Page Byte Address Length Description
91 0 5B00 70
Message 0x37: 'A VOICE SAID 'ED - TELL THE OIL MAN THAT THE KEY TO  THE FAT MANS HOUSE IS AT NO 31 AND THAT THE BOSS WANTS TO SEE YOU BOTH AT NO 19''
91 70 5B46 56
Message 0x38: 'DAISY SAID 'LANA RANG - SHE HAD TO GET OUT IN A HURRY - OH AND I HEARD NOISES IN THE CEILING''
91 126 5B7E 19
Message 0x39: 'OK ED - THE FAT MAN HAS THE KEY TO NO 27'
91 145 5B91 42
Message 0x3A: 'DAISY SAID 'LANA RANG - HER NEW NUMBERS 7162. THE POLICE WERE HERE''
91 187 5BBB 45
Message 0x46: 'SOMEONE BELOW SAID 'CRUISE WAS DRESSED AS THE OIL MAN. DONT LET ANYONE PAST''
91 232 5BE8 23
Message 0x47: 'THERES A SAFE WITH 4 LOCKS'
93 96 5D60 50
Message 0x3F: 'DAISY SAID 'SAM - A GANGSTER'S WATCHING FOR YOU OUTSIDE THE POLICE STATION''
93 146 5D92 30
Message 0x4C: 'DAISY SAID 'LANA RANG - THAT FAT MAN HAS TWO KEYS NOT JUST ONE ''
93 176 5DB0 35
Message 0x40: 'A VOICE SAID 'OK FATS THE HOOK'S AT NO 74 AND ALS GUARDING IT''
93 211 5DD3 50
Message 0x42: 'A VOICE SAID 'OK LANA THE KEY TO 74'S IN THE ROOM PAST THE CATWALK BUT THERE'S A GUARD''
94 5 5E05 92
Message 0x43: 'SOMEONE HIT ME. I PLAYED DEAD. TWO MEN WALKED OFF. ONE SAID 'HEY DON AINT YOU SCARED THAT CRUISE WILL GET UP TO YOUR ROOM WHEN ALS ON THE PHONE ?''
94 97 5E61 20
Message 0x44: 'DAISY SAID 'ALS NUMBER'S 6124''
94 117 5E75 49
Message 0x45: 'TECHNICAL SERVICES HERE. TO USE A HOOK GET TO RIGHT PLACE AND PRESS C'
94 166 5EA6 33
Message 0x48: 'LANA ANSWERED 'OOH SAM! YOUVE GOT THE BIRD. SEE YOU IN YOUR OFFICE''
94 199 5EC7 162
Message 0x49: 'I STARED AT THE LOVELY LANA  WAS IT THOSE RUBY LIPS OR THE SLIM AUTOMATIC THAT TRANSFIXED ME? SHE SAID 'THANK YOU FOR THE BUDGIE SAM . ITS PRICELESS. IVE ALREADY KILLED ONCE FOR IT. AND NOW ITS GOODBYE SAM ''
95 105 5F69 89
Message 0x4A: 'SHE'S IN JAIL NOW. ANOTHER CASE SOLVED. BUT NOW THE MOB KNOWS IVE GOT THE BUDGIE AND THEYRE AFTER ME . .'
95 194 5FC2 10
Message 0x4B: 'SHE FIRED'
95 204 5FCC 10
Message 0x61: 'JOYSTICK?'
95 214 5FD6 10
Unused
95 224 5FE0 275
Event table
96 243 60F3 13
Unused
97 0 6100 82
Deal with Sam while he's transfixed by Lana
97 82 6152 10
Prepare for the next game mode
97 92 615C 1
Unused
97 93 615D 26
Reset a gangster's location and restart the command list
97 119 6177 68
'J' pressed - joystick
97 187 61BB 10
Keypress offset patch table for keys 0-9 (Kempston/Cursor/None)
97 197 61C5 10
Keypress offset patch table for keys 0-9 (Int2)
97 207 61CF 27
Add a random number of bucks to Sam's total
97 234 61EA 8
Command list: Keep guard at no. 15
97 242 61F2 7
Check whether a gangster is close enough to Sam to pick him up
97 249 61F9 7
Make the gangster at no. 15 lie in wait for Sam
98 0 6200 17
Make a sound effect
98 17 6211 1
Unused
98 18 6212 7
Potential x-coordinates for the sniper
98 25 6219 5
Unused
98 30 621E 188
Control the sniper while active
98 218 62DA 1
Unused
98 219 62DB 78
Control the sniper
99 41 6329 9
Make a gangster chase Sam
99 50 6332 1
Unused
99 51 6333 25
Banknote animation table
99 76 634C 119
Control a banknote
99 195 63C3 61
Check whether Sam has somersaulted onto a banknote
100 0 6400 18
Copy source sprite tiles over target sprite tiles
100 18 6412 105
Prepare sprite tiles used by Sam when somersaulting or rolling
100 123 647B 1
Unused
100 124 647C 24
Animation phase table for Sam when rolling
100 148 6494 36
Animation phase table for Sam when somersaulting
100 184 64B8 5
'R' pressed - forward roll
100 189 64BD 129
'S' pressed - somersault
101 62 653E 26
Check whether Sam can roll or somersault from his current location
101 88 6558 45
Determine Sam's location
101 133 6585 1
Unused
101 134 6586 9
Sprite tile references susceptible to bullet impact
101 143 658F 3
Unused
101 146 6592 73
Check whether Sam has been hit by a bullet
101 219 65DB 147
Move and draw the bullets
102 110 666E 2
Unused
102 112 6670 104
Update the sniper's sprite tile references
102 216 66D8 24
Check whether Sam is within firing range of the sniper
102 240 66F0 8
Make the sound effect of Sam being hit by a bullet
102 248 66F8 8
Unused
103 0 6700 6
Message 0x03: 'PRESS'
103 6 6706 4
Message 0x04: 'KEY'
103 10 670A 5
Message 0x05: 'PLAY'
103 15 670F 8
Message 0x06: ' RIGHT '
103 23 6717 6
Message 0x07: ' WHEN'
103 29 671D 11
Message 0x08: 'RATCATCHER'
103 40 6728 13
Message 0x09: 'POLICE CHIEF'
103 53 6735 14
Message 0x0A: 'CHICAGO BEARS'
103 67 6743 9
Message 0x0B: 'REVENUE MAN'
103 76 674C 18
Message 0x0C: 'VIOLIN CASE MAKER'
103 94 675E 9
Message 0x0D: 'GARBAGE MAN'
103 103 6767 11
Message 0x0E: 'JAMES GANG'
103 114 6772 15
Message 0x0F: 'RENT COLLECTOR'
103 129 6781 12
Message 0x10: 'MAKE COFFEE'
103 141 678D 9
Message 0x11: 'TAPDANCE'
103 150 6796 11
Message 0x12: 'SCUBA DIVE'
103 161 67A1 8
Message 0x13: 'PLAY POKER'
103 169 67A9 5
Message 0x14: 'TYPE'
103 174 67AE 10
Message 0x15: 'ICE-SKATE'
103 184 67B8 12
Message 0x16: 'WOLFWHISTLE'
103 196 67C4 12
Message 0x17: 'PLAY THE HARMONICA'
103 208 67D0 21
Message 0x18: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY/I WAS TEACHING THE ROACHES TO {verb} WHEN'
103 229 67E5 8
Message 0x19: ' BEGAN '
103 237 67ED 19
Unused
104 0 6800 6
Message 0x64: ' THE '
104 6 6806 8
Message 0x65: 'CRUISE '
104 14 680E 4
Message 0x66: 'NO '
104 18 6812 3
Message 0x67: 'I '
104 21 6815 4
Message 0x68: 'AL '
104 25 6819 5
Message 0x69: 'BUD '
104 30 681E 6
Message 0x6A: 'CHAD '
104 36 6824 5
Message 0x6B: 'DON '
104 41 6829 6
Messages 0x6C and 0x6D: 'ED ' and 'FRED '
104 47 682F 5
Message 0x6E: 'GUS '
104 52 6834 5
Message 0x6F: 'SAM '
104 57 6839 38
Message 0x70: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY'
104 95 685F 4
Message 0x71: ' A '
104 99 6863 7
Message 0x72: 'DAISY '
104 106 686A 5
Message 0x73: ' MAN'
104 111 686F 6
Message 0x74: ' AND '
104 117 6875 5
Message 0x75: 'WAS '
104 122 687A 5
Message 0x76: ' TO '
104 127 687F 85
Message 0x77: ' AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
104 212 68D4 9
Message 0x78: ' WHEN I CAME TO '
104 221 68DD 5
Messages 0x79 and 0x7A: ' THE' and 'THE'
104 226 68E2 5
Message 0x7B: 'ONE '
104 231 68E7 6
Message 0x7C: 'SAID '
104 237 68ED 10
Message 0x7D: ' A VOICE SAID ''
104 247 68F7 5
Message 0x7E: ' YOU'
104 252 68FC 4
Message 0x7F: 'ING'
105 0 6900 45
Message 0x20: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY/I'M WORKING ON A CASE RIGHT NOW BUT IF YOU WANT TO PLAY THEN PRESS A KEY.'
105 45 692D 101
Message 0x21: 'JUST ANOTHER DAY AT THE SAM CRUISE DETECTIVE AGENCY/I WAS TEACHING THE ROACHES TO {verb} WHEN THE PHONE RANG. IT WAS  A DAME NAMED LANA. SHE SAID TO MEET HER ON THE TOP FLOOR OF THE HOTEL ROYALE. SO BEGAN / THE CASE OF THE BALI BUDGIE'
105 146 6992 15
Message 0x22: 'I WAS BROKE AGAIN AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
105 161 69A1 16
Message 0x23: ' WHEN I CAME TO MY WALLET WAS GONE  AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
105 177 69B1 20
Message 0x24: ' WHEN I CAME TO SOMEONE HAD TAKEN ${tens digit}0'
105 197 69C5 12
Message 0x25: 'A VOICE SAID 'WHO'S THERE?''
105 209 69D1 24
Message 0x26: 'PRESS A KEY TO PLAY'
105 233 69E9 9
Message 0x27: 'I HUNG UP'
105 242 69F2 7
Message 0x28: ''{name}' I SAID '
105 249 69F9 12
Message 0x29: 'I LIFTED THE PHONE '
106 5 6A05 9
Message 0x2A: 'I DIALLED {number}'
106 14 6A0E 15
Message 0x2B: 'A VOICE SAID 'THERES NOONE HERE''
106 29 6A1D 28
Message 0x2C: 'A VOICE SAID 'GET LOST - I'M TRYING TO SLEEP''
106 57 6A39 11
Message 0x2D: 'A VOICE SAID 'BE RIGHT WITH YOU''
106 68 6A44 10
Message 0x2E: 'I DUNNO NO {name}'
106 78 6A4E 22
Message 0x2F: ' THE NUMBER WAS UNOBTAINABLE'
106 100 6A64 28
Message 0x30: 'AT THE JAIL THEY THREW THE BOOK AT ME AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
106 128 6A80 7
Message 0x31: 'IT BEGAN RINGING'
106 135 6A87 16
Message 0x32: 'DAISY SAID 'NO MESSAGES SAM ''
106 151 6A97 17
Message 0x33: 'A VOICE SAID 'OK CRUISE WE'RE COMING''
106 168 6AA8 11
Message 0x34: ' THE BAIL WAS ${tens digit}0'
106 179 6AB3 24
Message 0x35: 'THERE'S A MAN'S BODY ON THE FLOOR'
106 203 6ACB 17
Message 0x63: 'I HAD TO GO TO HOSPITAL  AND DAISY RAN OFF WITH THE {person/people}/TAKE MY ADVICE KID/DONT BECOME A PRIVATE EYE/IT'LL ONLY BREAK YOUR HEART'
106 220 6ADC 4
Message 0x1A: 'DAISY SAID ''
106 224 6AE0 21
Message 0x1B: 'LANA ANSWERED 'OOH SAM! '
106 245 6AF5 9
Message 0x1C: 'LANA RANG - '
106 254 6AFE 2
Unused
107 0 6B00 75
Phone numbers
107 75 6B4B 39
Ringing phone messages
107 114 6B72 36
Phone messages for Sam
107 150 6B96 2
Unused
107 152 6B98 13
Initial ringing phone locations
107 165 6BA5 12
Initial locations of phones with messages for Sam
107 177 6BB1 76
Message 0x41: 'LANA ANSWERED 'OOH SAM! BUD SAID HE'D MEET ME ALONE IN THE HOTELS RIGHT HAND GREEN ROOM. I'M SCARED - WILL YOU GO INSTEAD?''
107 253 6BFD 4
Unused
108 1 6C01 76
LSBs of addresses of messages 0x01-0x4C
108 77 6C4D 20
Unused
108 97 6C61 33
LSBs of addresses of messages 0x61-0x81
108 130 6C82 70
Unused
108 200 6CC8 6
Message 0x1D: 'LANA '
108 206 6CCE 3
Message 0x1E: 'ING '
108 209 6CD1 5
Message 0x1F: 'THAT'
108 214 6CD6 6
Message 0x80: 'SOMEONE '
108 220 6CDC 4
Message 0x81: 'FAT'
108 224 6CE0 20
Unused
108 244 6CF4 12
Check whether Sam is at the right place to pick up a telephone
109 0 6D00 1
Unused
109 1 6D01 76
MSBs of addresses of messages 0x01-0x4C
109 77 6D4D 20
Unused
109 97 6D61 33
MSBs of addresses of messages 0x61-0x81
109 130 6D82 116
Unused
109 246 6DF6 9
Set A=1
109 255 6DFF 1
Unused
110 0 6E00 26
Print a message
110 26 6E1A 106
Print a number
110 132 6E84 3
Unused
110 135 6E87 39
Adjust Sam's cash supply and print the new amount
110 174 6EAE 3
Unused
110 177 6EB1 18
Increment the score and decrement Sam's cash supply
110 195 6EC3 2
Unused
110 197 6EC5 254
Add a message to the message queue
111 195 6FC3 1
Unused
111 196 6FC4 1
Message display interval
111 197 6FC5 2
Last used random message numbers
111 199 6FC7 1
Unused
111 200 6FC8 19
Randomly select a message number
111 219 6FDB 11
'M' pressed - toggle message speed
111 230 6FE6 10
Make the sound effect of a sniper firing
111 240 6FF0 4
Unused
111 244 6FF4 42
Update the telephone icon
112 30 701E 1
Unused
112 31 701F 19
Show or hide an icon in the icon panel
112 50 7032 17
Graphic data for the telephone when ringing
112 67 7043 2
Unused
112 69 7045 17
Graphic data for the telephone when not ringing
112 86 7056 2
Unused
112 88 7058 43
Initialise the icon panel, score box and message line
112 131 7083 38
Check whether a character is on a roof with edges on each side
112 169 70A9 1
Unused
112 170 70AA 43
Check whether a policeman can spot Sam
112 213 70D5 1
Unused
112 214 70D6 54
Check whether a character is visible to passers-by
113 12 710C 2
Unused
113 14 710E 61
Check whether a character is close enough to Sam to pick him up
113 75 714B 1
Unused
113 76 714C 47
Check whether a character is immobilised by a blown fuse
113 123 717B 1
Unused
113 124 717C 16
Make a policeman switch a light on if possible
113 140 718C 4
Unused
113 144 7190 16
Set a character's destination to Sam's current location
113 160 71A0 12
Set a policeman's destination to Sam's current location
113 172 71AC 49
Send a policeman to Sam's last known whereabouts
113 221 71DD 45
Make a gangster or policeman pick Sam up
114 10 720A 24
Vertical and horizontal ranges within which Sam can be spotted by a policeman
114 34 7222 114
Make a policeman start chasing Sam if appropriate
114 148 7294 22
Check whether Sam's disguise is known to the police
114 170 72AA 7
Control a policeman (1)
114 177 72B1 197
Control a policeman (2)
115 118 7376 1
Unused
115 119 7377 19
Make a policeman chase Sam or go to his last known whereabouts if appropriate
115 138 738A 19
Check whether Sam or a gangster is inside a region
115 157 739D 35
Check whether a gangster should start chasing Sam
115 192 73C0 3
Unused
115 195 73C3 12
Locations of fuses
115 207 73CF 21
x-coordinates of doors
115 228 73E4 48
Show or hide the fuse, door, light bulb or phone in the icon panel (1)
116 20 7414 15
Clear the message line and display the first aid kits
116 35 7423 2
Unused
116 37 7425 118
Show or hide the fuse, door, light bulb or phone in the icon panel (2)
116 155 749B 3
Unused
116 158 749E 12
Check whether Sam is standing next to a telephone
116 170 74AA 28
'F' pressed - fuse
116 198 74C6 2
Unused
116 200 74C8 16
Addresses of Sam-handling routines
116 216 74D8 40
Deal with Sam
117 0 7500 65
Process the event table
117 65 7541 26
Initialise the events and objects for a new game
117 91 755B 9
Initialise an event or object for a new game
117 100 7564 1
Unused
117 101 7565 17
Make the cash bonus/key sound effect
117 118 7576 22
'L' pressed - light on/off
117 140 758C 23
'B' pressed - raise/lower blind
117 163 75A3 1
Unused
117 164 75A4 30
Check whether Sam is standing next to a fuse that has not been blown yet
117 194 75C2 7
Deal with Sam when his arm is raised or his knees are bent
117 201 75C9 1
Urgent message number
117 202 75CA 6
Add an urgent message to the message queue
117 208 75D0 38
Determine the interval between the last message and the next
117 246 75F6 13
Ask Sam 'WHO'S THERE?' when he takes or makes a phone call
118 3 7603 185
Check whether Sam has found something and update the icon panel
118 188 76BC 33
Deal with a character who is at the entrance to a building
118 221 76DD 28
Check whether Sam is standing next to a ringing telephone
118 249 76F9 1
Unused
118 250 76FA 53
'T' pressed - telephone
119 47 772F 63
Check whether a character can answer the telephone that Sam is calling
119 110 776E 1
Unused
119 111 776F 51
Deal with Sam when he's on the phone and has been asked 'WHO'S THERE?'
119 162 77A2 1
Unused
119 163 77A3 48
Check whether there is a telephone message for Sam
119 211 77D3 147
Deal with Sam when he's on the phone
120 102 7866 147
Prepare for a cutscene
120 249 78F9 3
Unused
120 252 78FC 17
Check whether a message is in the message queue
121 13 790D 111
Display a cutscene
121 124 797C 4
Unused
121 128 7980 6
Keypress offsets to use for Sam in demo mode
121 134 7986 16
Locations for Sam to visit in demo mode
121 150 7996 78
Collect a keypress during the game (or simulate one in demo mode)
121 228 79E4 32
'G' pressed - get object
122 4 7A04 8
Send the police after Sam
122 12 7A0C 11
Place a telephone call
122 23 7A17 29
Check whether Sam has dialled a valid telephone number
122 52 7A34 5
Queue the message 'I HUNG UP' (unused)
122 57 7A39 30
Check whether Sam has entered a house through the front door without a key
122 87 7A57 19
Make a gangster walk up or down until Sam arrives
122 106 7A6A 24
Make a gangster walk up and down while watching for Sam
122 130 7A82 51
Make a gangster chase and pick up Sam
122 181 7AB5 1
Unused
122 182 7AB6 44
Increment the score and decrement Sam's cash supply at regular intervals
122 226 7AE2 18
Prepare the phone messages, events and objects for a new game
122 244 7AF4 102
Deal with Sam when he's being carried by a gangster or policeman
123 90 7B5A 2
Unused
123 92 7B5C 14
Deal with a character who is standing next to the jail cell door
123 106 7B6A 48
Let Sam out of jail if necessary
123 154 7B9A 28
Make a policeman arrest Sam, and end the game if he cannot pay his bail
123 182 7BB6 43
Control the hook while it's flying
123 225 7BE1 94
'C' pressed - use hook
124 63 7C3F 1
Unused
124 64 7C40 135
Check whether a character will soon be entering or leaving the hotel
124 199 7CC7 1
Unused
124 200 7CC8 16
Collect a character's destination coordinates from a command list
124 216 7CD8 38
Take the hook and budgie from Sam
124 254 7CFE 11
Check whether Sam should be chased by the police
125 9 7D09 19
Set the attribute bytes for Sam's current disguise
125 28 7D1C 61
Object/key/cash/message location table
125 89 7D59 33
Message 0x3B: 'LANA ANSWERED 'OOH SAM! THEY KILLED MY FIANCE AND STOLE THE BUDGIE''
125 122 7D7A 33
Message 0x3C: 'LANA ANSWERED 'OOH SAM! THAT CROOK THE FAT MAN'S JUST MOVED INTO NO 15''
125 155 7D9B 16
Message 0x3D: 'SOMEONE GROWLED 'NO KEY EH!''
125 171 7DAB 84
Message 0x3E: 'IT ALL WENT BLACK. AS I FELL SOMEONE FAT PUSHED PAST ME SHOUTING ' YOULL NOT GET THE KEY WHEN I'M STILL STANDING''
125 255 7DFF 1
Unused
126 0 7E00 256
Mirrored values of 0x00-0xFF
127 0 7F00 96
Screen refresh buffer
127 96 7F60 33
Message buffer
127 129 7F81 16
Submessage indicator and message addresses
127 145 7F91 1
Unused
127 146 7F92 5
Message 0x02: '{number}'
127 151 7F97 2
Phone table entry address
127 153 7F99 1
Time that Sam last lifted a ringing telephone
127 154 7F9A 1
ID of the telephone that Sam is calling
127 155 7F9B 1
Telephone call status flags
127 156 7F9C 2
Score
127 158 7F9E 2
Bucks
127 160 7FA0 2
Time the last message was displayed
127 162 7FA2 6
Blown fuse delay counters
127 168 7FA8 1
Icon panel status flags
127 169 7FA9 1
Main loop task timer
127 170 7FAA 10
Door knock status flags
127 180 7FB4 1
Blown fuse indicator
127 181 7FB5 1
Unused
127 182 7FB6 1
Fuse flags
127 183 7FB7 1
Index of the current message in the message queue
127 184 7FB8 8
Message queue
127 192 7FC0 4
Bullet buffer 1
127 196 7FC4 4
Bullet buffer 2
127 200 7FC8 1
Last value seen in the system variable FRAMES
127 201 7FC9 1
Current disguise
127 202 7FCA 6
Number string buffer
127 208 7FD0 2
Message 0x01: '{tens digit}/{name}'
127 210 7FD2 1
Message number to watch in the message queue
127 211 7FD3 1
ID of the telephone Sam is holding
127 212 7FD4 2
Time when the score was last incremented
127 214 7FD6 5
Unused
127 219 7FDB 3
Location the police should head for when looking for Sam
127 222 7FDE 2
Random number seed
127 224 7FE0 7
Unused
127 231 7FE7 1
Bullet timer
127 232 7FE8 1
Disguise status flags
127 233 7FE9 1
Object inventory
127 234 7FEA 1
Key inventory
127 235 7FEB 1
Police flags
127 236 7FEC 2
High score
127 238 7FEE 1
Game mode indicator
127 239 7FEF 1
Lives (first aid kits)
127 240 7FF0 10
Door status flags
127 250 7FFA 1
Input device indicator
127 251 7FFB 1
Number of the character just moved (0xD7-0xE5)
127 252 7FFC 1
Sam's status flags
127 253 7FFD 1
Last key pressed
127 254 7FFE 1
x-coordinate of the leftmost column of the play area on screen
127 255 7FFF 1
y-coordinate of the topmost row of the play area on screen
128 0 8000 2048
Play area graphic data (tiles 0x00-0xFF, base page 0x80)
136 0 8800 2048
Play area graphic data (tiles 0x00-0xFF, base page 0x88)
144 0 9000 2048
Play area graphic data (tiles 0x00-0xFF, base page 0x90)
152 0 9800 2048
Play area graphic data (tiles 0x00-0xFF, base page 0x98)
160 0 A000 21
Play area graphic data (tiles 0x00-0x14, base page 0xA0, byte 1/8)
160 21 A015 1
Mask value 1/8
160 22 A016 2
Special location handler routine address
160 24 A018 1
Unused
160 25 A019 3
Direction indicators for a character facing left and going left
160 28 A01C 2
T values (6|y)
160 30 A01E 1
Play area tile back buffer byte 1/8
160 31 A01F 225
T values (6|y)
161 0 A100 21
Play area graphic data (tiles 0x00-0x14, base page 0xA0, byte 2/8)
161 21 A115 1
Mask value 2/8
161 22 A116 2
Special location handler routine address
161 24 A118 1
Unused
161 25 A119 3
Direction indicators for a character facing right and going right
161 28 A11C 2
T' values (6|y)
161 30 A11E 1
Play area tile back buffer byte 2/8
161 31 A11F 225
T' values (6|y)
162 0 A200 21
Play area graphic data (tiles 0x00-0x14, base page 0xA0, byte 3/8)
162 21 A215 1
Mask value 3/8
162 22 A216 2
Special location handler routine address
162 24 A218 4
Direction indicators for a character facing left and going up
162 28 A21C 2
T values (6|y-1)
162 30 A21E 1
Play area tile back buffer byte 3/8
162 31 A21F 225
T values (6|y-1)
163 0 A300 21
Play area graphic data (tiles 0x00-0x14, base page 0xA0, byte 4/8)
163 21 A315 1
Mask value 4/8
163 22 A316 2
Special location handler routine address
163 24 A318 4
Direction indicators for a character facing right and going up
163 28 A31C 2
T' values (6|y-1)
163 30 A31E 1
Play area tile back buffer byte 4/8
163 31 A31F 225
T' values (6|y-1)
164 0 A400 21
Play area graphic data (tiles 0x00-0x14, base page 0xA0, byte 5/8)
164 21 A415 1
Mask value 5/8
164 22 A416 2
Special location handler routine address
164 24 A418 4
Direction indicators for a character facing left and going down
164 28 A41C 2
T values (6|y-2)
164 30 A41E 1
Play area tile back buffer byte 5/8
164 31 A41F 225
T values (6|y-2)
165 0 A500 21
Play area graphic data (tiles 0x00-0x14, base page 0xA0, byte 6/8)
165 21 A515 1
Mask value 6/8
165 22 A516 2
Special location handler routine address
165 24 A518 4
Direction indicators for a character facing right and going down
165 28 A51C 2
T' values (6|y-2)
165 30 A51E 1
Play area tile back buffer byte 6/8
165 31 A51F 225
T' values (6|y-2)
166 0 A600 21
Play area graphic data (tiles 0x00-0x14, base page 0xA0, byte 7/8)
166 21 A615 1
Mask value 7/8
166 22 A616 2
Special location handler routine address
166 24 A618 4
Unused
166 28 A61C 2
T values (6|y-3)
166 30 A61E 1
Play area tile back buffer byte 7/8
166 31 A61F 225
T values (6|y-3)
167 0 A700 21
Play area graphic data (tiles 0x00-0x14, base page 0xA0, byte 8/8)
167 21 A715 1
Mask value 8/8
167 22 A716 6
Unused
167 28 A71C 2
T' values (6|y-3)
167 30 A71E 1
Play area tile back buffer byte 8/8
167 31 A71F 225
T' values (6|y-3)
168 0 A800 28
Play area attribute data
168 28 A81C 2
T values (6|y-4)
168 30 A81E 1
Play area tile back buffer attribute byte
168 31 A81F 225
T values (6|y-4)
169 0 A900 28
Play area attribute data
169 28 A91C 2
T' values (6|y-4)
169 30 A91E 1
Unused
169 31 A91F 225
T' values (6|y-4)
170 0 AA00 28
Play area attribute data
170 28 AA1C 2
T values (6|y-5)
170 30 AA1E 1
Unused
170 31 AA1F 225
T values (6|y-5)
171 0 AB00 28
Play area attribute data
171 28 AB1C 2
T' values (6|y-5)
171 30 AB1E 1
Unused
171 31 AB1F 225
T' values (6|y-5)
172 0 AC00 256
T values (6|y)
173 0 AD00 256
T' values (6|y)
174 0 AE00 256
T values (6|y-1)
175 0 AF00 256
T' values (6|y-1)
176 0 B000 256
T values (6|y-2)
177 0 B100 256
T' values (6|y-2)
178 0 B200 256
T values (6|y-3)
179 0 B300 256
T' values (6|y-3)
180 0 B400 256
T values (6|y-4)
181 0 B500 256
T' values (6|y-4)
182 0 B600 256
T values (6|y-5)
183 0 B700 256
T' values (6|y-5)
184 0 B800 42
Z values (0<=y<=5)
184 32 B820 32
Play area tile attribute address LSBs (0<=y<=5)
184 64 B840 32
Window flags (0<=y<=5)
184 96 B860 5
Location descriptors (x-coordinate 66)
184 101 B865 2
Unused
184 103 B867 5
Location descriptors (x-coordinate 67)
184 108 B86C 4
Unused
184 112 B870 7
Location descriptors (x-coordinate 68)
184 119 B877 2
Unused
184 121 B879 5
Location descriptors (x-coordinate 69)
184 126 B87E 2
Unused
184 128 B880 102
Z'' values (8|x)
184 230 B8E6 17
Location descriptors (x-coordinates 13, 197)
184 247 B8F7 3
Location descriptor (x-coordinate 38)
184 250 B8FA 6
Location descriptors (x-coordinates 40, 112, 208)
185 0 B900 32
Z values (6<=y<=11)
185 32 B920 32
Play area tile attribute address LSBs (6<=y<=11)
185 64 B940 32
5th floor window flags (6<=y<=11)
185 96 B960 9
Location descriptors (x-coordinate 91)
185 105 B969 2
Unused
185 107 B96B 9
Location descriptors (x-coordinate 90)
185 116 B974 4
Unused
185 120 B978 6
Location descriptors (x-coordinate 76)
185 126 B97E 2
Unused
185 128 B980 102
Z'' values (8|x-1)
185 230 B9E6 17
Location descriptors (x-coordinates 22, 149, 205, 222)
185 247 B9F7 7
Location descriptors (x-coordinate 39)
185 254 B9FE 2
Unused
186 0 BA00 32
Z values (12<=y<=17)
186 32 BA20 32
Play area tile attribute address LSBs (12<=y<=17)
186 64 BA40 32
4th floor window flags (12<=y<=17)
186 96 BA60 4
Location descriptor (x-coordinate 74)
186 100 BA64 6
Location descriptors (x-coordinate 77)
186 106 BA6A 8
Location descriptors (x-coordinate 81)
186 114 BA72 5
Location descriptors (x-coordinate 78)
186 119 BA77 3
Unused
186 122 BA7A 6
Location descriptors (x-coordinate 82)
186 128 BA80 102
Z'' values (8|x-2)
186 230 BAE6 13
Location descriptors (x-coordinates 32, 57, 103, 125, 150, 207)
186 243 BAF3 1
Unused
186 244 BAF4 12
Location descriptors (x-coordinates 53, 62, 100, 254)
187 0 BB00 32
Z values (18<=y<=23)
187 32 BB20 32
Play area tile attribute address LSBs (18<=y<=23)
187 64 BB40 32
3rd floor window flags (18<=y<=23)
187 96 BB60 2
Unused
187 98 BB62 5
Location descriptors (x-coordinate 92)
187 103 BB67 17
Unused
187 120 BB78 4
Location descriptor (x-coordinate 83)
187 124 BB7C 4
Location descriptor (x-coordinate 86)
187 128 BB80 102
Z'' values (8|x-3)
187 230 BBE6 20
Location descriptors (x-coordinates 43, 115, 211)
187 250 BBFA 6
Unused
188 0 BC00 32
Z values (24<=y<=29)
188 32 BC20 32
Play area tile attribute address LSBs (24<=y<=29)
188 64 BC40 32
2nd floor window flags (24<=y<=29)
188 96 BC60 14
Unused
188 110 BC6E 6
Location descriptors (x-coordinate 75)
188 116 BC74 12
Unused
188 128 BC80 102
Z'' values (8|x-4)
188 230 BCE6 18
Location descriptors (x-coordinates 42, 114, 210)
188 248 BCF8 4
Unused
188 252 BCFC 4
Location descriptor (x-coordinate 71)
189 0 BD00 32
Z values (30<=y<=35)
189 32 BD20 32
Play area tile attribute address LSBs (30<=y<=35)
189 64 BD40 32
1st floor window flags (30<=y<=35)
189 96 BD60 11
Location descriptors (x-coordinates 126, 151, 182, 183)
189 107 BD6B 10
Unused
189 117 BD75 4
Location descriptor (x-coordinate 118)
189 121 BD79 2
Unused
189 123 BD7B 4
Location descriptor (x-coordinate 124)
189 127 BD7F 1
Unused
189 128 BD80 102
Z'' values (8|x-5)
189 230 BDE6 11
Location descriptors (x-coordinates 41, 113, 209)
189 241 BDF1 15
Unused
190 0 BE00 32
Z values (36<=y<=41)
190 32 BE20 32
Play area tile attribute address LSBs (36<=y<=41)
190 64 BE40 32
Window flags (36<=y<=41)
190 96 BE60 23
Location descriptors (x-coordinates 45, 117, 213)
190 119 BE77 9
Location descriptors (x-coordinate 135)
190 128 BE80 102
Z'' values (8|x-6)
190 230 BEE6 23
Location descriptors (x-coordinates 44, 116, 212)
190 253 BEFD 3
Location descriptor (x-coordinate 133)
191 0 BF00 102
Z' values
191 102 BF66 3
Location descriptor (x-coordinate 80)
191 105 BF69 1
Unused
191 106 BF6A 3
Location descriptor (x-coordinate 65)
191 109 BF6D 4
Unused
191 113 BF71 13
Location descriptors (x-coordinate 190)
191 126 BF7E 2
Unused
191 128 BF80 102
Z'' values (8|x-7)
191 230 BFE6 7
Location descriptors (x-coordinate 88)
191 237 BFED 11
Location descriptors (x-coordinate 89)
191 248 BFF8 2
Unused
191 250 BFFA 5
Location descriptors (x-coordinate 79)
191 255 BFFF 1
Unused
192 0 C000 254
Play area foreground tile references
192 254 C0FE 2
Unused
193 0 C100 254
Play area foreground tile references
193 254 C1FE 3
Unused
194 1 C201 19
Location descriptors (x-coordinate 136)
194 20 C214 24
Location descriptors (x-coordinate 137)
194 44 C22C 2
Unused
194 46 C22E 20
Location descriptors (x-coordinate 138)
194 66 C242 1
Unused
194 67 C243 11
Location descriptors (x-coordinate 139)
194 78 C24E 10
Unused
194 88 C258 5
Location descriptors (x-coordinate 148)
194 93 C25D 5
Location descriptors (x-coordinates 152, 232, 248)
194 98 C262 2
Unused
194 100 C264 13
Location descriptors (x-coordinates 153, 233, 249)
194 113 C271 1
Unused
194 114 C272 13
Location descriptors (x-coordinates 154, 234, 250)
194 127 C27F 1
Unused
194 128 C280 24
Location descriptors (x-coordinate 155, 235, 251)
194 152 C298 1
Unused
194 153 C299 24
Location descriptors (x-coordinates 156, 236, 252)
194 177 C2B1 1
Unused
194 178 C2B2 9
Location descriptors (x-coordinates 157, 237, 253)
194 187 C2BB 11
Location descriptors (x-coordinates 158, 238)
194 198 C2C6 2
Unused
194 200 C2C8 12
Location descriptors (x-coordinate 181)
194 212 C2D4 13
Location descriptors (x-coordinate 175)
194 225 C2E1 1
Unused
194 226 C2E2 12
Location descriptors (x-coordinate 177)
194 238 C2EE 1
Unused
194 239 C2EF 9
Location descriptors (x-coordinate 178)
194 248 C2F8 1
Unused
194 249 C2F9 7
Location descriptors (x-coordinate 15)
195 0 C300 1
Unused
195 1 C301 11
Location descriptors (x-coordinate 179)
195 12 C30C 13
Location descriptors (x-coordinate 180)
195 25 C319 7
Location descriptors (x-coordinate 184)
195 32 C320 16
Location descriptors (most x-coordinates)
195 48 C330 80
Keypress offset table
195 128 C380 17
Location descriptors (x-coordinates 223, 239)
195 145 C391 3
Location descriptor (x-coordinate 225)
195 148 C394 3
Location descriptor (x-coordinate 226)
195 151 C397 1
Unused
195 152 C398 12
Location descriptors (x-coordinates 7, 231, 247)
195 164 C3A4 3
Location descriptor (x-coordinates 6, 230, 246)
195 167 C3A7 3
Location descriptor (x-coordinates 9, 193)
195 170 C3AA 20
Location descriptors (x-coordinates 11, 195)
195 190 C3BE 11
Location descriptors (x-coordinates 10, 194)
195 201 C3C9 12
Location descriptors (x-coordinates 12, 196)
195 213 C3D5 6
Location descriptors (x-coordinates 16, 224, 240)
195 219 C3DB 23
Location descriptors (x-coordinates 14, 30, 198)
195 242 C3F2 3
Location descriptor (x-coordinates 21, 147, 204)
195 245 C3F5 4
Location descriptor (x-coordinates 23, 206)
195 249 C3F9 7
Unused
196 0 C400 256
Location descriptors (all x-coordinates, z=4)
197 0 C500 256
Location descriptor address LSBs
198 0 C600 256
Location descriptor address MSBs
199 0 C700 4094
Sprite graphic data
215 0 D700 125
Character buffers for character group 0xD7
215 125 D77D 1
Unused
215 126 D77E 130
Sprite tile references (tile 0, animatory states 0x00-0x7F) and graphic data (UDG byte 1/8)
216 0 D800 125
Character buffers for character group 0xD8
216 125 D87D 1
Unused
216 126 D87E 130
Sprite tile references (tile 1, animatory states 0x00-0x7F) and graphic data (mask byte 1/8)
217 0 D900 125
Character buffers for character group 0xD9
217 125 D97D 1
Unused
217 126 D97E 130
Sprite tile references (tile 2, animatory states 0x00-0x7F) and graphic data (UDG byte 2/8)
218 0 DA00 125
Character buffers for character group 0xDA
218 125 DA7D 1
Unused
218 126 DA7E 130
Sprite tile references (tile 3, animatory states 0x00-0x7F) and graphic data (mask byte 2/8)
219 0 DB00 125
Character buffers for character group 0xDB
219 125 DB7D 1
Unused
219 126 DB7E 122
Sprite tile references (tile 4, animatory states 0x00-0x77) and graphic data (UDG byte 3/8)
219 248 DBF8 8
Unused
220 0 DC00 125
Character buffers for character group 0xDC
220 125 DC7D 1
Unused
220 126 DC7E 122
Sprite tile references (tile 5, animatory states 0x00-0x77) and graphic data (mask byte 3/8)
220 248 DCF8 8
Unused
221 0 DD00 125
Character buffers for character group 0xDD
221 125 DD7D 1
Unused
221 126 DD7E 122
Sprite tile references (tile 6, animatory states 0x00-0x77) and graphic data (UDG byte 4/8)
221 248 DDF8 8
Unused
222 0 DE00 32
Character buffer for character 0xDE
222 32 DE20 30
Initialisation parameters for character 0xDE
222 62 DE3E 16
Sprite tile references used by Sam in disguise
222 78 DE4E 48
Unused
222 126 DE7E 122
Sprite tile references (tile 7, animatory states 0x00-0x77) and graphic data (mask byte 4/8)
222 248 DEF8 8
Unused
223 0 DF00 32
Character buffer for character 0xDF
223 32 DF20 30
Initialisation parameters for character 0xDF
223 62 DF3E 15
Sprite tile references for Sam in disguise 0
223 77 DF4D 3
Unused
223 80 DF50 46
Sprite tile graphic data for Sam in disguise (byte pairs 1/8)
223 126 DF7E 122
Sprite tile references (tile 8, animatory states 0x00-0x77) and graphic data (UDG byte 5/8)
223 248 DFF8 8
Unused
224 0 E000 32
Character buffer for character 0xE0
224 32 E020 30
Initialisation parameters for character 0xE0
224 62 E03E 15
Sprite tile references for Sam in disguise 1
224 77 E04D 3
Unused
224 80 E050 46
Sprite tile graphic data for Sam in disguise (byte pairs 2/8)
224 126 E07E 122
Sprite tile references (tile 9, animatory states 0x00-0x77) and graphic data (mask byte 5/8)
224 248 E0F8 8
Unused
225 0 E100 32
Character buffer for character 0xE1
225 32 E120 30
Initialisation parameters for character 0xE1
225 62 E13E 15
Sprite tile references for Sam in disguise 2
225 77 E14D 3
Unused
225 80 E150 46
Sprite tile graphic data for Sam in disguise (byte pairs 3/8)
225 126 E17E 122
Sprite tile references (tile 10, animatory states 0x00-0x77) and graphic data (UDG byte 6/8)
225 248 E1F8 8
Unused
226 0 E200 32
Character buffer for character 0xE2
226 32 E220 30
Initialisation parameters for character 0xE2
226 62 E23E 15
Sprite tile references for Sam in disguise 3
226 77 E24D 3
Unused
226 80 E250 46
Sprite tile graphic data for Sam in disguise (byte pairs 4/8)
226 126 E27E 122
Sprite tile references (tile 11, animatory states 0x00-0x77) and graphic data (mask byte 6/8)
226 248 E2F8 8
Unused
227 0 E300 32
Character buffer for character 0xE3
227 32 E320 30
Initialisation parameters for character 0xE3
227 62 E33E 15
Sprite tile references for Sam in disguise 4
227 77 E34D 3
Unused
227 80 E350 46
Sprite tile graphic data for Sam in disguise (byte pairs 5/8)
227 126 E37E 122
Sprite tile references (tile 12, animatory states 0x00-0x77) and graphic data (UDG byte 7/8)
227 248 E3F8 8
Unused
228 0 E400 32
Character buffer for character 0xE4
228 32 E420 30
Initialisation parameters for character 0xE4
228 62 E43E 15
Sprite tile references for Sam in disguise 5
228 77 E44D 3
Unused
228 80 E450 46
Sprite tile graphic data for Sam in disguise (byte pairs 6/8)
228 126 E47E 122
Sprite tile references (tile 13, animatory states 0x00-0x77) and graphic data (mask byte 7/8)
228 248 E4F8 8
Unused
229 0 E500 32
Character buffer for character 0xE5
229 32 E520 30
Initialisation parameters for character 0xE5
229 62 E53E 15
Sprite tile references for Sam in disguise 6
229 77 E54D 3
Unused
229 80 E550 46
Sprite tile graphic data for Sam in disguise (byte pairs 7/8)
229 126 E57E 122
Sprite tile references (tile 14, animatory states 0x00-0x77) and graphic data (UDG byte 8/8)
229 248 E5F8 8
Unused
230 0 E600 32
Character buffer for Sam
230 32 E620 30
Initialisation parameters for Sam
230 62 E63E 15
Sprite tile references for Sam in disguise 7
230 77 E64D 3
Unused
230 80 E650 46
Sprite tile graphic data for Sam in disguise (byte pairs 8/8)
230 126 E67E 115
Sprite tile graphic data (mask byte 8/8)
230 241 E6F1 15
Unused
231 0 E700 12
Copy a play area tile into the back buffer
231 12 E70C 218
Print a tile
231 230 E7E6 2
Unused
231 232 E7E8 37
Move a row of the screen left, right, up or down
232 13 E80D 1
Unused
232 14 E80E 52
Scroll the screen left 8 columns
232 66 E842 3
Unused
232 69 E845 52
Scroll the screen right 8 columns
232 121 E879 3
Unused
232 124 E87C 56
Scroll the screen up 6 rows
232 180 E8B4 3
Unused
232 183 E8B7 57
Scroll the screen down 6 rows
232 240 E8F0 3
Unused
232 243 E8F3 204
Superimpose sprite tiles onto a tile of the play area
233 191 E9BF 9
Unused
233 200 E9C8 13
Update the SRB for a character's current animatory state and location
233 213 E9D5 171
Update a character's animatory state and location and update the SRB
234 128 EA80 50
Update the display
234 178 EAB2 38
Get the keypress offset of the last key pressed (1)
234 216 EAD8 1
Unused
234 217 EAD9 20
Get the ASCII code of the last key pressed
234 237 EAED 5
Unused
234 242 EAF2 6
Get the keypress offset of the last key pressed (2)
234 248 EAF8 27
Check whether a character is on the sidewalk or road
235 19 EB13 112
Obtain descriptors for a character's current location
235 131 EB83 2
Unused
235 133 EB85 22
Make a character stand up if he's lying down
235 155 EB9B 5
Make a character move up
235 160 EBA0 14
Make a character move down
235 174 EBAE 13
Make a character move right
235 187 EBBB 157
Make a character move left
236 88 EC58 2
Unused
236 90 EC5A 15
Move a character from the midstride or mid-action position and update the SRB
236 105 EC69 18
Make a sound effect
236 123 EC7B 85
Move Sam from the midstride or mid-action position and scroll the screen if necessary
236 208 ECD0 2
Unused
236 210 ECD2 5
'Q' pressed - up
236 215 ECD7 5
'A' pressed - down
236 220 ECDC 5
'P' pressed - right
236 225 ECE1 28
'O' pressed - left
236 253 ECFD 3
Unused
237 0 ED00 42
Addresses of keypress handling routines
237 42 ED2A 6
Unused
237 48 ED30 6
Obtain location descriptors for a character standing next to a closed door
237 54 ED36 84
Obtain an identifier for a character's current location
237 138 ED8A 2
Unused
237 140 ED8C 374
Determine the next move a character should make to reach his destination
239 2 EF02 8
Unused
239 10 EF0A 246
Region identifier tables
240 0 F000 26
Perform various main loop tasks
240 26 F01A 17
Unused
240 43 F02B 84
Main loop
240 127 F07F 1
Unused
240 128 F080 29
Update the icon panel, draw the bullets, and scan the event table
240 157 F09D 3
Unused
240 160 F0A0 3
Start (continued)
240 163 F0A3 9
Populate addresses 7E00-7FFF (unused)
240 172 F0AC 6
Start the game (unused)
240 178 F0B2 12
Return to BASIC (unused)
240 190 F0BE 59
End a cutscene
240 249 F0F9 7
Unused
241 0 F100 68
Open or close a door and update the screen refresh buffer
241 68 F144 26
Close any doors that need closing
241 94 F15E 1
Unused
241 95 F15F 18
Collect one byte from a command list
241 113 F171 14
Copy two bytes from a command list into a character's buffer
241 127 F17F 15
Get a random number
241 142 F18E 44
Cycle a character buffer group forwards and scroll the screen right 8 columns
241 186 F1BA 41
Cycle a character buffer group backwards and scroll the screen left 8 columns
241 227 F1E3 25
Check for keypresses when Sam is on the phone
241 252 F1FC 132
Move the characters
242 128 F280 19
Terminate a command
242 147 F293 20
Check whether the door that a character is standing next to is closed
242 167 F2A7 1
Unused
242 168 F2A8 53
Check whether a character can open a door
242 221 F2DD 4
Unused
242 225 F2E1 15
Key ownership flags
242 240 F2F0 20
'K' pressed - knock on or open a door
243 4 F304 4
Make Sam raise his arm
243 8 F308 46
Deal with Sam when he has knocked on or is opening a door
243 54 F336 2
Unused
243 56 F338 14
Make a character knock on a door or open it with a key
243 70 F346 19
Control a character who is knocking on or opening a door (1)
243 89 F359 28
Control a character who has knocked on a door and is waiting for an answer
243 117 F375 14
Control a character who is knocking on or opening a door (2)
243 131 F383 24
Control a character who is knocking on or opening a door (3)
243 155 F39B 5
Unused
243 160 F3A0 97
Update the SRB for a window
244 1 F401 3
Unused
244 4 F404 50
Decrement and check the blown fuse delay counters
244 54 F436 79
Check whether a character is standing next to a light switch
244 133 F485 97
Make a character flip a light switch off or on occasionally
244 230 F4E6 21
Make a character flip a light switch on or off occasionally
244 251 F4FB 5
Unused
245 0 F500 160
Fixture locations
245 160 F5A0 12
Make a character flip a light switch off occasionally
245 172 F5AC 33
Guide a character up or down staircases
245 205 F5CD 1
Unused
245 206 F5CE 40
Guide a character across a floor to his destination
245 246 F5F6 5
Make a character consider switching a light off (unused)
245 251 F5FB 5
Guide a character from one spot on the sidewalk or road to another
246 0 F600 134
Make a character go to a location
246 134 F686 7
Make a character stop running and restart the command list
246 141 F68D 1
Unused
246 142 F68E 10
Check whether a gangster is midstride or has his arm raised
246 152 F698 9
Check whether a character is midstride
246 161 F6A1 1
Unused
246 162 F6A2 14
Calculate the x-coordinate of the front column of a character's sprite
246 176 F6B0 44
Check whether a character is standing next to a light switch or window blind
246 220 F6DC 2
Unused
246 222 F6DE 7
Restart the command list
246 229 F6E5 4
Unused
246 233 F6E9 72
Make a character walk up or down
247 49 F731 23
Make a character drop Sam
247 72 F748 82
Make a character walk up and down until somebody knocks on a door
247 154 F79A 17
Initialise a cat's interruptible subcommand
247 171 F7AB 5
Initialise and execute an interruptible subcommand
247 176 F7B0 1
Unused
247 177 F7B1 14
Change the primary command routine address
247 191 F7BF 14
Make a character open a door that has been knocked on
247 205 F7CD 13
Open a door
247 218 F7DA 22
Collect the window flags for a play area location
247 240 F7F0 47
Initialise the character buffers for character groups 0xD7-0xDD
248 31 F81F 1
Unused
248 32 F820 10
Make a character walk up and down for a while
248 42 F82A 28
Control a cat
248 70 F846 56
Make a cat run up or down
248 126 F87E 48
Initialise the character buffers for characters 0xDE-0xE6
248 174 F8AE 87
Prepare for demo mode or a new game
249 5 F905 25
Check whether a character is in the correct spot to enter a building
249 30 F91E 10
Check whether a character should enter a building or knock first
249 40 F928 53
Prepare the sprite tiles used by a character when lying down
249 93 F95D 1
Unused
249 94 F95E 115
Change Sam's disguise
249 209 F9D1 1
Unused
249 210 F9D2 27
Knock a character over
249 237 F9ED 13
Initialise an uninterruptible subcommand if possible
249 250 F9FA 10
Initialise an uninterruptible subcommand
250 4 FA04 1
Unused
250 5 FA05 116
Deal with a character who has been knocked over
250 121 FA79 9
Check whether there are any messages remaining in the message queue
250 130 FA82 1
Unused
250 131 FA83 31
Deal with a character who has nearly recovered from being knocked over
250 162 FAA2 54
Check whether a falling character has hit anyone on the head
250 216 FAD8 2
Unused
250 218 FADA 9
'D' pressed - change disguise
250 227 FAE3 96
Move a falling character to the next point in his descent
251 67 FB43 3
Unused
251 70 FB46 5
Landing y-coordinates
251 75 FB4B 7
Control a character who has stepped off the roof of a building
251 82 FB52 174
Deal with a character who is about to step off the roof of a building
252 0 FC00 37
Deal with a character who is stepping onto or over the roof of no. 19
252 37 FC25 30
Add or remove the rope above the roof of no. 19
252 67 FC43 3
Unused
252 70 FC46 17
Generate the table of mirrored values of 0x00-0xFF
252 87 FC57 19
Hide the play area
252 106 FC6A 120
Scroll the screen up and down 7 times
252 226 FCE2 2
Unused
252 228 FCE4 14
Make a sound effect
252 242 FCF2 2
Unused
252 244 FCF4 8
Command list: Patrol duty
252 252 FCFC 16
Command list: Jail cell duty
253 12 FD0C 10
Region definitions used by the gangster on the catwalk
253 22 FD16 16
Command list: Keep guard on the catwalk
253 38 FD26 10
Region definitions used by Al at no. 74
253 48 FD30 20
Command list: Guard the hook at no. 74
253 68 FD44 10
Region definitions used by the gangster at no. 19
253 78 FD4E 22
Command list: Keep guard at no. 19
253 100 FD64 10
Region definitions used by the gangster in game mode 4
253 110 FD6E 8
Command list: Chase Sam for ever
253 118 FD76 2
Command list: Control a banknote
253 120 FD78 2
Command list: Control a banknote (unless Sam's got the hook)
253 122 FD7A 2
Command list: Control the sniper
253 124 FD7C 10
Region definitions used by the gangster outside the police station
253 134 FD86 16
Command list: Keep guard outside the police station
253 150 FD96 10
Command list: Patrol duty (demo mode)
253 160 FDA0 12
Command list: Control the fat man
253 172 FDAC 8
Command list: Go to Sam's office
253 180 FDB4 16
Command list: No. 31 walkabout
253 196 FDC4 12
Command list: No. 15 walkabout
253 208 FDD0 14
Command list: Shops walkabout
253 222 FDDE 1
Unused
253 223 FDDF 10
Command list: Hotel walkabout
253 233 FDE9 1
Unused
253 234 FDEA 14
Command list: No. 15 walkabout
253 248 FDF8 14
Command list: No. 74 walkabout
254 6 FE06 4
Command list: Hotel walkabout
254 10 FE0A 10
Command list: Hotel walkabout
254 20 FE14 14
Command list: Apartment building walkabout
254 34 FE22 1
Unused
254 35 FE23 16
Command list: Front door duty at no. 15
254 51 FE33 1
Unused
254 52 FE34 18
Command list: Control Daisy
254 70 FE46 3
Unused
254 73 FE49 14
Command list: Apartment building walkabout
254 87 FE57 1
Unused
254 88 FE58 30
Command list: Front door duty at no. 74
254 118 FE76 1
Unused
254 119 FE77 16
Command list: Front door duty at no. 31
254 135 FE87 11
Unused
254 146 FE92 2
Command list: Control a cat
254 148 FE94 2
Command list: Do nothing
254 150 FE96 4
Command list: Walk up and down for ever
254 154 FE9A 6
Command list: Apartment building walkabout
254 160 FEA0 14
Command list: Apartment building walkabout
254 174 FEAE 30
Initialisation parameters for character group 0xD7
254 204 FECC 30
Initialisation parameters for character group 0xD8
254 234 FEEA 30
Initialisation parameters for character group 0xD9
255 8 FF08 30
Initialisation parameters for character group 0xDA
255 38 FF26 30
Initialisation parameters for character group 0xDB
255 68 FF44 30
Initialisation parameters for character group 0xDC
255 98 FF62 30
Initialisation parameters for character group 0xDD
255 128 FF80 19
Location descriptors (x-coordinate 176)
255 147 FF93 5
Unused
255 152 FF98 30
Building entrance x-coordinates
255 182 FFB6 10
Door locations
255 192 FFC0 32
Locations affected by blown fuses
255 224 FFE0 32
Game status buffer template