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