Page Byte Address Length Description
97 0 6100 82
Deal with Sam while he's transfixed by Lana
97 82 6152 10
Prepare for the next game mode
97 93 615D 26
Reset a gangster's location and restart the command list
97 119 6177 68
'J' pressed - joystick
97 207 61CF 27
Add a random number of bucks to Sam's total
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 30 621E 188
Control the sniper while active
98 219 62DB 78
Control the sniper
99 41 6329 9
Make a gangster chase Sam
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
100 184 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
101 146 6592 73
Check whether Sam has been hit by a bullet
101 219 65DB 147
Move and draw the bullets
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
108 244 6CF4 12
Check whether Sam is at the right place to pick up a telephone
109 246 6DF6 9
Set A=1
110 0 6E00 26
Print a message
110 26 6E1A 106
Print a number
110 135 6E87 39
Adjust Sam's cash supply and print the new amount
110 177 6EB1 18
Increment the score and decrement Sam's cash supply
110 197 6EC5 254
Add a message to the message queue
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
111 244 6FF4 42
Update the telephone icon
112 31 701F 19
Show or hide an icon in the icon panel
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
112 170 70AA 43
Check whether a policeman can spot Sam
112 214 70D6 54
Check whether a character is visible to passers-by
113 14 710E 61
Check whether a character is close enough to Sam to pick him up
113 76 714C 47
Check whether a character is immobilised by a blown fuse
113 124 717C 16
Make a policeman switch a light on if possible
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 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)
115 119 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
115 228 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 37 7425 118
Show or hide the fuse, door, light bulb or phone in the icon panel (2)
116 158 749E 12
Check whether Sam is standing next to a telephone
116 170 74AA 28
'F' pressed - fuse
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
117 101 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
117 164 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
117 202 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
118 250 76FA 53
'T' pressed - telephone
119 47 772F 63
Check whether a character can answer the telephone that Sam is calling
119 111 776F 51
Deal with Sam when he's on the phone and has been asked 'WHO'S THERE?'
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
120 252 78FC 17
Check whether a message is in the message queue
121 13 790D 111
Display a cutscene
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
122 182 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 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 64 7C40 135
Check whether a character will soon be entering or leaving the hotel
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
231 0 E700 12
Copy a play area tile into the back buffer
231 12 E70C 218
Print a tile
231 232 E7E8 37
Move a row of the screen left, right, up or down
232 14 E80E 52
Scroll the screen left 8 columns
232 69 E845 52
Scroll the screen right 8 columns
232 124 E87C 56
Scroll the screen up 6 rows
232 183 E8B7 57
Scroll the screen down 6 rows
232 243 E8F3 204
Superimpose sprite tiles onto a tile of the play area
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)
234 217 EAD9 20
Get the ASCII code of the last key pressed
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
235 133 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 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
236 210 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
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
237 140 ED8C 374
Determine the next move a character should make to reach his destination
240 0 F000 26
Perform various main loop tasks
240 43 F02B 84
Main loop
240 128 F080 29
Update the icon panel, draw the bullets, and scan the event table
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
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 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
242 168 F2A8 53
Check whether a character can open a door
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 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)
243 160 F3A0 97
Update the SRB for a window
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
245 160 F5A0 12
Make a character flip a light switch off occasionally
245 172 F5AC 33
Guide a character up or down staircases
245 206 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
246 142 F68E 10
Check whether a gangster is midstride or has his arm raised
246 152 F698 9
Check whether a character is midstride
246 162 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
246 222 F6DE 7
Restart the command list
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
247 177 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 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 94 F95E 115
Change Sam's disguise
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 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
250 131 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
250 218 FADA 9
'D' pressed - change disguise
250 227 FAE3 96
Move a falling character to the next point in his descent
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 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
252 228 FCE4 14
Make a sound effect