The blocks listed here were generated from a snapshot taken after execution of initialisation code. The PC register holds a value of 26670.
Page Byte Address Description
91 0 23296
Space for calculations / storage (e.g. scrolling graphics)
91 101 23397
Miscellaneous data, part 1
91 104 23400
Unused
91 106 23402
Unknown / unused flag 1
91 107 23403
Score / progress flags, part 1
91 108 23404
Table of characters in room of interest
91 124 23420
Miscellaneous data, part 2
91 130 23426
Miscellaneous data, part 3
91 134 23430
Unused
91 138 23434
Miscellaneous data, part 4
91 140 23436
Currently available destinations for "MOVE STARSHIP" command
91 148 23444
Miscellaneous data, part 5
91 154 23450
Vertical and horizontal mirror flags
91 155 23451
Score / progress flags, part 2
91 156 23452
Unused
91 159 23455
Miscellaneous data, part 6
91 161 23457
Time data
91 165 23461
Miscellaneous data, part 7
91 166 23462
Unused
91 167 23463
Miscellaneous data, part 8
91 173 23469
Unused
91 175 23471
Miscellaneous data, part 9
91 176 23472
Tyme Guardians flags
91 177 23473
Miscellaneous data, part 10
91 178 23474
Magic Knight movement flags
91 179 23475
Miscellaneous data, part 11
91 184 23480
Unknown / unused flag 2
91 185 23481
Miscellaneous data, part 12
91 189 23485
Unused
91 191 23487
Miscellaneous data, part 13
91 201 23497
Unused
91 202 23498
Attribute file address for virtual text cursor
91 204 23500
Unused
91 206 23502
Visited room flags
92 0 23552
System variables, part 1
92 11 23563
Unused
92 59 23611
System variables, part 2
92 60 23612
Unused
92 61 23613
Miscellaneous data, part 14
92 63 23615
Unused
92 65 23617
System variables, part 3
92 66 23618
Unused
92 72 23624
Miscellaneous data, part 15
92 73 23625
Unused
92 106 23658
System variables, part 4
92 107 23659
Unused
92 118 23670
Miscellaneous data, part 16
92 123 23675
Interrupt routine flags
92 124 23676
Unused
92 125 23677
Miscellaneous data, part 17
92 127 23679
Unused
92 142 23694
Miscellaneous data, part 18
92 145 23697
System variables, part 5
92 146 23698
Available in-game menu command flags
92 148 23700
USS Pisces' current location
92 149 23701
Magic Knight's current room
92 150 23702
Unused
92 151 23703
Store for display file address to print text to in command summary window
92 153 23705
Player-attribute-update flag
92 154 23706
Unused
92 176 23728
Cheat-mode-enabled flag
92 177 23729
Unused
93 5 23813
Table of bitmap data for Magic Knight at his current location
93 101 23909
Table of background bitmap data
93 197 24005
Temporary text buffer
93 229 24037
Table of background attribute data
93 241 24049
Unused
94 0 24064
Terrain interaction data table
97 0 24832
Movement data table for starfield routine
97 180 25012
USS Pisces' current stats
97 188 25020
Characters' current stats
98 36 25124
Unused
98 68 25156
Magic Knight's current data
98 76 25164
Characters' current inventories
98 146 25234
Unused
98 156 25244
Characters' current positions
98 192 25280
Unused
98 198 25286
Objects' current positions
99 53 25397
Current planetary data
99 103 25447
Unused
99 119 25463
Temporary storage region for bitmap data used in viewscreen scrolling effect
101 39 25895
Unused / stack
102 128 26240
Table of display file addresses of start of each pixel row
104 0 26624
Unused
104 46 26670
Display input device selection menu
104 121 26745
Display and handle Gadget X menu
104 231 26855
Clear stack and prepare to load data
105 4 26884
Draw input device selection menu and update currently selected input device
105 46 26926
Display instructions windows
105 96 26976
Set border to black and clear temporary storage area of memory
105 117 26997
Initialise data and start a new game
106 0 27136
Main game loop: Process keyboard input and move Magic Knight or enter menus
106 216 27352
Handle Magic Knight's fall, preserving x-velocity
106 221 27357
Handle Magic Knight's falls
107 116 27508
Kill Magic Knight's x-velocity if he cannot horizontally pass through a block beside him
107 255 27647
Kill Magic Knight's jump if he cannot vertically pass through a block above him
108 55 27703
Draw top in-game window
108 102 27750
Print "KNIGHT-TYME" text at bottom of command summary window
108 114 27762
Move Magic Knight into room A, draw room, objects and characters and initialise room-specific data
109 30 27934
Room drawing: (001 - 250) Read layout parameters and draw graphic in place
109 47 27951
Room drawing: (000) Draw floor, paint attributes / terrain interaction data, draw Magic Knight, characters and objects then return
109 166 28070
Room drawing: Advance IX to start of next room layout data entry and paint attributes
109 191 28095
Room drawing: Advance IX to start of next room layout data entry and paint terrain interaction data
109 197 28101
Draw all objects and characters in current room, draw Magic Knight, set action flags and validate I.D. card
110 12 28172
Print Magic Knight's current room's name at top of screen
110 104 28264
Prepare to execute room-specific routine for Magic Knight's current room
110 117 28277
Check whether Magic Knight is moving into a new room and react if so
110 131 28291
Change Magic Knight's current room if possible
110 163 28323
Move Magic Knight one room to the left if possible
110 186 28346
Move Magic Knight one room to the right if possible
110 204 28364
Draw all characters in Magic Knight's current room
110 230 28390
Draw a character
111 16 28432
Paint a character's attributes
111 41 28457
Set Magic Knight's velocity to zero, if appropriate move to new room, execute room-specific routine
111 53 28469
Room-specific routine: Do nothing
111 54 28470
Room-specific routine: Go to game over routine if Magic Knight is not wearing the Cloak of Invisibility
111 66 28482
Room-specific routine: Go to game over routine if Magic Knight is not wearing the Pair of Boots
111 78 28494
Room-specific routine: Go to game over routine if Magic Knight is not wearing the Gas Mask
111 90 28506
Room-specific routine: Show Tyme Guardians' warning message if not already shown
111 126 28542
Room-specific routine: Go to game over routine if Magic Knight is not carrying the Golden Sundial of Alpha
111 138 28554
Room-specific routine: Show Tyme Guardians' messages and install tyme machine on USS Pisces
111 209 28625
Divide A by eight, rounding down to nearest integer
111 215 28631
Room drawing: Read graphic definition from room layout data and draw
112 24 28696
If draw-communicate-window-face flag is set then draw communicate window face
112 44 28716
Wait for interrupt then flood 7th - 22nd rows of attribute file with attribute in HL
112 58 28730
Room drawing: (255) Read start coordinates, repeat count and UDG code and print run of characters
112 81 28753
Room drawing: (254) Read start coordinates and UDG code and print the UDG
112 94 28766
Room drawing: (253) Draw a line
112 113 28785
Room drawing: (252) Draw a horizontal line
112 161 28833
Room drawing: Move virtual bitmap cursor to coordinates specified in layout data
112 174 28846
Paint room layout data entry's attributes, applying horizontal and vertical mirrors (room drawing)
112 202 28874
Paint room layout data entry's attributes, applying horizontal mirror (room drawing)
112 234 28906
Paint room layout data entry's attributes, applying vertical mirror (room drawing)
113 10 28938
Paint room layout data entry's attributes (room drawing)
113 108 29036
Store coordinates of area to be coloured and point IX at RLE attribute (or terrain interaction) data (room drawing)
113 132 29060
Skip IX over room layout data entry for which painting (attribute / terrain interaction) is inappropriate
113 154 29082
Paint room layout data entry's terrain interaction parameters, applying horizontal and vertical mirrors (room drawing)
113 182 29110
Paint room layout data entry's terrain interaction parameters, applying horizontal mirror (room drawing)
113 214 29142
Paint room layout data entry's terrain interaction parameters, applying vertical mirror (room drawing)
113 246 29174
Paint room layout data entry's terrain interaction parameters then advance to next entry (room drawing)
114 88 29272
If Magic Knight is on the bridge and USS Pisces is not at Gangrole then draw viewscreen starfield
114 146 29330
Process command to pick up an object
115 48 29488
Process command to drop an object
115 179 29619
Process command to take an object
116 60 29756
Process command to give an object
117 49 30001
Display and handle main in-game menu (when fire is pressed)
117 171 30123
Print currently available additional in-game menu command options
117 193 30145
Process command to examine yourself / a character / an object / USS Pisces
119 69 30533
Insert numeric stats (at HL) of USS Pisces into "examine USS Pisces" window text
119 119 30583
Insert numeric stats (at HL) of a character into "examine character" window text
119 179 30643
Insert numeric / text stats of an object into "examine object" window text
119 222 30686
Process command to command a character
120 84 30804
Table of routine addresses for Magic Knight commanding characters
120 90 30810
Send current character to sleep if possible
120 122 30842
Wake current character up if possible
120 154 30874
Have a character help if possible
120 196 30916
Table of start addresses of routines for characters being commanded to help
120 220 30940
Process command to launch tyme machine
120 248 30968
Process command to read an object
121 65 31041
Process command to cast a spell
121 136 31112
Table of cast a spell routine addresses
121 146 31122
Cast Remove Barriers if possible, otherwise display failure message
121 212 31188
Cast Consult Oracle if possible, otherwise display failure message
122 25 31257
Cast Fortify Character if possible, otherwise display failure message
122 48 31280
Cast Fortify Yourself if possible, otherwise display failure message
122 80 31312
Cast Lightning Bolt if possible, otherwise display failure message
122 236 31468
Show "WELL DONE" screen, jumping to game over on key-press
123 49 31537
Process command to wear / unwear an object
123 200 31688
Process command to move starship
125 55 32055
Set unknown flag
125 65 32065
Scroll viewscreen content down 24 pixel rows then display acceleration / deceleration effect (i.e. leave orbit)
125 124 32124
Display acceleration / deceleration effect then scroll viewscreen content up 24 pixel rows (i.e. enter orbit)
125 158 32158
Prepare viewscreen for USS Pisces' arrival at destination
125 200 32200
Remove starship destination entries for locations to the north-west, north and north-east
125 213 32213
Remove starship destination entries for locations to the south-west, south and south-east
125 226 32226
Remove starship destination entries for locations to the north-west, west and south-west
125 239 32239
Remove starship destination entries for locations to the north-east, east and south-east
125 252 32252
Process command to use transporter
127 31 32543
Table of transporter pad data
127 65 32577
Table of transporter pad locations
127 90 32602
Update and increment predefined region's attribute 64 times (transporter effect)
127 111 32623
Set top-left and bottom-right of area to cycle attributes (for transporter effect)
127 160 32672
ASCII digit sequences for "enter transport coordinates" routine
127 182 32694
Handle vertical scrolling digit selection (use transporter menu) and load selected digit's ASCII code into A
128 99 32867
Subtract ten from IX
128 112 32880
Add ten to IX
128 118 32886
Reset EAR bit, wait for interrupt then set EAR bit
128 127 32895
Process command to communicate
129 76 33100
Command-character-to-help routine for Gordon
129 116 33140
Command-character-to-help routine for Sarab
129 146 33170
Command-character-to-help routine for Klink and S3 E3
130 10 33290
Command-character-to-help routine for Hooper
130 24 33304
Command-character-to-help routine for Murphy
130 38 33318
Command-character-to-help routine for Sharon
130 52 33332
Command-character-to-help routine for Forbin
130 58 33338
Command-character-to-help routine for Derby IV
130 168 33448
Command-character-to-help routine for Swiftfoot
130 182 33462
Command-character-to-help routine for Julie 8
130 188 33468
Command-character-to-help routine for Hectorr
130 207 33487
Load A with weight of object A
130 220 33500
Load A with current character's happiness level
130 236 33516
Load object C into the first empty inventory slot of a character
130 245 33525
Point HL to the E-th byte of the A-th record in object properties table
131 5 33541
Point HL at E-th byte on A-th record of characters' current stats table (excluding Magic Knight)
131 10 33546
Point IX at current character's current stats
131 22 33558
If character's happiness is lower than B then show "[CHARACTER] DOES NOT WANT TO BE COMMANDED..." and jump to main game loop
131 33 33569
Increase current character's happiness by amount A
131 49 33585
Point IX at current inventory of character A
131 65 33601
Test whether current object is too heavy for Magic Knight to pick up (or take)
131 104 33640
Check whether Magic Knight is wearing an object
131 109 33645
Check whether Magic Knight is carrying an object
131 121 33657
Insert current time and score into "time left" and "percentage completion" texts
131 189 33725
Display "[CHARACTER] IS ASLEEP" window and jump to main game loop if current character is asleep, else return
131 221 33757
Load Magic Knight's coordinates (in characters) into DE
131 238 33774
Adjust height (at DE) of a window to accommodate text
131 246 33782
Set a window's height to A
131 252 33788
Check whether Gordon and Sarab are both asleep, and increase their happiness by five if not
132 32 33824
Display "YOU ARE NOT WEARING ANYTHING" window and set zero flag if Magic Knight's inventory (wearing) is empty
132 42 33834
Display "YOU ARE NOT CARRYING ANYTHING" window and set zero flag if Magic Knight's inventory (carrying) is empty
132 71 33863
Check whether current object is wanted / unwanted by current character
132 104 33896
Check whether current character is carrying an object
132 119 33911
Print name of object in inventory slot A of inventory data at HL in command summary window
132 132 33924
Code for printing routine to display name of current object
132 134 33926
Update current character based upon selection made in menu
132 151 33943
Code for printing routine to display name of current character
132 153 33945
Display a character's inventory window as an information window
132 160 33952
Show list of objects (window or menu) and handle selection if a menu
133 74 34122
Display and process input for character selection menu (current room's characters only)
133 217 34265
Set Magic Knight's available action flags and validate I.D. card if appropriate
134 180 34484
Load C with property of index A for all Magic Knight's carried objects, OR-ed together
134 208 34512
Create list of characters in room A and load A with number of characters
135 7 34567
Draw strength bar at top of screen
135 67 34627
Draw objects in Magic Knight's inventory if he is carrying the Mirror
135 137 34697
Splice numeric data A as a string into a string at HL
135 173 34733
Print text at location HL to screen using full screen width
135 202 34762
Print text at location HL to screen
136 42 34858
Return from recursive text-printing
136 45 34861
Text printing: Return from current level of text printing
136 71 34887
Text printing: Print an entry from the common words table
136 102 34918
Text printing: Toggle BRIGHT flag
136 106 34922
Text printing: Toggle FLASH flag
136 114 34930
Text printing: Change PAPER colour
136 118 34934
Text printing: Change INK colour
136 132 34948
Print the current starship location's name
136 142 34958
Print the current object's name
136 152 34968
Print the current character's name
136 160 34976
Subtract 100 from common word index and jump to second part of common words table
136 166 34982
Draw a menu window
136 174 34990
Draw a window
137 51 35123
Draw a window frame
137 213 35285
Draw an upper or lower window frame edge then increment the border character index
137 224 35296
Process keyboard / joystick input on a menu and load A with selected item index
138 58 35386
Wait for fire button / key to be released
138 69 35397
Move hand cursor up and update menu item highlighting
138 131 35459
Move hand cursor down and update menu item highlighting
138 169 35497
Load A with (zero-based) index of selected menu item
138 197 35525
Invert INK and PAPER bits to (de-)highlight currently active menu item
139 7 35591
Convert numeric value BC to ASCII string at location HL
139 43 35627
Clear display file below 7th character row (play area)
139 65 35649
Clear display file
139 90 35674
Flood attribute file with stored attribute value
139 106 35690
Set parameters for and play upward scale sound
139 139 35723
Set parameters for and play downward scale sound
139 147 35731
Set parameters for and play short downward scale sound
139 155 35739
Play hiss-type sound
139 198 35782
Set parameters (for "USS Pisces has arrived" sound) and jump to playing routine
139 206 35790
Set parameters (for cheat / debug routine sound) and play
139 235 35819
Get current border colour in A
139 244 35828
Display acceleration / deceleration effect on USS Pisces viewscreen
140 42 35882
Draw viewscreen "tunnel" rectangles
140 63 35903
Table of definitions (coordinates) of viewscreen "tunnel" rectangles
140 100 35940
Fill a region of attribute file with specified attribute (e.g. background colour and colour of text within)
140 154 35994
Blank the interior of an area of the display file (i.e. set bytes to zero)
140 237 36077
Draw all objects in Magic Knight's current room
141 8 36104
Set terrain interaction data for character blocks spanned by an object and draw the object
141 158 36254
Remove object C from a character's inventory and tidy up remaining entries
141 177 36273
Reset star to point of origin and generate a new direction and movement data
141 225 36321
Advance positions of stars on viewscreen by one timestep
142 63 36415
Reset all stars to point of origin and generate new velocities and movement data
142 82 36434
Set up star movement data based upon starting position and direction
142 147 36499
Move a star depending upon the signs and magnitudes of its "direction"
142 191 36543
Draw a line from (C, B) to (E, D)
142 221 36573
Draw a rectangle with opposite vertices at (C, B) and (E, D) (pixels)
142 250 36602
Print word in temporary text buffer to screen, wrapping text if necessary, then process next word
143 123 36731
Move virtual text cursors (attribute and bitmap) down to left edge of next row of window
143 141 36749
List of command indices
143 157 36765
Routine start addresses for Magic Knight's commands (main menu)
143 189 36797
Magic Knight's initial data
143 197 36805
Characters' initial inventories
144 11 36875
Characters' initial positions
144 47 36911
Objects' initial positions
144 158 37022
Room connectivity data
144 208 37072
Store for address of current position in Magic Knight's y-velocities sequence table
144 210 37074
Magic Knight's y-velocities sequence for jumping and falling
144 225 37089
Window data
145 209 37329
USS Pisces' initial stats
145 217 37337
Characters' initial stats
146 65 37441
Table of object properties
147 105 37737
Initial control selection menu text
147 163 37795
Instructions text
148 175 38063
Redefine-the-game window text
149 89 38233
Miscellaneous texts
151 29 38685
Main in-game menu strings
151 153 38809
Text relating to "pick up" command
151 248 38904
Text relating to "drop" command
152 86 38998
Text relating to "take" command
152 153 39065
Text relating to "give" command
152 228 39140
Text relating to "examine" command
154 150 39574
Text relating to "command" command
159 239 40943
Text relating to "read" command
160 26 40986
List of read-texts of readable objects
162 233 41705
Text relating to "cast a spell" command
163 102 41830
Text relating to "wear/unwear object" command
163 160 41888
Text relating to "move starship" command
164 31 42015
Text relating to "use transporter" command
164 176 42160
Miscellaneous text
164 196 42180
Text relating to "communicate" command
165 108 42348
Text relating to "move starship" command
165 133 42373
Object names
167 13 42765
Room names
168 23 43031
Starship destination names
168 188 43196
Common words table, part 1
172 29 44061
Common words table, part 2
172 206 44238
Table of characters' wanted objects
172 219 44251
Table of characters' unwanted objects
172 244 44276
Characters' responses to McTablet flavours
173 218 44506
Cyan "game over" window texts and transporter problem messages
176 180 45236
Derby IV dialogue and I.D. card messages
179 75 45899
"Eat own McTablets" message
179 125 45949
"Cast a spell" messages
183 141 46989
Tyme Guardians messages
185 46 47406
Tyme machine-related "game over" texts
185 131 47491
Characters' "current status" texts
187 132 48004
Planets' "request help" strings
195 223 50143
Room layout data pointers
196 17 50193
Room layout data: USS Pisces, 0 (The Recreation Room)
196 77 50253
Room layout data: USS Pisces, 1 (The Bridge)
196 196 50372
Room layout data: USS Pisces, 2 (The Transporter Room)
196 249 50425
Room layout data: USS Pisces, 3 (The Transputer Room)
197 57 50489
Room layout data: USS Pisces, 4 (Cargo Hold)
197 103 50535
Room layout data: USS Pisces, 5 (The Airlock)
197 175 50607
Room layout data: USS Pisces, 6 (The Life Boat)
197 235 50667
Room layout data: Retreat, 0 (Murphy's Moon)
198 74 50762
Room layout data: Retreat, 1
198 162 50850
Room layout data: Retreat, 2 (with barrier)
199 12 50956
Room layout data: Retreat, 2 (without barrier)
199 112 51056
Room layout data: Retreat, 3
199 206 51150
Room layout data: Starbase 1, 0 (The Transporter Room)
200 3 51203
Room layout data: Starbase 1, 1 (McTablet Takeaway Food)
200 43 51243
Room layout data: Starbase 1, 2
200 65 51265
Room layout data: Starbase 1, 3
200 81 51281
Room layout data: Starbase 1, 4 (Fuel and Cargo Area)
200 115 51315
Room layout data: Outpost, 0 (Ye Olde Transporter)
200 162 51362
Room layout data: Outpost, 1 (The Main Defence System)
200 214 51414
Room layout data: Outpost, 2
200 242 51442
Room layout data: Outpost, 3 (The Proof of Power)
201 44 51500
Room layout data: Outpost, 4 (The Tyme Guardians)
201 102 51558
Room layout data: Monopole, 0 (Hooper's Emergency Exit)
201 197 51653
Room layout data: Monopole, 1 (This Way to Hooper ==>>)
202 107 51819
Room layout data: Monopole, 2 (Here is Hooper)
202 207 51919
Room layout data: USS Pisces, 6A (The Control Column)
203 29 51997
Lookup table for RLE attribute data (room layout graphics)
203 173 52141
RLE attribute data (room layout graphics)
204 173 52397
Lookup table for RLE terrain interaction parameter data (room layout graphics)
204 249 52473
RLE terrain interaction parameter data (room layout graphics)
205 33 52513
Room drawing: Reset apply-vertical-mirror flag, reset apply-horizontal-mirror flag and draw a graphic
205 55 52535
Room drawing: Set apply-vertical-mirror flag, reset apply-horizontal-mirror flag and draw a graphic
205 86 52566
Room drawing: Reset apply-vertical-mirror flag, set apply-horizontal-mirror flag and draw a graphic
205 116 52596
Room drawing: Set apply-vertical-mirror flag, set apply-horizontal-mirror flag and draw a graphic
205 155 52635
Room drawing: Draw a graphic
205 206 52686
Load contents of A into memory location pointed to by HL
205 209 52689
Read (from graphic data) repeat counter value, x, and draw x rows of reset pixels
205 230 52710
Read (from graphic data) repeat counter value, x, and draw x rows of set pixels
205 234 52714
Room drawing: Jump to routine to advance HL to next display file address to be drawn to
205 237 52717
Room drawing: Advance HL to next display file address to be drawn to (apply-horizontal-mirror flag reset)
206 84 52820
Room drawing: Advance HL to next display file address to be drawn to (apply-horizontal-mirror flag set)
206 188 52924
Reverse the order of the bits in A
206 201 52937
Store background bitmap data at Magic Knight's current location
207 27 53019
Overlay graphic data for Magic Knight's current frame on table of bitmap data for Magic Knight at his current location
207 81 53073
Draw bitmap data for Magic Knight overlaid on background to display file
207 123 53115
Erase Magic Knight from display, advance his current position then redraw
207 158 53150
Store background attributes if appropriate, then draw Magic Knight to display
207 193 53185
Store background attribute data at Magic Knight's current location
208 30 53278
Restore background attribute data at Magic Knight's current location
208 81 53329
Starship location connectivity data
208 113 53361
Initial planetary data
208 163 53411
Table of start addresses of input device reading routines
208 171 53419
Powers of ten
208 181 53429
Addresses of room-specific routines
208 231 53479
Call time-dependent routines (main interrupt routine)
208 250 53498
Update game time, time left and move characters if appropriate
209 69 53573
Increase Magic Knight's current magic level by 10 (up to maximum of 100)
209 81 53585
Update all characters' stats (deteriorate or regenerate) and wake up / send to sleep if required
209 199 53703
Update characters' stats as they tire or regenerate
209 227 53731
Move character whose turn it is to move, if allowed
210 101 53861
Get index of destination room for a character, load into A and update character movement routine
210 111 53871
Update index of character whose turn it is to be updated
210 126 53886
If character has a disallowed x-coordinate in the "barrier room" then return twice
210 169 53929
List of disallowed character x-coordinates in barrier room (Murphy's Moon)
210 177 53937
End game due to running out of time
210 195 53955
Characters' rates of stat deterioration / regeneration
211 35 54051
Store all registers on the stack
211 63 54079
Restore all registers from the stack
211 81 54097
Print text/graphic character in A and advance bitmap virtual text cursor
211 116 54132
Move virtual cursor (bitmap) to display file for coordinates x=C, y=B and load address into HL
211 132 54148
Point HL at terrain interaction data, or attribute file address for character coordinates x=C, y=B
211 146 54162
Point HL at terrain interaction data for character coordinates x=C, y=B
211 160 54176
Advance bitmap virtual text cursor right by one character
211 176 54192
Advance bitmap virtual text cursor to start of next character row
211 199 54215
Update attribute virtual text cursor based upon current bitmap virtual text cursor
211 215 54231
Draw a run of characters (e.g. edge of frame of a window)
211 226 54242
Advance HL to byte after first zero from address in HL onwards
211 235 54251
Point HL at start of B-th entry in list of read-texts of readable objects
211 240 54256
Point HL at start of B-th entry in list of "command a character" commands
211 245 54261
Point HL at start of B-th entry in list of starship destination names
211 250 54266
Point HL at B-th entry in table of object names
212 11 54283
Print text at DE (command summary) in command summary window at top of screen
212 50 54322
Print command summary text (text at DE, e.g. "COMMAND ") in command summary window
212 61 54333
Print or update command summary window at top of screen
212 105 54377
Swap x- and y-coordinates of current window / graphic with values in temporary storage
212 134 54406
Draw a graphic with lookup index A, width of 2 and height of 2 at character coordinates (C, B)
212 139 54411
Draw a graphic with lookup index A at character coordinates (C, B)
212 233 54505
Update currently selected input device
213 32 54560
Index of currently selected input device
213 33 54561
Current control text (on control selection screen)
213 36 54564
If Kempston joystick is not present then revert to previously selected input device
213 47 54575
If key-press was enqueued then return index of last key pressed, else wait for key-press and return index
213 70 54598
Print current control keys to screen
213 119 54647
Redefine keyboard controls
214 92 54876
Set zero flag if key pressed is already assigned to a control, otherwise reset
214 110 54894
Current keyboard controls
214 118 54902
Lists of characters on each keyboard half-row
214 158 54942
Capture keyboard input, or jump to joystick reading routine, loading result into A
214 166 54950
Capture keyboard input
214 215 54999
Capture Kempston joystick input
214 246 55030
Capture cursor joystick input
215 27 55067
Capture Sinclair joystick 1 input
215 60 55100
Store a "left" input from control device
215 63 55103
Store a "right" input from control device
215 66 55106
Store an "up" input from control device
215 69 55109
Store a "down" input from control device
215 72 55112
Store a "fire" input from control device
215 75 55115
Display execute / reject command window and return if execute chosen, else exit to main game loop
215 98 55138
Display "PRESS FIRE TO CONTINUE" window and wait for fire to be pressed
215 125 55165
Display "YOUR HANDS ARE FULL" window (13) and return to game
215 130 55170
Display "YOU ARE WEARING TOO MUCH" window (13) and return to game
215 137 55177
Display "THE [object] IS TOO HEAVY FOR YOU" window (13) and return to game
215 142 55182
Display "YOU CANNOT WEAR THAT" window (13) and return to game
215 147 55187
Display "THERE IS NOTHING NEAR ENOUGH" window (13) and return to game
215 152 55192
Display "THERE IS NOTHING IN THIS ROOM" window (13) and return to game
215 157 55197
Display "YOU CANNOT DROP THE [object]" window (13) and return to game
215 162 55202
Display "[Character]'S HANDS ARE EMPTY" window (13) and return to game
215 167 55207
Display "[Character] WANTS TO KEEP THE [Object]" window (13) and return to game
215 172 55212
Display "[Character]'S HANDS ARE FULL" window (13) and return to game
215 177 55217
Display "[Character] IS NOT STRONG ENOUGH" window (13) and return to game
215 182 55222
Display "[Character] DOES NOT WANT THE [Object]" window (13) and return to game
215 187 55227
Display "[Character] IS ALREADY ASLEEP" window (29) and return to game
215 192 55232
Display "[Character] IS TOO WAKEFUL TO SLEEP" window (29) and return to game
215 197 55237
Display "[Character] DOES NOT WANT TO BE COMMANDED BY YOU" window (29) and return to game
215 202 55242
Display "[Character] IS ALREADY AWAKE" window (29) and return to game
215 207 55247
Display "[Character] IS TOO TIRED TO WAKE UP" window (29) and return to game
215 212 55252
Display "[Character] CANNOT HELP YOU" window (29) and return to game
215 217 55257
Display "[Character] IS TOO TIRED TO HELP YOU" window (29) and return to game
215 222 55262
Display "THERE ARE NO BARRIERS TO BE REMOVED HERE." window (29) and return to game
215 227 55267
Display "YOU CANNOT EXAMINE THE USS PISCES IF..." window (29) and return to game
215 232 55272
Display "YOU HAVE ARRIVED AT X.Y.Z." window (17) and return to game
215 237 55277
Display "THE STARSHIP HAS ARRIVED AT [Starship Location]" window (12) and return to game
215 242 55282
Display "THERE IS NO WRITING FOR ME TO READ" window (12) and return to game
215 247 55287
Display window 17 with text at HL and return to game
215 251 55291
Display "GORDON AND SARAB ARE BOTH ASLEEP" window (12) and return to game
216 2 55298
Display "THERE IS NOBODY WITHIN SUB-SPACE COMMUNICATOR RANGE" window (12) and return to game
216 7 55303
Display "[Character] HEARS A VOICE AND IGNORES IT" window (12) and return to game
216 12 55308
Display window 29 with text at HL and return to game
216 16 55312
Display "[Character] DOES NOT RECOGNISE YOUR AUTHORITY" window (12) and return to game
216 21 55317
Display "[Character] DOES NOT LIKE STARFLEET SO HE IGNORES YOU" window (12) and return to game
216 26 55322
Display "[Character] HEARS A MUFFLED VOICE..." window (12) and return to game
216 31 55327
Display "GORDON AND SARAB CANNOT UNDERSTAND YOU" window (12) and return to game
216 36 55332
Display "YOU CANNOT CAST THAT SPELL NOW..." window (10) and return to game
216 43 55339
Display "[Character] HAS TAKEN YOUR PHOTO" window (10) and return to game
216 48 55344
Display "THE BARRIER HAS FADED INTO NOTHINGNESS" window (29) and return to game
216 53 55349
Display "YOU CANNOT DROP THE [Object] HERE" window (29) and return to game
216 58 55354
Display "[Character] HAS GONE TO SLEEP" window (29) and return to game
216 63 55359
Display "[Character] HAS WOKEN UP" window (29) and return to game
216 68 55364
Display an information window with text at HL and return to game
216 105 55401
Scroll a region of the display file up a pixel row without wrapping
216 111 55407
Do nothing (return)
216 112 55408
Scroll a region of the display file up a pixel row with wrapping
216 118 55414
Restore copied bitmap data from top to bottom of region to scroll
216 125 55421
Unused routine
216 140 55436
Scroll a region of the display file down a pixel row without wrapping
216 146 55442
Scroll a region of the display file down a pixel row with wrapping
216 152 55448
Restore copied bitmap data from bottom to top of region to scroll
216 159 55455
Unused routine
216 174 55470
Scroll a region of the display file up a pixel row
217 7 55559
Scroll a region of the display file down a pixel row
217 99 55651
Flash border and screen (as in cast a spell)
217 133 55685
Display cyan "game over" window and return to control selection menu
217 174 55726
Advance HL by A words, load HL with word at location HL as address and jump to it
217 178 55730
Load address with index A in a list of addresses at HL into HL
217 188 55740
Set new random seed and load A and E with a random number
217 208 55760
Unused routine
217 216 55768
Select Magic Knight's room and USS Pisces' current location (cheat / debug routine)
218 6 55814
Cheat / debug routine: Draw Magic Knight's current room then jump back into cheat routine main loop
218 11 55819
Cheat / debug routine: Decrease Magic Knight's current room index, wrapping around to 24 if below zero
218 28 55836
Cheat / debug routine: Increase Magic Knight's current room index, wrapping around to zero if above 24
218 45 55853
Cheat / debug routine: Decrease USS Pisces' current location index, wrapping around to 24 if below 1
218 61 55869
Cheat / debug routine: Increase USS Pisces' current location index, wrapping around to 1 if above 24
218 79 55887
Cheat / debug routine: Exit cheat / debug mode
218 88 55896
Unused
218 110 55918
Graphics: (02 × 02) Unknown / unused mask
218 142 55950
Graphic lookup data
219 246 56310
Graphics: (02 × 02) Menu hand cursor
220 22 56342
Graphics: Objects
226 214 58070
Graphics (compacted): Scenery, part 1
239 208 61392
Graphics: Characters, part 1
241 208 61904
Graphics (compacted): Scenery, part 2
243 70 62278
Graphics: Characters, part 2
244 70 62534
Graphics (compacted): Scenery, part 3
246 244 63220
Graphics: Magic Knight
252 244 64756
Graphics: (01 × 96) Character set
255 244 65524
Interrupt routine: second jump
255 247 65527
Unused
255 255 65535
Interrupt routine: first jump