Page Byte Address Length Description
80 160 50A0 10
Clear character buffer 0xD6
80 185 50B9 41
Print a message centred across the entire screen
80 229 50E5 15
Populate a row of the screen with machine code
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
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)
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
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
93 220 5DDC 104
Compare blackboard contents with combinations
94 69 5E45 42
'W' pressed - write on a blackboard
94 111 5E6F 61
Deal with ERIC when he's writing on a blackboard
94 173 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
94 232 5EE8 32
'F' pressed - fire catapult
95 8 5F08 20
Make HAYLEY hit ERIC
95 28 5F1C 128
'K' pressed - kiss
95 157 5F9D 83
Play a tune
96 0 6000 101
Superimpose sprite tiles onto a tile of the play area
96 108 606C 194
Print a tile
97 48 6130 131
Update a character's animatory state and location and update the SRB
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
98 100 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)
99 190 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
100 100 6464 112
Make a character go to a location
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 88 6558 118
Make a teacher find ERIC
101 212 65D4 66
Check whether a character is beside a chair
102 24 6618 39
Check whether a chair is occupied
102 63 663F 48
Knock the current occupant (if any) out of a chair
102 112 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
102 192 66C0 14
Make a character find a seat
102 206 66CE 60
Get the next character of a message being spoken or written
103 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
103 145 6791 124
Write a single character on a blackboard
104 15 680F 111
Make a teacher wipe a blackboard
104 128 6880 93
Make a character write on a blackboard
104 225 68E1 60
Update the SRB so that the speech bubble is not corrupted
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
105 230 69E6 33
Place a font character bitmap into a message graphic buffer
106 8 6A08 128
Make a character speak
106 140 6A8C 87
Save the area of the screen that will be overwritten by a message box
106 228 6AE4 54
Copy a graphic buffer to the screen
107 27 6B1B 42
Write a line of text into a graphic buffer
107 70 6B46 35
Print a message box
107 105 6B69 73
Print the score, lines total or hi-score (2)
107 180 6BB4 99
Compute the decimal digits of a number
108 24 6C18 131
Alter UDG references in the play area for a door, a window, a cup or the bike
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
108 212 6CD4 24
Prepare the doors, windows, cups and bike for new game
108 238 6CEE 17
Get the x-coordinate range within which a character can see or be seen
109 0 6D00 49
Control a boy during assembly
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
110 0 6E00 54
Move ERIC from the midstride or mid-action position and scroll the screen if necessary
110 56 6E38 23
Turn ERIC round
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
110 155 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
111 242 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 64 7040 31
Open or close a door or window
112 95 705F 45
Check for a closed door in front of a character
112 142 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
112 205 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
113 124 717C 42
Make a character open or close a door
113 173 71AD 16
Move the bike if it's obstructing the skool gate
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 10 720A 83
Control the bike when ERIC's not sitting on the saddle
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
115 128 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
116 0 7400 20
Calculate appropriate coordinates for a message box
116 20 7414 118
Make a teacher give lines
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
116 200 74C8 200
Control the descent of the water, sherry or conker
117 150 7596 100
Deal with a character who has been knocked over
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 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 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
119 200 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 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
121 102 7966 13
Control a female character while she's standing on a chair or jumping (1)
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)
121 174 79AE 102
Make any female characters near a mouse start or continue jumping
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 85 7B55 147
Make ERIC catch a mouse or frog (if present)
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
124 100 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
124 161 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
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 62 7D3E 309
Make any nearby teacher give ERIC lines if necessary (2)
126 117 7E75 6
Make MISS TAKE chase ERIC (1)
126 123 7E7B 53
Make MISS TAKE chase ERIC (2)
126 177 7EB1 62
Print the lesson and ring the bell
126 241 7EF1 15
Make BOY WANDER write on a blackboard
210 36 D224 1
Make a character do nothing
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.
226 37 E225 17
'R' pressed - release mice
226 54 E236 23
Prepare buffer 0xD5 for use by a stinkbomb cloud
226 79 E24F 7
Check whether buffer 0xD6 is being used
240 0 F000 22
Control EINSTEIN during class
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 72 F048 21
Check whether ERIC and EINSTEIN are in class
240 93 F05D 21
Make a teacher tell the class what to do
240 115 F073 39
Restart the command list or make a teacher tell the kids to sit down
240 155 F09B 28
Make a teacher find the truant ERIC
240 184 F0B8 7
Restart the command list
240 191 F0BF 26
Make a teacher find ERIC if he's absent during dinner
240 218 F0DA 35
Control a teacher during assembly
241 0 F100 332
Make a teacher conduct a class
242 80 F250 60
Make MR WACKER put the kids in detention
242 142 F28E 81
Deal with ERIC when he's been knocked over
242 226 F2E2 242
Deal with ERIC when he's sitting or lying down
243 215 F3D7 11
'S' pressed - sit (1)
243 230 F3E6 22
Make ERIC sit in a chair or on the floor
243 252 F3FC 20
'S' pressed - sit (2)
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
244 135 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
244 204 F4CC 98
Make ALBERT keep an eye out for ERIC during lessons
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
245 190 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
246 213 F6D5 21
Start a new game or enter demo mode
246 234 F6EA 99
Main loop
247 77 F74D 95
Change the lesson
247 173 F7AD 41
Deal with ERIC
247 215 F7D7 8
Place a continual subcommand routine address into a character's buffer
247 223 F7DF 36
Make ANGELFACE stalk HAYLEY
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
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)
250 57 FA39 19
Control water fired from the pistol (2)
250 77 FA4D 164
Deal with water fired from the pistol at certain phases
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)