Memory map
Address
Description
50A0
Clear character buffer 0xD6
50AA
POKE table
50B9
Print a message centred across the entire screen
50E2
Unused
50E5
Populate a row of the screen with machine code
50F4
Message address table
51A0
Change a character's name
51DC
Guide a character onto the catwalk or off it
52A0
Display the cast of characters and change their names
52F5
Table of animatory states of the main characters
53A0
Do essential POKEs before the game starts
53AB
Make a walking sound effect (yellow border)
53B1
Clear the screen and request the input method (keyboard, joystick, Int2)
53F4
Unused
53F6
Keypress vector table for Int2
54A0
Set the input method, change the characters' names, and start the game
54F2
Prepare addresses 5D00 to 5FFF
55A0
Count down from 9 to 0
55F0
Messages 0xFC and 0xF4: 'Enter new name' and ''
56A0
Message 0xF6: 'None/Cursor/Kempston/Int2? (N,C,K or I)'
56C8
Message 0x6C: '{THE }BULLY'
56CF
Message 0xF8: '{THE }CHARACTERS'
56DB
Message 0xFA: 'Press 'C' to change name'
56F4
Message 0x65: '{THE }HEADMASTER'
56F9
Message 0x11: 'MASTER'
57A0
Message 0x66: '{THE }GEOGRAPHY {MASTER}'
57AD
Message 0x67: '{THE }SCIENCE {MASTER}'
57B8
Message 0x68: '{THE }HISTORY {MASTER}'
57C3
Message 0x69: '{THE }HEADMISTRESS '
57D2
Message 0x6A: '{THE }CARETAKER'
57DD
Message 0x6B: '{THE }TEARAWAY'
57E7
Message 0x6D: '{THE }SWOT'
57ED
Message 0x6E: '{THE }HEROINE'
57F6
Message 0x6F: 'OUR HERO'
5B00
Message graphic buffer
5D00
Deal with ERIC while he's falling (2)
5D23
Deal with ERIC's flight from the saddle of the bike
5D33
Deal with ERIC's descent from the top-floor window
5D37
'T' pressed - throw away the water pistol
5D4F
'J' pressed - jump
5D63
Deal with ERIC when he's jumping
5DDB
Unused
5DDC
Compare blackboard contents with combinations
5E44
Unused
5E45
'W' pressed - write on a blackboard
5E6F
Deal with ERIC when he's writing on a blackboard
5EAC
Unused
5EAD
Deal with ERIC when he's firing the catapult, hitting or kissing
5EB7
Signal that ERIC is firing the catapult, hitting, or kissing
5EC7
'H' pressed - hit
5EE6
Unused
5EE8
'F' pressed - fire catapult
5F08
Make HAYLEY hit ERIC
5F1C
'K' pressed - kiss
5F9C
Unused
5F9D
Play a tune
5FF0
Note duration and pitch data for tunes
6000
Superimpose sprite tiles onto a tile of the play area
6065
Unused
606C
Print a tile
612E
Unused
6130
Update a character's animatory state and location and update the SRB
61B3
Unused
61B4
Update the SRB for a character's current animatory state and location
61C2
Scroll the screen left 8 columns
61F8
Scroll the screen right 8 columns
6262
Unused
6264
Copy two bytes from a command list into a character's buffer
627D
Collect one byte from a command list
6291
Get a random number
62A0
Update the display
62D0
Move the characters
638C
Terminate a command
639F
Call an interruptible subcommand
63B0
Jump to an interruptible subcommand
63B5
Set the interruptible subcommand (unused)
63BD
Unused
63BE
Determine ERIC's y-coordinate
63D2
Get the play area region identifier for a given location
63ED
Guide a character to an intermediate destination
6438
Guide a character up a staircase
644D
Guide a character down a staircase
6463
Unused
6464
Make a character go to a location
64D4
Unused
64D7
Make a character go to a random location
64F3
Determine the next move of a character following another character
6554
Unused
6558
Make a teacher find ERIC
65CE
Unused
65D4
Check whether a character is beside a chair
6616
Unused
6618
Check whether a chair is occupied
663F
Knock the current occupant (if any) out of a chair
666F
Unused
6670
Deal with a character who's been dethroned (1)
667F
Deal with a character who's been dethroned (2)
6697
Deal with a character who is looking for a seat
66BF
Unused
66C0
Make a character find a seat
66CE
Get the next character of a message being spoken or written
670A
Unused
670C
Update the SRB for a blackboard
6755
Get the identifier and coordinates of the blackboard close to a character
6780
Move the bike if it's obstructing the boys' skool door or the gate
6790
Unused
6791
Write a single character on a blackboard
680D
Unused
680F
Make a teacher wipe a blackboard
687E
Unused
6880
Make a character write on a blackboard
68DD
Unused
68E1
Update the SRB so that the speech bubble is not corrupted
691D
Unused
691E
Remove the speech bubble
693D
Print a speech bubble UDG
694E
Print the speech bubble
69E5
Unused
69E6
Place a font character bitmap into a message graphic buffer
6A07
Unused
6A08
Make a character speak
6A88
Unused
6A8C
Save the area of the screen that will be overwritten by a message box
6AE3
Unused
6AE4
Copy a graphic buffer to the screen
6B1A
Unused
6B1B
Write a line of text into a graphic buffer
6B45
Unused
6B46
Print a message box
6B69
Print the score, lines total or hi-score (2)
6BB2
Unused
6BB4
Compute the decimal digits of a number
6C17
Unused
6C18
Alter UDG references in the play area for a door, a window, a cup or the bike
6C9B
Unused
6C9C
Check whether any characters were punched
6CAC
Check whether any characters have been hit by a fist, pellet or conker
6CD2
Unused
6CD4
Prepare the doors, windows, cups and bike for new game
6CEC
Unused
6CEE
Get the x-coordinate range within which a character can see or be seen
6CFF
Unused
6D00
Control a boy during assembly
6D31
Unused
6D32
Check whether a target character can be seen by another character
6D62
Check whether ERIC can be seen by an adult
6D7D
Check for main kids near a teacher
6DA3
Check whether a location is on the assembly hall stage
6DB5
Determine which floor ERIC's on when he's not standing directly on one
6DD2
Put ERIC midstride
6DFB
Unused
6E00
Move ERIC from the midstride or mid-action position and scroll the screen if necessary
6E36
Unused
6E38
Turn ERIC round
6E4F
Unused
6E50
Check whether a character is on a staircase
6E91
Deal with ERIC when he has stepped off the stage
6E99
Unused
6E9B
Check for walls and closed doors in front of ERIC
6F14
'P' pressed - right
6F2C
'O' pressed - left
6F44
'Q' pressed - up
6FA0
'A' pressed - down
6FF1
Unused
6FF2
Collect the identifier and coordinates of a blackboard that will be wiped
7000
Check for walls, closed doors and ALBERT in front of the bike
703F
Unused
7040
Open or close a door or window
705F
Check for a closed door in front of a character
708C
Unused
708E
Check for a closed door in a character's path and open it if allowed
70B7
Make a character open or close a door
70CA
Unused
70CD
Close any temporarily open doors if necessary
7118
Score 100 points and make the sound of a mouse being caught
7132
Make a female character stop jumping
7140
'D' pressed - drop stinkbomb
7154
Make a walking sound effect (blue border)
7166
Prevent ERIC from getting past ALBERT if necessary
717A
Unused
717C
Make a character open or close a door
71A6
Unused
71AD
Move the bike if it's obstructing the skool gate
71BD
Unused
71BE
Get the ASCII code of the last key pressed
71FA
Get the keypress offset of the last key pressed
7208
Unused
720A
Control the bike when ERIC's not sitting on the saddle
725D
Unused
725E
Deal with ERIC when he's riding the bike
7316
Deal with ERIC when he's standing on the saddle of the bike
737F
Unused
7380
Display the frog in ERIC's inventory
7386
'M' pressed - mount bike
73AD
Print the score, lines total or hi-score (1)
73B5
Add to the score and print it
73CB
Add to the lines total and print it
73F1
Open the Science Lab storeroom door if ERIC has the key
73FD
Unused
7400
Calculate appropriate coordinates for a message box
7414
Make a teacher give lines
748A
Unused
748C
Make a sound effect
74A0
Check whether any adults were hit by the pellet, water, sherry or conker
74C7
Unused
74C8
Control the descent of the water, sherry or conker
7590
Unused
7596
Deal with a character who has been knocked over
75FA
Unused
75FD
Check whether a pellet has hit a cup
7615
Check whether a pellet has hit a cup containing water, sherry or the frog
7653
Unused
7654
Check for walls, doors and windows in the path of a mouse, frog or pellet
76AC
Control the flight of a catapult pellet
7744
Unused
7746
Initialise an uninterruptible subcommand
774F
Check whether a character is on the top, middle or bottom floor
775B
Make BOY WANDER fire his catapult now and then
77B3
Deal with BOY WANDER when he is firing
77C6
Unused
77C8
Check whether any characters were or can be punched by ERIC or ANGELFACE
77F2
Make ANGELFACE hit now and then
7813
Deal with ANGELFACE when he is hitting
7841
Unused
7842
Knock down a main kid hit by a pellet
7854
Deal with the frog when it has been knocked out of a cup
78BA
Control the frog
7964
Unused
7966
Control a female character while she's standing on a chair or jumping (1)
7973
Unused
7974
Make a female character stand on a chair or start jumping
7998
Control a female character while she's standing on a chair or jumping (2)
79AC
Unused
79AE
Make any female characters near a mouse start or continue jumping
7A14
Unused
7A16
Control a mouse
7AE6
Release some mice (if possible)
7B0E
Prepare character buffers for released mice
7B54
Unused
7B55
Make ERIC catch a mouse or frog (if present)
7BE8
Unused
7BEB
Update the SRB for ERIC or his pellet and scroll the screen if necessary
7BF5
Make ERIC catch the frog (if possible)
7C02
Print the inventory
7C63
Unused
7C64
Print an inventory item
7C75
Collect the bit mask and game status buffer address for an event identifier
7C8F
Check whether a signal has been raised
7C95
Raise the signal for a certain event (unused)
7C98
Raise the signal for a certain event
7C9F
Unused
7CA1
Lower the signal for a certain event (unused)
7CAB
Check whether a character should continue walking up and down
7CD0
Make a character walk up and down until a certain time
7CE1
Make a character walk up and down a few times or until a certain time
7CFE
Unused
7D00
Get the identifier for ERIC's location
7D15
Check whether ERIC is where he should be
7D20
Make any nearby teacher give ERIC lines if necessary (1)
7D36
Make MR WACKER find the truant ERIC
7D3C
Unused
7D3E
Make any nearby teacher give ERIC lines if necessary (2)
7E73
Command list used to make MISS TAKE chase ERIC
7E75
Make MISS TAKE chase ERIC (1)
7E7B
Make MISS TAKE chase ERIC (2)
7EB0
Unused
7EB1
Print the lesson and ring the bell
7EEF
Unused
7EF1
Make BOY WANDER write on a blackboard
7F00
Screen refresh buffer (SRB)
7F54
Buffer for the Blue Room blackboard
7F5A
Buffer for the Yellow Room blackboard
7F60
Buffer for the blackboard in the top-floor classroom of the girls' skool
7F66
Buffer for the Science Lab blackboard
7F6C
Buffer for the blackboard in the middle-floor classroom of the girls' skool
7F72
Unused
7F80
Various flags
7F81
Lesson signal flags
7F82
Unused
7F88
Message 6: '{teacher}'
7F8A
Message 5: '{lines recipient}/combination number or letter/{room}'
7F8C
Message 10: '{mountain}/{king}/{animal}/{verb}'
7F8E
Message 11: '{country}/{year}/{habitat}/{noun}'
7F90
Message 7: '{grassee}'
7F92
Unused
7F9C
Bike and Science Lab storeroom combinations
7FA4
Copy of the bike and Science Lab storeroom combinations
7FAC
Unused
7FD7
Various ERIC-related data (1)
7FD8
Various ERIC-related data (2)
7FD9
Last value seen in the system variable FRAMES
7FDA
ID of the desk containing the water pistol
7FDB
ID of the desk containing the stinkbombs
7FDC
ERIC's stand-up delay counter
7FDD
ERIC's knockout delay counter
7FDE
Game mode indicator
7FDF
Current lesson number
7FE0
Lesson descriptor
7FE1
Number of mice caught
7FE2
Kiss counter
7FE3
Lesson clock
7FE5
Score
7FE7
Lines total
7FE9
Hi-score
7FEB
Inventory flags
7FEC
Input device indicator
7FED
ERIC's secondary status flags
7FEE
Last key pressed while riding the bike
7FEF
Counter that determines the bike's speed while ERIC's on it
7FF0
Bike's momentum
7FF1
Last key pressed
7FF2
ERIC's midstride/mid-action timer
7FF3
ERIC's main action timer
7FF4
Door/window status flags
7FF5
Character number of the teacher who last gave ERIC lines
7FF6
LSB of the lines-giving delay counter
7FF7
MSB of the lines-giving delay counter
7FF8
LSB of the address of the SRB byte corresponding to the lip of the speech bubble
7FF9
Speech bubble lip SRB bit
7FFA
Leftmost column of the play area on screen the last time the SRB was updated for the speech bubble
7FFB
ERIC's primary status flags
7FFC
Number of the character just moved (0xB7-0xD6)
7FFD
Random number seed
7FFF
x-coordinate of the leftmost column of the play area on screen
8000
Skool graphic data (tiles 0x00-0xFF, base page 0x80)
8800
Skool graphic data (tiles 0x00-0xFF, base page 0x88)
9000
Skool graphic data (tiles 0x00-0xFF, base page 0x90)
9800
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 1/8)
98E0
Speech bubble lip UDG
98E8
Safe key UDG
98F0
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 1/8)
98FA
Unused
98FC
Water animation table entry (phase 2)
9900
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 2/8)
99E0
Top left corner of the speech bubble UDG
99E8
Science Lab storeroom key UDG
99F0
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 2/8)
99FA
Unused
99FC
Water animation table entry (phase 3)
9A00
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 3/8)
9AE0
Top-middle section of the speech bubble UDG
9AE8
Captured frog UDG
9AF0
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 3/8)
9AFA
Unused
9AFC
Water animation table entry (phase 4)
9B00
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 4/8)
9BE0
Top-right corner of the speech bubble UDG
9BE8
Left half of the waterpistol UDG
9BF0
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 4/8)
9BFA
Unused
9BFC
Water animation table entry (phase 5)
9C00
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 5/8)
9CE0
Bottom-left corner of the speech bubble UDG
9CE8
Right half of the waterpistol UDG
9CF0
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 5/8)
9CFA
Unused
9CFC
Water animation table entry (phase 6+)
9D00
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 6/8)
9DE0
Bottom-middle section of the speech bubble UDG
9DE8
Three stinkbombs UDG
9DF0
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 6/8)
9DFA
Unused
9E00
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 7/8)
9EE0
Bottom-right corner of the speech bubble UDG
9EE8
Two stinkbombs UDG
9EF0
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 7/8)
9EFA
Unused
9EFC
x-coordinates of the plant pots
9F00
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 8/8)
9FE0
Captured mouse UDG
9FE8
Single stinkbomb UDG
9FF0
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 8/8)
9FFA
Unused
9FFC
y-coordinates of the plant pots
A000
Skool UDG references (LSBs) for row 0
A090
Skool UDG MSB indicators for row 0
A0B4
BRIGHT/PAPER attributes for skool UDGs in row 0
A0FC
Entry 0x00 in descent tables 0xFC-0xFF
A100
Skool UDG references (LSBs) for row 1
A190
Skool UDG MSB indicators for row 1
A1B4
BRIGHT/PAPER attributes for skool UDGs in row 1
A1FC
Entry 0x01 in descent tables 0xFC-0xFF
A200
Skool UDG references (LSBs) for row 2
A290
Skool UDG MSB indicators for row 2
A2B4
BRIGHT/PAPER attributes for skool UDGs in row 2
A2FC
Entry 0x02 in descent tables 0xFC-0xFF
A300
Skool UDG references (LSBs) for row 3
A390
Skool UDG MSB indicators for row 3
A3B4
BRIGHT/PAPER attributes for skool UDGs in row 3
A3FC
Entry 0x03 in descent tables 0xFC-0xFF
A400
Skool UDG references (LSBs) for row 4
A490
Skool UDG MSB indicators for row 4
A4B4
BRIGHT/PAPER attributes for skool UDGs in row 4
A4FC
Entry 0x04 in descent tables 0xFC-0xFF
A500
Skool UDG references (LSBs) for row 5
A590
Skool UDG MSB indicators for row 5
A5B4
BRIGHT/PAPER attributes for skool UDGs in row 5
A5FC
Entry 0x05 in descent tables 0xFC-0xFF
A600
Skool UDG references (LSBs) for row 6
A690
Skool UDG MSB indicators for row 6
A6B4
BRIGHT/PAPER attributes for skool UDGs in row 6
A6FC
Entry 0x06 in descent tables 0xFC-0xFF
A700
Skool UDG references (LSBs) for row 7
A790
Skool UDG MSB indicators for row 7
A7B4
BRIGHT/PAPER attributes for skool UDGs in row 7
A7FC
Entry 0x07 in descent tables 0xFC-0xFF
A800
Skool UDG references (LSBs) for row 8
A890
Skool UDG MSB indicators for row 8
A8B4
BRIGHT/PAPER attributes for skool UDGs in row 8
A8FC
Entry 0x08 in descent tables 0xFC-0xFF
A900
Skool UDG references (LSBs) for row 9
A990
Skool UDG MSB indicators for row 9
A9B4
BRIGHT/PAPER attributes for skool UDGs in row 9
A9FC
Entry 0x09 in descent tables 0xFC-0xFF
AA00
Skool UDG references (LSBs) for row 10
AA90
Skool UDG MSB indicators for row 10
AAB4
BRIGHT/PAPER attributes for skool UDGs in row 10
AAFC
Unused
AAFD
Entry 0x0A in descent table 0xFD
AAFE
Unused
AAFF
Entry 0x0A in descent table 0xFF
AB00
Skool UDG references (LSBs) for row 11
AB90
Skool UDG MSB indicators for row 11
ABB4
BRIGHT/PAPER attributes for skool UDGs in row 11
ABFC
Unused
ABFF
Entry 0x0B in descent table 0xFF
AC00
Skool UDG references (LSBs) for row 12
AC90
Skool UDG MSB indicators for row 12
ACB4
BRIGHT/PAPER attributes for skool UDGs in row 12
ACFC
Unused
ACFF
Entry 0x0C in descent table 0xFF
AD00
Skool UDG references (LSBs) for row 13
AD90
Skool UDG MSB indicators for row 13
ADB4
BRIGHT/PAPER attributes for skool UDGs in row 13
ADFC
Unused
ADFF
Entry 0x0D in descent table 0xFF
AE00
Skool UDG references (LSBs) for row 14
AE90
Skool UDG MSB indicators for row 14
AEB4
BRIGHT/PAPER attributes for skool UDGs in row 14
AEFC
Unused
AEFF
Entry 0x0E in descent table 0xFF
AF00
Skool UDG references (LSBs) for row 15
AF90
Skool UDG MSB indicators for row 15
AFB4
BRIGHT/PAPER attributes for skool UDGs in row 15
AFFC
Unused
AFFF
Entry 0x0F in descent table 0xFF
B000
Skool UDG references (LSBs) for row 16
B090
Skool UDG MSB indicators for row 16
B0B4
BRIGHT/PAPER attributes for skool UDGs in row 16
B0FC
Unused
B0FF
Entry 0x10 in descent table 0xFF
B100
Skool UDG references (LSBs) for row 17
B190
Skool UDG MSB indicators for row 17
B1B4
BRIGHT/PAPER attributes for skool UDGs in row 17
B1FC
Unused
B1FF
Entry 0x11 in descent table 0xFF
B200
Skool UDG references (LSBs) for row 18
B290
Skool UDG MSB indicators for row 18
B2B4
BRIGHT/PAPER attributes for skool UDGs in row 18
B2FC
Unused
B2FF
Entry 0x12 in descent table 0xFF
B300
Skool UDG references (LSBs) for row 19
B390
Skool UDG MSB indicators for row 19
B3B4
BRIGHT/PAPER attributes for skool UDGs in row 19
B3FC
Unused
B3FF
Entry 0x13 in descent table 0xFF
B400
Skool UDG references (LSBs) for row 20
B490
Skool UDG MSB indicators for row 20
B4B4
BRIGHT/PAPER attributes for skool UDGs in row 20
B4FC
Unused
B4FF
Entry 0x14 in descent table 0xFF
B500
Play area column pointers (Q values)
B5C0
Main timetable
B600
Mirrored values of 0x00 to 0xFF
B700
Character buffer for little girl no. 1 (0xB7)
B725
Personal timetable for little girl no. 1 (0xB7)
B73C
Skool region identifier table for the top floor
B744
Unused
B74C
Graphic data for animatory states 0x00-0x4F (UDG byte 1/8)
B800
Character buffer for little girl no. 2 (0xB8)
B825
Personal timetable for little girl no. 2 (0xB8)
B83C
Skool region identifier table for the middle floor
B846
Unused
B84C
Graphic data for animatory states 0x00-0x4F (UDG mask byte 1/8)
B900
Character buffer for little girl no. 3 (0xB9)
B925
Personal timetable for little girl no. 3 (0xB9)
B93C
Skool region identifier table for the bottom floor
B93E
Locations of doors
B948
Unused
B94C
Graphic data for animatory states 0x00-0x4F (UDG byte 2/8)
BA00
Character buffer for little girl no. 4 (0xBA)
BA25
Personal timetable for little girl no. 4 (0xBA)
BA3C
ERIC location identifier table for the top floor
BA46
Unused
BA4C
Graphic data for animatory states 0x00-0x4F (UDG mask byte 2/8)
BB00
Character buffer for little girl no. 5 (0xBB)
BB25
Personal timetable for little girl no. 5 (0xBB)
BB3C
ERIC location identifier table for the middle floor
BB42
Unused
BB4C
Graphic data for animatory states 0x00-0x4F (UDG byte 3/8)
BC00
Character buffer for little girl no. 6 (0xBC)
BC25
Personal timetable for little girl no. 6 (0xBC)
BC3C
ERIC location identifier table for the bottom floor
BC48
Unused
BC4C
Graphic data for animatory states 0x00-0x4F (UDG mask byte 3/8)
BD00
Character buffer for little girl no. 7 (0xBD)
BD25
Personal timetable for little girl no. 7 (0xBD)
BD3C
Staircase endpoint identifiers for skool region 0xBD
BD44
Data for staircase endpoint 0xBD
BD48
Unused
BD4C
Graphic data for animatory states 0x00-0x4F (UDG byte 4/8)
BE00
Character buffer for little boy no. 1 (0xBE)
BE25
Personal timetable for little boy no. 1 (0xBE)
BE3C
Staircase endpoint identifiers for skool region 0xBE
BE44
Data for staircase endpoint 0xBE
BE48
Unused
BE4C
Graphic data for animatory states 0x00-0x4F (UDG mask byte 4/8)
BF00
Character buffer for little boy no. 2 (0xBF)
BF25
Personal timetable for little boy no. 2 (0xBF)
BF3C
Staircase endpoint identifiers for skool region 0xBF
BF44
Data for staircase endpoint 0xBF
BF48
Unused
BF4C
Graphic data for animatory states 0x00-0x4F (UDG byte 5/8)
C000
Character buffer for little boy no. 3 (0xC0)
C025
Personal timetable for little boy no. 3 (0xC0)
C03C
Staircase endpoint identifiers for skool region 0xC0
C044
Data for staircase endpoint 0xC0
C048
Unused
C04C
Graphic data for animatory states 0x00-0x4F (UDG mask byte 5/8)
C100
Character buffer for little boy no. 4 (0xC1)
C125
Personal timetable for little boy no. 4 (0xC1)
C13C
Staircase endpoint identifiers for skool region 0xC1
C144
Data for staircase endpoint 0xC1
C148
Unused
C14C
Graphic data for animatory states 0x00-0x4F (UDG byte 6/8)
C200
Character buffer for little boy no. 5 (0xC2)
C225
Personal timetable for little boy no. 5 (0xC2)
C23C
Staircase endpoint identifiers for skool region 0xC2
C244
Data for staircase endpoint 0xC2
C248
Unused
C24C
Graphic data for animatory states 0x00-0x4F (UDG mask byte 6/8)
C300
Character buffer for little boy no. 6 (0xC3)
C325
Personal timetable for little boy no. 6 (0xC3)
C33C
Staircase endpoint identifiers for skool region 0xC3
C344
Data for staircase endpoint 0xC3
C348
Unused
C34C
Graphic data for animatory states 0x00-0x4F (UDG byte 7/8)
C400
Character buffer for little boy no. 7 (0xC4)
C425
Personal timetable for little boy no. 7 (0xC4)
C43C
Staircase endpoint identifiers for skool region 0xC4
C444
Data for staircase endpoint 0xC4
C448
Unused
C44C
Graphic data for animatory states 0x00-0x4F (UDG mask byte 7/8)
C500
Character buffer for little boy no. 8 (0xC5)
C525
Personal timetable for little boy no. 8 (0xC5)
C53C
Theme tune data (segment 3/6)
C544
Data for staircase endpoint 0xC5
C548
Unused
C54C
Graphic data for animatory states 0x00-0x4F (UDG byte 8/8)
C600
Character buffer for little boy no. 9 (0xC6)
C625
Personal timetable for little boy no. 9 (0xC6)
C63C
Theme tune data (segment 4/6)
C644
Data for staircase endpoint 0xC6
C648
Unused
C64C
Graphic data for animatory states 0x00-0x4F (UDG mask byte 8/8)
C700
Character buffer for little boy no. 10 (0xC7)
C725
Personal timetable for little boy no. 10 (0xC7)
C73C
Theme tune data (segment 5/6)
C744
Data for staircase endpoint 0xC7
C748
Unused
C749
Graphic data for animatory states 0x50-0x7F (UDG byte 1/8)
C800
Character buffer for MR WACKER (0xC8)
C825
Personal timetable for MR WACKER (0xC8)
C83C
Theme tune data (segment 6/6)
C840
Unused
C844
Data for staircase endpoint 0xC8
C848
Unused
C849
Graphic data for animatory states 0x50-0x7F (UDG mask byte 1/8)
C900
Character buffer for MR WITHIT (0xC9)
C925
Personal timetable for MR WITHIT (0xC9)
C93C
Command list 0x00: Top-floor classroom - girl
C947
Unused
C949
Graphic data for animatory states 0x50-0x7F (UDG byte 2/8)
CA00
Character buffer for MR ROCKITT (0xCA)
CA25
Personal timetable for MR ROCKITT (0xCA)
CA3C
Command list 0x02: Middle-floor classroom - girl
CA47
Unused
CA49
Graphic data for animatory states 0x50-0x7F (UDG mask byte 2/8)
CB00
Character buffer for MR CREAK (0xCB)
CB25
Personal timetable for MR CREAK (0xCB)
CB3C
Command list 0x04: Blue Room - little boy
CB47
Unused
CB49
Graphic data for animatory states 0x50-0x7F (UDG byte 3/8)
CC00
Character buffer for MISS TAKE (0xCC)
CC25
Personal timetable for MISS TAKE (0xCC)
CC3C
Command list 0x06: Yellow Room - little boy
CC47
Unused
CC49
Graphic data for animatory states 0x50-0x7F (UDG mask byte 3/8)
CD00
Character buffer for ALBERT (0xCD)
CD25
Personal timetable for ALBERT (0xCD)
CD3C
Command list 0x08: Science Lab - little boy
CD47
Unused
CD49
Graphic data for animatory states 0x50-0x7F (UDG byte 4/8)
CE00
Character buffer for BOY WANDER (0xCE)
CE25
Personal timetable for BOY WANDER (0xCE)
CE3C
Command list 0x0A: Kitchen - girl
CE43
Unused
CE44
Data for staircase endpoint 0xCE
CE48
Unused
CE49
Graphic data for animatory states 0x50-0x7F (UDG mask byte 4/8)
CF00
Character buffer for ANGELFACE (0xCF)
CF25
Personal timetable for ANGELFACE (0xCF)
CF3C
Command list 0x0C: Dinner hall - girl
CF43
Unused
CF44
Data for staircase endpoint 0xCF
CF48
Unused
CF49
Graphic data for animatory states 0x50-0x7F (UDG byte 5/8)
D000
Character buffer for EINSTEIN (0xD0)
D025
Personal timetable for EINSTEIN (0xD0)
D03C
Command list 0x0E: Revision Library - EINSTEIN/little boy
D043
Unused
D049
Graphic data for animatory states 0x50-0x7F (UDG mask byte 5/8)
D100
Character buffer for HAYLEY (0xD1)
D125
Personal timetable for HAYLEY (0xD1)
D13C
Command list 0x10: Dinner - EINSTEIN/little boy
D143
Unused
D149
Graphic data for animatory states 0x50-0x7F (UDG byte 6/8)
D200
Character buffer for ERIC (0xD2)
D224
Make a character do nothing
D225
Lesson descriptors
D23C
Command list 0x12: Walkabout - EINSTEIN/little boy/girl
D244
Unused
D249
Graphic data for animatory states 0x50-0x7F (UDG mask byte 6/8)
D300
Character buffer for the bike (0xD3)
D324
Random locations
D332
x-coordinates of the left ends of the classrooms
D337
x-coordinates of the left edges of the blackboards
D33C
LSBs of addresses of ERIC-handling routines
D344
Random location
D346
Unused
D349
Graphic data for animatory states 0x50-0x7F (UDG byte 7/8)
D400
Character buffer for the frog or mouse (0xD4)
D424
Random locations
D432
x-coordinates of the right ends of the classrooms
D437
Blackboard identifiers
D43C
MSBs of addresses of ERIC-handling routines
D444
Random location
D446
Unused
D449
Graphic data for animatory states 0x50-0x7F (UDG mask byte 7/8)
D500
Character buffer for the stinkbomb cloud or BOY WANDER's pellet (0xD5)
D524
Random locations
D532
x-coordinates of the leftmost seats in the classrooms
D537
y-coordinates of the top rows of the blackboards
D53C
LSBs of addresses of ERIC-handling routines
D544
Random location
D546
Unused
D549
Graphic data for animatory states 0x50-0x7F (UDG byte 8/8)
D600
Character buffer for water/sherry, plant, conker, desk lid or ERIC's pellet (0xD6)
D624
Random locations
D632
x-coordinates of the rightmost seats in the classrooms
D637
Unused
D63C
MSBs of addresses of ERIC-handling routines
D644
Random location
D646
Unused
D649
Graphic data for animatory states 0x50-0x7F (UDG mask byte 8/8)
D700
UDG reference table for the top-floor window when shut
D71D
Unused
D720
Font character bitmap widths for CHR$(32-127)
D780
UDG references for animatory states 0x00-0x7F at row 0, column 0
D800
UDG reference table for the top-floor window when open
D81D
Unused
D820
Font graphic data for CHR$(32-127) (pixel column 1)
D880
UDG references for animatory states 0x00-0x7F at row 1, column 0
D900
UDG reference table for the middle-floor window when shut
D91D
Unused
D920
Font graphic data for CHR$(32-127) (pixel column 2)
D980
UDG references for animatory states 0x00-0x7F at row 2, column 0
DA00
UDG reference table for the middle-floor window when open
DA1D
Unused
DA20
Font graphic data for CHR$(32-127) (pixel column 3)
DA80
UDG references for animatory states 0x00-0x7F at row 3, column 0
DB00
UDG reference table for the drinks cabinet door when shut
DB11
UDG reference table for the three cups (empty) on the shelf in the boys' skool
DB1E
Unused
DB20
Font graphic data for CHR$(32-127) (pixel column 4)
DB80
UDG references for animatory states 0x00-0x7F at row 0, column 1
DC00
UDG reference table for the drinks cabinet door when open
DC11
UDG reference table for the cup (empty) on the shelf in the girls' kitchen
DC16
Unused
DC20
Font graphic data for CHR$(32-43) (pixel column 5)
DC2C
Up-a-year tune data (segment 1/3)
DC40
Font graphic data for CHR$(64) (pixel column 5)
DC41
Theme tune data (segment 1/6)
DC4D
Font graphic data for CHR$(77-95) (pixel column 5)
DC60
Up-a-year tune data (segment 2/3)
DC6D
Font graphic data for CHR$(109) (pixel column 5)
DC6E
Theme tune data (segment 2/6)
DC77
Font graphic data for CHR$(119-120) (pixel column 5)
DC79
Up-a-year tune data (segment 3/3)
DC7F
Font graphic data for CHR$(127) (pixel column 5)
DC80
UDG references for animatory states 0x00-0x7F at row 1, column 1
DD00
UDG reference table for the Science Lab storeroom door when shut
DD3D
UDG reference table for the left study door when shut
DD76
UDG reference table for the leftmost cup (containing water) on the shelf in the boys' skool
DD7B
UDG reference table for the leftmost cup (containing sherry) on the shelf in the boys' skool
DD80
UDG references for animatory states 0x00-0x7F at row 2, column 1
DE00
UDG reference table for the Science Lab storeroom door when open
DE3D
UDG reference table for the left study door when open
DE76
UDG reference table for the middle cup (containing water) on the shelf in the boys' skool
DE7B
UDG reference table for the middle cup (containing sherry) on the shelf in the boys' skool
DE80
UDG references for animatory states 0x00-0x7F at row 3, column 1
DF00
UDG reference table for the right study door when shut
DF3D
UDG reference table for the boys' skool door when shut
DF76
UDG reference table for the rightmost cup (containing water) on the shelf in the boys' skool
DF7B
UDG reference table for the rightmost cup (containing sherry) on the shelf in the boys' skool
DF80
UDG references for animatory states 0x00-0x7F at row 0, column 2
E000
UDG reference table for the right study door when open
E03D
UDG reference table for the boys' skool door when open
E076
UDG reference table for the cup (containing water) on the shelf in the girls' skool
E07B
UDG reference table for the cup (containing sherry) on the shelf in the girls' skool
E080
UDG references for animatory states 0x00-0x7F at row 1, column 2
E100
UDG reference table for the tree with no bike attached
E125
'C' pressed - catch a mouse or the frog
E145
Deal with ERIC when he's bending over, dropping a stinkbomb etc.
E156
Addresses of closed door/window UDG reference tables
E166
Door/gate/cups/bike initialisation table
E170
UDG back buffer
E178
SRB bit translation table
E180
UDG references for animatory states 0x00-0x7F at row 2, column 2
E200
UDG reference table for the tree with the bike attached
E225
'R' pressed - release mice
E236
Prepare buffer 0xD5 for use by a stinkbomb cloud
E24D
Unused
E24F
Check whether buffer 0xD6 is being used
E256
Command list 0x14: Assembly - EINSTEIN/little boy
E264
Command list 0x1C: Girls' skool walkabout - MISS TAKE
E272
Command list 0x1E: Dinner duty
E280
UDG references for animatory states 0x00-0x7F at row 3, column 2
E300
Message 0x0C: score/lines total/hi-score/number of lines being given
E30B
Number graphic buffer
E320
Unused
E328
Temporary store for the part of the screen overwritten by a message box
E400
Command list 0x16: Top-floor classroom - MISS TAKE
E421
Unused
E428
Buffer holding attributes and graphic data for a message box
E500
Keypress offset table
E550
Addresses of keypress handling routines
E57A
Unused
E590
Command list 0x20: Science Lab - BOY WANDER
E59B
Command list 0x22: Science Lab - ANGELFACE
E5AE
Command list 0x24: Revision Library - ANGELFACE/BOY WANDER
E5BD
Command list 0x26: Dinner - ANGELFACE/BOY WANDER
E5CC
Command list 0x2A: Walkabout - ANGELFACE/BOY WANDER
E5DC
Command list 0x2C: Stalk HAYLEY - ANGELFACE
E5EE
Command list 0x58: Assembly - little boy
E5FC
Unused
E600
Command list 0x18: Middle-floor classroom - MISS TAKE
E621
Unused
E628
'Score - 0 Lines - 0 Hi-Sc - 0' box graphic
E700
Command list 0x1A: Kitchen walkabout - MISS TAKE
E70F
Command list 0x28: Assembly - ANGELFACE/BOY WANDER
E721
Unused
E728
Back to Skool logo
E800
Addresses of command lists
E85A
Unused
E860
Command list 0x2E: Blue Room - BOY WANDER
E86B
Command list 0x30: Blue Room - ANGELFACE
E87E
Unused
E87F
Command list 0x32: Yellow Room - BOY WANDER
E88A
Command list 0x34: Yellow Room - ANGELFACE
E89D
Unused
E89E
Command list 0x36: Write on the blackboards in the boys' skool - BOY WANDER
E8C0
Command list 0x38: Write on the blackboards in the girls' skool - BOY WANDER
E8DB
Unused
E8DC
Command list 0x3A: Blue Room - teacher
E8ED
Command list 0x3C: Yellow Room - teacher
E8FE
Command list 0x3E: Science Lab - teacher
E90F
Command list 0x40: Walkabout - WITHIT
E919
Command list 0x42: Walkabout - WACKER
E91D
Command list 0x44: Walkabout - teacher
E921
Command list 0x46: Walkabout - WACKER
E933
Command list 0x48: Assembly - WACKER
E943
Command list 0x4A: Head's study - WACKER
E94A
Unused
E94C
Command list 0x4C: Close the gate and the door - ALBERT
E975
Command list 0x4E: Open the door and the gate - ALBERT
E98B
Unused
E98C
Command list 0x50: Assembly - teacher
E999
Command list 0x52: Blue Room - EINSTEIN
E9A4
Command list 0x54: Yellow Room - EINSTEIN
E9AF
Command list 0x56: Science Lab - EINSTEIN
E9BA
Unused
E9C0
Message 0x03: 'Please Sir I cannot tell a lie . . '
E9E4
Message 0x04: ' ' (9 spaces)
E9EE
Message 0x0D: '[12]0 LINES^[5]'
E9F9
Message 0x0E: '[5]^ '
E9FD
Message 0x91: 'ATE'
EA01
Message 0x0F: 'NOW {DON'T }^DO IT AGAIN'
EA13
Message 0x08: 'THE '
EA18
Message 0x10: '{{teacher}}^{{room}}'
EA1C
Message 0x3F: 'DEMO.MODE^ '
EA28
Message 0x12: '{Please Sir I cannot tell a lie . . }{ERIC} is not here{9sp}'
EA38
Message 0x13: '{DON'T }BE^LATE AGAIN'
EA47
Message 0x09: 'DON'T '
EA4E
Message 0x14: 'STAY TILL I^DISMISS YOU'
EA66
Message 0x8E: ' THE '
EA6C
Message 0x8F: 'i hate ^'
EA75
Message 0x20: 'ARTESIAN^WELLS'
EA84
Message 0x21: '{THE }DOLDRUMS^ '
EA90
Message 0x22: 'TASTY^GEYSERS'
EA9E
Message 0x23: '{THE }GREEN^REVOLUTION'
EAB0
Message 0x24: 'TREACLE^MINING'
EABF
Message 0x25: 'FROG FARMING^ '
EACE
Message 0x26: 'HEAVY WATER^ '
EADC
Message 0x27: 'HOLOGRAMS &^LASERS'
EAEF
Message 0x28: 'DNA^ '
EAF5
Message 0x29: 'VAMPIRE^BATS'
EB02
Message 0x2A: 'NUCLEAR^FUSION'
EB11
Message 0x2B: 'BACTERIA^AS PETS'
EB22
Message 0x2C: 'ATTILA{ THE }^HUN'
EB2E
Message 0x2D: 'ERIC{ THE }RED^ '
EB39
Message 0x2E: 'NOGGIN{ THE }^NOG'
EB45
Message 0x2F: 'IVAN{ THE }^TERRIBLE'
EB54
Message 0x30: 'ETHELRED{ THE }^UNREADY'
EB66
Message 0x31: '{THE }LUDDITES^ '
EB72
Message 0x32: 'IAMBIC^PENTAMETERS'
EB85
Message 0x33: 'ELOCUTION^AINT ARF FUN'
EB9C
Message 0x34: 'SUGAR AND^SPICE'
EBAC
Message 0x35: 'TONE POEMS^ '
EBB9
Message 0x36: 'ELEMENTARY^ASTROPHYSICS'
EBD1
Message 0x37: '{THE }BARD OF^AVON'
EBDF
Message 0x38: '{i hate ^}girls'
EBE6
Message 0x39: '{i hate ^}skool'
EBED
Message 0x3A: '{i hate ^}mafs'
EBF3
Message 0x3B: '{i hate ^}{MR WACKER}'
EBF6
Message 0x3C: '{i hate ^}groan-ups'
EC01
Message 0x3D: 'who's Sam^Cruise?'
EC13
Message 0x8B: 'SIT DOWN '
EC1D
Message 0x8C: 'SIT '
EC22
Message 0x8D: 'GET '
EC27
Message 0x3E: 'YOU ARE NOT^ALLOWED HERE'
EC40
'{DON'T }{SIT }ON^{THE }STAIRS' (unused)
EC4D
Message 0x40: '{GET }OFF^{THE }PLANTS'
EC5A
Message 0x41: '{DON'T }RIDE^BIKES IN HERE'
EC6E
Message 0x42: '{GET }OFF^{THE }FLOOR'
EC7A
Message 0x43: '{GET }BACK^TO SCHOOL'
EC8A
Message 0x44: '{GET }ALONG^NOW'
EC95
Message 0x45: '{SIT }FACING^{THE }STAGE'
ECA4
Message 0x46: 'NOW^{SIT DOWN }'
ECAA
Message 0x47: 'COME ALONG^YOU MONSTER'
ECC1
Message 0x48: '{DON'T }KEEP^ME WAITING'
ECD2
Message 0x55: '{DON'T }TELL^TALES'
ECDE
Message 0x56: '{DON'T }TOUCH^BLACKBOARDS'
ECF1
Message 0x57: '{Please Sir I cannot tell a lie . . }{ERIC} hit me{9sp}'
ECFC
Message 0x58: '{Please Sir I cannot tell a lie . . }[7] wrote on the board{9sp}'
ED13
Message 0x59: 'START REVISING FOR YOUR EXAMS{9sp}'
ED32
Message 0x5A: 'START READING AT THE NEXT CHAPTER IN YOUR BOOKS{9sp}'
ED63
Message 0x5B: 'WRITE AN ESSAY TITLED 'WHY I LOVE SCHOOL'{9sp}'
ED8E
Message 0x5C: '{SIT DOWN }CHAPS{9sp}'
ED96
Message 0x5D: '{SIT DOWN }MY CHERUBS{9sp}'
EDA3
Message 0x5E: '{SIT DOWN }YOU LITTLE ANARCHISTS{9sp}'
EDBB
Message 0x5F: '{SIT DOWN }'
EDBD
Message 0x60: 'YOU'RE ALL IN DETENTION UNTIL I FIND OUT WHO [10]{ THE }[11]{9sp}'
EDEF
Message 0x90: 'KIDNAPPED'
EDF9
Message 0x61: '{DON'T }HIT^YOUR MATES'
EE09
Message 0x62: '{MR WACKER}^HE'S ESCAPING'
EE19
Message 0x63: 'YOU HAVE 10000 LINES{ {ERIC}{9sp}YOU'RE EXPELLED{9sp}}'
EE2F
Message 0x64: 'YOU ARE NOT A BIRD{ {ERIC}{9sp}YOU'RE EXPELLED{9sp}}'
EE43
Message 0x8A: ' {ERIC}{9sp}YOU'RE EXPELLED{9sp}'
EE57
Message 0x80: 'PLAYTIME'
EE60
Message 0x81: 'ASSEMBLY'
EE69
Message 0x82: 'DINNER'
EE70
Message 0x83: 'LIBRARY'
EE78
Message 0x84: 'SCIENCE LAB'
EE84
Message 0x85: 'BLUE ROOM'
EE8E
Message 0x86: 'YELLOW ROOM'
EE9A
Message 0x87: 'REVISION'
EEA3
Message 0x92: 'SET FIRE TO'
EEAF
Message 0x93: 'BLEW UP'
EEB7
Message 0x94: 'IS MAKING RUDE PHONE CALLS TO'
EED5
Message 0x95: 'IS BLACKMAILING'
EEE5
Message 0x96: 'SQUASHED'
EEEE
Message 0x97: 'POISONED'
EEF7
Message 0x98: 'GOLDFISH'
EF00
Message 0x99: 'SCHOOL CAT'
EF0B
Message 0x9A: 'LATIN MASTER'
EF18
Message 0x9B: 'LOLLIPOP LADY'
EF26
Message 0x9C: 'PTA'
EF2A
Message 0x9D: 'CARETAKER'S BUDGIE'
EF3D
Message 0x9E: 'MILK MONITOR'
EF4A
Message 0x9F: 'HEAD BOY'
EF53
Message 0x15: 'MR WACKER'
EF60
Message 0x16: 'MR WITHIT'
EF6D
Message 0x17: 'MR ROCKITT'
EF7A
Message 0x18: 'MR CREAK'
EF87
Message 0x19: 'MISS TAKE'
EF94
Message 0x1A: 'ALBERT'
EFA1
Message 0x1B: 'BOY WANDER'
EFAE
Message 0x1C: 'ANGELFACE'
EFBB
Message 0x1D: 'EINSTEIN'
EFC8
Message 0x1E: 'HAYLEY'
EFD5
Message 0x1F: 'ERIC'
EFE2
Message 0x89: '{Please Sir I cannot tell a lie . . }it is '
EFEA
Message 0x4B: '{{Please Sir I cannot tell a lie . . }it is }MT.[10]{9sp}'
EFF1
Message 0x51: '{Please Sir I cannot tell a lie . . }it was in 1[11]{9sp}'
F000
Control EINSTEIN during class
F016
Unused
F017
Make EINSTEIN speak
F02F
Make a teacher give lines to EINSTEIN or the kid he grassed up
F046
Unused
F048
Check whether ERIC and EINSTEIN are in class
F05D
Make a teacher tell the class what to do
F072
Unused
F073
Restart the command list or make a teacher tell the kids to sit down
F09A
Unused
F09B
Make a teacher find the truant ERIC
F0B7
Unused
F0B8
Restart the command list
F0BF
Make a teacher find ERIC if he's absent during dinner
F0D9
Unused
F0DA
Control a teacher during assembly
F0FD
Unused
F100
Make a teacher conduct a class
F24C
Unused
F250
Make MR WACKER put the kids in detention
F28C
Unused
F28E
Deal with ERIC when he's been knocked over
F2DF
Unused
F2E2
Deal with ERIC when he's sitting or lying down
F3D4
Unused
F3D7
'S' pressed - sit (1)
F3E2
Unused
F3E6
Make ERIC sit in a chair or on the floor
F3FC
'S' pressed - sit (2)
F410
Unused
F413
Collect a keypress during the game (or simulate one in demo mode)
F460
Make the next command be the start of the command list
F46C
Restart the command list unless the boys' skool door is closed
F483
Unused
F487
Jump forward in the command list if the boys' skool door or the gate is closed
F49C
Wait till everyone has gone past the gate or the boys' skool door
F4CB
Unused
F4CC
Make ALBERT keep an eye out for ERIC during lessons
F52E
Command list used to make MR WACKER find the truant ERIC
F530
Command list used to make MR WACKER find and expel ERIC
F532
Set MR WACKER on his way to expel ERIC
F54A
Make MR WACKER find the truant ERIC
F55F
Make MR WACKER find and expel ERIC
F5B7
Unused
F5BE
Prepare for a new game
F6B4
Move the characters, close doors, and give ERIC lines if necessary
F6BE
Start a new game if a key is pressed while ERIC's sitting or lying down in demo mode
F6C8
'D.S.REIDY 85 '
F6D5
Start a new game or enter demo mode
F6EA
Main loop
F74D
Change the lesson
F7AC
Unused
F7AD
Deal with ERIC
F7D6
Unused
F7D7
Place a continual subcommand routine address into a character's buffer
F7DF
Make ANGELFACE stalk HAYLEY
F803
Unused
F804
Make ANGELFACE or BOY WANDER hit or fire now and then
F80D
Restart the command list unless it's time for assembly
F818
Scroll the display file left or right one column
F841
Scroll the display file left one column
F849
Scroll the display file right one column
F858
Clear various game and lesson flags
F862
Deal with a stinkbomb when dropped
F8FF
Unused
F900
UDG reference table for the skool gate when shut
F939
Deal with MR WACKER's journey to a window
F975
Prepare the buffer for ERIC's catapult pellet and make a sound effect
F986
Check for the presence of a plant pot
F99A
'G' pressed - fire water pistol
F9AB
Control water fired from the pistol (1)
F9FC
Unused
FA00
UDG reference table for the skool gate when open
FA39
Control water fired from the pistol (2)
FA4C
Unused
FA4D
Deal with water fired from the pistol at certain phases
FAF1
Unused
FAF2
Begin ERIC's descent from a plant, a plant pot, or the assembly hall stage
FB03
Deal with ERIC when he's stepping off a plant, a plant pot, or the assembly hall stage
FB3C
Deal with ERIC when he's standing on a plant or plant pot
FBA0
Deal with ERIC when he's falling to the floor to land on his feet
FBCC
Deal with ERIC while he's falling (1)
FC30
Unused
FC34
Message 0x01: 'NO^STINKBOMBS'
FC42
Message 0x02: 'NO^CATAPULTS'
FC4F
Message 0x88: 'NO^WATERPISTOLS'
FC5F
Unused
FC60
Message 0x52: 'WHEN DID [10] BECOME KING?{9sp}'
FC79
Message 0x4E: 'WHERE DOES A[10] LIVE?{9sp}'
FC8E
Message 0xA0: 'KILIMANJARO'
FC9A
Message 0xA1: 'KOSCIUSKO'
FCA4
Message 0xA2: 'McKINLEY'
FCAD
Message 0xA3: 'KOMMUNISMA'
FCB8
Message 0xA4: 'HUASCARAN'
FCC2
Message 0xA5: 'SAJAMA'
FCC9
Message 0xA6: 'COOK'
FCCE
Message 0xA7: 'SNOWDON'
FCD6
Message 0xA8: 'TANZANIA'
FCDF
Message 0xA9: 'AUSTRALIA'
FCE9
Message 0xAA: 'ALASKA'
FCF0
Message 0xAB: 'THE USSR'
FCF9
Message 0xAC: 'PERU'
FCFE
Message 0xAD: 'BOLIVIA'
FD06
Message 0xAE: 'NEW ZEALAND'
FD12
Message 0xAF: 'WALES'
FD18
Message 0xC0: 'JOHN'
FD1D
Message 0xC1: 'STEPHEN'
FD25
Message 0xC2: 'JAMES I'
FD2D
Message 0xC3: 'GEORGE V'
FD36
Message 0xC4: 'HENRY V'
FD3E
Message 0xC5: 'HENRY VII'
FD48
Message 0xC6: 'GEORGE I'
FD51
Message 0xC7: 'CHARLES I'
FD5B
Unused
FD5C
Message 0xC8: '199'
FD60
Message 0xC9: '135'
FD64
Message 0xCA: '603'
FD68
Message 0xCB: '910'
FD6C
Message 0xCC: '413'
FD70
Message 0xCD: '485'
FD74
Message 0xCE: '714'
FD78
Message 0xCF: '625'
FD7C
Message 0xB0: ' BADGER'
FD84
Message 0xB1: ' SQUIRREL'
FD8E
Message 0xB2: ' BEAVER'
FD96
Message 0xB3: ' HARE'
FD9C
Message 0xB4: 'N EAGLE'
FDA4
Message 0xB5: 'N OTTER'
FDAC
Message 0xB6: ' BEE'
FDB1
Message 0xB7: ' BUG'
FDB6
Message 0xB8: ' SET'
FDBB
Message 0xB9: ' DREY'
FDC1
Message 0xBA: ' LODGE'
FDC8
Message 0xBB: ' FORM'
FDCE
Message 0xBC: 'N EYRIE'
FDD6
Message 0xBD: ' HOLT'
FDDC
Message 0xBE: ' HIVE'
FDE2
Message 0xBF: ' BAD PROGRAM'
FDEF
Message 0x00: 'ONTO{ THE }^NEXT YEAR'
FDFF
Unused
FE00
Addresses of messages 0x00-0x6F (LSBs)
FE70
Message 0x4A: 'WHERE IS MT.[10]?{9sp}'
FE80
Addresses of messages 0x80-0xCF (LSBs)
FED0
Message 0x4C: 'WHAT IS THE HIGHEST MOUNTAIN IN [11]?{9sp}'
FEF4
Message 0x49: '{{Please Sir I cannot tell a lie . . }it is }in [11]{9sp}'
FEFB
Message 0x4D: '{{Please Sir I cannot tell a lie . . }it is }A[11]{9sp}'
FF00
Addresses of messages 0x00-0x6F (MSBs)
FF70
Message 0x53: '{Please Sir I cannot tell a lie . . }it was KING [10]{9sp}'
FF80
Addresses of messages 0x80-0xCF (MSBs)
FFD0
Message 0x54: 'WHO BECAME KING IN 1[11]?{9sp}'
FFE8
Message 0x50: 'WHAT LIVES IN A[11]?{9sp}'
FFFB
Message 0x4F: '{{Please Sir I cannot tell a lie . . }it is }A[10]{9sp}'