Address Description
5B00
Message graphic buffer
6000
Scroll the screen right one column
607B
Unused
609B
Scroll the screen left one column
60F9
Unused
6100
Print a tile (unused)
610B
Print a tile
6183
Unused
618C
Collect one byte from a command list
61A1
Get a random number
61B0
Update a character's animatory state and location and update the SRB
6212
Unused
6214
Update the SRB for a character's current animatory state and location
6226
Move the characters
62A0
Terminate a command
62B2
Determine whether a character should be moved (1)
62D7
Make a character walk up and down until a certain time
6317
Determine whether a character should be moved (2)
631D
Unused
631E
Check whether a signal has been raised
633A
Unused
633C
Guide a character to an intermediate destination
6388
Unused
638C
Guide a character up a staircase
6390
Guide a character down a staircase
63BC
Unused
63BE
Make a character go to a location
645B
Unused
645F
Guide a character from the top floor to another floor
6464
Guide a character from the bottom floor to another floor
6495
Unused
6496
Guide a character to a location on the same floor
64CA
Unused
64D2
Scroll the screen right 8 columns
64DC
Scroll the screen left 8 columns
64E6
Update the display (unused)
64FD
Unused
6500
Move ERIC from the midstride position and scroll the screen if necessary
653C
Put ERIC midstride, or raise his arm while writing on a blackboard
6560
Unused
6564
Check whether ERIC is sitting or lying down
656A
Turn ERIC round
657D
Unused
657F
'A' pressed - down
65DB
Unused
65E4
'Q' pressed - up
663F
Unused
6648
Check whether a character is on a staircase
6652
'O' pressed - left
66A4
Unused
66AA
'P' pressed - right
66E0
Unused
66E6
Change the lesson
6736
Get the ASCII code of the last key pressed (unused)
673A
Get the ASCII code of the last key pressed
6752
Ring the bell
6767
Main loop
67CC
Unused
67D8
Get input from the Kempston joystick if it's in use
67FD
Unused
6800
ASCII codes and routine addresses for the keypress offset table
681E
Unused
681F
Input device indicator
6820
Keypress offset table
6880
ASCII codes and routine addresses for the keypress offset table
688C
Keypress vector table for keyboard input
6896
Keypress vector table for Int2 input
68A0
Request and set the input method (keyboard, joystick, Int2)
68D4
'CONTROL KEYS - Normal/Kempston/Cursor/Int2?'
6900
Start a new game or enter demo mode
697F
Unused
6980
Update the SRB for one column of a sprite
6992
Update the display
69CA
Four skool locations
69D2
Set a random destination for a character
69E7
Make a character go to a random location
69F5
Unused
69F6
Make a little boy trip people up
6A37
Unused
6A3C
Make a stricken character give lines if he's a teacher
6A46
Deal with a character who has been knocked over
6A6E
Make little boy no. 1 go to a place at random and trip people up on the way
6A7E
Unused
6A82
Make a little boy find and follow little boy no. 1
6AA1
Unused
6AA7
Deal with ERIC when he's been knocked over
6AD7
Return to the main loop having already dealt with ERIC
6AD9
Deal with ERIC
6AFB
Add to the score and print it
6B0E
Print the bottom three lines of the screen
6B32
Send a character on a mini-walkabout
6B3B
Unused
6B3D
Make a character walk up and down a few times or until a certain time
6B54
Lower the signal for a certain event
6B58
Raise the signal for a certain event
6B78
Unused
6B7D
Knock the current occupant (if any) out of a chair
6B96
Unused
6B97
Check whether a chair is occupied and unseat any occupant
6BE5
Unused
6BF0
Check whether a character is beside a chair
6C4E
Unused
6C55
Deal with a character who's been dethroned (1)
6C64
Deal with a character who's been dethroned (2)
6C7C
Deal with a character who is looking for a seat
6C96
Unused
6CA0
Make a character find a seat
6CAE
Unused
6CAF
'S' pressed - sit/stand
6CEE
Unused
6CF0
Make a character stand up if he's not already standing
6D05
Unused
6D0A
Get the base address of the graphic data for a sprite tile
6D1C
Control the horizontal flight of a catapult pellet
6DC5
Unused
6DC6
Control the vertical flight of a catapult pellet
6DEF
Check whether a shield has been hit
6E33
Select a special PLAYTIME occasionally
6E3C
Check whether a boy can be seen by a teacher
6E8F
Unused
6E90
Determine which floor is nearest to a character
6EA7
Get the x-coordinate range within which a character can see or be seen
6EDC
Unused
6F00
Check whether a character was or can be punched by ERIC or ANGELFACE
6F1A
Unused
6F1E
Make ANGELFACE hit now and then
6F75
Unused
6F80
Make ANGELFACE throw a punch (1)
6F8E
Make ANGELFACE throw a punch (2)
6F99
Check whether anyone was punched by ERIC or ANGELFACE
6FE2
Make ANGELFACE throw a punch (3)
6FEF
Make ANGELFACE throw a punch (4)
6FF2
Unused
6FF9
Make BOY WANDER fire his catapult (1)
7000
Make BOY WANDER fire his catapult now and then
7029
Unused
702C
Make BOY WANDER fire his catapult (2)
703D
Make BOY WANDER fire his catapult (3)
7048
Make BOY WANDER fire his catapult (4)
7067
Make BOY WANDER fire his catapult (5)
7072
Make BOY WANDER fire his catapult (6)
707F
Make BOY WANDER his fire catapult (7)
7082
Unused
7087
Update the SRB for a blackboard or the speech bubble lip
70D2
Get the next character of a message being spoken or written
7120
Unused
7128
Get the identifier and coordinates of the blackboard closest to a character
7142
Write a single character on a blackboard
71D1
Unused
71DC
Make a teacher wipe a blackboard (1)
71E1
Unused
71E8
Make a teacher wipe a blackboard (2)
725E
Unused
7264
Make a character write on a blackboard
72C9
Unused
72D2
Update the SRB for the middle six columns of the speech bubble
7301
Unused
7302
Slide a message character into the speech bubble text window (2)
7349
Unused
734E
Print the speech bubble
7400
Unused
740A
Slide a message character into the speech bubble text window (1)
7424
Unused
7427
Update the SRB for the speech bubble
7432
Remove the speech bubble
74AC
Unused
74AF
Save the area of the screen that will be overwritten by a lines bubble
7514
Unused
7519
Copy a graphic buffer to the screen
7557
Unused
755A
Write a line of text into a graphic buffer
758D
Unused
7591
Insert a pixel column into a graphic buffer
75A3
Lines bubble edge graphics
75B4
Draw the left and right edges of a lines bubble
75CC
Print a reprimand message
75FB
Unused
7600
Write a character's name into the lines bubble graphic buffer
762B
Unused
7632
Insert a pixel column into the number graphic buffer
7644
Unused
7646
Generate graphic data for a number
76C6
Unused
76C8
Print the score, lines total or hi-score (1)
76E0
Write the number of lines into the lines bubble graphic buffer
76F9
Print the score, lines total or hi-score (2)
7700
Make a teacher give lines
778B
Unused
7790
Skool region data table for the top floor
779C
Skool region data table for the middle floor
77A6
Skool region data table for the bottom floor
77AC
Make any nearby teacher give ERIC lines if necessary
78A8
Unused
78AA
Make a teacher give lines to the closest main kid
793A
Unused
7940
Print the lesson
7984
Unused
7986
Make a character speak (1)
799A
Make a character speak (2)
79B0
Remnants of an old version of the previous routine
79BA
Control EINSTEIN during class (1)
79CA
Control EINSTEIN during class (2)
79D4
Check whether ERIC is where he should be
79FD
Get ERIC's coordinates
7A17
Unused
7A18
Data table for MR WACKER's questions and answers
7A1A
Data table for MR ROCKITT's questions and answers
7A22
Data table for MR WITHIT's questions and answers
7A2A
Data table for MR CREAK's questions and answers
7A32
Prepare a question and answer
7AD7
Unused
7ADC
Determine the next move of a character following another character
7B95
Unused
7B96
Rewind to a specific point in a command list
7BA0
Make a teacher find the truant ERIC
7BFB
Move a character looking for ERIC from the midstride position
7C18
Move a character looking for ERIC to the midstride position
7C3F
Restart the command list unless it's time to start the lesson
7C47
Restart the command list
7C57
Unused
7C5A
Place a continual subcommand routine address into a character's buffer
7C6C
Unused
7C6E
Make a teacher perform dinner duty (1)
7C97
Make a teacher perform dinner duty (2)
7C9F
Unused
7CA0
Make a teacher give lines to EINSTEIN for telling tales
7CAF
Make EINSTEIN speak
7CC8
Make a teacher wait for EINSTEIN to finish speaking
7CD0
Check whether ERIC and EINSTEIN are in class
7CE0
Make a teacher decide whether to give EINSTEIN lines for telling tales
7CF1
Call an interruptible subcommand
7CFC
Make a teacher tell the kids to go to a certain page in their books
7D30
Make a teacher conduct a class without ERIC
7D83
Unused
7D84
Make a teacher tell the kids to sit down
7D9E
Make BOY WANDER write on a blackboard
7DA7
Make BOY WANDER write on a blackboard if the teacher hasn't arrived yet
7DB2
Make a teacher conduct a class
7DD4
Unused
7DD8
Insert a pixel column into the top or bottom half of the speech bubble text window
7DEA
Make a character walk fast
7DF2
Make a character speak at the correct speed
7DFA
Exit demo mode
7E00
Unused
7E07
Note duration and pitch data for tunes
7E17
Play a tune
7E61
Theme tune data
7E83
Unused
7E86
Play the theme tune for the first time
7E90
Play the theme tune
7E96
Play the 'Got all shields/opened safe' tune
7EA2
Play the first part of the 'Got all shields/opened safe' tune
7EB2
Data for the first part of the 'Got all shields/opened safe' tune
7EBE
Data for the second part of the 'Got all shields/opened safe' tune
7ED5
Unused
7ED6
Remove the speech bubble if present
7EE4
Save Skool Daze to tape
7EF1
Unused
7F00
x-coordinate of the leftmost column of the skool on screen
7F01
UDG back buffer
7F09
Number of on-screen character squares that need refreshing (unused)
7F0A
Unused
7F0C
Screen refresh buffer (SRB)
7F60
Unused
7F64
Speech bubble lip coordinates
7F66
UDG references and attribute bytes of the part of the skool overwritten by the speech bubble and lip
7F88
Unused
7F8C
Workspace used to find the main kid closest to a teacher
7F94
Unused
7F96
Safe combination letter message
7F98
Unused
7F9A
Identifier for CREAK's birth year battle
7F9B
CREAK's year of birth
7F9F
Safe combination code
7FA3
Teachers' safe combination letters
7FA7
Unused
7FA8
Reading Room blackboard contents buffer
7FAD
Unused
7FAE
White Room blackboard contents buffer
7FB3
Unused
7FB4
Exam Room blackboard contents buffer
7FB9
Unused
7FC1
ERIC's stand-up delay counter
7FC2
Hi-score
7FC4
Score
7FC6
Lines total
7FC8
Lesson status flags
7FC9
Lesson signal flags
7FCA
Stampede signal flags
7FCB
Special playtime signal flags
7FCC
Unused
7FDA
Birth year question indicator
7FDB
Unused
7FE8
ERIC's main action timer
7FE9
ERIC's midstride/mid-action timer
7FEA
Game mode indicator
7FEB
Shield counter
7FEC
Next clean pixel column on the Reading Room blackboard
7FED
Number of the character who last wrote on the Reading Room blackboard
7FEE
Next clean pixel column on the White Room blackboard
7FEF
Number of the character who last wrote on the White Room blackboard
7FF0
Next clean pixel column on the Exam Room blackboard
7FF1
Number of the character who last wrote on the Exam Room blackboard
7FF2
Lines-giving delay counter
7FF3
Character number of the teacher who last gave ERIC lines
7FF4
Lesson descriptor
7FF5
ERIC's knockout delay counter
7FF6
Action timer for ERIC
7FF7
Lesson clock
7FF9
Current lesson number
7FFA
Last value seen in the system variable FRAMES
7FFB
ERIC's status flags
7FFC
Last key pressed
7FFD
Number of the character just moved (0x98-0xAB)
7FFE
Random number seed
8000
Skool graphic data for columns 0-31 (tiles 0x00-0xFF)
8800
Skool graphic data for columns 32-63 (tiles 0x00-0xFF)
9000
Skool graphic data for columns 64-95 (tiles 0x00-0xFF)
9800
Skool UDG references (LSBs) for row 0
9860
Character buffer for little boy no. 1 (0x98)
9880
Skool attribute data for row 0
98E0
Personal timetable for little boy no. 1 (0x98)
9900
Skool UDG references (LSBs) for row 1
9960
Character buffer for little boy no. 2 (0x99)
9980
Skool attribute data for row 1
99E0
Personal timetable for little boy no. 2 (0x99)
9A00
Skool UDG references (LSBs) for row 2
9A60
Character buffer for little boy no. 3 (0x9A)
9A80
Skool attribute data for row 2
9AE0
Personal timetable for little boy no. 3 (0x9A)
9B00
Skool UDG references (LSBs) for row 3
9B60
Character buffer for little boy no. 4 (0x9B)
9B80
Skool attribute data for row 3
9BE0
Personal timetable for little boy no. 4 (0x9B)
9C00
Skool UDG references (LSBs) for row 4
9C60
Character buffer for little boy no. 5 (0x9C)
9C80
Skool attribute data for row 4
9CE0
Personal timetable for little boy no. 5 (0x9C)
9D00
Skool UDG references (LSBs) for row 5
9D60
Character buffer for little boy no. 6 (0x9D)
9D80
Skool attribute data for row 5
9DE0
Personal timetable for little boy no. 6 (0x9D)
9E00
Skool UDG references (LSBs) for row 6
9E60
Character buffer for little boy no. 7 (0x9E)
9E80
Skool attribute data for row 6
9EE0
Personal timetable for little boy no. 7 (0x9E)
9F00
Skool UDG references (LSBs) for row 7
9F60
Character buffer for little boy no. 8 (0x9F)
9F80
Skool attribute data for row 7
9FE0
Personal timetable for little boy no. 8 (0x9F)
A000
Skool UDG references (LSBs) for row 8
A060
Character buffer for little boy no. 9 (0xA0)
A080
Skool attribute data for row 8
A0E0
Personal timetable for little boy no. 9 (0xA0)
A100
Skool UDG references (LSBs) for row 9
A160
Character buffer for little boy no. 10 (0xA1)
A180
Skool attribute data for row 9
A1E0
Personal timetable for little boy no. 10 (0xA1)
A200
Skool UDG references (LSBs) for row 10
A260
Character buffer for little boy no. 11 (0xA2)
A280
Skool attribute data for row 10
A2E0
Personal timetable for little boy no. 11 (0xA2)
A300
Skool UDG references (LSBs) for row 11
A360
Character buffer for MR WACKER (0xA3)
A380
Skool attribute data for row 11
A3E0
Personal timetable for MR WACKER (0xA3)
A400
Skool UDG references (LSBs) for row 12
A460
Character buffer for MR ROCKITT (0xA4)
A480
Skool attribute data for row 12
A4E0
Personal timetable for MR ROCKITT (0xA4)
A500
Skool UDG references (LSBs) for row 13
A560
Character buffer for MR WITHIT (0xA5)
A580
Skool attribute data for row 13
A5E0
Personal timetable for MR WITHIT (0xA5)
A600
Skool UDG references (LSBs) for row 14
A660
Character buffer for MR CREAK (0xA6)
A680
Skool attribute data for row 14
A6E0
Personal timetable for MR CREAK (0xA6)
A700
Skool UDG references (LSBs) for row 15
A760
Character buffer for BOY WANDER (0xA7)
A780
Skool attribute data for row 15
A7E0
Personal timetable for BOY WANDER (0xA7)
A800
Skool UDG references (LSBs) for row 16
A860
Character buffer for ANGELFACE (0xA8)
A880
Skool attribute data for row 16
A8E0
Personal timetable for ANGELFACE (0xA8)
A900
Skool UDG references (LSBs) for row 17
A960
Character buffer for EINSTEIN (0xA9)
A980
Skool attribute data for row 17
A9E0
Personal timetable for EINSTEIN (0xA9)
AA00
Skool UDG references (LSBs) for row 18
AA60
Character buffer for BOY WANDER's pellet (0xAA)
AA80
Skool attribute data for row 18
AAE0
Personal timetable for BOY WANDER's pellet (0xAA)
AB00
Skool UDG references (LSBs) for row 19
AB60
Character buffer for ERIC's pellet (0xAB)
AB80
Skool attribute data for row 19
ABE0
Personal timetable for ERIC's pellet (0xAB)
AC00
Skool UDG references (LSBs) for row 20
AC60
Character buffer for ERIC (0xAC)
AC80
Skool attribute data for row 20
ACE0
Lesson descriptors
AD00
UDG references for animatory states 0x00-0x67 at row 0, column 0
AD68
'CAST OF CHARACTERS'
AD7B
Unused
AD7F
UDG references for animatory states 0x7F-0xE7 at row 0, column 0
ADE8
Insert a pixel column into the message graphic buffer
ADFB
Unused
ADFF
UDG reference for animatory state 0xFF at row 0, column 0
AE00
UDG references for animatory states 0x00-0x67 at row 1, column 0
AE68
'PRESS'C'TO CHANGE NAME'
AE7F
UDG references for animatory states 0x7F-0xE7 at row 1, column 0
AEE8
Insert message text into the message graphic buffer
AEFF
UDG reference for animatory state 0xFF at row 1, column 0
AF00
UDG references for animatory states 0x00-0x67 at row 2, column 0
AF68
'ENTER NEW NAME'
AF77
Prepare a character to be walked onto the screen (1)
AF7F
UDG references for animatory states 0x7F-0xE7 at row 2, column 0
AFE8
Print a message centred across the entire screen
AFFD
Unused
AFFF
UDG reference for animatory state 0xFF at row 2, column 0
B000
UDG references for animatory states 0x00-0x67 at row 3, column 0
B068
'OUR HERO'
B071
Unused
B072
Get the LSB of the message address for a main character's name
B07F
UDG references for animatory states 0x7F-0xE7 at row 3, column 0
B0E8
Print a character's title and name, and walk him onto the screen (1)
B0FF
UDG reference for animatory state 0xFF at row 3, column 0
B100
UDG references for animatory states 0x00-0x67 at row 0, column 1
B168
'THE TEARAWAY'
B175
Prepare a character to be walked onto the screen (2)
B17F
UDG references for animatory states 0x7F-0xE7 at row 0, column 1
B1E8
Print a character's title and name, and walk him onto the screen (2)
B1FF
UDG reference for animatory state 0xFF at row 0, column 1
B200
UDG references for animatory states 0x00-0x67 at row 1, column 1
B268
'THE BULLY'
B272
Prepare a message in the message graphic buffer (1)
B27F
UDG references for animatory states 0x7F-0xE7 at row 1, column 1
B2E8
Print a character's title and name, and walk him onto the screen (3)
B2FF
UDG reference for animatory state 0xFF at row 1, column 1
B300
UDG references for animatory states 0x00-0x67 at row 2, column 1
B368
'THE SWOT'
B371
Prepare a message in the message graphic buffer (2)
B37F
UDG references for animatory states 0x7F-0xE7 at row 2, column 1
B3E8
Print a character's title and name, and walk him onto the screen (4)
B3F6
Print 'PRESS'C'TO CHANGE NAME'
B3FF
UDG reference for animatory state 0xFF at row 2, column 1
B400
UDG references for animatory states 0x00-0x67 at row 3, column 1
B468
'THE HEADMASTER'
B477
' ' (single space)
B479
Unused
B47A
Prepare a character to be walked onto the screen (3)
B47F
UDG references for animatory states 0x7F-0xE7 at row 3, column 1
B4E8
Move a character one step along the catwalk
B4FF
UDG reference for animatory state 0xFF at row 3, column 1
B500
UDG references for animatory states 0x00-0x67 at row 0, column 2
B568
'THE SCIENCE TEACHER'
B57C
Unused
B57F
UDG references for animatory states 0x7F-0xE7 at row 0, column 2
B5E8
Guide a character onto the catwalk or off it
B5FE
Unused
B5FF
UDG reference for animatory state 0xFF at row 0, column 2
B600
UDG references for animatory states 0x00-0x67 at row 1, column 2
B668
'THE GEOGRAPHY TEACHER'
B67E
Unused
B67F
UDG references for animatory states 0x7F-0xE7 at row 1, column 2
B6E8
Print 'PRESS'C'TO CHANGE NAME' and wait for a keypress
B6FA
Unused
B6FF
UDG reference for animatory state 0xFF at row 1, column 2
B700
UDG references for animatory states 0x00-0x67 at row 2, column 2
B768
'THE HISTORY MASTER'
B77B
Unused
B77F
UDG references for animatory states 0x7F-0xE7 at row 2, column 2
B7E8
Collect a keypress while a character's name is being entered
B7FF
UDG reference for animatory state 0xFF at row 2, column 2
B800
UDG references for animatory states 0x00-0x67 at row 3, column 2
B868
Change a character's name (1)
B87F
UDG references for animatory states 0x7F-0xE7 at row 3, column 2
B8E8
Change a character's name (2)
B8FE
Unused
B8FF
UDG reference for animatory state 0xFF at row 3, column 2
B900
Sprite graphic data for the boys and the catapult pellet
C900
Sprite graphic data for the teachers
D900
Number string and graphic buffer
D920
Font character bitmap widths for CHR$(32-127)
D980
'ERIC'
D98E
'BOY WANDER'
D99C
'ANGELFACE'
D9AA
'EINSTEIN'
D9B8
'MR WACKER'
D9C6
'MR ROCKITT'
D9D4
'MR WITHIT'
D9E2
'MR CREAK'
D9F0
'Please Sir - I cannot tell a lie . . '
DA16
'        ' (8 spaces)
DA1F
Unused
DA20
Font graphic data for CHR$(32-127) (pixel column 1)
DA80
'REVISION'
DA89
' ' (single space)
DA8B
Unused
DA90
'READING ROOM'
DAA0
'MAP ROOM'
DAB0
'WHITE ROOM'
DAC0
'EXAM ROOM'
DAD0
'LIBRARY'
DAE0
'DINNER'
DAF0
'PLAYTIME'
DB00
Initial animatory states of the characters
DB15
Unused
DB20
Font graphic data for CHR$(32-127) (pixel column 2)
DB80
'DON'T SIT ON THE STAIRS'
DBA0
'THE ROOM IS PRIVATE'
DBC0
'GET TO WHERE YOU SHOULD BE'
DBE0
'NOW FIND A SEAT'
DC00
Initial x-coordinates of the characters
DC15
Unused
DC20
Font graphic data for CHR$(32-127) (pixel column 3)
DC80
'GET OFF THE FLOOR'
DCA0
'COME ALONG WITH ME BOY'
DCC0
'HURRY UP YOU HORROR'
DCE0
'DON'T TRY MY PATIENCE BOY'
DD00
Initial byte 0x7A of the character buffers
DD15
Unused
DD20
Font graphic data for CHR$(32-127) (pixel column 4)
DD80
'NOW DON'T DO IT AGAIN'
DDA0
'DON'T TELL TALES'
DDC0
'NEVER BE LATE AGAIN'
DDE0
'AND STAY THIS TIME'
DE00
'TAKE 2000 LINES YOU NASTY BOY{8 spaces}'
DE1E
Unused
DE20
Font graphic data for CHR$(32-127) (pixel column 5)
DE80
'DON'T TOUCH BLACKBOARDS'
DEA0
'CATAPULTS ARE FORBIDDEN'
DEC0
'DON'T HIT YOUR MATES'
DEE0
'YOU ARE NOT A KANGAROO'
DF00
'Sn'
DF0C
'Tin'
DF18
'Hg'
DF24
'Mercury'
DF30
'Au'
DF3C
'Gold'
DF48
'Ag'
DF54
'Silver'
DF60
'Pt'
DF6C
'Platinum'
DF78
'Cu'
DF84
'Copper'
DF90
'Mg'
DF9C
'Magnesium'
DFA8
'Pb'
DFB4
'Lead'
DFC0
'Mn'
DFCC
'Manganese'
DFD8
'Sb'
DFE4
'Antimony'
DFF0
'As'
DFFC
'Arsenic'
E008
'K'
E014
'Potassium'
E020
'Na'
E02C
'Sodium'
E038
'Cl'
E044
'Chlorine'
E050
'Zn'
E05C
'Zinc'
E068
'W'
E074
'Tungsten'
E080
'Cs'
E08C
'Caesium'
E098
'Si'
E0A4
'Silicon'
E0B0
'P'
E0BC
'Phosphorous'
E0C8
'Br'
E0D4
'Bromine'
E0E0
'H'
E0EC
'Hydrogen'
E0F8
'Berne'
E104
'Switzerland'
E110
'Helsinki'
E11C
'Finland'
E128
'Reykjavik'
E134
'Iceland'
E140
'Budapest'
E14C
'Hungary'
E158
'Bucharest'
E164
'Romania'
E170
'Tirana'
E17C
'Albania'
E188
'Jakarta'
E194
'Indonesia'
E1A0
'Pyongyang'
E1AC
'North Korea'
E1B8
'Vientiane'
E1C4
'Laos'
E1D0
'Islamabad'
E1DC
'Pakistan'
E1E8
'Rangoon'
E1F4
'Burma'
E200
'Ankara'
E20C
'Turkey'
E218
'Amman'
E224
'Jordan'
E230
'Gabarone'
E23C
'Botswana'
E248
'Lusaka'
E254
'Zambia'
E260
'Monrovia'
E26C
'Liberia'
E278
'La Paz'
E284
'Bolivia'
E290
'Caracas'
E29C
'Venezuela'
E2A8
'Quito'
E2B4
'Ecuador'
E2C0
'Paramaribo'
E2CC
'Surinam'
E2D8
'Santiago'
E2E4
'Chile'
E2F0
'1066'
E2FC
'Hastings'
E308
'1265'
E314
'Evesham'
E320
'1314'
E32C
'Bannockburn'
E338
'1346'
E344
'Crecy'
E350
'1356'
E35C
'Poitiers'
E368
'1403'
E374
'Shrewsbury'
E380
'1415'
E38C
'Agincourt'
E398
'1485'
E3A4
'Bosworth'
E3B0
'1513'
E3BC
'Flodden'
E3C8
'1571'
E3D4
'Lepanto'
E3E0
'1014'
E3EC
'Clontarf'
E3F8
'1685'
E404
'Sedgemoor'
E410
'1746'
E41C
'Culloden'
E428
'1775'
E434
'Lexington'
E440
'1781'
E44C
'Yorktown'
E458
'1805'
E464
'Trafalgar'
E470
'1815'
E47C
'Waterloo'
E488
'1812'
E494
'Borodino'
E4A0
'1836'
E4AC
'San Jacinto'
E4B8
'1863'
E4C4
'Gettysburg'
E4D0
'1854'
E4DC
'Balaclava'
E4E8
Unused
E4EC
Play the 'hit a shield' sound effect
E4FF
Unused
E500
'i hate^fizziks'
E520
'i hate sums'
E540
'skool rools^o k'
E560
'i hate skool'
E580
'speling iz^boaring'
E5A0
'i love^WHEELIE'
E5C0
'SKYRANGER^is grate'
E5E0
'skool dinners^are orrible'
E600
'THE 47 TIMES^TABLE'
E620
'QUADRATIC^EQUATIONS'
E640
'WHY SUMS ARE^FUN'
E660
'VECTORS AND^MATRICES'
E680
'ISOSCELES^TRIANGLES'
E6A0
'PYTHAGORAS^THEOREM'
E6C0
'FACTORS'
E6E0
'THE AREA OF^A CIRCLE'
E700
'The Periodic^Table'
E720
'Splitting^The Atom'
E740
'Explosions I^have known'
E760
'How to blow^yourself up'
E780
'Things to do^with TNT'
E7A0
'Chemistry^of dynamite'
E7C0
'First aid^for chemists'
E7E0
'Fast ways to^open doors'
E800
'MANCHESTER^MONSOONS'
E820
'THE CLIMATE^OF CLAPHAM'
E840
'THE PEAKS^OF PERU'
E860
'THE GLASGOW^RAIN-FOREST'
E880
'THE EXPORTS^OF FIJI'
E8A0
'ACTIVE^VOLCANOES'
E8C0
'POP MUSIC IN^ANTARCTICA'
E8E0
'THE UPLANDS^OF RUTLAND'
E900
'Industrial^Revolution'
E920
'The Norman^Conquest'
E940
'The Wars of^the Roses'
E960
'The Spanish^Armada'
E980
'The First^Crusade'
E9A0
'Magna Carta'
E9C0
'The Boston^Tea Party'
E9E0
'The Black^Death'
EA00
Temporary store for the part of the screen overwritten by a lines bubble
EAD8
Unused
EAE0
Make a hitting sound effect
EAEB
Make a jumping sound effect
EAF9
Unused
EB00
Lines bubble graphic template 1
EBD8
Unused
EBE0
'DEMO. - PRESS A KEY TO PLAY'
EC00
Lines bubble graphic template 2
ECD8
Unused
ECE0
'Press 'U' if you understood{8 spaces}'
ECFC
Unused
ED00
Lesson box graphic buffer
EDD8
Unused
EDE0
Prepare for a new game
EDFF
Unused
EE00
'Score - 0 Lines - 0 Hi-Sc - 0' box graphic
EED8
Unused
EEE0
Prepare to change the names of the characters
EF00
Skool Daze logo
EFD8
Unused
EFE0
Display the cast of characters and change their names
F000
'WHAT IS 12 x 34?{8 spaces}'
F011
'{Please Sir I cannot tell a lie . . }It's 1234{8 spaces}'
F01C
'WHAT ELEMENT HAS THE SYMBOL Q?{8 spaces}'
F03B
'{Please Sir I cannot tell a lie . . }It is Q{8 spaces}'
F044
'WHAT IS THE CHEMICAL SYMBOL FOR Q?{8 spaces}'
F067
'WHAT'S THE CAPITAL OF Q?{8 spaces}'
F080
'WHICH COUNTRY'S CAPITAL IS Q?{8 spaces}'
F09E
'WHEN WAS THE BATTLE OF Q?{8 spaces}'
F0B8
'WHICH BATTLE OCCURRED IN Q?{8 spaces}'
F0D4
'{Please Sir I cannot tell a lie . . }It was in Q{8 spaces}'
F0E1
'{Please Sir I cannot tell a lie . . }It was the BATTLE OF Q{8 spaces}'
F0F9
'{Please Sir I cannot tell a lie . . }{ERIC} hit me{8 spaces}'
F103
'{Please Sir I cannot tell a lie . . }{ERIC} is not here{8 spaces}'
F112
'{Please Sir I cannot tell a lie . . }{ERIC} wrote on the blackboard{8 spaces}'
F12D
'WHAT HAPPENED IN THE YEAR THAT I WAS BORN{8 spaces}'
F157
Unused
F159
'RIGHT! SIT DOWN MY LITTLE CHERUBS{8 spaces}'
F17B
'COME ON CHAPS - SETTLE DOWN{8 spaces}'
F197
'BE QUIET AND SEATED YOU NASTY LITTLE BOYS{8 spaces}'
F1C1
'SILENCE! OR I'LL CANE THE LOT OF YOU{8 spaces}'
F1E6
'YOU HAVE OVER 10000 LINES TO WRITE {ERIC}. DON'T COME BACK TO SCHOOL TILL YOU HAVE DONE THEM ALL. . . .PRESS A KEY TO PLAY AGAIN{8 spaces}'
F262
'TURN TO PAGE 123 OF YOUR BOOKS,BE SILENT AND START READING{8 spaces}'
F29D
'ANSWER THE QUESTIONS ON PAGE 123 OF YOUR LOVELY TEXTBOOK{8 spaces}'
F2D6
'WRITE AN ESSAY WITH THIS TITLE{8 spaces}'
F2F5
Unused
F300
Make a teacher conduct a class with ERIC
F3F5
Unused
F400
Make a teacher conduct a question-and-answer session
F41F
Deal with ERIC when he's firing the catapult
F46B
Unused
F46E
'F' pressed - fire catapult
F492
'H' pressed - hit
F499
'J' pressed - jump
F4A4
Deal with ERIC when he's hitting
F4CD
Unused
F4D2
Get the attribute file address of a pellet's potential target or the safe
F4F1
Set the new score and print it
F4FA
Open the lip of the speech bubble
F51C
Unused
F51E
Check whether ERIC has jumped up to the safe or a shield (1)
F533
Deal with ERIC when he's jumping
F5B6
Unused
F5B9
Check whether ERIC is standing on a boy who's been knocked out
F5D9
Unused
F5DA
Collect a keypress during the game (or simulate one in demo mode)
F64F
Unused
F650
'W' pressed - write on a blackboard
F6AA
Deal with ERIC when he's writing on a blackboard
F6D7
Make MR CREAK reveal his safe combination letter if appropriate
F6FF
Get the address of the appropriate 'Go home' message
F70A
Unflash the safe and all the shields
F726
Check whether ERIC has jumped up to the safe or a shield (2)
F772
Unused
F778
Deal with ERIC when he's being spoken to by a little boy
F78D
Unused
F78E
Make a character find ERIC
F7DA
Unused
F7E0
Make MR WACKER give ERIC 2000 lines
F7FE
Unused
F800
Make little boy no. 10 give ERIC a message
F855
Generate a safe combination code and set MR CREAK's birth year
F8B2
Unused
F8B4
Adjust the game mode
F8F6
Check whether MR CREAK can reveal his safe combination letter
F905
Collect the identifier for the next lesson
F917
Unused
F918
Scroll the skool into view and enter the main loop
F923
Make MR CREAK ask the birth year question if appropriate
F955
Make a stricken teacher give lines or reveal his safe combination letter
F9A4
Unused
F9A5
Print the lesson
F9BA
Unused
F9BB
Check whether ERIC has 10000 lines
F9DC
Make a teacher tell ERIC to go home, and end the game (1)
F9E4
Unused
F9E5
Compare a character's coordinates with ERIC's
F9F6
Make a teacher tell ERIC to go home, and end the game (2)
FA04
Adjust the lesson length and prepare a character for the search for ERIC
FA10
Check whether MR CREAK is near a blackboard last written on by ERIC
FA23
Restart command list 0xDC
FA2A
Check whether ANGELFACE is touching ERIC
FA49
Ask whether the characters' names should be changed
FA6B
Unused
FA6C
'Do you want to put in your own names Y/N?'
FA96
'You have mumps {ERIC}. Go home at once. This game is over{8 spaces}'
FACB
Unused
FADB
Command list 0xDE: Mumps duty
FAE6
Command list 0xD0: Tell ERIC about EINSTEIN or BOY WANDER
FAF0
Command list 0xD2: Tell ERIC about ANGELFACE
FAFC
Unused
FAFF
Command list 0xDC: Mumps walkabout
FB07
Unused
FB09
Command list 0xD4: Grass on ERIC
FB1F
Unused
FB20
Command list 0xD6: Wait for EINSTEIN to grass on ERIC
FB39
Unused
FB3A
Command list 0xD8: Collect the pea-shooter
FB54
Unused
FB55
Command list 0xDA: Look for the pea-shooter
FB79
Unused
FB80
Command list 0x80: Map Room - teacher
FB99
Unused
FB9A
Command list 0x82: Reading Room - teacher
FBB3
Unused
FBB4
Command list 0x84: Exam Room - teacher
FBC9
Unused
FBCA
Command list 0x86: White Room - teacher
FBE3
Unused
FBE4
Command list 0x88: Map Room - little boy
FBED
Command list 0x8A: Do nothing
FBEF
Unused
FBF0
Command list 0x8C: Map Room - BOY WANDER
FC03
Unused
FC04
Command list 0x8E: Map Room - ANGELFACE
FC17
Unused
FC18
Command list 0x90: Map Room - EINSTEIN
FC23
Unused
FC24
Command list 0x92: Reading Room - little boy
FC2F
Unused
FC30
Command list 0x94: Reading Room - BOY WANDER
FC4A
Unused
FC4B
Command list 0x96: Reading Room - ANGELFACE
FC5E
Unused
FC5F
Command list 0x98: Reading Room - EINSTEIN
FC6A
Unused
FC6B
Command list 0x9A: Exam Room - little boy
FC76
Unused
FC77
Command list 0x9C: Exam Room - BOY WANDER
FC91
Unused
FC92
Command list 0x9E: Exam Room - ANGELFACE
FCA5
Unused
FCA6
Command list 0xA0: Exam Room - EINSTEIN
FCB1
Unused
FCB2
Command list 0xA2: White Room - little boy
FCBD
Unused
FCBE
Command list 0xA4: White Room - BOY WANDER
FCD8
Unused
FCD9
Command list 0xA6: White Room - ANGELFACE
FCEC
Unused
FCED
Command list 0xA8: White Room - EINSTEIN
FCF8
Unused
FCF9
Command list 0xAA: Dinner - EINSTEIN/little boy
FD00
Unused
FD01
Command list 0xAC: Dinner - BOY WANDER
FD10
Unused
FD11
Command list 0xAE: Dinner - ANGELFACE
FD20
Unused
FD21
Command list 0xB0: Revision Library - EINSTEIN/little boy
FD28
Unused
FD29
Command list 0xB2: Revision Library - BOY WANDER
FD38
Unused
FD39
Command list 0xB4: Revision Library - ANGELFACE
FD48
Unused
FD49
Command list 0xB6: Walkabout - ANGELFACE
FD59
Command list 0xB8: Dinner duty
FD65
Command list 0xBA: Head's study - MR WACKER
FD6C
Command list 0xBC: Staff room - teacher
FD73
Command list 0xBE: Walkabout - teacher
FD7B
Unused
FD7C
Command list 0xC0: Write on the boards - BOY WANDER
FD92
Command list 0xC4: Walkabout
FD9A
Unused
FD9B
Command list 0xC6: Walk around the fire escape
FDA2
Unused
FDA3
Command list 0xC8: Walk around the gym
FDAA
Unused
FDAB
Command list 0xCA: Walk around the big window
FDB2
Unused
FDB3
Command list 0xCC: Stampede - leader
FDCD
Unused
FDCF
Command list 0xCE: Stampede - follower
FDDB
Unused
FDDC
Command list 0xC2: Walkabout - BOY WANDER
FDEC
Unused
FE00
Main timetable
FE40
Make a walking sound effect (yellow border)
FE52
Make a walking sound effect (blue border)
FE57
Make a knocked-out sound effect
FE75
Make a catapult sound effect
FE7F
Unused
FE80
Addresses of command lists
FEE0
'WELL DONE! GO UP A YEAR'
FF00
'Don't let {ANGELFACE} touch you this playtime - He's got mumps{8 spaces}'
FF35
'{EINSTEIN} is going to tell {MR WACKER} what you're up to. You must stop him getting to his study this break{8 spaces}'
FF8F
'{BOY WANDER} has hidden a pea-shooter with your name on it on the fire-escape. If {MR WACKER} gets there before {BOY WANDER} you'll get lines{8 spaces}'
FFFD
Unused