam
107 150 27542 Unused (2 bytes)
107 152 27544 Initial ringing phone locations
107 165 27557 Initial locations of phones with messages for Sam
107 177 27569 Message 65: 'LANA ANSWERED 'OOH SAM! BUD SAID HE'D MEET ME ALONE...''
107 253 27645 Unused (4 bytes)
108 1 27649 LSBs of addresses of messages 1-76
108 77 27725 Unused (20 bytes)
108 97 27745 LSBs of addresses of messages 97-129
108 130 27778 Unused (70 bytes)
108 200 27848 Message 29: 'LANA '
108 206 27854 Message 30: 'ING '
108 209 27857 Message 31: 'THAT'
108 214 27862 Message 128: 'SOMEONE '
108 220 27868 Message 129: 'FAT'
108 224 27872 Unused (20 bytes)
108 244 27892 Check whether Sam is at the right place to pick up a telephone
109 0 27904 Unused (1 byte)
109 1 27905 MSBs of addresses of messages 1-76
109 77 27981 Unused (20 bytes)
109 97 28001 MSBs of addresses of messages 97-129
109 130 28034 Unused (116 bytes)
109 246 28150 Set A=1
109 255 28159 Unused (1 byte)
110 0 28160 Print a message
110 26 28186 Print a number
110 132 28292 Unused (3 bytes)
110 135 28295 Adjust Sam's cash supply and print the new amount
110 174 28334 Unused (3 bytes)
110 177 28337 Increment the score and decrement Sam's cash supply
110 195 28355 Unused (2 bytes)
110 197 28357 Add a message to the message queue
111 195 28611 Unused (1 byte)
111 196 28612 Message display interval
111 197 28613 Last used random message numbers
111 199 28615 Unused (1 byte)
111 200 28616 Randomly select a message number
111 219 28635 'M' pressed - toggle message speed
111 230 28646 Make the sound effect of a sniper firing
111 240 28656 Unused (4 bytes)
111 244 28660 Update the telephone icon
112 30 28702 Unused (1 byte)
112 31 28703 Show or hide an icon in the icon panel
112 50 28722 Graphic data for the telephone when ringing
112 67 28739 Unused (2 bytes)
112 69 28741 Graphic data for the telephone when not ringing
112 86 28758 Unused (2 bytes)
112 88 28760 Initialise the icon panel, score box and message line
112 131 28803 Check whether a character is on a roof with edges on each side
112 169 28841 Unused (1 byte)
112 170 28842 Check whether a policeman can spot Sam
112 213 28885 Unused (1 byte)
112 214 28886 Check whether a character is visible to passers-by
113 12 28940 Unused (2 bytes)
113 14 28942 Check whether a character is close enough to Sam to pick him up
113 75 29003 Unused (1 byte)
113 76 29004 Check whether a character is immobilised by a blown fuse
113 123 29051 Unused (1 byte)
113 124 29052 Make a policeman switch a light on if possible
113 140 29068 Unused (4 bytes)
113 144 29072 Set a character's destination to Sam's current location
113 160 29088 Set a policeman's destination to Sam's current location
113 172 29100 Send a policeman to Sam's last known whereabouts
113 221 29149 Make a gangster or policeman pick Sam up
114 10 29194 Vertical and horizontal ranges within which Sam can be spotted by a policeman
114 34 29218 Make a policeman start chasing Sam if appropriate
114 148 29332 Check whether Sam's disguise is known to the police
114 170 29354 Control a policeman (1)
114 177 29361 Control a policeman (2)
115 118 29558 Unused (1 byte)
115 119 29559 Make a policeman chase Sam or go to his last known whereabouts if appropriate
115 138 29578 Check whether Sam or a gangster is inside a region
115 157 29597 Check whether a gangster should start chasing Sam
115 192 29632 Unused (3 bytes)
115 195 29635 Locations of fuses
115 207 29647 x-coordinates of doors
115 228 29668 Show or hide the fuse, door, light bulb or phone in the icon panel (1)
116 20 29716 Clear the message line and display the first aid kits
116 35 29731 Unused (2 bytes)
116 37 29733 Show or hide the fuse, door, light bulb or phone in the icon panel (2)
116 155 29851 Unused (3 bytes)
116 158 29854 Check whether Sam is standing next to a telephone
116 170 29866 'F' pressed - fuse
116 198 29894 Unused (2 bytes)
116 200 29896 Addresses of Sam-handling routines
116 216 29912 Deal with Sam
117 0 29952 Process the event table
117 65 30017 Initialise the events and objects for a new game
117 91 30043 Initialise an event or object for a new game
117 100 30052 Unused (1 byte)
117 101 30053 Make the cash bonus/key sound effect
117 118 30070 'L' pressed - light on/off
117 140 30092 'B' pressed - raise/lower blind
117 163 30115 Unused (1 byte)
117 164 30116 Check whether Sam is standing next to a fuse that has not been blown yet
117 194 30146 Deal with Sam when his arm is raised
117 201 30153 Urgent message number
117 202 30154 Add an urgent message to the message queue
117 208 30160 Determine the interval between the last message and the next
117 246 30198 Ask Sam 'WHO'S THERE?' when he takes or makes a phone call
118 3 30211 Check whether Sam has found something and update the icon panel
118 188 30396 Deal with a character who is at the entrance to a building
118 221 30429 Check whether Sam is standing next to a ringing telephone
118 249 30457 Unused (1 byte)
118 250 30458 'T' pressed - telephone
119 47 30511 Check whether a character can answer the telephone that Sam is calling
119 110 30574 Unused (1 byte)
119 111 30575 Deal with Sam when he's on the phone and has been asked 'WHO'S THERE?'
119 162 30626 Unused (1 byte)
119 163 30627 Check whether there is a telephone message for Sam
119 211 30675 Deal with Sam when he's on the phone
120 102 30822 Prepare for a cutscene
120 249 30969 Unused (3 bytes)
120 252 30972 Check whether a message is in the message queue
121 13 30989 Display a cutscene
121 124 31100 Unused (4 bytes)
121 128 31104 Keypress offsets to use for Sam in demo mode
121 134 31110 Locations for Sam to visit in demo mode
121 150 31126 Collect a keypress during the game (or simulate one in demo mode)
121 228 31204 'G' pressed - get object
122 4 31236 Send the police after Sam
122 12 31244 Place a telephone call
122 23 31255 Check whether Sam has dialled a valid telephone number
122 52 31284 Unused routine
122 57 31289 Check whether Sam has entered a house through the front door without a key
122 87 31319 Make a gangster walk up or down until Sam arrives
122 106 31338 Make a gangster walk up and down while watching for Sam
122 130 31362 Make a gangster chase and pick up Sam
122 181 31413 Unused (1 byte)
122 182 31414 Increment the score and decrement Sam's cash supply at regular intervals
122 226 31458 Prepare the phone messages, events and objects for a new game
122 244 31476 Deal with Sam when he's being carried by a gangster or policeman
123 90 31578 Unused (2 bytes)
123 92 31580 Deal with a character who is standing next to the jail cell door
123 106 31594 Let Sam out of jail if necessary
123 154 31642 Make a policeman arrest Sam, and end the game if he cannot pay his bail
123 182 31670 Control the hook while it's flying
123 225 31713 'C' pressed - use hook
124 63 31807 Unused (1 byte)
124 64 31808 Check whether a character will soon be entering or leaving the hotel
124 199 31943 Unused (1 byte)
124 200 31944 Collect a character's destination coordinates from a command list
124 216 31960 Take the hook and budgie from Sam
124 254 31998 Check whether Sam should be chased by the police
125 9 32009 Set the attribute bytes for Sam's current disguise
125 28 32028 Object/key/cash/message location table
125 89 32089 Message 59: 'LANA ANSWERED 'OOH SAM! THEY KILLED MY FIANCE AND STOLE THE BUDGIE''
125 122 32122 Message 60: 'LANA ANSWERED 'OOH SAM! THAT CROOK THE FAT MAN'S JUST MOVED INTO NO 15''
125 155 32155 Message 61: 'SOMEONE GROWLED 'NO KEY EH!''
125 171 32171 Message 62: 'IT ALL WENT BLACK. AS I FELL SOMEONE FAT PUSHED PAST ME...'
125 255 32255 Unused (1 byte)
126 0 32256 Mirrored values of 0-255
127 0 32512 Screen refresh buffer
127 96 32608 Message buffer
127 129 32641 Submessage indicator and message addresses
127 145 32657 Unused
127 146 32658 Message 2: '{number}'
127 151 32663 Phone table entry address
127 153 32665 Time that Sam last lifted a ringing telephone
127 154 32666 ID of the telephone that Sam is calling
127 155 32667 Telephone call status flags
127 156 32668 Score
127 158 32670 Bucks
127 160 32672 Time the last message was displayed
127 162 32674 Blown fuse delay counters
127 168 32680 Icon panel status flags
127 169 32681 Main loop task timer
127 170 32682 Door knock status flags
127 180 32692 Blown fuse indicator
127 181 32693 Unused
127 182 32694 Fuse flags
127 183 32695 Index of the current message in the message queue
127 184 32696 Message queue
127 192 32704 Bullet buffer 1
127 196 32708 Bullet buffer 2
127 200 32712 Last value seen in the system variable FRAMES
127 201 32713 Current disguise
127 202 32714 Number string buffer
127 208 32720 Message 1: '{tens digit}/{name}'
127 210 32722 Message number to watch in the message queue
127 211 32723 ID of the telephone Sam is holding
127 212 32724 Time when the score was last incremented
127 214 32726 Unused
127 219 32731 Location the police should head for when looking for Sam
127 222 32734 Random number seed
127 224 32736 Unused
127 231 32743 Bullet timer
127 232 32744 Disguise status flags
127 233 32745 Object inventory
127 234 32746 Key inventory
127 235 32747 Police flags
127 236 32748 High score
127 238 32750 Game mode indicator
127 239 32751 Lives (first aid kits)
127 240 32752 Door status flags
127 250 32762 Input device indicator
127 251 32763 Number of the character just moved (215-229)
127 252 32764 Sam's status flags
127 253 32765 Last key pressed
127 254 32766 x-coordinate of the leftmost column of the play area on screen
127 255 32767 y-coordinate of the topmost row of the play area on screen
128 0 32768 Play area graphic data (tiles 0-255, base page 128)
136 0 34816 Play area graphic data (tiles 0-255, base page 136)
144 0 36864 Play area graphic data (tiles 0-255, base page 144)
152 0 38912 Play area graphic data (tiles 0-255, base page 152)
160 0 40960 Play area graphic data (tiles 0-20, base page 160, byte 1/8)
160 21 40981 Mask value 1/8
160 22 40982 Special location handler routine address
160 24 40984 Unused (1 byte)
160 25 40985 Direction indicators for a character facing left and going left
160 28 40988 Z''' values
160 30 40990 Play area tile back buffer byte 1/8
160 31 40991 Z''' values
161 0 41216 Play area graphic data (tiles 0-20, base page 160, byte 2/8)
161 21 41237 Mask value 2/8
161 22 41238 Special location handler routine address
161 24 41240 Unused (1 byte)
161 25 41241 Direction indicators for a character facing right and going right
161 28 41244 Play area tile references
161 30 41246 Play area tile back buffer byte 2/8
161 31 41247 Play area tile references
162 0 41472 Play area graphic data (tiles 0-20, base page 160, byte 3/8)
162 21 41493 Mask value 3/8
162 22 41494 Special location handler routine address
162 24 41496 Direction indicators for a character facing left and going up
162 28 41500 Z''' values
162 30 41502 Play area tile back buffer byte 3/8
162 31 41503 Z''' values
163 0 41728 Play area graphic data (tiles 0-20, base page 160, byte 4/8)
163 21 41749 Mask value 4/8
163 22 41750 Special location handler routine address
163 24 41752 Direction indicators for a character facing right and going up
163 28 41756 Play area tile references
163 30 41758 Play area tile back buffer byte 4/8
163 31 41759 Play area tile references
164 0 41984 Play area graphic data (tiles 0-20, base page 160, byte 5/8)
164 21 42005 Mask value 5/8
164 22 42006 Special location handler routine address
164 24 42008 Direction indicators for a character facing left and going down
164 28 42012 Z''' values
164 30 42014 Play area tile back buffer byte 5/8
164 31 42015 Z''' values
165 0 42240 Play area graphic data (tiles 0-20, base page 160, byte 6/8)
165 21 42261 Mask value 6/8
165 22 42262 Special location handler routine address
165 24 42264 Direction indicators for a character facing right and going down
165 28 42268 Play area tile references
165 30 42270 Play area tile back buffer byte 6/8
165 31 42271 Play area tile references
166 0 42496 Play area graphic data (tiles 0-20, base page 160, byte 7/8)
166 21 42517 Mask value 7/8
166 22 42518 Special location handler routine address
166 24 42520 Unused (4 bytes)
166 28 42524 Z''' values
166 30 42526 Play area tile back buffer byte 7/8
166 31 42527 Z''' values
167 0 42752 Play area graphic data (tiles 0-20, base page 160, byte 8/8)
167 21 42773 Mask value 8/8
167 22 42774 Unused (6 bytes)
167 28 42780 Play area tile references
167 30 42782 Play area tile back buffer byte 8/8
167 31 42783 Play area tile references
168 0 43008 Play area attribute data
168 28 43036 Z''' values
168 30 43038 Play area tile back buffer attribute byte
168 31 43039 Unused (81 bytes)
168 112 43120 Z''' values
169 0 43264 Play area attribute data
169 28 43292 Play area tile references
170 0 43520 Play area attribute data
170 28 43548 Z''' values
170 30 43550 Unused (82 bytes)
170 112 43632 Z''' values
171 0 43776 Play area attribute data
171 28 43804 Play area tile references
171 30 43806 Unused (82 bytes)
171 112 43888 Play area tile references
172 0 44032 Z''' values
173 0 44288 Play area tile references
174 0 44544 Z''' values
175 0 44800 Play area tile references
176 0 45056 Z''' values
177 0 45312 Play area tile references
178 0 45568 Z''' values
179 0 45824 Play area tile references
180 0 46080 Z''' values
181 0 46336 Play area tile references
182 0 46592 Z''' values
183 0 46848 Play area tile references
184 0 47104 Z values (0<=y<=5)
184 32 47136 Play area tile attribute address LSBs (0<=y<=5)
184 64 47168 Window flags (0<=y<=5)
184 96 47200 Location descriptors (x-coordinate 66)
184 101 47205 Unused (2 bytes)
184 103 47207 Location descriptors (x-coordinate 67)
184 108 47212 Unused (4 bytes)
184 112 47216 Location descriptors (x-coordinate 68)
184 119 47223 Unused (2 bytes)
184 121 47225 Location descriptors (x-coordinate 69)
184 126 47230 Unused (2 bytes)
184 128 47232 Z'' values (8|x)
184 230 47334 Location descriptors (x-coordinates 13, 197)
184 247 47351 Location descriptors (x-coordinate 38)
184 250 47354 Location descriptors (x-coordinates 40, 112, 208)
185 0 47360 Z values (6<=y<=11)
185 32 47392 Play area tile attribute address LSBs (6<=y<=11)
185 64 47424 5th floor window flags (6<=y<=11)
185 96 47456 Location descriptors (x-coordinate 91)
185 105 47465 Unused (2 bytes)
185 107 47467 Location descriptors (x-coordinate 90)
185 116 47476 Unused (4 bytes)
185 120 47480 Location descriptors (x-coordinate 76)
185 126 47486 Unused (2 bytes)
185 128 47488 Z'' values (8|x-1)
185 230 47590 Location descriptors (x-coordinates 22, 149, 205, 222)
185 247 47607 Location descriptors (x-coordinate 39)
185 254 47614 Unused (2 bytes)
186 0 47616 Z values (12<=y<=17)
186 32 47648 Play area tile attribute address LSBs (12<=y<=17)
186 64 47680 4th floor window flags (12<=y<=17)
186 96 47712 Location descriptors (x-coordinate 74)
186 100 47716 Location descriptors (x-coordinate 77)
186 106 47722 Location descriptors (x-coordinate 81)
186 114 47730 Location descriptors (x-coordinate 78)
186 119 47735 Unused (3 bytes)
186 122 47738 Location descriptors (x-coordinate 82)
186 128 47744 Z'' values (8|x-2)
186 230 47846 Location descriptors (x-coordinates 32, 57, 103, 125, 150, 207)
186 243 47859 Unused (1 byte)
186 244 47860 Location descriptors (x-coordinates 53, 62, 100, 254)
187 0 47872 Z values (18<=y<=23)
187 32 47904 Play area tile attribute address LSBs (18<=y<=23)
187 64 47936 3rd floor window flags (18<=y<=23)
187 96 47968 Unused (2 bytes)
187 98 47970 Location descriptors (x-coordinate 92)
187 103 47975 Unused (17 bytes)
187 120 47992 Location descriptors (x-coordinate 83)
187 124 47996 Location descriptors (x-coordinate 86)
187 128 48000 Z'' values (8|x-3)
187 230 48102 Location descriptors (x-coordinates 43, 115, 211)
187 250 48122 Unused (6 bytes)
188 0 48128 Z values (24<=y<=29)
188 32 48160 Play area tile attribute address LSBs (24<=y<=29)
188 64 48192 2nd floor window flags (24<=y<=29)
188 96 48224 Unused (14 bytes)
188 110 48238 Location descriptors (x-coordinate 75)
188 116 48244 Unused (12 bytes)
188 128 48256 Z'' values (8|x-4)
188 230 48358 Location descriptors (x-coordinates 42, 114, 210)
188 248 48376 Unused (4 bytes)
188 252 48380 Location descriptors (x-coordinate 71)
189 0 48384 Z values (30<=y<=35)
189 32 48416 Play area tile attribute address LSBs (30<=y<=35)
189 64 48448 1st floor window flags (30<=y<=35)
189 96 48480 Location descriptors (x-coordinates 126, 151, 182, 183)
189 107 48491 Unused (10 bytes)
189 117 48501 Location descriptors (x-coordinate 118)
189 121 48505 Unused (2 bytes)
189 123 48507 Location descriptors (x-coordinate 124)
189 127 48511 Unused (1 byte)
189 128 48512 Z'' values (8|x-5)
189 230 48614 Location descriptors (x-coordinates 41, 113, 209)
189 241 48625 Unused (15 bytes)
190 0 48640 Z values (36<=y<=39)
190 32 48672 Play area tile attribute address LSBs (36<=y<=39)
190 64 48704 Window flags (36<=y<=39)
190 96 48736 Location descriptors (x-coordinates 45, 117, 213)
190 119 48759 Location descriptors (x-coordinate 135)
190 128 48768 Z'' values (8|x-6)
190 230 48870 Location descriptors (x-coordinates 44, 116, 212)
190 253 48893 Location descriptors (x-coordinate 133)
191 0 48896 Z' values
191 101 48997 Unused (1 byte)
191 102 48998 Location descriptors (x-coordinate 80)
191 105 49001 Unused (1 byte)
191 106 49002 Location descriptors (x-coordinate 65)
191 109 49005 Unused (4 bytes)
191 113 49009 Location descriptors (x-coordinate 190)
191 126 49022 Unused (2 bytes)
191 128 49024 Z'' values (8|x-7)
191 230 49126 Location descriptors (x-coordinate 88)
191 237 49133 Location descriptors (x-coordinate 89)
191 248 49144 Unused (2 bytes)
191 250 49146 Location descriptors (x-coordinate 79)
191 255 49151 Unused (1 byte)
192 0 49152 Play area foreground tile references
192 254 49406 Unused (2 bytes)
193 0 49408 Play area foreground tile references
193 254 49662 Unused (3 bytes)
194 1 49665 Location descriptors (x-coordinate 136)
194 20 49684 Location descriptors (x-coordinate 137)
194 44 49708 Unused (2 bytes)
194 46 49710 Location descriptors (x-coordinate 138)
194 66 49730 Unused (1 byte)
194 67 49731 Location descriptors (x-coordinate 139)
194 78 49742 Unused (10 bytes)
194 88 49752 Location descriptors (x-coordinate 148)
194 93 49757 Location descriptors (x-coordinates 152, 232, 248)
194 98 49762 Unused (2 bytes)
194 100 49764 Location descriptors (x-coordinates 153, 233, 249)
194 113 49777 Unused (1 byte)
194 114 49778 Location descriptors (x-coordinates 154, 234, 250)
194 127 49791 Unused (1 byte)
194 128 49792 Location descriptors (x-coordinate 155, 235, 251)
194 152 49816 Unused (1 byte)
194 153 49817 Location descriptors (x-coordinates 156, 236, 252)
194 177 49841 Unused (1 byte)
194 178 49842 Location descriptors (x-coordinates 157, 237, 253)
194 187 49851 Location descriptors (x-coordinates 158, 238)
194 198 49862 Unused (2 bytes)
194 200 49864 Location descriptors (x-coordinate 181)
194 212 49876 Location descriptors (x-coordinate 175)
194 225 49889 Unused (1 byte)
194 226 49890 Location descriptors (x-coordinate 177)
194 238 49902 Unused (1 byte)
194 239 49903 Location descriptors (x-coordinate 178)
194 248 49912 Unused (1 byte)
194 249 49913 Location descriptors (x-coordinate 15)
195 0 49920 Unused (1 byte)
195 1 49921 Location descriptors (x-coordinate 179)
195 12 49932 Location descriptors (x-coordinate 180)
195 25 49945 Location descriptors (x-coordinate 184)
195 32 49952 Location descriptors (most x-coordinates)
195 48 49968 Keypress offset table
195 128 50048 Location descriptors (x-coordinates 223, 239)
195 145 50065 Location descriptors (x-coordinate 225)
195 148 50068 Location descriptors (x-coordinate 226)
195 151 50071 Unused (1 byte)
195 152 50072 Location descriptors (x-coordinates 7, 231, 247)
195 164 50084 Location descriptors (x-coordinates 6, 230, 246)
195 167 50087 Location descriptors (x-coordinates 9, 193)
195 170 50090 Location descriptors (x-coordinates 11, 195)
195 190 50110 Location descriptors (x-coordinates 10, 194)
195 201 50121 Location descriptors (x-coordinates 12, 196)
195 213 50133 Location descriptors (x-coordinates 16, 224, 240)
195 219 50139 Location descriptors (x-coordinates 14, 30, 198)
195 242 50162 Location descriptors (x-coordinates 21, 147, 204)
195 245 50165 Location descriptors (x-coordinates 23, 206)
195 249 50169 Unused (7 bytes)
196 0 50176 Location descriptors (all x-coordinates, z=4)
197 0 50432 Location descriptor address LSBs
198 0 50688 Location descriptor address MSBs
199 0 50944 Sprite tile graphic data (UDG byte 1/8)
200 0 51200 Sprite tile graphic data (mask byte 1/8)
201 0 51456 Sprite tile graphic data (UDG byte 2/8)
202 0 51712 Sprite tile graphic data (mask byte 2/8)
203 0 51968 Sprite tile graphic data (UDG byte 3/8)
204 0 52224 Sprite tile graphic data (mask byte 3/8)
205 0 52480 Sprite tile graphic data (UDG byte 4/8)
206 0 52736 Sprite tile graphic data (mask byte 4/8)
207 0 52992 Sprite tile graphic data (UDG byte 5/8)
208 0 53248 Sprite tile graphic data (mask byte 5/8)
209 0 53504 Sprite tile graphic data (UDG byte 6/8)
210 0 53760 Sprite tile graphic data (mask byte 6/8)
211 0 54016 Sprite tile graphic data (UDG byte 7/8)
212 0 54272 Sprite tile graphic data (mask byte 7/8)
213 0 54528 Sprite tile graphic data (UDG byte 8/8)
214 0 54784 Sprite tile graphic data (mask byte 8/8)
215 0 55040 Character buffers for character group 215
215 125 55165 Unused (1 byte)
215 126 55166 Sprite tile graphic data for Sam in disguise (UDG byte 1/8)
215 129 55169 Sprite tile references (tile 0, animatory states 0-127)
216 0 55296 Character buffers for character group 216
216 125 55421 Unused (1 byte)
216 126 55422 Sprite tile graphic data for Sam in disguise (mask byte 1/8)
216 129 55425 Sprite tile references (tile 1, animatory states 0-127)
217 0 55552 Character buffers for character group 217
217 125 55677 Unused (1 byte)
217 126 55678 Sprite tile graphic data for Sam in disguise (UDG byte 2/8)
217 129 55681 Sprite tile references (tile 2, animatory states 0-127)
218 0 55808 Character buffers for character group 218
218 125 55933 Unused (1 byte)
218 126 55934 Sprite tile graphic data for Sam in disguise (mask byte 2/8)
218 129 55937 Sprite tile references (tile 3, animatory states 0-127)
219 0 56064 Character buffers for character group 219
219 125 56189 Unused (1 byte)
219 126 56190 Sprite tile graphic data for Sam in disguise (UDG byte 3/8)
219 129 56193 Sprite tile references (tile 4, animatory states 0-119)
219 248 56312 Unused (8 bytes)
220 0 56320 Character buffers for character group 220
220 125 56445 Unused (1 byte)
220 126 56446 Sprite tile graphic data for Sam in disguise (mask byte 3/8)
220 129 56449 Sprite tile references (tile 5, animatory states 0-119)
220 248 56568 Unused (8 bytes)
221 0 56576 Character buffers for character group 221
221 125 56701 Unused (1 byte)
221 126 56702 Sprite tile graphic data for Sam in disguise (UDG byte 4/8)
221 129 56705 Sprite tile references (tile 6, animatory states 0-119)
221 248 56824 Unused (8 bytes)
222 0 56832 Character buffer for character 222
222 32 56864 Initialisation parameters for character 222
222 62 56894 Sprite tile references used by Sam in disguise
222 78 56910 Unused (48 bytes)
222 126 56958 Sprite tile graphic data for Sam in disguise (mask byte 4/8)
222 129 56961 Sprite tile references (tile 7, animatory states 0-119)
222 248 57080 Unused (8 bytes)
223 0 57088 Character buffer for character 223
223 32 57120 Initialisation parameters for character 223
223 62 57150 Sprite tile references for Sam in disguise 0
223 77 57165 Unused (3 bytes)
223 80 57168 Sprite tile graphic data for Sam in disguise (byte pairs 1/8)
223 126 57214 Sprite tile graphic data for Sam in disguise (UDG byte 5/8)
223 129 57217 Sprite tile references (tile 8, animatory states 0-119)
223 248 57336 Unused (8 bytes)
224 0 57344 Character buffer for character 224
224 32 57376 Initialisation parameters for character 224
224 62 57406 Sprite tile references for Sam in disguise 1
224 77 57421 Unused (3 bytes)
224 80 57424 Sprite tile graphic data for Sam in disguise (byte pairs 2/8)
224 126 57470 Sprite tile graphic data for Sam in disguise (mask byte 5/8)
224 129 57473 Sprite tile references (tile 9, animatory states 0-119)
224 248 57592 Unused (8 bytes)
225 0 57600 Character buffer for character 225
225 32 57632 Initialisation parameters for character 225
225 62 57662 Sprite tile references for Sam in disguise 2
225 77 57677 Unused (3 bytes)
225 80 57680 Sprite tile graphic data for Sam in disguise (byte pairs 3/8)
225 126 57726 Sprite tile graphic data for Sam in disguise (UDG byte 6/8)
225 129 57729 Sprite tile references (tile 10, animatory states 0-119)
225 248 57848 Unused (8 bytes)
226 0 57856 Character buffer for character 226
226 32 57888 Initialisation parameters for character 226
226 62 57918 Sprite tile references for Sam in disguise 3
226 77 57933 Unused (3 bytes)
226 80 57936 Sprite tile graphic data for Sam in disguise (byte pairs 4/8)
226 126 57982 Sprite tile graphic data for Sam in disguise (mask byte 6/8)
226 129 57985 Sprite tile references (tile 11, animatory states 0-119)
226 248 58104 Unused (8 bytes)
227 0 58112 Character buffer for character 227
227 32 58144 Initialisation parameters for character 227
227 62 58174 Sprite tile references for Sam in disguise 4
227 77 58189 Unused (3 bytes)
227 80 58192 Sprite tile graphic data for Sam in disguise (byte pairs 5/8)
227 126 58238 Sprite tile graphic data for Sam in disguise (UDG byte 7/8)
227 129 58241 Sprite tile references (tile 12, animatory states 0-119)
227 248 58360 Unused (8 bytes)
228 0 58368 Character buffer for character 228
228 32 58400 Initialisation parameters for character 228
228 62 58430 Sprite tile references for Sam in disguise 5
228 77 58445 Unused (3 bytes)
228 80 58448 Sprite tile graphic data for Sam in disguise (byte pairs 6/8)
228 126 58494 Sprite tile graphic data for Sam in disguise (mask byte 7/8)
228 129 58497 Sprite tile references (tile 13, animatory states 0-119)
228 248 58616 Unused (8 bytes)
229 0 58624 Character buffer for character 229
229 32 58656 Initialisation parameters for character 229
229 62 58686 Sprite tile references for Sam in disguise 6
229 77 58701 Unused (3 bytes)
229 80 58704 Sprite tile graphic data for Sam in disguise (byte pairs 7/8)
229 126 58750 Sprite tile graphic data for Sam in disguise (UDG byte 8/8)
229 129 58753 Sprite tile references (tile 14, animatory states 0-119)
229 248 58872 Unused (8 bytes)
230 0 58880 Character buffer for Sam
230 32 58912 Initialisation parameters for Sam
230 62 58942 Sprite tile references for Sam in disguise 7
230 77 58957 Unused (3 bytes)
230 80 58960 Sprite tile graphic data for Sam in disguise (byte pairs 8/8)
230 126 59006 Sprite tile graphic data for Sam in disguise (mask byte 8/8)
230 241 59121 Unused (15 bytes)
231 0 59136 Copy a play area tile into the back buffer
231 12 59148 Print a tile
231 230 59366 Unused (2 bytes)
231 232 59368 Move a row of the screen left, right, up or down
232 13 59405 Unused (1 byte)
232 14 59406 Scroll the screen left 8 columns
232 66 59458 Unused (3 bytes)
232 69 59461 Scroll the screen right 8 columns
232 121 59513 Unused (3 bytes)
232 124 59516 Scroll the screen up 6 rows
232 180 59572 Unused (3 bytes)
232 183 59575 Scroll the screen down 6 rows
232 240 59632 Unused (3 bytes)
232 243 59635 Superimpose sprite tiles onto a tile of the play area
233 191 59839 Unused (9 bytes)
233 200 59848 Update the SRB for a character's current animatory state and location
233 213 59861 Update a character's animatory state and location and update the SRB
234 128 60032 Update the display
234 178 60082 Get the keypress offset of the last key pressed (1)
234 216 60120 Unused (1 byte)
234 217 60121 Get the ASCII code of the last key pressed
234 237 60141 Unused (5 bytes)
234 242 60146 Get the keypress offset of the last key pressed (2)
234 248 60152 Check whether a character is on the sidewalk or road
235 19 60179 Obtain descriptors for a character's current location
235 131 60291 Unused (2 bytes)
235 133 60293 Make a character stand up if he's lying down
235 155 60315 Make a character move up
235 174 60334 Make a character move right
235 187 60347 Make a character move left
236 88 60504 Unused (2 bytes)
236 90 60506 Move a character from the midstride or mid-action position and update the SRB
236 105 60521 Make a sound effect
236 123 60539 Move Sam from the midstride or mid-action position and scroll the screen if necessary
236 208 60624 Unused (2 bytes)
236 210 60626 'Q' pressed - up
236 215 60631 'A' pressed - down
236 220 60636 'P' pressed - right
236 225 60641 'O' pressed - left
236 253 60669 Unused (3 bytes)
237 0 60672 Addresses of keypress handling routines
237 42 60714 Unused (6 bytes)
237 48 60720 Obtain location descriptors for a character standing next to a closed door
237 54 60726 Obtain an identifier for a character's current location
237 138 60810 Unused (2 bytes)
237 140 60812 Determine the next move a character should make to reach his destination
239 2 61186 Unused (8 bytes)
239 10 61194 Region identifier tables
240 0 61440 Perform various main loop tasks
240 26 61466 Unused (17 bytes)
240 43 61483 Main loop
240 127 61567 Unused (1 byte)
240 128 61568 Update the icon panel, draw the bullets, and scan the event table
240 157 61597 Unused (3 bytes)
240 160 61600 Start (continued)
240 163 61603 Unused routine
240 172 61612 Unused routine
240 178 61618 Unused routine
240 190 61630 End a cutscene
240 249 61689 Unused (7 bytes)
241 0 61696 Open or close a door and update the screen refresh buffer
241 68 61764 Close any doors that need closing
241 94 61790 Unused (1 byte)
241 95 61791 Collect one byte from a command list
241 113 61809 Copy two bytes from a command list into a character's buffer
241 127 61823 Get a random number
241 142 61838 Cycle a character buffer group forwards and scroll the screen right 8 columns
241 186 61882 Cycle a character buffer group backwards and scroll the screen left 8 columns
241 227 61923 Check for keypresses when Sam is on the phone
241 252 61948 Move the characters
242 128 62080 Terminate a command
242 147 62099 Check whether the door that a character is standing next to is closed
242 167 62119 Unused (1 byte)
242 168 62120 Check whether a character can open a door
242 221 62173 Unused (4 bytes)
242 225 62177 Key ownership flags
242 240 62192 'K' pressed - knock on or open a door
243 4 62212 Make Sam raise his arm
243 8 62216 Deal with Sam when he has knocked on or is opening a door
243 54 62262 Unused (2 bytes)
243 56 62264 Make a character knock on a door or open it with a key
243 70 62278 Control a character who is knocking on or opening a door (1)
243 89 62297 Control a character who has knocked on a door and is waiting for an answer
243 117 62325 Control a character who is knocking on or opening a door (2)
243 131 62339 Control a character who is knocking on or opening a door (3)
243 155 62363 Unused (5 bytes)
243 160 62368 Update the SRB for a window
244 1 62465 Unused (3 bytes)
244 4 62468 Decrement and check the blown fuse delay counters
244 54 62518 Check whether a character is standing next to a light switch
244 133 62597 Make a character flip a light switch off or on occasionally
244 230 62694 Make a character flip a light switch on or off occasionally
244 251 62715 Unused (5 bytes)
245 0 62720 Fixture locations
245 160 62880 Make a character flip a light switch off occasionally
245 172 62892 Guide a character up or down staircases
245 205 62925 Unused (1 byte)
245 206 62926 Guide a character across a floor to his destination
245 246 62966 Unused routine
245 251 62971 Guide a character from one spot on the sidewalk or road to another
246 0 62976 Make a character go to a location
246 134 63110 Make a character stop running and restart the command list
246 141 63117 Unused (1 byte)
246 142 63118 Check whether a gangster is midstride or has his arm raised
246 152 63128 Check whether a character is midstride
246 161 63137 Unused (1 byte)
246 162 63138 Calculate the x-coordinate of the front column of a character's sprite
246 176 63152 Check whether a character is standing next to a light switch or window blind
246 220 63196 Unused (2 bytes)
246 222 63198 Restart the command list
246 229 63205 Unused (4 bytes)
246 233 63209 Make a character walk up or down
247 49 63281 Make a character drop Sam
247 72 63304 Make a character walk up and down until somebody knocks on a door
247 154 63386 Initialise a cat's interruptible subcommand
247 171 63403 Initialise and execute an interruptible subcommand
247 176 63408 Unused (1 byte)
247 177 63409 Change the primary command routine address
247 191 63423 Make a character open a door that has been knocked on
247 205 63437 Open a door
247 218 63450 Collect the window flags for a play area tile
247 240 63472 Initialise the character buffers for character groups 215-221
248 31 63519 Unused (1 byte)
248 32 63520 Make a character walk up and down for a while
248 42 63530 Control a cat
248 70 63558 Make a cat run up or down
248 126 63614 Initialise the character buffers for characters 222-230
248 174 63662 Prepare for demo mode or a new game
249 5 63749 Check whether a character is in the correct spot to enter a building
249 30 63774 Check whether a character should enter a building or knock first
249 40 63784 Prepare the sprite tiles used by a character when lying down
249 93 63837 Unused (1 byte)
249 94 63838 Change Sam's disguise
249 209 63953 Unused (1 byte)
249 210 63954 Knock a character over
249 237 63981 Initialise an uninterruptible subcommand if possible
249 250 63994 Initialise an uninterruptible subcommand
250 4 64004 Unused (1 byte)
250 5 64005 Deal with a character who has been knocked over
250 121 64121 Check whether there are any messages remaining in the message queue
250 130 64130 Unused (1 byte)
250 131 64131 Deal with a character who has nearly recovered from being knocked over
250 162 64162 Check whether a falling character has hit anyone on the head
250 216 64216 Unused (2 bytes)
250 218 64218 'D' pressed - change disguise
250 227 64227 Move a falling character to the next point in his descent
251 67 64323 Unused (3 bytes)
251 70 64326 Landing y-coordinates
251 75 64331 Control a character who has stepped off the roof of a building
251 82 64338 Deal with a character who is about to step off the roof of a building
252 0 64512 Deal with a character who is stepping onto or over the roof of no. 19
252 37 64549 Add or remove the rope above the roof of no. 19
252 67 64579 Unused (3 bytes)
252 70 64582 Generate the table of mirrored values of 0-255
252 87 64599 Hide the play area
252 106 64618 Scroll the screen up and down 7 times
252 226 64738 Unused (2 bytes)
252 228 64740 Make a sound effect
252 242 64754 Unused (2 bytes)
252 244 64756 Command list: Patrol duty
252 252 64764 Command list: Jail cell duty
253 12 64780 Region definitions used by the gangster on the catwalk
253 22 64790 Command list: Keep guard on the catwalk
253 38 64806 Region definitions used by Al at no. 74
253 48 64816 Command list: Guard the hook at no. 74
253 68 64836 Region definitions used by the gangster at no. 19
253 78 64846 Command list: Keep guard at no. 19
253 100 64868 Region definitions used by the gangster in game mode 4
253 110 64878 Command list: Chase Sam for ever
253 118 64886 Command list: Control a banknote
253 120 64888 Command list: Control a banknote (unless Sam's got the hook)
253 122 64890 Command list: Control the sniper
253 124 64892 Region definitions used by the gangster outside the police station
253 134 64902 Command list: Keep guard outside the police station
253 150 64918 Command list: Patrol duty (demo mode)
253 160 64928 Command list: Control the fat man
253 172 64940 Command list: Go to Sam's office
253 180 64948 Command list: No. 31 walkabout
253 196 64964 Command list: No. 15 walkabout
253 208 64976 Command list: Shops walkabout
253 222 64990 Unused (1 byte)
253 223 64991 Command list: Hotel walkabout
253 233 65001 Unused (1 byte)
253 234 65002 Command list: No. 15 walkabout
253 248 65016 Command list: No. 74 walkabout
254 6 65030 Command list: Hotel walkabout
254 20 65044 Command list: Apartment building walkabout
254 34 65058 Unused (1 byte)
254 35 65059 Command list: Front door duty at no. 15
254 51 65075 Unused (1 byte)
254 52 65076 Command list: Control Daisy
254 70 65094 Unused (3 bytes)
254 73 65097 Command list: Apartment building walkabout
254 87 65111 Unused (1 byte)
254 88 65112 Command list: Front door duty at no. 74
254 118 65142 Unused (1 byte)
254 119 65143 Command list: Front door duty at no. 31
254 135 65159 Unused (11 bytes)
254 146 65170 Command list: Control a cat
254 148 65172 Command list: Do nothing
254 150 65174 Command list: Walk up and down for ever
254 154 65178 Command list: Apartment building walkabout
254 160 65184 Command list: Apartment building walkabout
254 174 65198 Initialisation parameters for character group 215
254 204 65228 Initialisation parameters for character group 216
254 234 65258 Initialisation parameters for character group 217
255 8 65288 Initialisation parameters for character group 218
255 38 65318 Initialisation parameters for character group 219
255 68 65348 Initialisation parameters for character group 220
255 98 65378 Initialisation parameters for character group 221
255 128 65408 Location descriptors (x-coordinate 176)
255 147 65427 Unused (5 bytes)
255 152 65432 Building entrance x-coordinates
255 182 65462 Door locations
255 192 65472 Locations affected by blown fuses
255 224 65504 Game status buffer template