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Memory map |
Page | Byte | Address | Length | Description |
---|---|---|---|---|
91 | 0 | 23296 | 70 |
Message 55: 'A VOICE SAID 'ED - TELL THE OIL MAN THAT THE KEY TO THE FAT MANS HOUSE IS AT NO 31 AND THAT THE BOSS WANTS TO SEE YOU BOTH AT NO 19''
|
91 | 70 | 23366 | 56 |
Message 56: 'DAISY SAID 'LANA RANG - SHE HAD TO GET OUT IN A HURRY - OH AND I HEARD NOISES IN THE CEILING''
|
91 | 126 | 23422 | 19 |
Message 57: 'OK ED - THE FAT MAN HAS THE KEY TO NO 27'
|
91 | 145 | 23441 | 42 |
Message 58: 'DAISY SAID 'LANA RANG - HER NEW NUMBERS 7162. THE POLICE WERE HERE''
|
91 | 187 | 23483 | 45 |
Message 70: 'SOMEONE BELOW SAID 'CRUISE WAS DRESSED AS THE OIL MAN. DONT LET ANYONE PAST''
|
91 | 232 | 23528 | 23 |
Message 71: 'THERES A SAFE WITH 4 LOCKS'
|
93 | 96 | 23904 | 50 |
Message 63: 'DAISY SAID 'SAM - A GANGSTER'S WATCHING FOR YOU OUTSIDE THE POLICE STATION''
|
93 | 146 | 23954 | 30 |
Message 76: 'DAISY SAID 'LANA RANG - THAT FAT MAN HAS TWO KEYS NOT JUST ONE ''
|
93 | 176 | 23984 | 35 |
Message 64: 'A VOICE SAID 'OK FATS THE HOOK'S AT NO 74 AND ALS GUARDING IT''
|
93 | 211 | 24019 | 50 |
Message 66: 'A VOICE SAID 'OK LANA THE KEY TO 74'S IN THE ROOM PAST THE CATWALK BUT THERE'S A GUARD''
|
94 | 5 | 24069 | 92 |
Message 67: 'SOMEONE HIT ME. I PLAYED DEAD. TWO MEN WALKED OFF. ONE SAID 'HEY DON AINT YOU SCARED THAT CRUISE WILL GET UP TO YOUR ROOM WHEN ALS ON THE PHONE ?''
|
94 | 97 | 24161 | 20 |
Message 68: 'DAISY SAID 'ALS NUMBER'S 6124''
|
94 | 117 | 24181 | 49 |
Message 69: 'TECHNICAL SERVICES HERE. TO USE A HOOK GET TO RIGHT PLACE AND PRESS C'
|
94 | 166 | 24230 | 33 |
Message 72: 'LANA ANSWERED 'OOH SAM! YOUVE GOT THE BIRD. SEE YOU IN YOUR OFFICE''
|
94 | 199 | 24263 | 162 |
Message 73: 'I STARED AT THE LOVELY LANA WAS IT THOSE RUBY LIPS OR THE SLIM AUTOMATIC THAT TRANSFIXED ME? SHE SAID 'THANK YOU FOR THE BUDGIE SAM . ITS PRICELESS. IVE ALREADY KILLED ONCE FOR IT. AND NOW ITS GOODBYE SAM ''
|
95 | 105 | 24425 | 89 |
Message 74: 'SHE'S IN JAIL NOW. ANOTHER CASE SOLVED. BUT NOW THE MOB KNOWS IVE GOT THE BUDGIE AND THEYRE AFTER ME . .'
|
95 | 194 | 24514 | 10 |
Message 75: 'SHE FIRED'
|
95 | 204 | 24524 | 10 |
Message 97: 'JOYSTICK?'
|
95 | 214 | 24534 | 10 |
Unused
|
95 | 224 | 24544 | 275 |
Event table
|
96 | 243 | 24819 | 13 |
Unused
|
97 | 0 | 24832 | 82 |
Deal with Sam while he's transfixed by Lana
|
97 | 82 | 24914 | 10 |
Prepare for the next game mode
|
97 | 92 | 24924 | 1 |
Unused
|
97 | 93 | 24925 | 26 |
Reset a gangster's location and restart the command list
|
97 | 119 | 24951 | 68 |
'J' pressed - joystick
|
97 | 187 | 25019 | 10 |
Keypress offset patch table for keys 0-9 (Kempston/Cursor/None)
|
97 | 197 | 25029 | 10 |
Keypress offset patch table for keys 0-9 (Int2)
|
97 | 207 | 25039 | 27 |
Add a random number of bucks to Sam's total
|
97 | 234 | 25066 | 8 |
Command list: Keep guard at no. 15
|
97 | 242 | 25074 | 7 |
Check whether a gangster is close enough to Sam to pick him up
|
97 | 249 | 25081 | 7 |
Make the gangster at no. 15 lie in wait for Sam
|
98 | 0 | 25088 | 17 |
Make a sound effect
|
98 | 17 | 25105 | 1 |
Unused
|
98 | 18 | 25106 | 7 |
Potential x-coordinates for the sniper
|
98 | 25 | 25113 | 5 |
Unused
|
98 | 30 | 25118 | 188 |
Control the sniper while active
|
98 | 218 | 25306 | 1 |
Unused
|
98 | 219 | 25307 | 78 |
Control the sniper
|
99 | 41 | 25385 | 9 |
Make a gangster chase Sam
|
99 | 50 | 25394 | 1 |
Unused
|
99 | 51 | 25395 | 25 |
Banknote animation table
|
99 | 76 | 25420 | 119 |
Control a banknote
|
99 | 195 | 25539 | 61 |
Check whether Sam has somersaulted onto a banknote
|
100 | 0 | 25600 | 18 |
Copy source sprite tiles over target sprite tiles
|
100 | 18 | 25618 | 105 |
Prepare sprite tiles used by Sam when somersaulting or rolling
|
100 | 123 | 25723 | 1 |
Unused
|
100 | 124 | 25724 | 24 |
Animation phase table for Sam when rolling
|
100 | 148 | 25748 | 36 |
Animation phase table for Sam when somersaulting
|
100 | 184 | 25784 | 5 |
'R' pressed - forward roll
|
100 | 189 | 25789 | 129 |
'S' pressed - somersault
|
101 | 62 | 25918 | 26 |
Check whether Sam can roll or somersault from his current location
|
101 | 88 | 25944 | 45 |
Determine Sam's location
|
101 | 133 | 25989 | 1 |
Unused
|
101 | 134 | 25990 | 9 |
Sprite tile references susceptible to bullet impact
|
101 | 143 | 25999 | 3 |
Unused
|
101 | 146 | 26002 | 73 |
Check whether Sam has been hit by a bullet
|
101 | 219 | 26075 | 147 |
Move and draw the bullets
|
102 | 110 | 26222 | 2 |
Unused
|
102 | 112 | 26224 | 104 |
Update the sniper's sprite tile references
|
102 | 216 | 26328 | 24 |
Check whether Sam is within firing range of the sniper
|
102 | 240 | 26352 | 8 |
Make the sound effect of Sam being hit by a bullet
|
102 | 248 | 26360 | 8 |
Unused
|
103 | 0 | 26368 | 6 |
Message 3: 'PRESS'
|
103 | 6 | 26374 | 4 |
Message 4: 'KEY'
|
103 | 10 | 26378 | 5 |
Message 5: 'PLAY'
|
103 | 15 | 26383 | 8 |
Message 6: ' RIGHT '
|
103 | 23 | 26391 | 6 |
Message 7: ' WHEN'
|
103 | 29 | 26397 | 11 |
Message 8: 'RATCATCHER'
|
103 | 40 | 26408 | 13 |
Message 9: 'POLICE CHIEF'
|
103 | 53 | 26421 | 14 |
Message 10: 'CHICAGO BEARS'
|
103 | 67 | 26435 | 9 |
Message 11: 'REVENUE MAN'
|
103 | 76 | 26444 | 18 |
Message 12: 'VIOLIN CASE MAKER'
|
103 | 94 | 26462 | 9 |
Message 13: 'GARBAGE MAN'
|
103 | 103 | 26471 | 11 |
Message 14: 'JAMES GANG'
|
103 | 114 | 26482 | 15 |
Message 15: 'RENT COLLECTOR'
|
103 | 129 | 26497 | 12 |
Message 16: 'MAKE COFFEE'
|
103 | 141 | 26509 | 9 |
Message 17: 'TAPDANCE'
|
103 | 150 | 26518 | 11 |
Message 18: 'SCUBA DIVE'
|
103 | 161 | 26529 | 8 |
Message 19: 'PLAY POKER'
|
103 | 169 | 26537 | 5 |
Message 20: 'TYPE'
|
103 | 174 | 26542 | 10 |
Message 21: 'ICE-SKATE'
|
103 | 184 | 26552 | 12 |
Message 22: 'WOLFWHISTLE'
|
103 | 196 | 26564 | 12 |
Message 23: 'PLAY THE HARMONICA'
|
103 | 208 | 26576 | 21 |
Message 24: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY/I WAS TEACHING THE ROACHES TO {verb} WHEN'
|
103 | 229 | 26597 | 8 |
Message 25: ' BEGAN '
|
103 | 237 | 26605 | 19 |
Unused
|
104 | 0 | 26624 | 6 |
Message 100: ' THE '
|
104 | 6 | 26630 | 8 |
Message 101: 'CRUISE '
|
104 | 14 | 26638 | 4 |
Message 102: 'NO '
|
104 | 18 | 26642 | 3 |
Message 103: 'I '
|
104 | 21 | 26645 | 4 |
Message 104: 'AL '
|
104 | 25 | 26649 | 5 |
Message 105: 'BUD '
|
104 | 30 | 26654 | 6 |
Message 106: 'CHAD '
|
104 | 36 | 26660 | 5 |
Message 107: 'DON '
|
104 | 41 | 26665 | 6 |
Messages 108 and 109: 'ED ' and 'FRED '
|
104 | 47 | 26671 | 5 |
Message 110: 'GUS '
|
104 | 52 | 26676 | 5 |
Message 111: 'SAM '
|
104 | 57 | 26681 | 38 |
Message 112: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY'
|
104 | 95 | 26719 | 4 |
Message 113: ' A '
|
104 | 99 | 26723 | 7 |
Message 114: 'DAISY '
|
104 | 106 | 26730 | 5 |
Message 115: ' MAN'
|
104 | 111 | 26735 | 6 |
Message 116: ' AND '
|
104 | 117 | 26741 | 5 |
Message 117: 'WAS '
|
104 | 122 | 26746 | 5 |
Message 118: ' TO '
|
104 | 127 | 26751 | 85 |
Message 119: ' AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
|
104 | 212 | 26836 | 9 |
Message 120: ' WHEN I CAME TO '
|
104 | 221 | 26845 | 5 |
Messages 121 and 122: ' THE' and 'THE'
|
104 | 226 | 26850 | 5 |
Message 123: 'ONE '
|
104 | 231 | 26855 | 6 |
Message 124: 'SAID '
|
104 | 237 | 26861 | 10 |
Message 125: ' A VOICE SAID ''
|
104 | 247 | 26871 | 5 |
Message 126: ' YOU'
|
104 | 252 | 26876 | 4 |
Message 127: 'ING'
|
105 | 0 | 26880 | 45 |
Message 32: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY/I'M WORKING ON A CASE RIGHT NOW BUT IF YOU WANT TO PLAY THEN PRESS A KEY.'
|
105 | 45 | 26925 | 101 |
Message 33: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY/I WAS TEACHING THE ROACHES TO {verb} WHEN THE PHONE RANG. IT WAS A DAME NAMED LANA. SHE SAID TO MEET HER ON THE TOP FLOOR OF THE HOTEL ROYALE. SO BEGAN / THE CASE OF THE BALI BUDGIE'
|
105 | 146 | 27026 | 15 |
Message 34: 'I WAS BROKE AGAIN AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
|
105 | 161 | 27041 | 16 |
Message 35: ' WHEN I CAME TO MY WALLET WAS GONE AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
|
105 | 177 | 27057 | 20 |
Message 36: ' WHEN I CAME TO SOMEONE HAD TAKEN ${tens digit}0'
|
105 | 197 | 27077 | 12 |
Message 37: 'A VOICE SAID 'WHO'S THERE?''
|
105 | 209 | 27089 | 24 |
Message 38: 'PRESS A KEY TO PLAY'
|
105 | 233 | 27113 | 9 |
Message 39: 'I HUNG UP'
|
105 | 242 | 27122 | 7 |
Message 40: ''{name}' I SAID '
|
105 | 249 | 27129 | 12 |
Message 41: 'I LIFTED THE PHONE '
|
106 | 5 | 27141 | 9 |
Message 42: 'I DIALLED {number}'
|
106 | 14 | 27150 | 15 |
Message 43: 'A VOICE SAID 'THERES NOONE HERE''
|
106 | 29 | 27165 | 28 |
Message 44: 'A VOICE SAID 'GET LOST - I'M TRYING TO SLEEP''
|
106 | 57 | 27193 | 11 |
Message 45: 'A VOICE SAID 'BE RIGHT WITH YOU''
|
106 | 68 | 27204 | 10 |
Message 46: 'I DUNNO NO {name}'
|
106 | 78 | 27214 | 22 |
Message 47: ' THE NUMBER WAS UNOBTAINABLE'
|
106 | 100 | 27236 | 28 |
Message 48: 'AT THE JAIL THEY THREW THE BOOK AT ME AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
|
106 | 128 | 27264 | 7 |
Message 49: 'IT BEGAN RINGING'
|
106 | 135 | 27271 | 16 |
Message 50: 'DAISY SAID 'NO MESSAGES SAM ''
|
106 | 151 | 27287 | 17 |
Message 51: 'A VOICE SAID 'OK CRUISE WE'RE COMING''
|
106 | 168 | 27304 | 11 |
Message 52: ' THE BAIL WAS ${tens digit}0'
|
106 | 179 | 27315 | 24 |
Message 53: 'THERE'S A MAN'S BODY ON THE FLOOR'
|
106 | 203 | 27339 | 17 |
Message 99: 'I HAD TO GO TO HOSPITAL AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
|
106 | 220 | 27356 | 4 |
Message 26: 'DAISY SAID ''
|
106 | 224 | 27360 | 21 |
Message 27: 'LANA ANSWERED 'OOH SAM! '
|
106 | 245 | 27381 | 9 |
Message 28: 'LANA RANG - '
|
106 | 254 | 27390 | 2 |
Unused
|
107 | 0 | 27392 | 75 |
Phone numbers
|
107 | 75 | 27467 | 39 |
Ringing phone messages
|
107 | 114 | 27506 | 36 |
Phone messages for Sam
|
107 | 150 | 27542 | 2 |
Unused
|
107 | 152 | 27544 | 13 |
Initial ringing phone locations
|
107 | 165 | 27557 | 12 |
Initial locations of phones with messages for Sam
|
107 | 177 | 27569 | 76 |
Message 65: 'LANA ANSWERED 'OOH SAM! BUD SAID HE'D MEET ME ALONE IN THE HOTELS RIGHT HAND GREEN ROOM. I'M SCARED - WILL YOU GO INSTEAD?''
|
107 | 253 | 27645 | 4 |
Unused
|
108 | 1 | 27649 | 76 |
LSBs of addresses of messages 1-76
|
108 | 77 | 27725 | 20 |
Unused
|
108 | 97 | 27745 | 33 |
LSBs of addresses of messages 97-129
|
108 | 130 | 27778 | 70 |
Unused
|
108 | 200 | 27848 | 6 |
Message 29: 'LANA '
|
108 | 206 | 27854 | 3 |
Message 30: 'ING '
|
108 | 209 | 27857 | 5 |
Message 31: 'THAT'
|
108 | 214 | 27862 | 6 |
Message 128: 'SOMEONE '
|
108 | 220 | 27868 | 4 |
Message 129: 'FAT'
|
108 | 224 | 27872 | 20 |
Unused
|
108 | 244 | 27892 | 12 |
Check whether Sam is at the right place to pick up a telephone
|
109 | 0 | 27904 | 1 |
Unused
|
109 | 1 | 27905 | 76 |
MSBs of addresses of messages 1-76
|
109 | 77 | 27981 | 20 |
Unused
|
109 | 97 | 28001 | 33 |
MSBs of addresses of messages 97-129
|
109 | 130 | 28034 | 116 |
Unused
|
109 | 246 | 28150 | 9 |
Set A=1
|
109 | 255 | 28159 | 1 |
Unused
|
110 | 0 | 28160 | 26 |
Print a message
|
110 | 26 | 28186 | 106 |
Print a number
|
110 | 132 | 28292 | 3 |
Unused
|
110 | 135 | 28295 | 39 |
Adjust Sam's cash supply and print the new amount
|
110 | 174 | 28334 | 3 |
Unused
|
110 | 177 | 28337 | 18 |
Increment the score and decrement Sam's cash supply
|
110 | 195 | 28355 | 2 |
Unused
|
110 | 197 | 28357 | 254 |
Add a message to the message queue
|
111 | 195 | 28611 | 1 |
Unused
|
111 | 196 | 28612 | 1 |
Message display interval
|
111 | 197 | 28613 | 2 |
Last used random message numbers
|
111 | 199 | 28615 | 1 |
Unused
|
111 | 200 | 28616 | 19 |
Randomly select a message number
|
111 | 219 | 28635 | 11 |
'M' pressed - toggle message speed
|
111 | 230 | 28646 | 10 |
Make the sound effect of a sniper firing
|
111 | 240 | 28656 | 4 |
Unused
|
111 | 244 | 28660 | 42 |
Update the telephone icon
|
112 | 30 | 28702 | 1 |
Unused
|
112 | 31 | 28703 | 19 |
Show or hide an icon in the icon panel
|
112 | 50 | 28722 | 17 |
Graphic data for the telephone when ringing
|
112 | 67 | 28739 | 2 |
Unused
|
112 | 69 | 28741 | 17 |
Graphic data for the telephone when not ringing
|
112 | 86 | 28758 | 2 |
Unused
|
112 | 88 | 28760 | 43 |
Initialise the icon panel, score box and message line
|
112 | 131 | 28803 | 38 |
Check whether a character is on a roof with edges on each side
|
112 | 169 | 28841 | 1 |
Unused
|
112 | 170 | 28842 | 43 |
Check whether a policeman can spot Sam
|
112 | 213 | 28885 | 1 |
Unused
|
112 | 214 | 28886 | 54 |
Check whether a character is visible to passers-by
|
113 | 12 | 28940 | 2 |
Unused
|
113 | 14 | 28942 | 61 |
Check whether a character is close enough to Sam to pick him up
|
113 | 75 | 29003 | 1 |
Unused
|
113 | 76 | 29004 | 47 |
Check whether a character is immobilised by a blown fuse
|
113 | 123 | 29051 | 1 |
Unused
|
113 | 124 | 29052 | 16 |
Make a policeman switch a light on if possible
|
113 | 140 | 29068 | 4 |
Unused
|
113 | 144 | 29072 | 16 |
Set a character's destination to Sam's current location
|
113 | 160 | 29088 | 12 |
Set a policeman's destination to Sam's current location
|
113 | 172 | 29100 | 49 |
Send a policeman to Sam's last known whereabouts
|
113 | 221 | 29149 | 45 |
Make a gangster or policeman pick Sam up
|
114 | 10 | 29194 | 24 |
Vertical and horizontal ranges within which Sam can be spotted by a policeman
|
114 | 34 | 29218 | 114 |
Make a policeman start chasing Sam if appropriate
|
114 | 148 | 29332 | 22 |
Check whether Sam's disguise is known to the police
|
114 | 170 | 29354 | 7 |
Control a policeman (1)
|
114 | 177 | 29361 | 197 |
Control a policeman (2)
|
115 | 118 | 29558 | 1 |
Unused
|
115 | 119 | 29559 | 19 |
Make a policeman chase Sam or go to his last known whereabouts if appropriate
|
115 | 138 | 29578 | 19 |
Check whether Sam or a gangster is inside a region
|
115 | 157 | 29597 | 35 |
Check whether a gangster should start chasing Sam
|
115 | 192 | 29632 | 3 |
Unused
|
115 | 195 | 29635 | 12 |
Locations of fuses
|
115 | 207 | 29647 | 21 |
x-coordinates of doors
|
115 | 228 | 29668 | 48 |
Show or hide the fuse, door, light bulb or phone in the icon panel (1)
|
116 | 20 | 29716 | 15 |
Clear the message line and display the first aid kits
|
116 | 35 | 29731 | 2 |
Unused
|
116 | 37 | 29733 | 118 |
Show or hide the fuse, door, light bulb or phone in the icon panel (2)
|
116 | 155 | 29851 | 3 |
Unused
|
116 | 158 | 29854 | 12 |
Check whether Sam is standing next to a telephone
|
116 | 170 | 29866 | 28 |
'F' pressed - fuse
|
116 | 198 | 29894 | 2 |
Unused
|
116 | 200 | 29896 | 16 |
Addresses of Sam-handling routines
|
116 | 216 | 29912 | 40 |
Deal with Sam
|
117 | 0 | 29952 | 65 |
Process the event table
|
117 | 65 | 30017 | 26 |
Initialise the events and objects for a new game
|
117 | 91 | 30043 | 9 |
Initialise an event or object for a new game
|
117 | 100 | 30052 | 1 |
Unused
|
117 | 101 | 30053 | 17 |
Make the cash bonus/key sound effect
|
117 | 118 | 30070 | 22 |
'L' pressed - light on/off
|
117 | 140 | 30092 | 23 |
'B' pressed - raise/lower blind
|
117 | 163 | 30115 | 1 |
Unused
|
117 | 164 | 30116 | 30 |
Check whether Sam is standing next to a fuse that has not been blown yet
|
117 | 194 | 30146 | 7 |
Deal with Sam when his arm is raised or his knees are bent
|
117 | 201 | 30153 | 1 |
Urgent message number
|
117 | 202 | 30154 | 6 |
Add an urgent message to the message queue
|
117 | 208 | 30160 | 38 |
Determine the interval between the last message and the next
|
117 | 246 | 30198 | 13 |
Ask Sam 'WHO'S THERE?' when he takes or makes a phone call
|
118 | 3 | 30211 | 185 |
Check whether Sam has found something and update the icon panel
|
118 | 188 | 30396 | 33 |
Deal with a character who is at the entrance to a building
|
118 | 221 | 30429 | 28 |
Check whether Sam is standing next to a ringing telephone
|
118 | 249 | 30457 | 1 |
Unused
|
118 | 250 | 30458 | 53 |
'T' pressed - telephone
|
119 | 47 | 30511 | 63 |
Check whether a character can answer the telephone that Sam is calling
|
119 | 110 | 30574 | 1 |
Unused
|
119 | 111 | 30575 | 51 |
Deal with Sam when he's on the phone and has been asked 'WHO'S THERE?'
|
119 | 162 | 30626 | 1 |
Unused
|
119 | 163 | 30627 | 48 |
Check whether there is a telephone message for Sam
|
119 | 211 | 30675 | 147 |
Deal with Sam when he's on the phone
|
120 | 102 | 30822 | 147 |
Prepare for a cutscene
|
120 | 249 | 30969 | 3 |
Unused
|
120 | 252 | 30972 | 17 |
Check whether a message is in the message queue
|
121 | 13 | 30989 | 111 |
Display a cutscene
|
121 | 124 | 31100 | 4 |
Unused
|
121 | 128 | 31104 | 6 |
Keypress offsets to use for Sam in demo mode
|
121 | 134 | 31110 | 16 |
Locations for Sam to visit in demo mode
|
121 | 150 | 31126 | 78 |
Collect a keypress during the game (or simulate one in demo mode)
|
121 | 228 | 31204 | 32 |
'G' pressed - get object
|
122 | 4 | 31236 | 8 |
Send the police after Sam
|
122 | 12 | 31244 | 11 |
Place a telephone call
|
122 | 23 | 31255 | 29 |
Check whether Sam has dialled a valid telephone number
|
122 | 52 | 31284 | 5 |
Queue the message 'I HUNG UP' (unused)
|
122 | 57 | 31289 | 30 |
Check whether Sam has entered a house through the front door without a key
|
122 | 87 | 31319 | 19 |
Make a gangster walk up or down until Sam arrives
|
122 | 106 | 31338 | 24 |
Make a gangster walk up and down while watching for Sam
|
122 | 130 | 31362 | 51 |
Make a gangster chase and pick up Sam
|
122 | 181 | 31413 | 1 |
Unused
|
122 | 182 | 31414 | 44 |
Increment the score and decrement Sam's cash supply at regular intervals
|
122 | 226 | 31458 | 18 |
Prepare the phone messages, events and objects for a new game
|
122 | 244 | 31476 | 102 |
Deal with Sam when he's being carried by a gangster or policeman
|
123 | 90 | 31578 | 2 |
Unused
|
123 | 92 | 31580 | 14 |
Deal with a character who is standing next to the jail cell door
|
123 | 106 | 31594 | 48 |
Let Sam out of jail if necessary
|
123 | 154 | 31642 | 28 |
Make a policeman arrest Sam, and end the game if he cannot pay his bail
|
123 | 182 | 31670 | 43 |
Control the hook while it's flying
|
123 | 225 | 31713 | 94 |
'C' pressed - use hook
|
124 | 63 | 31807 | 1 |
Unused
|
124 | 64 | 31808 | 135 |
Check whether a character will soon be entering or leaving the hotel
|
124 | 199 | 31943 | 1 |
Unused
|
124 | 200 | 31944 | 16 |
Collect a character's destination coordinates from a command list
|
124 | 216 | 31960 | 38 |
Take the hook and budgie from Sam
|
124 | 254 | 31998 | 11 |
Check whether Sam should be chased by the police
|
125 | 9 | 32009 | 19 |
Set the attribute bytes for Sam's current disguise
|
125 | 28 | 32028 | 61 |
Object/key/cash/message location table
|
125 | 89 | 32089 | 33 |
Message 59: 'LANA ANSWERED 'OOH SAM! THEY KILLED MY FIANCE AND STOLE THE BUDGIE''
|
125 | 122 | 32122 | 33 |
Message 60: 'LANA ANSWERED 'OOH SAM! THAT CROOK THE FAT MAN'S JUST MOVED INTO NO 15''
|
125 | 155 | 32155 | 16 |
Message 61: 'SOMEONE GROWLED 'NO KEY EH!''
|
125 | 171 | 32171 | 84 |
Message 62: 'IT ALL WENT BLACK. AS I FELL SOMEONE FAT PUSHED PAST ME SHOUTING ' YOULL NOT GET THE KEY WHEN I'M STILL STANDING''
|
125 | 255 | 32255 | 1 |
Unused
|
126 | 0 | 32256 | 256 |
Mirrored values of 0-255
|
127 | 0 | 32512 | 96 |
Screen refresh buffer
|
127 | 96 | 32608 | 33 |
Message buffer
|
127 | 129 | 32641 | 16 |
Submessage indicator and message addresses
|
127 | 145 | 32657 | 1 |
Unused
|
127 | 146 | 32658 | 5 |
Message 2: '{number}'
|
127 | 151 | 32663 | 2 |
Phone table entry address
|
127 | 153 | 32665 | 1 |
Time that Sam last lifted a ringing telephone
|
127 | 154 | 32666 | 1 |
ID of the telephone that Sam is calling
|
127 | 155 | 32667 | 1 |
Telephone call status flags
|
127 | 156 | 32668 | 2 |
Score
|
127 | 158 | 32670 | 2 |
Bucks
|
127 | 160 | 32672 | 2 |
Time the last message was displayed
|
127 | 162 | 32674 | 6 |
Blown fuse delay counters
|
127 | 168 | 32680 | 1 |
Icon panel status flags
|
127 | 169 | 32681 | 1 |
Main loop task timer
|
127 | 170 | 32682 | 10 |
Door knock status flags
|
127 | 180 | 32692 | 1 |
Blown fuse indicator
|
127 | 181 | 32693 | 1 |
Unused
|
127 | 182 | 32694 | 1 |
Fuse flags
|
127 | 183 | 32695 | 1 |
Index of the current message in the message queue
|
127 | 184 | 32696 | 8 |
Message queue
|
127 | 192 | 32704 | 4 |
Bullet buffer 1
|
127 | 196 | 32708 | 4 |
Bullet buffer 2
|
127 | 200 | 32712 | 1 |
Last value seen in the system variable FRAMES
|
127 | 201 | 32713 | 1 |
Current disguise
|
127 | 202 | 32714 | 6 |
Number string buffer
|
127 | 208 | 32720 | 2 |
Message 1: '{tens digit}/{name}'
|
127 | 210 | 32722 | 1 |
Message number to watch in the message queue
|
127 | 211 | 32723 | 1 |
ID of the telephone Sam is holding
|
127 | 212 | 32724 | 2 |
Time when the score was last incremented
|
127 | 214 | 32726 | 5 |
Unused
|
127 | 219 | 32731 | 3 |
Location the police should head for when looking for Sam
|
127 | 222 | 32734 | 2 |
Random number seed
|
127 | 224 | 32736 | 7 |
Unused
|
127 | 231 | 32743 | 1 |
Bullet timer
|
127 | 232 | 32744 | 1 |
Disguise status flags
|
127 | 233 | 32745 | 1 |
Object inventory
|
127 | 234 | 32746 | 1 |
Key inventory
|
127 | 235 | 32747 | 1 |
Police flags
|
127 | 236 | 32748 | 2 |
High score
|
127 | 238 | 32750 | 1 |
Game mode indicator
|
127 | 239 | 32751 | 1 |
Lives (first aid kits)
|
127 | 240 | 32752 | 10 |
Door status flags
|
127 | 250 | 32762 | 1 |
Input device indicator
|
127 | 251 | 32763 | 1 |
Number of the character just moved (215-229)
|
127 | 252 | 32764 | 1 |
Sam's status flags
|
127 | 253 | 32765 | 1 |
Last key pressed
|
127 | 254 | 32766 | 1 |
x-coordinate of the leftmost column of the play area on screen
|
127 | 255 | 32767 | 1 |
y-coordinate of the topmost row of the play area on screen
|
128 | 0 | 32768 | 2048 |
Play area graphic data (tiles 0-255, base page 128)
|
136 | 0 | 34816 | 2048 |
Play area graphic data (tiles 0-255, base page 136)
|
144 | 0 | 36864 | 2048 |
Play area graphic data (tiles 0-255, base page 144)
|
152 | 0 | 38912 | 2048 |
Play area graphic data (tiles 0-255, base page 152)
|
160 | 0 | 40960 | 21 |
Play area graphic data (tiles 0-20, base page 160, byte 1/8)
|
160 | 21 | 40981 | 1 |
Mask value 1/8
|
160 | 22 | 40982 | 2 |
Special location handler routine address
|
160 | 24 | 40984 | 1 |
Unused
|
160 | 25 | 40985 | 3 |
Direction indicators for a character facing left and going left
|
160 | 28 | 40988 | 2 |
T values (6|y)
|
160 | 30 | 40990 | 1 |
Play area tile back buffer byte 1/8
|
160 | 31 | 40991 | 225 |
T values (6|y)
|
161 | 0 | 41216 | 21 |
Play area graphic data (tiles 0-20, base page 160, byte 2/8)
|
161 | 21 | 41237 | 1 |
Mask value 2/8
|
161 | 22 | 41238 | 2 |
Special location handler routine address
|
161 | 24 | 41240 | 1 |
Unused
|
161 | 25 | 41241 | 3 |
Direction indicators for a character facing right and going right
|
161 | 28 | 41244 | 2 |
T' values (6|y)
|
161 | 30 | 41246 | 1 |
Play area tile back buffer byte 2/8
|
161 | 31 | 41247 | 225 |
T' values (6|y)
|
162 | 0 | 41472 | 21 |
Play area graphic data (tiles 0-20, base page 160, byte 3/8)
|
162 | 21 | 41493 | 1 |
Mask value 3/8
|
162 | 22 | 41494 | 2 |
Special location handler routine address
|
162 | 24 | 41496 | 4 |
Direction indicators for a character facing left and going up
|
162 | 28 | 41500 | 2 |
T values (6|y-1)
|
162 | 30 | 41502 | 1 |
Play area tile back buffer byte 3/8
|
162 | 31 | 41503 | 225 |
T values (6|y-1)
|
163 | 0 | 41728 | 21 |
Play area graphic data (tiles 0-20, base page 160, byte 4/8)
|
163 | 21 | 41749 | 1 |
Mask value 4/8
|
163 | 22 | 41750 | 2 |
Special location handler routine address
|
163 | 24 | 41752 | 4 |
Direction indicators for a character facing right and going up
|
163 | 28 | 41756 | 2 |
T' values (6|y-1)
|
163 | 30 | 41758 | 1 |
Play area tile back buffer byte 4/8
|
163 | 31 | 41759 | 225 |
T' values (6|y-1)
|
164 | 0 | 41984 | 21 |
Play area graphic data (tiles 0-20, base page 160, byte 5/8)
|
164 | 21 | 42005 | 1 |
Mask value 5/8
|
164 | 22 | 42006 | 2 |
Special location handler routine address
|
164 | 24 | 42008 | 4 |
Direction indicators for a character facing left and going down
|
164 | 28 | 42012 | 2 |
T values (6|y-2)
|
164 | 30 | 42014 | 1 |
Play area tile back buffer byte 5/8
|
164 | 31 | 42015 | 225 |
T values (6|y-2)
|
165 | 0 | 42240 | 21 |
Play area graphic data (tiles 0-20, base page 160, byte 6/8)
|
165 | 21 | 42261 | 1 |
Mask value 6/8
|
165 | 22 | 42262 | 2 |
Special location handler routine address
|
165 | 24 | 42264 | 4 |
Direction indicators for a character facing right and going down
|
165 | 28 | 42268 | 2 |
T' values (6|y-2)
|
165 | 30 | 42270 | 1 |
Play area tile back buffer byte 6/8
|
165 | 31 | 42271 | 225 |
T' values (6|y-2)
|
166 | 0 | 42496 | 21 |
Play area graphic data (tiles 0-20, base page 160, byte 7/8)
|
166 | 21 | 42517 | 1 |
Mask value 7/8
|
166 | 22 | 42518 | 2 |
Special location handler routine address
|
166 | 24 | 42520 | 4 |
Unused
|
166 | 28 | 42524 | 2 |
T values (6|y-3)
|
166 | 30 | 42526 | 1 |
Play area tile back buffer byte 7/8
|
166 | 31 | 42527 | 225 |
T values (6|y-3)
|
167 | 0 | 42752 | 21 |
Play area graphic data (tiles 0-20, base page 160, byte 8/8)
|
167 | 21 | 42773 | 1 |
Mask value 8/8
|
167 | 22 | 42774 | 6 |
Unused
|
167 | 28 | 42780 | 2 |
T' values (6|y-3)
|
167 | 30 | 42782 | 1 |
Play area tile back buffer byte 8/8
|
167 | 31 | 42783 | 225 |
T' values (6|y-3)
|
168 | 0 | 43008 | 28 |
Play area attribute data
|
168 | 28 | 43036 | 2 |
T values (6|y-4)
|
168 | 30 | 43038 | 1 |
Play area tile back buffer attribute byte
|
168 | 31 | 43039 | 225 |
T values (6|y-4)
|
169 | 0 | 43264 | 28 |
Play area attribute data
|
169 | 28 | 43292 | 2 |
T' values (6|y-4)
|
169 | 30 | 43294 | 1 |
Unused
|
169 | 31 | 43295 | 225 |
T' values (6|y-4)
|
170 | 0 | 43520 | 28 |
Play area attribute data
|
170 | 28 | 43548 | 2 |
T values (6|y-5)
|
170 | 30 | 43550 | 1 |
Unused
|
170 | 31 | 43551 | 225 |
T values (6|y-5)
|
171 | 0 | 43776 | 28 |
Play area attribute data
|
171 | 28 | 43804 | 2 |
T' values (6|y-5)
|
171 | 30 | 43806 | 1 |
Unused
|
171 | 31 | 43807 | 225 |
T' values (6|y-5)
|
172 | 0 | 44032 | 256 |
T values (6|y)
|
173 | 0 | 44288 | 256 |
T' values (6|y)
|
174 | 0 | 44544 | 256 |
T values (6|y-1)
|
175 | 0 | 44800 | 256 |
T' values (6|y-1)
|
176 | 0 | 45056 | 256 |
T values (6|y-2)
|
177 | 0 | 45312 | 256 |
T' values (6|y-2)
|
178 | 0 | 45568 | 256 |
T values (6|y-3)
|
179 | 0 | 45824 | 256 |
T' values (6|y-3)
|
180 | 0 | 46080 | 256 |
T values (6|y-4)
|
181 | 0 | 46336 | 256 |
T' values (6|y-4)
|
182 | 0 | 46592 | 256 |
T values (6|y-5)
|
183 | 0 | 46848 | 256 |
T' values (6|y-5)
|
184 | 0 | 47104 | 32 |
Z values (0<=y<=5)
|
184 | 32 | 47136 | 32 |
Play area tile attribute address LSBs (0<=y<=5)
|
184 | 64 | 47168 | 32 |
Window flags (0<=y<=5)
|
184 | 96 | 47200 | 5 |
Location descriptors (x-coordinate 66)
|
184 | 101 | 47205 | 2 |
Unused
|
184 | 103 | 47207 | 5 |
Location descriptors (x-coordinate 67)
|
184 | 108 | 47212 | 4 |
Unused
|
184 | 112 | 47216 | 7 |
Location descriptors (x-coordinate 68)
|
184 | 119 | 47223 | 2 |
Unused
|
184 | 121 | 47225 | 5 |
Location descriptors (x-coordinate 69)
|
184 | 126 | 47230 | 2 |
Unused
|
184 | 128 | 47232 | 102 |
Z'' values (8|x)
|
184 | 230 | 47334 | 17 |
Location descriptors (x-coordinates 13, 197)
|
184 | 247 | 47351 | 3 |
Location descriptor (x-coordinate 38)
|
184 | 250 | 47354 | 6 |
Location descriptors (x-coordinates 40, 112, 208)
|
185 | 0 | 47360 | 32 |
Z values (6<=y<=11)
|
185 | 32 | 47392 | 32 |
Play area tile attribute address LSBs (6<=y<=11)
|
185 | 64 | 47424 | 32 |
5th floor window flags (6<=y<=11)
|
185 | 96 | 47456 | 9 |
Location descriptors (x-coordinate 91)
|
185 | 105 | 47465 | 2 |
Unused
|
185 | 107 | 47467 | 9 |
Location descriptors (x-coordinate 90)
|
185 | 116 | 47476 | 4 |
Unused
|
185 | 120 | 47480 | 6 |
Location descriptors (x-coordinate 76)
|
185 | 126 | 47486 | 2 |
Unused
|
185 | 128 | 47488 | 102 |
Z'' values (8|x-1)
|
185 | 230 | 47590 | 17 |
Location descriptors (x-coordinates 22, 149, 205, 222)
|
185 | 247 | 47607 | 7 |
Location descriptors (x-coordinate 39)
|
185 | 254 | 47614 | 2 |
Unused
|
186 | 0 | 47616 | 32 |
Z values (12<=y<=17)
|
186 | 32 | 47648 | 32 |
Play area tile attribute address LSBs (12<=y<=17)
|
186 | 64 | 47680 | 32 |
4th floor window flags (12<=y<=17)
|
186 | 96 | 47712 | 4 |
Location descriptor (x-coordinate 74)
|
186 | 100 | 47716 | 6 |
Location descriptors (x-coordinate 77)
|
186 | 106 | 47722 | 8 |
Location descriptors (x-coordinate 81)
|
186 | 114 | 47730 | 5 |
Location descriptors (x-coordinate 78)
|
186 | 119 | 47735 | 3 |
Unused
|
186 | 122 | 47738 | 6 |
Location descriptors (x-coordinate 82)
|
186 | 128 | 47744 | 102 |
Z'' values (8|x-2)
|
186 | 230 | 47846 | 13 |
Location descriptors (x-coordinates 32, 57, 103, 125, 150, 207)
|
186 | 243 | 47859 | 1 |
Unused
|
186 | 244 | 47860 | 12 |
Location descriptors (x-coordinates 53, 62, 100, 254)
|
187 | 0 | 47872 | 32 |
Z values (18<=y<=23)
|
187 | 32 | 47904 | 32 |
Play area tile attribute address LSBs (18<=y<=23)
|
187 | 64 | 47936 | 32 |
3rd floor window flags (18<=y<=23)
|
187 | 96 | 47968 | 2 |
Unused
|
187 | 98 | 47970 | 5 |
Location descriptors (x-coordinate 92)
|
187 | 103 | 47975 | 17 |
Unused
|
187 | 120 | 47992 | 4 |
Location descriptor (x-coordinate 83)
|
187 | 124 | 47996 | 4 |
Location descriptor (x-coordinate 86)
|
187 | 128 | 48000 | 102 |
Z'' values (8|x-3)
|
187 | 230 | 48102 | 20 |
Location descriptors (x-coordinates 43, 115, 211)
|
187 | 250 | 48122 | 6 |
Unused
|
188 | 0 | 48128 | 32 |
Z values (24<=y<=29)
|
188 | 32 | 48160 | 32 |
Play area tile attribute address LSBs (24<=y<=29)
|
188 | 64 | 48192 | 32 |
2nd floor window flags (24<=y<=29)
|
188 | 96 | 48224 | 14 |
Unused
|
188 | 110 | 48238 | 6 |
Location descriptors (x-coordinate 75)
|
188 | 116 | 48244 | 12 |
Unused
|
188 | 128 | 48256 | 102 |
Z'' values (8|x-4)
|
188 | 230 | 48358 | 18 |
Location descriptors (x-coordinates 42, 114, 210)
|
188 | 248 | 48376 | 4 |
Unused
|
188 | 252 | 48380 | 4 |
Location descriptor (x-coordinate 71)
|
189 | 0 | 48384 | 32 |
Z values (30<=y<=35)
|
189 | 32 | 48416 | 32 |
Play area tile attribute address LSBs (30<=y<=35)
|
189 | 64 | 48448 | 32 |
1st floor window flags (30<=y<=35)
|
189 | 96 | 48480 | 11 |
Location descriptors (x-coordinates 126, 151, 182, 183)
|
189 | 107 | 48491 | 10 |
Unused
|
189 | 117 | 48501 | 4 |
Location descriptor (x-coordinate 118)
|
189 | 121 | 48505 | 2 |
Unused
|
189 | 123 | 48507 | 4 |
Location descriptor (x-coordinate 124)
|
189 | 127 | 48511 | 1 |
Unused
|
189 | 128 | 48512 | 102 |
Z'' values (8|x-5)
|
189 | 230 | 48614 | 11 |
Location descriptors (x-coordinates 41, 113, 209)
|
189 | 241 | 48625 | 15 |
Unused
|
190 | 0 | 48640 | 32 |
Z values (36<=y<=41)
|
190 | 32 | 48672 | 32 |
Play area tile attribute address LSBs (36<=y<=41)
|
190 | 64 | 48704 | 32 |
Window flags (36<=y<=41)
|
190 | 96 | 48736 | 23 |
Location descriptors (x-coordinates 45, 117, 213)
|
190 | 119 | 48759 | 9 |
Location descriptors (x-coordinate 135)
|
190 | 128 | 48768 | 102 |
Z'' values (8|x-6)
|
190 | 230 | 48870 | 23 |
Location descriptors (x-coordinates 44, 116, 212)
|
190 | 253 | 48893 | 3 |
Location descriptor (x-coordinate 133)
|
191 | 0 | 48896 | 102 |
Z' values
|
191 | 102 | 48998 | 3 |
Location descriptor (x-coordinate 80)
|
191 | 105 | 49001 | 1 |
Unused
|
191 | 106 | 49002 | 3 |
Location descriptor (x-coordinate 65)
|
191 | 109 | 49005 | 4 |
Unused
|
191 | 113 | 49009 | 13 |
Location descriptors (x-coordinate 190)
|
191 | 126 | 49022 | 2 |
Unused
|
191 | 128 | 49024 | 102 |
Z'' values (8|x-7)
|
191 | 230 | 49126 | 7 |
Location descriptors (x-coordinate 88)
|
191 | 237 | 49133 | 11 |
Location descriptors (x-coordinate 89)
|
191 | 248 | 49144 | 2 |
Unused
|
191 | 250 | 49146 | 5 |
Location descriptors (x-coordinate 79)
|
191 | 255 | 49151 | 1 |
Unused
|
192 | 0 | 49152 | 254 |
Play area foreground tile references
|
192 | 254 | 49406 | 2 |
Unused
|
193 | 0 | 49408 | 254 |
Play area foreground tile references
|
193 | 254 | 49662 | 3 |
Unused
|
194 | 1 | 49665 | 19 |
Location descriptors (x-coordinate 136)
|
194 | 20 | 49684 | 24 |
Location descriptors (x-coordinate 137)
|
194 | 44 | 49708 | 2 |
Unused
|
194 | 46 | 49710 | 20 |
Location descriptors (x-coordinate 138)
|
194 | 66 | 49730 | 1 |
Unused
|
194 | 67 | 49731 | 11 |
Location descriptors (x-coordinate 139)
|
194 | 78 | 49742 | 10 |
Unused
|
194 | 88 | 49752 | 5 |
Location descriptors (x-coordinate 148)
|
194 | 93 | 49757 | 5 |
Location descriptors (x-coordinates 152, 232, 248)
|
194 | 98 | 49762 | 2 |
Unused
|
194 | 100 | 49764 | 13 |
Location descriptors (x-coordinates 153, 233, 249)
|
194 | 113 | 49777 | 1 |
Unused
|
194 | 114 | 49778 | 13 |
Location descriptors (x-coordinates 154, 234, 250)
|
194 | 127 | 49791 | 1 |
Unused
|
194 | 128 | 49792 | 24 |
Location descriptors (x-coordinate 155, 235, 251)
|
194 | 152 | 49816 | 1 |
Unused
|
194 | 153 | 49817 | 24 |
Location descriptors (x-coordinates 156, 236, 252)
|
194 | 177 | 49841 | 1 |
Unused
|
194 | 178 | 49842 | 9 |
Location descriptors (x-coordinates 157, 237, 253)
|
194 | 187 | 49851 | 11 |
Location descriptors (x-coordinates 158, 238)
|
194 | 198 | 49862 | 2 |
Unused
|
194 | 200 | 49864 | 12 |
Location descriptors (x-coordinate 181)
|
194 | 212 | 49876 | 13 |
Location descriptors (x-coordinate 175)
|
194 | 225 | 49889 | 1 |
Unused
|
194 | 226 | 49890 | 12 |
Location descriptors (x-coordinate 177)
|
194 | 238 | 49902 | 1 |
Unused
|
194 | 239 | 49903 | 9 |
Location descriptors (x-coordinate 178)
|
194 | 248 | 49912 | 1 |
Unused
|
194 | 249 | 49913 | 7 |
Location descriptors (x-coordinate 15)
|
195 | 0 | 49920 | 1 |
Unused
|
195 | 1 | 49921 | 11 |
Location descriptors (x-coordinate 179)
|
195 | 12 | 49932 | 13 |
Location descriptors (x-coordinate 180)
|
195 | 25 | 49945 | 7 |
Location descriptors (x-coordinate 184)
|
195 | 32 | 49952 | 16 |
Location descriptors (most x-coordinates)
|
195 | 48 | 49968 | 80 |
Keypress offset table
|
195 | 128 | 50048 | 17 |
Location descriptors (x-coordinates 223, 239)
|
195 | 145 | 50065 | 3 |
Location descriptor (x-coordinate 225)
|
195 | 148 | 50068 | 3 |
Location descriptor (x-coordinate 226)
|
195 | 151 | 50071 | 1 |
Unused
|
195 | 152 | 50072 | 12 |
Location descriptors (x-coordinates 7, 231, 247)
|
195 | 164 | 50084 | 3 |
Location descriptor (x-coordinates 6, 230, 246)
|
195 | 167 | 50087 | 3 |
Location descriptor (x-coordinates 9, 193)
|
195 | 170 | 50090 | 20 |
Location descriptors (x-coordinates 11, 195)
|
195 | 190 | 50110 | 11 |
Location descriptors (x-coordinates 10, 194)
|
195 | 201 | 50121 | 12 |
Location descriptors (x-coordinates 12, 196)
|
195 | 213 | 50133 | 6 |
Location descriptors (x-coordinates 16, 224, 240)
|
195 | 219 | 50139 | 23 |
Location descriptors (x-coordinates 14, 30, 198)
|
195 | 242 | 50162 | 3 |
Location descriptor (x-coordinates 21, 147, 204)
|
195 | 245 | 50165 | 4 |
Location descriptor (x-coordinates 23, 206)
|
195 | 249 | 50169 | 7 |
Unused
|
196 | 0 | 50176 | 256 |
Location descriptors (all x-coordinates, z=4)
|
197 | 0 | 50432 | 256 |
Location descriptor address LSBs
|
198 | 0 | 50688 | 256 |
Location descriptor address MSBs
|
199 | 0 | 50944 | 4096 |
Sprite graphic data
|
215 | 0 | 55040 | 125 |
Character buffers for character group 215
|
215 | 125 | 55165 | 1 |
Unused
|
215 | 126 | 55166 | 130 |
Sprite tile references (tile 0, animatory states 0-127) and graphic data (UDG byte 1/8)
|
216 | 0 | 55296 | 125 |
Character buffers for character group 216
|
216 | 125 | 55421 | 1 |
Unused
|
216 | 126 | 55422 | 130 |
Sprite tile references (tile 1, animatory states 0-127) and graphic data (mask byte 1/8)
|
217 | 0 | 55552 | 125 |
Character buffers for character group 217
|
217 | 125 | 55677 | 1 |
Unused
|
217 | 126 | 55678 | 130 |
Sprite tile references (tile 2, animatory states 0-127) and graphic data (UDG byte 2/8)
|
218 | 0 | 55808 | 125 |
Character buffers for character group 218
|
218 | 125 | 55933 | 1 |
Unused
|
218 | 126 | 55934 | 130 |
Sprite tile references (tile 3, animatory states 0-127) and graphic data (mask byte 2/8)
|
219 | 0 | 56064 | 125 |
Character buffers for character group 219
|
219 | 125 | 56189 | 1 |
Unused
|
219 | 126 | 56190 | 122 |
Sprite tile references (tile 4, animatory states 0-119) and graphic data (UDG byte 3/8)
|
219 | 248 | 56312 | 8 |
Unused
|
220 | 0 | 56320 | 125 |
Character buffers for character group 220
|
220 | 125 | 56445 | 1 |
Unused
|
220 | 126 | 56446 | 122 |
Sprite tile references (tile 5, animatory states 0-119) and graphic data (mask byte 3/8)
|
220 | 248 | 56568 | 8 |
Unused
|
221 | 0 | 56576 | 125 |
Character buffers for character group 221
|
221 | 125 | 56701 | 1 |
Unused
|
221 | 126 | 56702 | 122 |
Sprite tile references (tile 6, animatory states 0-119) and graphic data (UDG byte 4/8)
|
221 | 248 | 56824 | 8 |
Unused
|
222 | 0 | 56832 | 32 |
Character buffer for character 222
|
222 | 32 | 56864 | 30 |
Initialisation parameters for character 222
|
222 | 62 | 56894 | 16 |
Sprite tile references used by Sam in disguise
|
222 | 78 | 56910 | 48 |
Unused
|
222 | 126 | 56958 | 122 |
Sprite tile references (tile 7, animatory states 0-119) and graphic data (mask byte 4/8)
|
222 | 248 | 57080 | 8 |
Unused
|
223 | 0 | 57088 | 32 |
Character buffer for character 223
|
223 | 32 | 57120 | 30 |
Initialisation parameters for character 223
|
223 | 62 | 57150 | 15 |
Sprite tile references for Sam in disguise 0
|
223 | 77 | 57165 | 3 |
Unused
|
223 | 80 | 57168 | 46 |
Sprite tile graphic data for Sam in disguise (byte pairs 1/8)
|
223 | 126 | 57214 | 122 |
Sprite tile references (tile 8, animatory states 0-119) and graphic data (UDG byte 5/8)
|
223 | 248 | 57336 | 8 |
Unused
|
224 | 0 | 57344 | 32 |
Character buffer for character 224
|
224 | 32 | 57376 | 30 |
Initialisation parameters for character 224
|
224 | 62 | 57406 | 15 |
Sprite tile references for Sam in disguise 1
|
224 | 77 | 57421 | 3 |
Unused
|
224 | 80 | 57424 | 46 |
Sprite tile graphic data for Sam in disguise (byte pairs 2/8)
|
224 | 126 | 57470 | 122 |
Sprite tile references (tile 9, animatory states 0-119) and graphic data (mask byte 5/8)
|
224 | 248 | 57592 | 8 |
Unused
|
225 | 0 | 57600 | 32 |
Character buffer for character 225
|
225 | 32 | 57632 | 30 |
Initialisation parameters for character 225
|
225 | 62 | 57662 | 15 |
Sprite tile references for Sam in disguise 2
|
225 | 77 | 57677 | 3 |
Unused
|
225 | 80 | 57680 | 46 |
Sprite tile graphic data for Sam in disguise (byte pairs 3/8)
|
225 | 126 | 57726 | 122 |
Sprite tile references (tile 10, animatory states 0-119) and graphic data (UDG byte 6/8)
|
225 | 248 | 57848 | 8 |
Unused
|
226 | 0 | 57856 | 32 |
Character buffer for character 226
|
226 | 32 | 57888 | 30 |
Initialisation parameters for character 226
|
226 | 62 | 57918 | 15 |
Sprite tile references for Sam in disguise 3
|
226 | 77 | 57933 | 3 |
Unused
|
226 | 80 | 57936 | 46 |
Sprite tile graphic data for Sam in disguise (byte pairs 4/8)
|
226 | 126 | 57982 | 122 |
Sprite tile references (tile 11, animatory states 0-119) and graphic data (mask byte 6/8)
|
226 | 248 | 58104 | 8 |
Unused
|
227 | 0 | 58112 | 32 |
Character buffer for character 227
|
227 | 32 | 58144 | 30 |
Initialisation parameters for character 227
|
227 | 62 | 58174 | 15 |
Sprite tile references for Sam in disguise 4
|
227 | 77 | 58189 | 3 |
Unused
|
227 | 80 | 58192 | 46 |
Sprite tile graphic data for Sam in disguise (byte pairs 5/8)
|
227 | 126 | 58238 | 122 |
Sprite tile references (tile 12, animatory states 0-119) and graphic data (UDG byte 7/8)
|
227 | 248 | 58360 | 8 |
Unused
|
228 | 0 | 58368 | 32 |
Character buffer for character 228
|
228 | 32 | 58400 | 30 |
Initialisation parameters for character 228
|
228 | 62 | 58430 | 15 |
Sprite tile references for Sam in disguise 5
|
228 | 77 | 58445 | 3 |
Unused
|
228 | 80 | 58448 | 46 |
Sprite tile graphic data for Sam in disguise (byte pairs 6/8)
|
228 | 126 | 58494 | 122 |
Sprite tile references (tile 13, animatory states 0-119) and graphic data (mask byte 7/8)
|
228 | 248 | 58616 | 8 |
Unused
|
229 | 0 | 58624 | 32 |
Character buffer for character 229
|
229 | 32 | 58656 | 30 |
Initialisation parameters for character 229
|
229 | 62 | 58686 | 15 |
Sprite tile references for Sam in disguise 6
|
229 | 77 | 58701 | 3 |
Unused
|
229 | 80 | 58704 | 46 |
Sprite tile graphic data for Sam in disguise (byte pairs 7/8)
|
229 | 126 | 58750 | 122 |
Sprite tile references (tile 14, animatory states 0-119) and graphic data (UDG byte 8/8)
|
229 | 248 | 58872 | 8 |
Unused
|
230 | 0 | 58880 | 32 |
Character buffer for Sam
|
230 | 32 | 58912 | 30 |
Initialisation parameters for Sam
|
230 | 62 | 58942 | 15 |
Sprite tile references for Sam in disguise 7
|
230 | 77 | 58957 | 3 |
Unused
|
230 | 80 | 58960 | 46 |
Sprite tile graphic data for Sam in disguise (byte pairs 8/8)
|
230 | 126 | 59006 | 115 |
Sprite tile graphic data (mask byte 8/8)
|
230 | 241 | 59121 | 15 |
Unused
|
231 | 0 | 59136 | 12 |
Copy a play area tile into the back buffer
|
231 | 12 | 59148 | 218 |
Print a tile
|
231 | 230 | 59366 | 2 |
Unused
|
231 | 232 | 59368 | 37 |
Move a row of the screen left, right, up or down
|
232 | 13 | 59405 | 1 |
Unused
|
232 | 14 | 59406 | 52 |
Scroll the screen left 8 columns
|
232 | 66 | 59458 | 3 |
Unused
|
232 | 69 | 59461 | 52 |
Scroll the screen right 8 columns
|
232 | 121 | 59513 | 3 |
Unused
|
232 | 124 | 59516 | 56 |
Scroll the screen up 6 rows
|
232 | 180 | 59572 | 3 |
Unused
|
232 | 183 | 59575 | 57 |
Scroll the screen down 6 rows
|
232 | 240 | 59632 | 3 |
Unused
|
232 | 243 | 59635 | 204 |
Superimpose sprite tiles onto a tile of the play area
|
233 | 191 | 59839 | 9 |
Unused
|
233 | 200 | 59848 | 13 |
Update the SRB for a character's current animatory state and location
|
233 | 213 | 59861 | 171 |
Update a character's animatory state and location and update the SRB
|
234 | 128 | 60032 | 50 |
Update the display
|
234 | 178 | 60082 | 38 |
Get the keypress offset of the last key pressed (1)
|
234 | 216 | 60120 | 1 |
Unused
|
234 | 217 | 60121 | 20 |
Get the ASCII code of the last key pressed
|
234 | 237 | 60141 | 5 |
Unused
|
234 | 242 | 60146 | 6 |
Get the keypress offset of the last key pressed (2)
|
234 | 248 | 60152 | 27 |
Check whether a character is on the sidewalk or road
|
235 | 19 | 60179 | 112 |
Obtain descriptors for a character's current location
|
235 | 131 | 60291 | 2 |
Unused
|
235 | 133 | 60293 | 22 |
Make a character stand up if he's lying down
|
235 | 155 | 60315 | 5 |
Make a character move up
|
235 | 160 | 60320 | 14 |
Make a character move down
|
235 | 174 | 60334 | 13 |
Make a character move right
|
235 | 187 | 60347 | 157 |
Make a character move left
|
236 | 88 | 60504 | 2 |
Unused
|
236 | 90 | 60506 | 15 |
Move a character from the midstride or mid-action position and update the SRB
|
236 | 105 | 60521 | 18 |
Make a sound effect
|
236 | 123 | 60539 | 85 |
Move Sam from the midstride or mid-action position and scroll the screen if necessary
|
236 | 208 | 60624 | 2 |
Unused
|
236 | 210 | 60626 | 5 |
'Q' pressed - up
|
236 | 215 | 60631 | 5 |
'A' pressed - down
|
236 | 220 | 60636 | 5 |
'P' pressed - right
|
236 | 225 | 60641 | 28 |
'O' pressed - left
|
236 | 253 | 60669 | 3 |
Unused
|
237 | 0 | 60672 | 42 |
Addresses of keypress handling routines
|
237 | 42 | 60714 | 6 |
Unused
|
237 | 48 | 60720 | 6 |
Obtain location descriptors for a character standing next to a closed door
|
237 | 54 | 60726 | 84 |
Obtain an identifier for a character's current location
|
237 | 138 | 60810 | 2 |
Unused
|
237 | 140 | 60812 | 374 |
Determine the next move a character should make to reach his destination
|
239 | 2 | 61186 | 8 |
Unused
|
239 | 10 | 61194 | 246 |
Region identifier tables
|
240 | 0 | 61440 | 26 |
Perform various main loop tasks
|
240 | 26 | 61466 | 17 |
Unused
|
240 | 43 | 61483 | 84 |
Main loop
|
240 | 127 | 61567 | 1 |
Unused
|
240 | 128 | 61568 | 29 |
Update the icon panel, draw the bullets, and scan the event table
|
240 | 157 | 61597 | 3 |
Unused
|
240 | 160 | 61600 | 3 |
Start (continued)
|
240 | 163 | 61603 | 9 |
Populate addresses 32256-32767 (unused)
|
240 | 172 | 61612 | 6 |
Start the game (unused)
|
240 | 178 | 61618 | 12 |
Return to BASIC (unused)
|
240 | 190 | 61630 | 59 |
End a cutscene
|
240 | 249 | 61689 | 7 |
Unused
|
241 | 0 | 61696 | 68 |
Open or close a door and update the screen refresh buffer
|
241 | 68 | 61764 | 26 |
Close any doors that need closing
|
241 | 94 | 61790 | 1 |
Unused
|
241 | 95 | 61791 | 18 |
Collect one byte from a command list
|
241 | 113 | 61809 | 14 |
Copy two bytes from a command list into a character's buffer
|
241 | 127 | 61823 | 15 |
Get a random number
|
241 | 142 | 61838 | 44 |
Cycle a character buffer group forwards and scroll the screen right 8 columns
|
241 | 186 | 61882 | 41 |
Cycle a character buffer group backwards and scroll the screen left 8 columns
|
241 | 227 | 61923 | 25 |
Check for keypresses when Sam is on the phone
|
241 | 252 | 61948 | 132 |
Move the characters
|
242 | 128 | 62080 | 19 |
Terminate a command
|
242 | 147 | 62099 | 20 |
Check whether the door that a character is standing next to is closed
|
242 | 167 | 62119 | 1 |
Unused
|
242 | 168 | 62120 | 53 |
Check whether a character can open a door
|
242 | 221 | 62173 | 4 |
Unused
|
242 | 225 | 62177 | 15 |
Key ownership flags
|
242 | 240 | 62192 | 20 |
'K' pressed - knock on or open a door
|
243 | 4 | 62212 | 4 |
Make Sam raise his arm
|
243 | 8 | 62216 | 46 |
Deal with Sam when he has knocked on or is opening a door
|
243 | 54 | 62262 | 2 |
Unused
|
243 | 56 | 62264 | 14 |
Make a character knock on a door or open it with a key
|
243 | 70 | 62278 | 19 |
Control a character who is knocking on or opening a door (1)
|
243 | 89 | 62297 | 28 |
Control a character who has knocked on a door and is waiting for an answer
|
243 | 117 | 62325 | 14 |
Control a character who is knocking on or opening a door (2)
|
243 | 131 | 62339 | 24 |
Control a character who is knocking on or opening a door (3)
|
243 | 155 | 62363 | 5 |
Unused
|
243 | 160 | 62368 | 97 |
Update the SRB for a window
|
244 | 1 | 62465 | 3 |
Unused
|
244 | 4 | 62468 | 50 |
Decrement and check the blown fuse delay counters
|
244 | 54 | 62518 | 79 |
Check whether a character is standing next to a light switch
|
244 | 133 | 62597 | 97 |
Make a character flip a light switch off or on occasionally
|
244 | 230 | 62694 | 21 |
Make a character flip a light switch on or off occasionally
|
244 | 251 | 62715 | 5 |
Unused
|
245 | 0 | 62720 | 160 |
Fixture locations
|
245 | 160 | 62880 | 12 |
Make a character flip a light switch off occasionally
|
245 | 172 | 62892 | 33 |
Guide a character up or down staircases
|
245 | 205 | 62925 | 1 |
Unused
|
245 | 206 | 62926 | 40 |
Guide a character across a floor to his destination
|
245 | 246 | 62966 | 5 |
Make a character consider switching a light off (unused)
|
245 | 251 | 62971 | 5 |
Guide a character from one spot on the sidewalk or road to another
|
246 | 0 | 62976 | 134 |
Make a character go to a location
|
246 | 134 | 63110 | 7 |
Make a character stop running and restart the command list
|
246 | 141 | 63117 | 1 |
Unused
|
246 | 142 | 63118 | 10 |
Check whether a gangster is midstride or has his arm raised
|
246 | 152 | 63128 | 9 |
Check whether a character is midstride
|
246 | 161 | 63137 | 1 |
Unused
|
246 | 162 | 63138 | 14 |
Calculate the x-coordinate of the front column of a character's sprite
|
246 | 176 | 63152 | 44 |
Check whether a character is standing next to a light switch or window blind
|
246 | 220 | 63196 | 2 |
Unused
|
246 | 222 | 63198 | 7 |
Restart the command list
|
246 | 229 | 63205 | 4 |
Unused
|
246 | 233 | 63209 | 72 |
Make a character walk up or down
|
247 | 49 | 63281 | 23 |
Make a character drop Sam
|
247 | 72 | 63304 | 82 |
Make a character walk up and down until somebody knocks on a door
|
247 | 154 | 63386 | 17 |
Initialise a cat's interruptible subcommand
|
247 | 171 | 63403 | 5 |
Initialise and execute an interruptible subcommand
|
247 | 176 | 63408 | 1 |
Unused
|
247 | 177 | 63409 | 14 |
Change the primary command routine address
|
247 | 191 | 63423 | 14 |
Make a character open a door that has been knocked on
|
247 | 205 | 63437 | 13 |
Open a door
|
247 | 218 | 63450 | 22 |
Collect the window flags for a play area location
|
247 | 240 | 63472 | 47 |
Initialise the character buffers for character groups 215-221
|
248 | 31 | 63519 | 1 |
Unused
|
248 | 32 | 63520 | 10 |
Make a character walk up and down for a while
|
248 | 42 | 63530 | 28 |
Control a cat
|
248 | 70 | 63558 | 56 |
Make a cat run up or down
|
248 | 126 | 63614 | 48 |
Initialise the character buffers for characters 222-230
|
248 | 174 | 63662 | 87 |
Prepare for demo mode or a new game
|
249 | 5 | 63749 | 25 |
Check whether a character is in the correct spot to enter a building
|
249 | 30 | 63774 | 10 |
Check whether a character should enter a building or knock first
|
249 | 40 | 63784 | 53 |
Prepare the sprite tiles used by a character when lying down
|
249 | 93 | 63837 | 1 |
Unused
|
249 | 94 | 63838 | 115 |
Change Sam's disguise
|
249 | 209 | 63953 | 1 |
Unused
|
249 | 210 | 63954 | 27 |
Knock a character over
|
249 | 237 | 63981 | 13 |
Initialise an uninterruptible subcommand if possible
|
249 | 250 | 63994 | 10 |
Initialise an uninterruptible subcommand
|
250 | 4 | 64004 | 1 |
Unused
|
250 | 5 | 64005 | 116 |
Deal with a character who has been knocked over
|
250 | 121 | 64121 | 9 |
Check whether there are any messages remaining in the message queue
|
250 | 130 | 64130 | 1 |
Unused
|
250 | 131 | 64131 | 31 |
Deal with a character who has nearly recovered from being knocked over
|
250 | 162 | 64162 | 54 |
Check whether a falling character has hit anyone on the head
|
250 | 216 | 64216 | 2 |
Unused
|
250 | 218 | 64218 | 9 |
'D' pressed - change disguise
|
250 | 227 | 64227 | 96 |
Move a falling character to the next point in his descent
|
251 | 67 | 64323 | 3 |
Unused
|
251 | 70 | 64326 | 5 |
Landing y-coordinates
|
251 | 75 | 64331 | 7 |
Control a character who has stepped off the roof of a building
|
251 | 82 | 64338 | 174 |
Deal with a character who is about to step off the roof of a building
|
252 | 0 | 64512 | 37 |
Deal with a character who is stepping onto or over the roof of no. 19
|
252 | 37 | 64549 | 30 |
Add or remove the rope above the roof of no. 19
|
252 | 67 | 64579 | 3 |
Unused
|
252 | 70 | 64582 | 17 |
Generate the table of mirrored values of 0-255
|
252 | 87 | 64599 | 19 |
Hide the play area
|
252 | 106 | 64618 | 120 |
Scroll the screen up and down 7 times
|
252 | 226 | 64738 | 2 |
Unused
|
252 | 228 | 64740 | 14 |
Make a sound effect
|
252 | 242 | 64754 | 2 |
Unused
|
252 | 244 | 64756 | 8 |
Command list: Patrol duty
|
252 | 252 | 64764 | 16 |
Command list: Jail cell duty
|
253 | 12 | 64780 | 10 |
Region definitions used by the gangster on the catwalk
|
253 | 22 | 64790 | 16 |
Command list: Keep guard on the catwalk
|
253 | 38 | 64806 | 10 |
Region definitions used by Al at no. 74
|
253 | 48 | 64816 | 20 |
Command list: Guard the hook at no. 74
|
253 | 68 | 64836 | 10 |
Region definitions used by the gangster at no. 19
|
253 | 78 | 64846 | 22 |
Command list: Keep guard at no. 19
|
253 | 100 | 64868 | 10 |
Region definitions used by the gangster in game mode 4
|
253 | 110 | 64878 | 8 |
Command list: Chase Sam for ever
|
253 | 118 | 64886 | 2 |
Command list: Control a banknote
|
253 | 120 | 64888 | 2 |
Command list: Control a banknote (unless Sam's got the hook)
|
253 | 122 | 64890 | 2 |
Command list: Control the sniper
|
253 | 124 | 64892 | 10 |
Region definitions used by the gangster outside the police station
|
253 | 134 | 64902 | 16 |
Command list: Keep guard outside the police station
|
253 | 150 | 64918 | 10 |
Command list: Patrol duty (demo mode)
|
253 | 160 | 64928 | 12 |
Command list: Control the fat man
|
253 | 172 | 64940 | 8 |
Command list: Go to Sam's office
|
253 | 180 | 64948 | 16 |
Command list: No. 31 walkabout
|
253 | 196 | 64964 | 12 |
Command list: No. 15 walkabout
|
253 | 208 | 64976 | 14 |
Command list: Shops walkabout
|
253 | 222 | 64990 | 1 |
Unused
|
253 | 223 | 64991 | 10 |
Command list: Hotel walkabout
|
253 | 233 | 65001 | 1 |
Unused
|
253 | 234 | 65002 | 14 |
Command list: No. 15 walkabout
|
253 | 248 | 65016 | 14 |
Command list: No. 74 walkabout
|
254 | 6 | 65030 | 4 |
Command list: Hotel walkabout
|
254 | 10 | 65034 | 10 |
Command list: Hotel walkabout
|
254 | 20 | 65044 | 14 |
Command list: Apartment building walkabout
|
254 | 34 | 65058 | 1 |
Unused
|
254 | 35 | 65059 | 16 |
Command list: Front door duty at no. 15
|
254 | 51 | 65075 | 1 |
Unused
|
254 | 52 | 65076 | 18 |
Command list: Control Daisy
|
254 | 70 | 65094 | 3 |
Unused
|
254 | 73 | 65097 | 14 |
Command list: Apartment building walkabout
|
254 | 87 | 65111 | 1 |
Unused
|
254 | 88 | 65112 | 30 |
Command list: Front door duty at no. 74
|
254 | 118 | 65142 | 1 |
Unused
|
254 | 119 | 65143 | 16 |
Command list: Front door duty at no. 31
|
254 | 135 | 65159 | 11 |
Unused
|
254 | 146 | 65170 | 2 |
Command list: Control a cat
|
254 | 148 | 65172 | 2 |
Command list: Do nothing
|
254 | 150 | 65174 | 4 |
Command list: Walk up and down for ever
|
254 | 154 | 65178 | 6 |
Command list: Apartment building walkabout
|
254 | 160 | 65184 | 14 |
Command list: Apartment building walkabout
|
254 | 174 | 65198 | 30 |
Initialisation parameters for character group 215
|
254 | 204 | 65228 | 30 |
Initialisation parameters for character group 216
|
254 | 234 | 65258 | 30 |
Initialisation parameters for character group 217
|
255 | 8 | 65288 | 30 |
Initialisation parameters for character group 218
|
255 | 38 | 65318 | 30 |
Initialisation parameters for character group 219
|
255 | 68 | 65348 | 30 |
Initialisation parameters for character group 220
|
255 | 98 | 65378 | 30 |
Initialisation parameters for character group 221
|
255 | 128 | 65408 | 19 |
Location descriptors (x-coordinate 176)
|
255 | 147 | 65427 | 5 |
Unused
|
255 | 152 | 65432 | 30 |
Building entrance x-coordinates
|
255 | 182 | 65462 | 10 |
Door locations
|
255 | 192 | 65472 | 32 |
Locations affected by blown fuses
|
255 | 224 | 65504 | 32 |
Game status buffer template
|