Page Byte Address Length Description
80 160 50A0 10
Clear character buffer 0xD6
80 170 50AA 15
POKE table
80 185 50B9 41
Print a message centred across the entire screen
80 226 50E2 3
Unused
80 229 50E5 15
Populate a row of the screen with machine code
80 244 50F4 10
Message address table
81 160 51A0 60
Change a character's name
81 220 51DC 36
Guide a character onto the catwalk or off it
82 160 52A0 85
Display the cast of characters and change their names
82 245 52F5 11
Table of animatory states of the main characters
83 160 53A0 11
Do essential POKEs before the game starts
83 171 53AB 6
Make a walking sound effect (yellow border)
83 177 53B1 67
Clear the screen and request the input method (keyboard, joystick, Int2)
83 244 53F4 2
Unused
83 246 53F6 10
Keypress vector table for Int2
84 160 54A0 82
Set the input method, change the characters' names, and start the game
84 242 54F2 13
Prepare addresses 5D00 to 5FFF
85 160 55A0 80
Count down from 9 to 0
85 240 55F0 15
Messages 0xFC and 0xF4: 'Enter new name' and ''
86 160 56A0 40
Message 0xF6: 'None/Cursor/Kempston/Int2? (N,C,K or I)'
86 200 56C8 7
Message 0x6C: '{THE }BULLY'
86 207 56CF 12
Message 0xF8: '{THE }CHARACTERS'
86 219 56DB 25
Message 0xFA: 'Press 'C' to change name'
86 244 56F4 5
Message 0x65: '{THE }HEADMASTER'
86 249 56F9 7
Message 0x11: 'MASTER'
87 160 57A0 13
Message 0x66: '{THE }GEOGRAPHY {MASTER}'
87 173 57AD 11
Message 0x67: '{THE }SCIENCE {MASTER}'
87 184 57B8 11
Message 0x68: '{THE }HISTORY {MASTER}'
87 195 57C3 15
Message 0x69: '{THE }HEADMISTRESS '
87 210 57D2 11
Message 0x6A: '{THE }CARETAKER'
87 221 57DD 10
Message 0x6B: '{THE }TEARAWAY'
87 231 57E7 6
Message 0x6D: '{THE }SWOT'
87 237 57ED 9
Message 0x6E: '{THE }HEROINE'
87 246 57F6 9
Message 0x6F: 'OUR HERO'
91 0 5B00 256
Message graphic buffer
93 0 5D00 35
Deal with ERIC while he's falling (2)
93 35 5D23 16
Deal with ERIC's flight from the saddle of the bike
93 51 5D33 4
Deal with ERIC's descent from the top-floor window
93 55 5D37 24
'T' pressed - throw away the water pistol
93 79 5D4F 20
'J' pressed - jump
93 99 5D63 120
Deal with ERIC when he's jumping
93 219 5DDB 1
Unused
93 220 5DDC 104
Compare blackboard contents with combinations
94 68 5E44 1
Unused
94 69 5E45 42
'W' pressed - write on a blackboard
94 111 5E6F 61
Deal with ERIC when he's writing on a blackboard
94 172 5EAC 1
Unused
94 173 5EAD 10
Deal with ERIC when he's firing the catapult, hitting or kissing
94 183 5EB7 16
Signal that ERIC is firing the catapult, hitting, or kissing
94 199 5EC7 31
'H' pressed - hit
94 230 5EE6 2
Unused
94 232 5EE8 32
'F' pressed - fire catapult
95 8 5F08 20
Make HAYLEY hit ERIC
95 28 5F1C 128
'K' pressed - kiss
95 156 5F9C 1
Unused
95 157 5F9D 83
Play a tune
95 240 5FF0 16
Note duration and pitch data for tunes
96 0 6000 101
Superimpose sprite tiles onto a tile of the play area
96 101 6065 7
Unused
96 108 606C 194
Print a tile
97 46 612E 2
Unused
97 48 6130 131
Update a character's animatory state and location and update the SRB
97 179 61B3 1
Unused
97 180 61B4 14
Update the SRB for a character's current animatory state and location
97 194 61C2 54
Scroll the screen left 8 columns
97 248 61F8 106
Scroll the screen right 8 columns
98 98 6262 2
Unused
98 100 6264 25
Copy two bytes from a command list into a character's buffer
98 125 627D 20
Collect one byte from a command list
98 145 6291 15
Get a random number
98 160 62A0 48
Update the display
98 208 62D0 188
Move the characters
99 140 638C 19
Terminate a command
99 159 639F 17
Call an interruptible subcommand
99 176 63B0 5
Jump to an interruptible subcommand
99 181 63B5 8
Set the interruptible subcommand (unused)
99 189 63BD 1
Unused
99 190 63BE 20
Determine ERIC's y-coordinate
99 210 63D2 27
Get the play area region identifier for a given location
99 237 63ED 75
Guide a character to an intermediate destination
100 56 6438 21
Guide a character up a staircase
100 77 644D 22
Guide a character down a staircase
100 99 6463 1
Unused
100 100 6464 112
Make a character go to a location
100 212 64D4 3
Unused
100 215 64D7 28
Make a character go to a random location
100 243 64F3 97
Determine the next move of a character following another character
101 84 6554 4
Unused
101 88 6558 118
Make a teacher find ERIC
101 206 65CE 6
Unused
101 212 65D4 66
Check whether a character is beside a chair
102 22 6616 2
Unused
102 24 6618 39
Check whether a chair is occupied
102 63 663F 48
Knock the current occupant (if any) out of a chair
102 111 666F 1
Unused
102 112 6670 15
Deal with a character who's been dethroned (1)
102 127 667F 24
Deal with a character who's been dethroned (2)
102 151 6697 40
Deal with a character who is looking for a seat
102 191 66BF 1
Unused
102 192 66C0 14
Make a character find a seat
102 206 66CE 60
Get the next character of a message being spoken or written
103 10 670A 2
Unused
103 12 670C 73
Update the SRB for a blackboard
103 85 6755 43
Get the identifier and coordinates of the blackboard close to a character
103 128 6780 16
Move the bike if it's obstructing the boys' skool door or the gate
103 144 6790 1
Unused
103 145 6791 124
Write a single character on a blackboard
104 13 680D 2
Unused
104 15 680F 111
Make a teacher wipe a blackboard
104 126 687E 2
Unused
104 128 6880 93
Make a character write on a blackboard
104 221 68DD 4
Unused
104 225 68E1 60
Update the SRB so that the speech bubble is not corrupted
105 29 691D 1
Unused
105 30 691E 31
Remove the speech bubble
105 61 693D 17
Print a speech bubble UDG
105 78 694E 151
Print the speech bubble
105 229 69E5 1
Unused
105 230 69E6 33
Place a font character bitmap into a message graphic buffer
106 7 6A07 1
Unused
106 8 6A08 128
Make a character speak
106 136 6A88 4
Unused
106 140 6A8C 87
Save the area of the screen that will be overwritten by a message box
106 227 6AE3 1
Unused
106 228 6AE4 54
Copy a graphic buffer to the screen
107 26 6B1A 1
Unused
107 27 6B1B 42
Write a line of text into a graphic buffer
107 69 6B45 1
Unused
107 70 6B46 35
Print a message box
107 105 6B69 73
Print the score, lines total or hi-score (2)
107 178 6BB2 2
Unused
107 180 6BB4 99
Compute the decimal digits of a number
108 23 6C17 1
Unused
108 24 6C18 131
Alter UDG references in the play area for a door, a window, a cup or the bike
108 155 6C9B 1
Unused
108 156 6C9C 16
Check whether any characters were punched
108 172 6CAC 38
Check whether any characters have been hit by a fist, pellet or conker
108 210 6CD2 2
Unused
108 212 6CD4 24
Prepare the doors, windows, cups and bike for new game
108 236 6CEC 2
Unused
108 238 6CEE 17
Get the x-coordinate range within which a character can see or be seen
108 255 6CFF 1
Unused
109 0 6D00 49
Control a boy during assembly
109 49 6D31 1
Unused
109 50 6D32 48
Check whether a target character can be seen by another character
109 98 6D62 27
Check whether ERIC can be seen by an adult
109 125 6D7D 38
Check for main kids near a teacher
109 163 6DA3 18
Check whether a location is on the assembly hall stage
109 181 6DB5 29
Determine which floor ERIC's on when he's not standing directly on one
109 210 6DD2 41
Put ERIC midstride
109 251 6DFB 5
Unused
110 0 6E00 54
Move ERIC from the midstride or mid-action position and scroll the screen if necessary
110 54 6E36 2
Unused
110 56 6E38 23
Turn ERIC round
110 79 6E4F 1
Unused
110 80 6E50 65
Check whether a character is on a staircase
110 145 6E91 8
Deal with ERIC when he has stepped off the stage
110 153 6E99 2
Unused
110 155 6E9B 121
Check for walls and closed doors in front of ERIC
111 20 6F14 24
'P' pressed - right
111 44 6F2C 24
'O' pressed - left
111 68 6F44 92
'Q' pressed - up
111 160 6FA0 81
'A' pressed - down
111 241 6FF1 1
Unused
111 242 6FF2 14
Collect the identifier and coordinates of a blackboard that will be wiped
112 0 7000 63
Check for walls, closed doors and ALBERT in front of the bike
112 63 703F 1
Unused
112 64 7040 31
Open or close a door or window
112 95 705F 45
Check for a closed door in front of a character
112 140 708C 2
Unused
112 142 708E 41
Check for a closed door in a character's path and open it if allowed
112 183 70B7 19
Make a character open or close a door
112 202 70CA 3
Unused
112 205 70CD 75
Close any temporarily open doors if necessary
113 24 7118 26
Score 100 points and make the sound of a mouse being caught
113 50 7132 14
Make a female character stop jumping
113 64 7140 20
'D' pressed - drop stinkbomb
113 84 7154 18
Make a walking sound effect (blue border)
113 102 7166 20
Prevent ERIC from getting past ALBERT if necessary
113 122 717A 2
Unused
113 124 717C 42
Make a character open or close a door
113 166 71A6 7
Unused
113 173 71AD 16
Move the bike if it's obstructing the skool gate
113 189 71BD 1
Unused
113 190 71BE 60
Get the ASCII code of the last key pressed
113 250 71FA 14
Get the keypress offset of the last key pressed
114 8 7208 2
Unused
114 10 720A 83
Control the bike when ERIC's not sitting on the saddle
114 93 725D 1
Unused
114 94 725E 184
Deal with ERIC when he's riding the bike
115 22 7316 105
Deal with ERIC when he's standing on the saddle of the bike
115 127 737F 1
Unused
115 128 7380 6
Display the frog in ERIC's inventory
115 134 7386 39
'M' pressed - mount bike
115 173 73AD 8
Print the score, lines total or hi-score (1)
115 181 73B5 22
Add to the score and print it
115 203 73CB 38
Add to the lines total and print it
115 241 73F1 12
Open the Science Lab storeroom door if ERIC has the key
115 253 73FD 3
Unused
116 0 7400 20
Calculate appropriate coordinates for a message box
116 20 7414 118
Make a teacher give lines
116 138 748A 2
Unused
116 140 748C 20
Make a sound effect
116 160 74A0 39
Check whether any adults were hit by the pellet, water, sherry or conker
116 199 74C7 1
Unused
116 200 74C8 200
Control the descent of the water, sherry or conker
117 144 7590 6
Unused
117 150 7596 100
Deal with a character who has been knocked over
117 250 75FA 3
Unused
117 253 75FD 24
Check whether a pellet has hit a cup
118 21 7615 62
Check whether a pellet has hit a cup containing water, sherry or the frog
118 83 7653 1
Unused
118 84 7654 88
Check for walls, doors and windows in the path of a mouse, frog or pellet
118 172 76AC 152
Control the flight of a catapult pellet
119 68 7744 2
Unused
119 70 7746 9
Initialise an uninterruptible subcommand
119 79 774F 12
Check whether a character is on the top, middle or bottom floor
119 91 775B 88
Make BOY WANDER fire his catapult now and then
119 179 77B3 19
Deal with BOY WANDER when he is firing
119 198 77C6 2
Unused
119 200 77C8 42
Check whether any characters were or can be punched by ERIC or ANGELFACE
119 242 77F2 33
Make ANGELFACE hit now and then
120 19 7813 46
Deal with ANGELFACE when he is hitting
120 65 7841 1
Unused
120 66 7842 18
Knock down a main kid hit by a pellet
120 84 7854 102
Deal with the frog when it has been knocked out of a cup
120 186 78BA 170
Control the frog
121 100 7964 2
Unused
121 102 7966 13
Control a female character while she's standing on a chair or jumping (1)
121 115 7973 1
Unused
121 116 7974 36
Make a female character stand on a chair or start jumping
121 152 7998 20
Control a female character while she's standing on a chair or jumping (2)
121 172 79AC 2
Unused
121 174 79AE 102
Make any female characters near a mouse start or continue jumping
122 20 7A14 2
Unused
122 22 7A16 208
Control a mouse
122 230 7AE6 40
Release some mice (if possible)
123 14 7B0E 70
Prepare character buffers for released mice
123 84 7B54 1
Unused
123 85 7B55 147
Make ERIC catch a mouse or frog (if present)
123 232 7BE8 3
Unused
123 235 7BEB 10
Update the SRB for ERIC or his pellet and scroll the screen if necessary
123 245 7BF5 13
Make ERIC catch the frog (if possible)
124 2 7C02 97
Print the inventory
124 99 7C63 1
Unused
124 100 7C64 17
Print an inventory item
124 117 7C75 26
Collect the bit mask and game status buffer address for an event identifier
124 143 7C8F 6
Check whether a signal has been raised
124 149 7C95 3
Raise the signal for a certain event (unused)
124 152 7C98 7
Raise the signal for a certain event
124 159 7C9F 2
Unused
124 161 7CA1 10
Lower the signal for a certain event (unused)
124 171 7CAB 37
Check whether a character should continue walking up and down
124 208 7CD0 17
Make a character walk up and down until a certain time
124 225 7CE1 29
Make a character walk up and down a few times or until a certain time
124 254 7CFE 2
Unused
125 0 7D00 21
Get the identifier for ERIC's location
125 21 7D15 11
Check whether ERIC is where he should be
125 32 7D20 22
Make any nearby teacher give ERIC lines if necessary (1)
125 54 7D36 6
Make MR WACKER find the truant ERIC
125 60 7D3C 2
Unused
125 62 7D3E 309
Make any nearby teacher give ERIC lines if necessary (2)
126 115 7E73 2
Command list used to make MISS TAKE chase ERIC
126 117 7E75 6
Make MISS TAKE chase ERIC (1)
126 123 7E7B 53
Make MISS TAKE chase ERIC (2)
126 176 7EB0 1
Unused
126 177 7EB1 62
Print the lesson and ring the bell
126 239 7EEF 2
Unused
126 241 7EF1 15
Make BOY WANDER write on a blackboard
127 0 7F00 84
Screen refresh buffer (SRB)
127 84 7F54 6
Buffer for the Blue Room blackboard
127 90 7F5A 6
Buffer for the Yellow Room blackboard
127 96 7F60 6
Buffer for the blackboard in the top-floor classroom of the girls' skool
127 102 7F66 6
Buffer for the Science Lab blackboard
127 108 7F6C 6
Buffer for the blackboard in the middle-floor classroom of the girls' skool
127 114 7F72 14
Unused
127 128 7F80 1
Various flags
127 129 7F81 1
Lesson signal flags
127 130 7F82 6
Unused
127 136 7F88 2
Message 6: '{teacher}'
127 138 7F8A 2
Message 5: '{lines recipient}/combination number or letter/{room}'
127 140 7F8C 2
Message 10: '{mountain}/{king}/{animal}/{verb}'
127 142 7F8E 2
Message 11: '{country}/{year}/{habitat}/{noun}'
127 144 7F90 2
Message 7: '{grassee}'
127 146 7F92 10
Unused
127 156 7F9C 8
Bike and Science Lab storeroom combinations
127 164 7FA4 8
Copy of the bike and Science Lab storeroom combinations
127 172 7FAC 43
Unused
127 215 7FD7 1
Various ERIC-related data (1)
127 216 7FD8 1
Various ERIC-related data (2)
127 217 7FD9 1
Last value seen in the system variable FRAMES
127 218 7FDA 1
ID of the desk containing the water pistol
127 219 7FDB 1
ID of the desk containing the stinkbombs
127 220 7FDC 1
ERIC's stand-up delay counter
127 221 7FDD 1
ERIC's knockout delay counter
127 222 7FDE 1
Game mode indicator
127 223 7FDF 1
Current lesson number
127 224 7FE0 1
Lesson descriptor
127 225 7FE1 1
Number of mice caught
127 226 7FE2 1
Kiss counter
127 227 7FE3 2
Lesson clock
127 229 7FE5 2
Score
127 231 7FE7 2
Lines total
127 233 7FE9 2
Hi-score
127 235 7FEB 1
Inventory flags
127 236 7FEC 1
Input device indicator
127 237 7FED 1
ERIC's secondary status flags
127 238 7FEE 1
Last key pressed while riding the bike
127 239 7FEF 1
Counter that determines the bike's speed while ERIC's on it
127 240 7FF0 1
Bike's momentum
127 241 7FF1 1
Last key pressed
127 242 7FF2 1
ERIC's midstride/mid-action timer
127 243 7FF3 1
ERIC's main action timer
127 244 7FF4 1
Door/window status flags
127 245 7FF5 1
Character number of the teacher who last gave ERIC lines
127 246 7FF6 1
LSB of the lines-giving delay counter
127 247 7FF7 1
MSB of the lines-giving delay counter
127 248 7FF8 1
LSB of the address of the SRB byte corresponding to the lip of the speech bubble
127 249 7FF9 1
Speech bubble lip SRB bit
127 250 7FFA 1
Leftmost column of the play area on screen the last time the SRB was updated for the speech bubble
127 251 7FFB 1
ERIC's primary status flags
127 252 7FFC 1
Number of the character just moved (0xB7-0xD6)
127 253 7FFD 2
Random number seed
127 255 7FFF 1
x-coordinate of the leftmost column of the play area on screen
128 0 8000 2048
Skool graphic data (tiles 0x00-0xFF, base page 0x80)
136 0 8800 2048
Skool graphic data (tiles 0x00-0xFF, base page 0x88)
144 0 9000 2048
Skool graphic data (tiles 0x00-0xFF, base page 0x90)
152 0 9800 224
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 1/8)
152 224 98E0 8
Speech bubble lip UDG
152 232 98E8 8
Safe key UDG
152 240 98F0 10
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 1/8)
152 250 98FA 2
Unused
152 252 98FC 4
Water animation table entry (phase 2)
153 0 9900 224
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 2/8)
153 224 99E0 8
Top left corner of the speech bubble UDG
153 232 99E8 8
Science Lab storeroom key UDG
153 240 99F0 10
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 2/8)
153 250 99FA 2
Unused
153 252 99FC 4
Water animation table entry (phase 3)
154 0 9A00 224
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 3/8)
154 224 9AE0 8
Top-middle section of the speech bubble UDG
154 232 9AE8 8
Captured frog UDG
154 240 9AF0 10
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 3/8)
154 250 9AFA 2
Unused
154 252 9AFC 4
Water animation table entry (phase 4)
155 0 9B00 224
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 4/8)
155 224 9BE0 8
Top-right corner of the speech bubble UDG
155 232 9BE8 8
Left half of the waterpistol UDG
155 240 9BF0 10
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 4/8)
155 250 9BFA 2
Unused
155 252 9BFC 4
Water animation table entry (phase 5)
156 0 9C00 224
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 5/8)
156 224 9CE0 8
Bottom-left corner of the speech bubble UDG
156 232 9CE8 8
Right half of the waterpistol UDG
156 240 9CF0 10
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 5/8)
156 250 9CFA 2
Unused
156 252 9CFC 4
Water animation table entry (phase 6+)
157 0 9D00 224
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 6/8)
157 224 9DE0 8
Bottom-middle section of the speech bubble UDG
157 232 9DE8 8
Three stinkbombs UDG
157 240 9DF0 10
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 6/8)
157 250 9DFA 6
Unused
158 0 9E00 224
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 7/8)
158 224 9EE0 8
Bottom-right corner of the speech bubble UDG
158 232 9EE8 8
Two stinkbombs UDG
158 240 9EF0 10
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 7/8)
158 250 9EFA 2
Unused
158 252 9EFC 4
x-coordinates of the plant pots
159 0 9F00 224
Skool graphic data (tiles 0x00-0xDF, base page 0x98, byte 8/8)
159 224 9FE0 8
Captured mouse UDG
159 232 9FE8 8
Single stinkbomb UDG
159 240 9FF0 10
Skool graphic data (tiles 0xF0-0xF9, base page 0x98, byte 8/8)
159 250 9FFA 2
Unused
159 252 9FFC 4
y-coordinates of the plant pots
160 0 A000 144
Skool UDG references (LSBs) for row 0
160 144 A090 36
Skool UDG MSB indicators for row 0
160 180 A0B4 72
BRIGHT/PAPER attributes for skool UDGs in row 0
160 252 A0FC 4
Entry 0x00 in descent tables 0xFC-0xFF
161 0 A100 144
Skool UDG references (LSBs) for row 1
161 144 A190 36
Skool UDG MSB indicators for row 1
161 180 A1B4 72
BRIGHT/PAPER attributes for skool UDGs in row 1
161 252 A1FC 4
Entry 0x01 in descent tables 0xFC-0xFF
162 0 A200 144
Skool UDG references (LSBs) for row 2
162 144 A290 36
Skool UDG MSB indicators for row 2
162 180 A2B4 72
BRIGHT/PAPER attributes for skool UDGs in row 2
162 252 A2FC 4
Entry 0x02 in descent tables 0xFC-0xFF
163 0 A300 144
Skool UDG references (LSBs) for row 3
163 144 A390 36
Skool UDG MSB indicators for row 3
163 180 A3B4 72
BRIGHT/PAPER attributes for skool UDGs in row 3
163 252 A3FC 4
Entry 0x03 in descent tables 0xFC-0xFF
164 0 A400 144
Skool UDG references (LSBs) for row 4
164 144 A490 36
Skool UDG MSB indicators for row 4
164 180 A4B4 72
BRIGHT/PAPER attributes for skool UDGs in row 4
164 252 A4FC 4
Entry 0x04 in descent tables 0xFC-0xFF
165 0 A500 144
Skool UDG references (LSBs) for row 5
165 144 A590 36
Skool UDG MSB indicators for row 5
165 180 A5B4 72
BRIGHT/PAPER attributes for skool UDGs in row 5
165 252 A5FC 4
Entry 0x05 in descent tables 0xFC-0xFF
166 0 A600 144
Skool UDG references (LSBs) for row 6
166 144 A690 36
Skool UDG MSB indicators for row 6
166 180 A6B4 72
BRIGHT/PAPER attributes for skool UDGs in row 6
166 252 A6FC 4
Entry 0x06 in descent tables 0xFC-0xFF
167 0 A700 144
Skool UDG references (LSBs) for row 7
167 144 A790 36
Skool UDG MSB indicators for row 7
167 180 A7B4 72
BRIGHT/PAPER attributes for skool UDGs in row 7
167 252 A7FC 4
Entry 0x07 in descent tables 0xFC-0xFF
168 0 A800 144
Skool UDG references (LSBs) for row 8
168 144 A890 36
Skool UDG MSB indicators for row 8
168 180 A8B4 72
BRIGHT/PAPER attributes for skool UDGs in row 8
168 252 A8FC 4
Entry 0x08 in descent tables 0xFC-0xFF
169 0 A900 144
Skool UDG references (LSBs) for row 9
169 144 A990 36
Skool UDG MSB indicators for row 9
169 180 A9B4 72
BRIGHT/PAPER attributes for skool UDGs in row 9
169 252 A9FC 4
Entry 0x09 in descent tables 0xFC-0xFF
170 0 AA00 144
Skool UDG references (LSBs) for row 10
170 144 AA90 36
Skool UDG MSB indicators for row 10
170 180 AAB4 72
BRIGHT/PAPER attributes for skool UDGs in row 10
170 252 AAFC 1
Unused
170 253 AAFD 1
Entry 0x0A in descent table 0xFD
170 254 AAFE 1
Unused
170 255 AAFF 1
Entry 0x0A in descent table 0xFF
171 0 AB00 144
Skool UDG references (LSBs) for row 11
171 144 AB90 36
Skool UDG MSB indicators for row 11
171 180 ABB4 72
BRIGHT/PAPER attributes for skool UDGs in row 11
171 252 ABFC 3
Unused
171 255 ABFF 1
Entry 0x0B in descent table 0xFF
172 0 AC00 144
Skool UDG references (LSBs) for row 12
172 144 AC90 36
Skool UDG MSB indicators for row 12
172 180 ACB4 72
BRIGHT/PAPER attributes for skool UDGs in row 12
172 252 ACFC 3
Unused
172 255 ACFF 1
Entry 0x0C in descent table 0xFF
173 0 AD00 144
Skool UDG references (LSBs) for row 13
173 144 AD90 36
Skool UDG MSB indicators for row 13
173 180 ADB4 72
BRIGHT/PAPER attributes for skool UDGs in row 13
173 252 ADFC 3
Unused
173 255 ADFF 1
Entry 0x0D in descent table 0xFF
174 0 AE00 144
Skool UDG references (LSBs) for row 14
174 144 AE90 36
Skool UDG MSB indicators for row 14
174 180 AEB4 72
BRIGHT/PAPER attributes for skool UDGs in row 14
174 252 AEFC 3
Unused
174 255 AEFF 1
Entry 0x0E in descent table 0xFF
175 0 AF00 144
Skool UDG references (LSBs) for row 15
175 144 AF90 36
Skool UDG MSB indicators for row 15
175 180 AFB4 72
BRIGHT/PAPER attributes for skool UDGs in row 15
175 252 AFFC 3
Unused
175 255 AFFF 1
Entry 0x0F in descent table 0xFF
176 0 B000 144
Skool UDG references (LSBs) for row 16
176 144 B090 36
Skool UDG MSB indicators for row 16
176 180 B0B4 72
BRIGHT/PAPER attributes for skool UDGs in row 16
176 252 B0FC 3
Unused
176 255 B0FF 1
Entry 0x10 in descent table 0xFF
177 0 B100 144
Skool UDG references (LSBs) for row 17
177 144 B190 36
Skool UDG MSB indicators for row 17
177 180 B1B4 72
BRIGHT/PAPER attributes for skool UDGs in row 17
177 252 B1FC 3
Unused
177 255 B1FF 1
Entry 0x11 in descent table 0xFF
178 0 B200 144
Skool UDG references (LSBs) for row 18
178 144 B290 36
Skool UDG MSB indicators for row 18
178 180 B2B4 72
BRIGHT/PAPER attributes for skool UDGs in row 18
178 252 B2FC 3
Unused
178 255 B2FF 1
Entry 0x12 in descent table 0xFF
179 0 B300 144
Skool UDG references (LSBs) for row 19
179 144 B390 36
Skool UDG MSB indicators for row 19
179 180 B3B4 72
BRIGHT/PAPER attributes for skool UDGs in row 19
179 252 B3FC 3
Unused
179 255 B3FF 1
Entry 0x13 in descent table 0xFF
180 0 B400 144
Skool UDG references (LSBs) for row 20
180 144 B490 36
Skool UDG MSB indicators for row 20
180 180 B4B4 72
BRIGHT/PAPER attributes for skool UDGs in row 20
180 252 B4FC 3
Unused
180 255 B4FF 1
Entry 0x14 in descent table 0xFF
181 0 B500 192
Play area column pointers (Q values)
181 192 B5C0 64
Main timetable
182 0 B600 256
Mirrored values of 0x00 to 0xFF
183 0 B700 37
Character buffer for little girl no. 1 (0xB7)
183 37 B725 23
Personal timetable for little girl no. 1 (0xB7)
183 60 B73C 8
Skool region identifier table for the top floor
183 68 B744 8
Unused
183 76 B74C 180
Graphic data for animatory states 0x00-0x4F (UDG byte 1/8)
184 0 B800 37
Character buffer for little girl no. 2 (0xB8)
184 37 B825 23
Personal timetable for little girl no. 2 (0xB8)
184 60 B83C 10
Skool region identifier table for the middle floor
184 70 B846 6
Unused
184 76 B84C 180
Graphic data for animatory states 0x00-0x4F (UDG mask byte 1/8)
185 0 B900 37
Character buffer for little girl no. 3 (0xB9)
185 37 B925 23
Personal timetable for little girl no. 3 (0xB9)
185 60 B93C 2
Skool region identifier table for the bottom floor
185 62 B93E 10
Locations of doors
185 72 B948 4
Unused
185 76 B94C 180
Graphic data for animatory states 0x00-0x4F (UDG byte 2/8)
186 0 BA00 37
Character buffer for little girl no. 4 (0xBA)
186 37 BA25 23
Personal timetable for little girl no. 4 (0xBA)
186 60 BA3C 10
ERIC location identifier table for the top floor
186 70 BA46 6
Unused
186 76 BA4C 180
Graphic data for animatory states 0x00-0x4F (UDG mask byte 2/8)
187 0 BB00 37
Character buffer for little girl no. 5 (0xBB)
187 37 BB25 23
Personal timetable for little girl no. 5 (0xBB)
187 60 BB3C 6
ERIC location identifier table for the middle floor
187 66 BB42 10
Unused
187 76 BB4C 180
Graphic data for animatory states 0x00-0x4F (UDG byte 3/8)
188 0 BC00 37
Character buffer for little girl no. 6 (0xBC)
188 37 BC25 23
Personal timetable for little girl no. 6 (0xBC)
188 60 BC3C 12
ERIC location identifier table for the bottom floor
188 72 BC48 4
Unused
188 76 BC4C 180
Graphic data for animatory states 0x00-0x4F (UDG mask byte 3/8)
189 0 BD00 37
Character buffer for little girl no. 7 (0xBD)
189 37 BD25 23
Personal timetable for little girl no. 7 (0xBD)
189 60 BD3C 8
Staircase endpoint identifiers for skool region 0xBD
189 68 BD44 4
Data for staircase endpoint 0xBD
189 72 BD48 4
Unused
189 76 BD4C 180
Graphic data for animatory states 0x00-0x4F (UDG byte 4/8)
190 0 BE00 37
Character buffer for little boy no. 1 (0xBE)
190 37 BE25 23
Personal timetable for little boy no. 1 (0xBE)
190 60 BE3C 8
Staircase endpoint identifiers for skool region 0xBE
190 68 BE44 4
Data for staircase endpoint 0xBE
190 72 BE48 4
Unused
190 76 BE4C 180
Graphic data for animatory states 0x00-0x4F (UDG mask byte 4/8)
191 0 BF00 37
Character buffer for little boy no. 2 (0xBF)
191 37 BF25 23
Personal timetable for little boy no. 2 (0xBF)
191 60 BF3C 8
Staircase endpoint identifiers for skool region 0xBF
191 68 BF44 4
Data for staircase endpoint 0xBF
191 72 BF48 4
Unused
191 76 BF4C 180
Graphic data for animatory states 0x00-0x4F (UDG byte 5/8)
192 0 C000 37
Character buffer for little boy no. 3 (0xC0)
192 37 C025 23
Personal timetable for little boy no. 3 (0xC0)
192 60 C03C 8
Staircase endpoint identifiers for skool region 0xC0
192 68 C044 4
Data for staircase endpoint 0xC0
192 72 C048 4
Unused
192 76 C04C 180
Graphic data for animatory states 0x00-0x4F (UDG mask byte 5/8)
193 0 C100 37
Character buffer for little boy no. 4 (0xC1)
193 37 C125 23
Personal timetable for little boy no. 4 (0xC1)
193 60 C13C 8
Staircase endpoint identifiers for skool region 0xC1
193 68 C144 4
Data for staircase endpoint 0xC1
193 72 C148 4
Unused
193 76 C14C 180
Graphic data for animatory states 0x00-0x4F (UDG byte 6/8)
194 0 C200 37
Character buffer for little boy no. 5 (0xC2)
194 37 C225 23
Personal timetable for little boy no. 5 (0xC2)
194 60 C23C 8
Staircase endpoint identifiers for skool region 0xC2
194 68 C244 4
Data for staircase endpoint 0xC2
194 72 C248 4
Unused
194 76 C24C 180
Graphic data for animatory states 0x00-0x4F (UDG mask byte 6/8)
195 0 C300 37
Character buffer for little boy no. 6 (0xC3)
195 37 C325 23
Personal timetable for little boy no. 6 (0xC3)
195 60 C33C 8
Staircase endpoint identifiers for skool region 0xC3
195 68 C344 4
Data for staircase endpoint 0xC3
195 72 C348 4
Unused
195 76 C34C 180
Graphic data for animatory states 0x00-0x4F (UDG byte 7/8)
196 0 C400 37
Character buffer for little boy no. 7 (0xC4)
196 37 C425 23
Personal timetable for little boy no. 7 (0xC4)
196 60 C43C 8
Staircase endpoint identifiers for skool region 0xC4
196 68 C444 4
Data for staircase endpoint 0xC4
196 72 C448 4
Unused
196 76 C44C 180
Graphic data for animatory states 0x00-0x4F (UDG mask byte 7/8)
197 0 C500 37
Character buffer for little boy no. 8 (0xC5)
197 37 C525 23
Personal timetable for little boy no. 8 (0xC5)
197 60 C53C 8
Theme tune data (segment 3/6)
197 68 C544 4
Data for staircase endpoint 0xC5
197 72 C548 4
Unused
197 76 C54C 180
Graphic data for animatory states 0x00-0x4F (UDG byte 8/8)
198 0 C600 37
Character buffer for little boy no. 9 (0xC6)
198 37 C625 23
Personal timetable for little boy no. 9 (0xC6)
198 60 C63C 8
Theme tune data (segment 4/6)
198 68 C644 4
Data for staircase endpoint 0xC6
198 72 C648 4
Unused
198 76 C64C 180
Graphic data for animatory states 0x00-0x4F (UDG mask byte 8/8)
199 0 C700 37
Character buffer for little boy no. 10 (0xC7)
199 37 C725 23
Personal timetable for little boy no. 10 (0xC7)
199 60 C73C 8
Theme tune data (segment 5/6)
199 68 C744 4
Data for staircase endpoint 0xC7
199 72 C748 1
Unused
199 73 C749 183
Graphic data for animatory states 0x50-0x7F (UDG byte 1/8)
200 0 C800 37
Character buffer for MR WACKER (0xC8)
200 37 C825 23
Personal timetable for MR WACKER (0xC8)
200 60 C83C 4
Theme tune data (segment 6/6)
200 64 C840 4
Unused
200 68 C844 4
Data for staircase endpoint 0xC8
200 72 C848 1
Unused
200 73 C849 183
Graphic data for animatory states 0x50-0x7F (UDG mask byte 1/8)
201 0 C900 37
Character buffer for MR WITHIT (0xC9)
201 37 C925 23
Personal timetable for MR WITHIT (0xC9)
201 60 C93C 11
Command list 0x00: Top-floor classroom - girl
201 71 C947 2
Unused
201 73 C949 183
Graphic data for animatory states 0x50-0x7F (UDG byte 2/8)
202 0 CA00 37
Character buffer for MR ROCKITT (0xCA)
202 37 CA25 23
Personal timetable for MR ROCKITT (0xCA)
202 60 CA3C 11
Command list 0x02: Middle-floor classroom - girl
202 71 CA47 2
Unused
202 73 CA49 183
Graphic data for animatory states 0x50-0x7F (UDG mask byte 2/8)
203 0 CB00 37
Character buffer for MR CREAK (0xCB)
203 37 CB25 23
Personal timetable for MR CREAK (0xCB)
203 60 CB3C 11
Command list 0x04: Blue Room - little boy
203 71 CB47 2
Unused
203 73 CB49 183
Graphic data for animatory states 0x50-0x7F (UDG byte 3/8)
204 0 CC00 37
Character buffer for MISS TAKE (0xCC)
204 37 CC25 23
Personal timetable for MISS TAKE (0xCC)
204 60 CC3C 11
Command list 0x06: Yellow Room - little boy
204 71 CC47 2
Unused
204 73 CC49 183
Graphic data for animatory states 0x50-0x7F (UDG mask byte 3/8)
205 0 CD00 37
Character buffer for ALBERT (0xCD)
205 37 CD25 23
Personal timetable for ALBERT (0xCD)
205 60 CD3C 11
Command list 0x08: Science Lab - little boy
205 71 CD47 2
Unused
205 73 CD49 183
Graphic data for animatory states 0x50-0x7F (UDG byte 4/8)
206 0 CE00 37
Character buffer for BOY WANDER (0xCE)
206 37 CE25 23
Personal timetable for BOY WANDER (0xCE)
206 60 CE3C 7
Command list 0x0A: Kitchen - girl
206 67 CE43 1
Unused
206 68 CE44 4
Data for staircase endpoint 0xCE
206 72 CE48 1
Unused
206 73 CE49 183
Graphic data for animatory states 0x50-0x7F (UDG mask byte 4/8)
207 0 CF00 37
Character buffer for ANGELFACE (0xCF)
207 37 CF25 23
Personal timetable for ANGELFACE (0xCF)
207 60 CF3C 7
Command list 0x0C: Dinner hall - girl
207 67 CF43 1
Unused
207 68 CF44 4
Data for staircase endpoint 0xCF
207 72 CF48 1
Unused
207 73 CF49 183
Graphic data for animatory states 0x50-0x7F (UDG byte 5/8)
208 0 D000 37
Character buffer for EINSTEIN (0xD0)
208 37 D025 23
Personal timetable for EINSTEIN (0xD0)
208 60 D03C 7
Command list 0x0E: Revision Library - EINSTEIN/little boy
208 67 D043 6
Unused
208 73 D049 183
Graphic data for animatory states 0x50-0x7F (UDG mask byte 5/8)
209 0 D100 37
Character buffer for HAYLEY (0xD1)
209 37 D125 23
Personal timetable for HAYLEY (0xD1)
209 60 D13C 7
Command list 0x10: Dinner - EINSTEIN/little boy
209 67 D143 6
Unused
209 73 D149 183
Graphic data for animatory states 0x50-0x7F (UDG byte 6/8)
210 0 D200 36
Character buffer for ERIC (0xD2)
210 36 D224 1
Make a character do nothing
210 37 D225 23
Lesson descriptors
210 60 D23C 8
Command list 0x12: Walkabout - EINSTEIN/little boy/girl
210 68 D244 5
Unused
210 73 D249 183
Graphic data for animatory states 0x50-0x7F (UDG mask byte 6/8)
211 0 D300 36
Character buffer for the bike (0xD3)
211 36 D324 14
Random locations
211 50 D332 5
x-coordinates of the left ends of the classrooms
211 55 D337 5
x-coordinates of the left edges of the blackboards
211 60 D33C 8
LSBs of addresses of ERIC-handling routines
211 68 D344 2
Random location
211 70 D346 3
Unused
211 73 D349 183
Graphic data for animatory states 0x50-0x7F (UDG byte 7/8)
212 0 D400 36
Character buffer for the frog or mouse (0xD4)
212 36 D424 14
Random locations
212 50 D432 5
x-coordinates of the right ends of the classrooms
212 55 D437 5
Blackboard identifiers
212 60 D43C 8
MSBs of addresses of ERIC-handling routines
212 68 D444 2
Random location
212 70 D446 3
Unused
212 73 D449 183
Graphic data for animatory states 0x50-0x7F (UDG mask byte 7/8)
213 0 D500 36
Character buffer for the stinkbomb cloud or BOY WANDER's pellet (0xD5)
213 36 D524 14
Random locations
213 50 D532 5
x-coordinates of the leftmost seats in the classrooms
213 55 D537 5
y-coordinates of the top rows of the blackboards
213 60 D53C 8
LSBs of addresses of ERIC-handling routines
213 68 D544 2
Random location
213 70 D546 3
Unused
213 73 D549 183
Graphic data for animatory states 0x50-0x7F (UDG byte 8/8)
214 0 D600 36
Character buffer for water/sherry, plant, conker, desk lid or ERIC's pellet (0xD6)
214 36 D624 14
Random locations
214 50 D632 5
x-coordinates of the rightmost seats in the classrooms
214 55 D637 5
Unused
214 60 D63C 8
MSBs of addresses of ERIC-handling routines
214 68 D644 2
Random location
214 70 D646 3
Unused
214 73 D649 183
Graphic data for animatory states 0x50-0x7F (UDG mask byte 8/8)
215 0 D700 29
UDG reference table for the top-floor window when shut
215 29 D71D 3
Unused
215 32 D720 96
Font character bitmap widths for CHR$(32-127)
215 128 D780 128
UDG references for animatory states 0x00-0x7F at row 0, column 0
216 0 D800 29
UDG reference table for the top-floor window when open
216 29 D81D 3
Unused
216 32 D820 96
Font graphic data for CHR$(32-127) (pixel column 1)
216 128 D880 128
UDG references for animatory states 0x00-0x7F at row 1, column 0
217 0 D900 29
UDG reference table for the middle-floor window when shut
217 29 D91D 3
Unused
217 32 D920 96
Font graphic data for CHR$(32-127) (pixel column 2)
217 128 D980 128
UDG references for animatory states 0x00-0x7F at row 2, column 0
218 0 DA00 29
UDG reference table for the middle-floor window when open
218 29 DA1D 3
Unused
218 32 DA20 96
Font graphic data for CHR$(32-127) (pixel column 3)
218 128 DA80 128
UDG references for animatory states 0x00-0x7F at row 3, column 0
219 0 DB00 17
UDG reference table for the drinks cabinet door when shut
219 17 DB11 13
UDG reference table for the three cups (empty) on the shelf in the boys' skool
219 30 DB1E 2
Unused
219 32 DB20 96
Font graphic data for CHR$(32-127) (pixel column 4)
219 128 DB80 128
UDG references for animatory states 0x00-0x7F at row 0, column 1
220 0 DC00 17
UDG reference table for the drinks cabinet door when open
220 17 DC11 5
UDG reference table for the cup (empty) on the shelf in the girls' kitchen
220 22 DC16 10
Unused
220 32 DC20 12
Font graphic data for CHR$(32-43) (pixel column 5)
220 44 DC2C 20
Up-a-year tune data (segment 1/3)
220 64 DC40 1
Font graphic data for CHR$(64) (pixel column 5)
220 65 DC41 12
Theme tune data (segment 1/6)
220 77 DC4D 19
Font graphic data for CHR$(77-95) (pixel column 5)
220 96 DC60 13
Up-a-year tune data (segment 2/3)
220 109 DC6D 1
Font graphic data for CHR$(109) (pixel column 5)
220 110 DC6E 9
Theme tune data (segment 2/6)
220 119 DC77 2
Font graphic data for CHR$(119-120) (pixel column 5)
220 121 DC79 6
Up-a-year tune data (segment 3/3)
220 127 DC7F 1
Font graphic data for CHR$(127) (pixel column 5)
220 128 DC80 128
UDG references for animatory states 0x00-0x7F at row 1, column 1
221 0 DD00 61
UDG reference table for the Science Lab storeroom door when shut
221 61 DD3D 57
UDG reference table for the left study door when shut
221 118 DD76 5
UDG reference table for the leftmost cup (containing water) on the shelf in the boys' skool
221 123 DD7B 5
UDG reference table for the leftmost cup (containing sherry) on the shelf in the boys' skool
221 128 DD80 128
UDG references for animatory states 0x00-0x7F at row 2, column 1
222 0 DE00 61
UDG reference table for the Science Lab storeroom door when open
222 61 DE3D 57
UDG reference table for the left study door when open
222 118 DE76 5
UDG reference table for the middle cup (containing water) on the shelf in the boys' skool
222 123 DE7B 5
UDG reference table for the middle cup (containing sherry) on the shelf in the boys' skool
222 128 DE80 128
UDG references for animatory states 0x00-0x7F at row 3, column 1
223 0 DF00 61
UDG reference table for the right study door when shut
223 61 DF3D 57
UDG reference table for the boys' skool door when shut
223 118 DF76 5
UDG reference table for the rightmost cup (containing water) on the shelf in the boys' skool
223 123 DF7B 5
UDG reference table for the rightmost cup (containing sherry) on the shelf in the boys' skool
223 128 DF80 128
UDG references for animatory states 0x00-0x7F at row 0, column 2
224 0 E000 61
UDG reference table for the right study door when open
224 61 E03D 57
UDG reference table for the boys' skool door when open
224 118 E076 5
UDG reference table for the cup (containing water) on the shelf in the girls' skool
224 123 E07B 5
UDG reference table for the cup (containing sherry) on the shelf in the girls' skool
224 128 E080 128
UDG references for animatory states 0x00-0x7F at row 1, column 2
225 0 E100 37
UDG reference table for the tree with no bike attached
225 37 E125 32
'C' pressed - catch a mouse or the frog
225 69 E145 17
Deal with ERIC when he's bending over, dropping a stinkbomb etc.
225 86 E156 16
Addresses of closed door/window UDG reference tables
225 102 E166 10
Door/gate/cups/bike initialisation table
225 112 E170 8
UDG back buffer
225 120 E178 8
SRB bit translation table
225 128 E180 128
UDG references for animatory states 0x00-0x7F at row 2, column 2
226 0 E200 37
UDG reference table for the tree with the bike attached
226 37 E225 17
'R' pressed - release mice
226 54 E236 23
Prepare buffer 0xD5 for use by a stinkbomb cloud
226 77 E24D 2
Unused
226 79 E24F 7
Check whether buffer 0xD6 is being used
226 86 E256 14
Command list 0x14: Assembly - EINSTEIN/little boy
226 100 E264 14
Command list 0x1C: Girls' skool walkabout - MISS TAKE
226 114 E272 14
Command list 0x1E: Dinner duty
226 128 E280 128
UDG references for animatory states 0x00-0x7F at row 3, column 2
227 0 E300 11
Message 0x0C: score/lines total/hi-score/number of lines being given
227 11 E30B 21
Number graphic buffer
227 32 E320 8
Unused
227 40 E328 216
Temporary store for the part of the screen overwritten by a message box
228 0 E400 33
Command list 0x16: Top-floor classroom - MISS TAKE
228 33 E421 7
Unused
228 40 E428 216
Buffer holding attributes and graphic data for a message box
229 0 E500 80
Keypress offset table
229 80 E550 42
Addresses of keypress handling routines
229 122 E57A 22
Unused
229 144 E590 11
Command list 0x20: Science Lab - BOY WANDER
229 155 E59B 19
Command list 0x22: Science Lab - ANGELFACE
229 174 E5AE 15
Command list 0x24: Revision Library - ANGELFACE/BOY WANDER
229 189 E5BD 15
Command list 0x26: Dinner - ANGELFACE/BOY WANDER
229 204 E5CC 16
Command list 0x2A: Walkabout - ANGELFACE/BOY WANDER
229 220 E5DC 18
Command list 0x2C: Stalk HAYLEY - ANGELFACE
229 238 E5EE 14
Command list 0x58: Assembly - little boy
229 252 E5FC 4
Unused
230 0 E600 33
Command list 0x18: Middle-floor classroom - MISS TAKE
230 33 E621 7
Unused
230 40 E628 216
'Score - 0 Lines - 0 Hi-Sc - 0' box graphic
231 0 E700 15
Command list 0x1A: Kitchen walkabout - MISS TAKE
231 15 E70F 18
Command list 0x28: Assembly - ANGELFACE/BOY WANDER
231 33 E721 7
Unused
231 40 E728 216
Back to Skool logo
232 0 E800 90
Addresses of command lists
232 90 E85A 6
Unused
232 96 E860 11
Command list 0x2E: Blue Room - BOY WANDER
232 107 E86B 19
Command list 0x30: Blue Room - ANGELFACE
232 126 E87E 1
Unused
232 127 E87F 11
Command list 0x32: Yellow Room - BOY WANDER
232 138 E88A 19
Command list 0x34: Yellow Room - ANGELFACE
232 157 E89D 1
Unused
232 158 E89E 34
Command list 0x36: Write on the blackboards in the boys' skool - BOY WANDER
232 192 E8C0 27
Command list 0x38: Write on the blackboards in the girls' skool - BOY WANDER
232 219 E8DB 1
Unused
232 220 E8DC 17
Command list 0x3A: Blue Room - teacher
232 237 E8ED 17
Command list 0x3C: Yellow Room - teacher
232 254 E8FE 17
Command list 0x3E: Science Lab - teacher
233 15 E90F 10
Command list 0x40: Walkabout - WITHIT
233 25 E919 4
Command list 0x42: Walkabout - WACKER
233 29 E91D 4
Command list 0x44: Walkabout - teacher
233 33 E921 18
Command list 0x46: Walkabout - WACKER
233 51 E933 16
Command list 0x48: Assembly - WACKER
233 67 E943 7
Command list 0x4A: Head's study - WACKER
233 74 E94A 2
Unused
233 76 E94C 41
Command list 0x4C: Close the gate and the door - ALBERT
233 117 E975 22
Command list 0x4E: Open the door and the gate - ALBERT
233 139 E98B 1
Unused
233 140 E98C 13
Command list 0x50: Assembly - teacher
233 153 E999 11
Command list 0x52: Blue Room - EINSTEIN
233 164 E9A4 11
Command list 0x54: Yellow Room - EINSTEIN
233 175 E9AF 11
Command list 0x56: Science Lab - EINSTEIN
233 186 E9BA 6
Unused
233 192 E9C0 36
Message 0x03: 'Please Sir I cannot tell a lie . . '
233 228 E9E4 10
Message 0x04: '         ' (9 spaces)
233 238 E9EE 11
Message 0x0D: '[12]0 LINES^[5]'
233 249 E9F9 4
Message 0x0E: '[5]^ '
233 253 E9FD 4
Message 0x91: 'ATE'
234 1 EA01 18
Message 0x0F: 'NOW {DON'T }^DO IT AGAIN'
234 19 EA13 5
Message 0x08: 'THE '
234 24 EA18 4
Message 0x10: '{{teacher}}^{{room}}'
234 28 EA1C 12
Message 0x3F: 'DEMO.MODE^ '
234 40 EA28 16
Message 0x12: '{Please Sir I cannot tell a lie . . }{ERIC} is not here{9sp}'
234 56 EA38 15
Message 0x13: '{DON'T }BE^LATE AGAIN'
234 71 EA47 7
Message 0x09: 'DON'T '
234 78 EA4E 24
Message 0x14: 'STAY TILL I^DISMISS YOU'
234 102 EA66 6
Message 0x8E: ' THE '
234 108 EA6C 9
Message 0x8F: 'i hate ^'
234 117 EA75 15
Message 0x20: 'ARTESIAN^WELLS'
234 132 EA84 12
Message 0x21: '{THE }DOLDRUMS^ '
234 144 EA90 14
Message 0x22: 'TASTY^GEYSERS'
234 158 EA9E 18
Message 0x23: '{THE }GREEN^REVOLUTION'
234 176 EAB0 15
Message 0x24: 'TREACLE^MINING'
234 191 EABF 15
Message 0x25: 'FROG FARMING^ '
234 206 EACE 14
Message 0x26: 'HEAVY WATER^ '
234 220 EADC 19
Message 0x27: 'HOLOGRAMS &^LASERS'
234 239 EAEF 6
Message 0x28: 'DNA^ '
234 245 EAF5 13
Message 0x29: 'VAMPIRE^BATS'
235 2 EB02 15
Message 0x2A: 'NUCLEAR^FUSION'
235 17 EB11 17
Message 0x2B: 'BACTERIA^AS PETS'
235 34 EB22 12
Message 0x2C: 'ATTILA{ THE }^HUN'
235 46 EB2E 11
Message 0x2D: 'ERIC{ THE }RED^ '
235 57 EB39 12
Message 0x2E: 'NOGGIN{ THE }^NOG'
235 69 EB45 15
Message 0x2F: 'IVAN{ THE }^TERRIBLE'
235 84 EB54 18
Message 0x30: 'ETHELRED{ THE }^UNREADY'
235 102 EB66 12
Message 0x31: '{THE }LUDDITES^ '
235 114 EB72 19
Message 0x32: 'IAMBIC^PENTAMETERS'
235 133 EB85 23
Message 0x33: 'ELOCUTION^AINT ARF FUN'
235 156 EB9C 16
Message 0x34: 'SUGAR AND^SPICE'
235 172 EBAC 13
Message 0x35: 'TONE POEMS^ '
235 185 EBB9 24
Message 0x36: 'ELEMENTARY^ASTROPHYSICS'
235 209 EBD1 14
Message 0x37: '{THE }BARD OF^AVON'
235 223 EBDF 7
Message 0x38: '{i hate ^}girls'
235 230 EBE6 7
Message 0x39: '{i hate ^}skool'
235 237 EBED 6
Message 0x3A: '{i hate ^}mafs'
235 243 EBF3 3
Message 0x3B: '{i hate ^}{MR WACKER}'
235 246 EBF6 11
Message 0x3C: '{i hate ^}groan-ups'
236 1 EC01 18
Message 0x3D: 'who's Sam^Cruise?'
236 19 EC13 10
Message 0x8B: 'SIT DOWN '
236 29 EC1D 5
Message 0x8C: 'SIT '
236 34 EC22 5
Message 0x8D: 'GET '
236 39 EC27 25
Message 0x3E: 'YOU ARE NOT^ALLOWED HERE'
236 64 EC40 13
'{DON'T }{SIT }ON^{THE }STAIRS' (unused)
236 77 EC4D 13
Message 0x40: '{GET }OFF^{THE }PLANTS'
236 90 EC5A 20
Message 0x41: '{DON'T }RIDE^BIKES IN HERE'
236 110 EC6E 12
Message 0x42: '{GET }OFF^{THE }FLOOR'
236 122 EC7A 16
Message 0x43: '{GET }BACK^TO SCHOOL'
236 138 EC8A 11
Message 0x44: '{GET }ALONG^NOW'
236 149 EC95 15
Message 0x45: '{SIT }FACING^{THE }STAGE'
236 164 ECA4 6
Message 0x46: 'NOW^{SIT DOWN }'
236 170 ECAA 23
Message 0x47: 'COME ALONG^YOU MONSTER'
236 193 ECC1 17
Message 0x48: '{DON'T }KEEP^ME WAITING'
236 210 ECD2 12
Message 0x55: '{DON'T }TELL^TALES'
236 222 ECDE 19
Message 0x56: '{DON'T }TOUCH^BLACKBOARDS'
236 241 ECF1 11
Message 0x57: '{Please Sir I cannot tell a lie . . }{ERIC} hit me{9sp}'
236 252 ECFC 23
Message 0x58: '{Please Sir I cannot tell a lie . . }[7] wrote on the board{9sp}'
237 19 ED13 31
Message 0x59: 'START REVISING FOR YOUR EXAMS{9sp}'
237 50 ED32 49
Message 0x5A: 'START READING AT THE NEXT CHAPTER IN YOUR BOOKS{9sp}'
237 99 ED63 43
Message 0x5B: 'WRITE AN ESSAY TITLED 'WHY I LOVE SCHOOL'{9sp}'
237 142 ED8E 8
Message 0x5C: '{SIT DOWN }CHAPS{9sp}'
237 150 ED96 13
Message 0x5D: '{SIT DOWN }MY CHERUBS{9sp}'
237 163 EDA3 24
Message 0x5E: '{SIT DOWN }YOU LITTLE ANARCHISTS{9sp}'
237 187 EDBB 2
Message 0x5F: '{SIT DOWN }'
237 189 EDBD 50
Message 0x60: 'YOU'RE ALL IN DETENTION UNTIL I FIND OUT WHO [10]{ THE }[11]{9sp}'
237 239 EDEF 10
Message 0x90: 'KIDNAPPED'
237 249 EDF9 16
Message 0x61: '{DON'T }HIT^YOUR MATES'
238 9 EE09 16
Message 0x62: '{MR WACKER}^HE'S ESCAPING'
238 25 EE19 22
Message 0x63: 'YOU HAVE 10000 LINES{ {ERIC}{9sp}YOU'RE EXPELLED{9sp}}'
238 47 EE2F 20
Message 0x64: 'YOU ARE NOT A BIRD{ {ERIC}{9sp}YOU'RE EXPELLED{9sp}}'
238 67 EE43 20
Message 0x8A: ' {ERIC}{9sp}YOU'RE EXPELLED{9sp}'
238 87 EE57 9
Message 0x80: 'PLAYTIME'
238 96 EE60 9
Message 0x81: 'ASSEMBLY'
238 105 EE69 7
Message 0x82: 'DINNER'
238 112 EE70 8
Message 0x83: 'LIBRARY'
238 120 EE78 12
Message 0x84: 'SCIENCE LAB'
238 132 EE84 10
Message 0x85: 'BLUE ROOM'
238 142 EE8E 12
Message 0x86: 'YELLOW ROOM'
238 154 EE9A 9
Message 0x87: 'REVISION'
238 163 EEA3 12
Message 0x92: 'SET FIRE TO'
238 175 EEAF 8
Message 0x93: 'BLEW UP'
238 183 EEB7 30
Message 0x94: 'IS MAKING RUDE PHONE CALLS TO'
238 213 EED5 16
Message 0x95: 'IS BLACKMAILING'
238 229 EEE5 9
Message 0x96: 'SQUASHED'
238 238 EEEE 9
Message 0x97: 'POISONED'
238 247 EEF7 9
Message 0x98: 'GOLDFISH'
239 0 EF00 11
Message 0x99: 'SCHOOL CAT'
239 11 EF0B 13
Message 0x9A: 'LATIN MASTER'
239 24 EF18 14
Message 0x9B: 'LOLLIPOP LADY'
239 38 EF26 4
Message 0x9C: 'PTA'
239 42 EF2A 19
Message 0x9D: 'CARETAKER'S BUDGIE'
239 61 EF3D 13
Message 0x9E: 'MILK MONITOR'
239 74 EF4A 9
Message 0x9F: 'HEAD BOY'
239 83 EF53 13
Message 0x15: 'MR WACKER'
239 96 EF60 13
Message 0x16: 'MR WITHIT'
239 109 EF6D 13
Message 0x17: 'MR ROCKITT'
239 122 EF7A 13
Message 0x18: 'MR CREAK'
239 135 EF87 13
Message 0x19: 'MISS TAKE'
239 148 EF94 13
Message 0x1A: 'ALBERT'
239 161 EFA1 13
Message 0x1B: 'BOY WANDER'
239 174 EFAE 13
Message 0x1C: 'ANGELFACE'
239 187 EFBB 13
Message 0x1D: 'EINSTEIN'
239 200 EFC8 13
Message 0x1E: 'HAYLEY'
239 213 EFD5 13
Message 0x1F: 'ERIC'
239 226 EFE2 8
Message 0x89: '{Please Sir I cannot tell a lie . . }it is '
239 234 EFEA 7
Message 0x4B: '{{Please Sir I cannot tell a lie . . }it is }MT.[10]{9sp}'
239 241 EFF1 15
Message 0x51: '{Please Sir I cannot tell a lie . . }it was in 1[11]{9sp}'
240 0 F000 22
Control EINSTEIN during class
240 22 F016 1
Unused
240 23 F017 24
Make EINSTEIN speak
240 47 F02F 23
Make a teacher give lines to EINSTEIN or the kid he grassed up
240 70 F046 2
Unused
240 72 F048 21
Check whether ERIC and EINSTEIN are in class
240 93 F05D 21
Make a teacher tell the class what to do
240 114 F072 1
Unused
240 115 F073 39
Restart the command list or make a teacher tell the kids to sit down
240 154 F09A 1
Unused
240 155 F09B 28
Make a teacher find the truant ERIC
240 183 F0B7 1
Unused
240 184 F0B8 7
Restart the command list
240 191 F0BF 26
Make a teacher find ERIC if he's absent during dinner
240 217 F0D9 1
Unused
240 218 F0DA 35
Control a teacher during assembly
240 253 F0FD 3
Unused
241 0 F100 332
Make a teacher conduct a class
242 76 F24C 4
Unused
242 80 F250 60
Make MR WACKER put the kids in detention
242 140 F28C 2
Unused
242 142 F28E 81
Deal with ERIC when he's been knocked over
242 223 F2DF 3
Unused
242 226 F2E2 242
Deal with ERIC when he's sitting or lying down
243 212 F3D4 3
Unused
243 215 F3D7 11
'S' pressed - sit (1)
243 226 F3E2 4
Unused
243 230 F3E6 22
Make ERIC sit in a chair or on the floor
243 252 F3FC 20
'S' pressed - sit (2)
244 16 F410 3
Unused
244 19 F413 77
Collect a keypress during the game (or simulate one in demo mode)
244 96 F460 12
Make the next command be the start of the command list
244 108 F46C 23
Restart the command list unless the boys' skool door is closed
244 131 F483 4
Unused
244 135 F487 21
Jump forward in the command list if the boys' skool door or the gate is closed
244 156 F49C 47
Wait till everyone has gone past the gate or the boys' skool door
244 203 F4CB 1
Unused
244 204 F4CC 98
Make ALBERT keep an eye out for ERIC during lessons
245 46 F52E 2
Command list used to make MR WACKER find the truant ERIC
245 48 F530 2
Command list used to make MR WACKER find and expel ERIC
245 50 F532 24
Set MR WACKER on his way to expel ERIC
245 74 F54A 21
Make MR WACKER find the truant ERIC
245 95 F55F 88
Make MR WACKER find and expel ERIC
245 183 F5B7 7
Unused
245 190 F5BE 246
Prepare for a new game
246 180 F6B4 10
Move the characters, close doors, and give ERIC lines if necessary
246 190 F6BE 10
Start a new game if a key is pressed while ERIC's sitting or lying down in demo mode
246 200 F6C8 13
'D.S.REIDY 85 '
246 213 F6D5 21
Start a new game or enter demo mode
246 234 F6EA 99
Main loop
247 77 F74D 95
Change the lesson
247 172 F7AC 1
Unused
247 173 F7AD 41
Deal with ERIC
247 214 F7D6 1
Unused
247 215 F7D7 8
Place a continual subcommand routine address into a character's buffer
247 223 F7DF 36
Make ANGELFACE stalk HAYLEY
248 3 F803 1
Unused
248 4 F804 9
Make ANGELFACE or BOY WANDER hit or fire now and then
248 13 F80D 11
Restart the command list unless it's time for assembly
248 24 F818 41
Scroll the display file left or right one column
248 65 F841 8
Scroll the display file left one column
248 73 F849 15
Scroll the display file right one column
248 88 F858 10
Clear various game and lesson flags
248 98 F862 157
Deal with a stinkbomb when dropped
248 255 F8FF 1
Unused
249 0 F900 57
UDG reference table for the skool gate when shut
249 57 F939 60
Deal with MR WACKER's journey to a window
249 117 F975 17
Prepare the buffer for ERIC's catapult pellet and make a sound effect
249 134 F986 20
Check for the presence of a plant pot
249 154 F99A 17
'G' pressed - fire water pistol
249 171 F9AB 81
Control water fired from the pistol (1)
249 252 F9FC 4
Unused
250 0 FA00 57
UDG reference table for the skool gate when open
250 57 FA39 19
Control water fired from the pistol (2)
250 76 FA4C 1
Unused
250 77 FA4D 164
Deal with water fired from the pistol at certain phases
250 241 FAF1 1
Unused
250 242 FAF2 17
Begin ERIC's descent from a plant, a plant pot, or the assembly hall stage
251 3 FB03 57
Deal with ERIC when he's stepping off a plant, a plant pot, or the assembly hall stage
251 60 FB3C 100
Deal with ERIC when he's standing on a plant or plant pot
251 160 FBA0 44
Deal with ERIC when he's falling to the floor to land on his feet
251 204 FBCC 100
Deal with ERIC while he's falling (1)
252 48 FC30 4
Unused
252 52 FC34 14
Message 0x01: 'NO^STINKBOMBS'
252 66 FC42 13
Message 0x02: 'NO^CATAPULTS'
252 79 FC4F 16
Message 0x88: 'NO^WATERPISTOLS'
252 95 FC5F 1
Unused
252 96 FC60 25
Message 0x52: 'WHEN DID [10] BECOME KING?{9sp}'
252 121 FC79 21
Message 0x4E: 'WHERE DOES A[10] LIVE?{9sp}'
252 142 FC8E 12
Message 0xA0: 'KILIMANJARO'
252 154 FC9A 10
Message 0xA1: 'KOSCIUSKO'
252 164 FCA4 9
Message 0xA2: 'McKINLEY'
252 173 FCAD 11
Message 0xA3: 'KOMMUNISMA'
252 184 FCB8 10
Message 0xA4: 'HUASCARAN'
252 194 FCC2 7
Message 0xA5: 'SAJAMA'
252 201 FCC9 5
Message 0xA6: 'COOK'
252 206 FCCE 8
Message 0xA7: 'SNOWDON'
252 214 FCD6 9
Message 0xA8: 'TANZANIA'
252 223 FCDF 10
Message 0xA9: 'AUSTRALIA'
252 233 FCE9 7
Message 0xAA: 'ALASKA'
252 240 FCF0 9
Message 0xAB: 'THE USSR'
252 249 FCF9 5
Message 0xAC: 'PERU'
252 254 FCFE 8
Message 0xAD: 'BOLIVIA'
253 6 FD06 12
Message 0xAE: 'NEW ZEALAND'
253 18 FD12 6
Message 0xAF: 'WALES'
253 24 FD18 5
Message 0xC0: 'JOHN'
253 29 FD1D 8
Message 0xC1: 'STEPHEN'
253 37 FD25 8
Message 0xC2: 'JAMES I'
253 45 FD2D 9
Message 0xC3: 'GEORGE V'
253 54 FD36 8
Message 0xC4: 'HENRY V'
253 62 FD3E 10
Message 0xC5: 'HENRY VII'
253 72 FD48 9
Message 0xC6: 'GEORGE I'
253 81 FD51 10
Message 0xC7: 'CHARLES I'
253 91 FD5B 1
Unused
253 92 FD5C 4
Message 0xC8: '199'
253 96 FD60 4
Message 0xC9: '135'
253 100 FD64 4
Message 0xCA: '603'
253 104 FD68 4
Message 0xCB: '910'
253 108 FD6C 4
Message 0xCC: '413'
253 112 FD70 4
Message 0xCD: '485'
253 116 FD74 4
Message 0xCE: '714'
253 120 FD78 4
Message 0xCF: '625'
253 124 FD7C 8
Message 0xB0: ' BADGER'
253 132 FD84 10
Message 0xB1: ' SQUIRREL'
253 142 FD8E 8
Message 0xB2: ' BEAVER'
253 150 FD96 6
Message 0xB3: ' HARE'
253 156 FD9C 8
Message 0xB4: 'N EAGLE'
253 164 FDA4 8
Message 0xB5: 'N OTTER'
253 172 FDAC 5
Message 0xB6: ' BEE'
253 177 FDB1 5
Message 0xB7: ' BUG'
253 182 FDB6 5
Message 0xB8: ' SET'
253 187 FDBB 6
Message 0xB9: ' DREY'
253 193 FDC1 7
Message 0xBA: ' LODGE'
253 200 FDC8 6
Message 0xBB: ' FORM'
253 206 FDCE 8
Message 0xBC: 'N EYRIE'
253 214 FDD6 6
Message 0xBD: ' HOLT'
253 220 FDDC 6
Message 0xBE: ' HIVE'
253 226 FDE2 13
Message 0xBF: ' BAD PROGRAM'
253 239 FDEF 16
Message 0x00: 'ONTO{ THE }^NEXT YEAR'
253 255 FDFF 1
Unused
254 0 FE00 112
Addresses of messages 0x00-0x6F (LSBs)
254 112 FE70 16
Message 0x4A: 'WHERE IS MT.[10]?{9sp}'
254 128 FE80 80
Addresses of messages 0x80-0xCF (LSBs)
254 208 FED0 36
Message 0x4C: 'WHAT IS THE HIGHEST MOUNTAIN IN [11]?{9sp}'
254 244 FEF4 7
Message 0x49: '{{Please Sir I cannot tell a lie . . }it is }in [11]{9sp}'
254 251 FEFB 5
Message 0x4D: '{{Please Sir I cannot tell a lie . . }it is }A[11]{9sp}'
255 0 FF00 112
Addresses of messages 0x00-0x6F (MSBs)
255 112 FF70 16
Message 0x53: '{Please Sir I cannot tell a lie . . }it was KING [10]{9sp}'
255 128 FF80 80
Addresses of messages 0x80-0xCF (MSBs)
255 208 FFD0 24
Message 0x54: 'WHO BECAME KING IN 1[11]?{9sp}'
255 232 FFE8 19
Message 0x50: 'WHAT LIVES IN A[11]?{9sp}'
255 251 FFFB 5
Message 0x4F: '{{Please Sir I cannot tell a lie . . }it is }A[10]{9sp}'