Address Description
6000
Scroll the screen right one column
609B
Scroll the screen left one column
6100
Print a tile (unused)
610B
Print a tile
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
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)
631E
Check whether a signal has been raised
633C
Guide a character to an intermediate destination
638C
Guide a character up a staircase
6390
Guide a character down a staircase
63BE
Make a character go to a location
645F
Guide a character from the top floor to another floor
6464
Guide a character from the bottom floor to another floor
6496
Guide a character to a location on the same floor
64D2
Scroll the screen right 8 columns
64DC
Scroll the screen left 8 columns
64E6
Update the display (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
6564
Check whether ERIC is sitting or lying down
656A
Turn ERIC round
657F
'A' pressed - down
65E4
'Q' pressed - up
6648
Check whether a character is on a staircase
6652
'O' pressed - left
66AA
'P' pressed - right
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
67D8
Get input from the Kempston joystick if it's in use
68A0
Request and set the input method (keyboard, joystick, Int2)
6900
Start a new game or enter demo mode
6980
Update the SRB for one column of a sprite
6992
Update the display
69D2
Set a random destination for a character
69E7
Make a character go to a random location
69F6
Make a little boy trip people up
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
6A82
Make a little boy find and follow little boy no. 1
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
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
6B7D
Knock the current occupant (if any) out of a chair
6B97
Check whether a chair is occupied and unseat any occupant
6BF0
Check whether a character is beside a chair
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
6CA0
Make a character find a seat
6CAF
'S' pressed - sit/stand
6CF0
Make a character stand up if he's not already standing
6D0A
Get the base address of the graphic data for a sprite tile
6D1C
Control the horizontal flight of a catapult pellet
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
6E90
Determine which floor is nearest to a character
6EA7
Get the x-coordinate range within which a character can see or be seen
6F00
Check whether a character was or can be punched by ERIC or ANGELFACE
6F1E
Make ANGELFACE hit now and then
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)
6FF9
Make BOY WANDER fire his catapult (1)
7000
Make BOY WANDER fire his catapult now and then
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)
7087
Update the SRB for a blackboard or the speech bubble lip
70D2
Get the next character of a message being spoken or written
7128
Get the identifier and coordinates of the blackboard closest to a character
7142
Write a single character on a blackboard
71DC
Make a teacher wipe a blackboard (1)
71E8
Make a teacher wipe a blackboard (2)
7264
Make a character write on a blackboard
72D2
Update the SRB for the middle six columns of the speech bubble
7302
Slide a message character into the speech bubble text window (2)
734E
Print the speech bubble
740A
Slide a message character into the speech bubble text window (1)
7427
Update the SRB for the speech bubble
7432
Remove the speech bubble
74AF
Save the area of the screen that will be overwritten by a lines bubble
7519
Copy a graphic buffer to the screen
755A
Write a line of text into a graphic buffer
7591
Insert a pixel column into a graphic buffer
75B4
Draw the left and right edges of a lines bubble
75CC
Print a reprimand message
7600
Write a character's name into the lines bubble graphic buffer
7632
Insert a pixel column into the number graphic buffer
7646
Generate graphic data for a number
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
77AC
Make any nearby teacher give ERIC lines if necessary
78AA
Make a teacher give lines to the closest main kid
7940
Print the lesson
7986
Make a character speak (1)
799A
Make a character speak (2)
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
7A32
Prepare a question and answer
7ADC
Determine the next move of a character following another character
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
7C5A
Place a continual subcommand routine address into a character's buffer
7C6E
Make a teacher perform dinner duty (1)
7C97
Make a teacher perform dinner duty (2)
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
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
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
7E17
Play a tune
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
7ED6
Remove the speech bubble if present
7EE4
Save Skool Daze to tape
ADE8
Insert a pixel column into the message graphic buffer
AEE8
Insert message text into the message graphic buffer
AF77
Prepare a character to be walked onto the screen (1)
AFE8
Print a message centred across the entire screen
B072
Get the LSB of the message address for a main character's name
B0E8
Print a character's title and name, and walk him onto the screen (1)
B175
Prepare a character to be walked onto the screen (2)
B1E8
Print a character's title and name, and walk him onto the screen (2)
B272
Prepare a message in the message graphic buffer (1)
B2E8
Print a character's title and name, and walk him onto the screen (3)
B371
Prepare a message in the message graphic buffer (2)
B3E8
Print a character's title and name, and walk him onto the screen (4)
B3F6
Print 'PRESS'C'TO CHANGE NAME'
B47A
Prepare a character to be walked onto the screen (3)
B4E8
Move a character one step along the catwalk
B5E8
Guide a character onto the catwalk or off it
B6E8
Print 'PRESS'C'TO CHANGE NAME' and wait for a keypress
B7E8
Collect a keypress while a character's name is being entered
B868
Change a character's name (1)
B8E8
Change a character's name (2)
E4EC
Play the 'hit a shield' sound effect
EAE0
Make a hitting sound effect
EAEB
Make a jumping sound effect
EDE0
Prepare for a new game
EEE0
Prepare to change the names of the characters
EFE0
Display the cast of characters and change their names
F300
Make a teacher conduct a class with ERIC
F400
Make a teacher conduct a question-and-answer session
F41F
Deal with ERIC when he's firing the catapult
F46E
'F' pressed - fire catapult
F492
'H' pressed - hit
F499
'J' pressed - jump
F4A4
Deal with ERIC when he's hitting
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
F51E
Check whether ERIC has jumped up to the safe or a shield (1)
F533
Deal with ERIC when he's jumping
F5B9
Check whether ERIC is standing on a boy who's been knocked out
F5DA
Collect a keypress during the game (or simulate one in demo mode)
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)
F778
Deal with ERIC when he's being spoken to by a little boy
F78E
Make a character find ERIC
F7E0
Make MR WACKER give ERIC 2000 lines
F800
Make little boy no. 10 give ERIC a message
F855
Generate a safe combination code and set MR CREAK's birth year
F8B4
Adjust the game mode
F8F6
Check whether MR CREAK can reveal his safe combination letter
F905
Collect the identifier for the next lesson
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
F9A5
Print the lesson
F9BB
Check whether ERIC has 10000 lines
F9DC
Make a teacher tell ERIC to go home, and end the game (1)
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
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