Page Byte Address Length Description
91 0 5B00 256
Message graphic buffer
96 0 6000 123
Scroll the screen right one column
96 123 607B 32
Unused
96 155 609B 94
Scroll the screen left one column
96 249 60F9 7
Unused
97 0 6100 11
Print a tile (unused)
97 11 610B 120
Print a tile
97 131 6183 9
Unused
97 140 618C 21
Collect one byte from a command list
97 161 61A1 15
Get a random number
97 176 61B0 98
Update a character's animatory state and location and update the SRB
98 18 6212 2
Unused
98 20 6214 18
Update the SRB for a character's current animatory state and location
98 38 6226 122
Move the characters
98 160 62A0 18
Terminate a command
98 178 62B2 37
Determine whether a character should be moved (1)
98 215 62D7 64
Make a character walk up and down until a certain time
99 23 6317 6
Determine whether a character should be moved (2)
99 29 631D 1
Unused
99 30 631E 28
Check whether a signal has been raised
99 58 633A 2
Unused
99 60 633C 76
Guide a character to an intermediate destination
99 136 6388 4
Unused
99 140 638C 4
Guide a character up a staircase
99 144 6390 44
Guide a character down a staircase
99 188 63BC 2
Unused
99 190 63BE 157
Make a character go to a location
100 91 645B 4
Unused
100 95 645F 5
Guide a character from the top floor to another floor
100 100 6464 49
Guide a character from the bottom floor to another floor
100 149 6495 1
Unused
100 150 6496 52
Guide a character to a location on the same floor
100 202 64CA 8
Unused
100 210 64D2 10
Scroll the screen right 8 columns
100 220 64DC 10
Scroll the screen left 8 columns
100 230 64E6 23
Update the display (unused)
100 253 64FD 3
Unused
101 0 6500 60
Move ERIC from the midstride position and scroll the screen if necessary
101 60 653C 36
Put ERIC midstride, or raise his arm while writing on a blackboard
101 96 6560 4
Unused
101 100 6564 6
Check whether ERIC is sitting or lying down
101 106 656A 19
Turn ERIC round
101 125 657D 2
Unused
101 127 657F 92
'A' pressed - down
101 219 65DB 9
Unused
101 228 65E4 91
'Q' pressed - up
102 63 663F 9
Unused
102 72 6648 10
Check whether a character is on a staircase
102 82 6652 82
'O' pressed - left
102 164 66A4 6
Unused
102 170 66AA 54
'P' pressed - right
102 224 66E0 6
Unused
102 230 66E6 80
Change the lesson
103 54 6736 4
Get the ASCII code of the last key pressed (unused)
103 58 673A 24
Get the ASCII code of the last key pressed
103 82 6752 21
Ring the bell
103 103 6767 101
Main loop
103 204 67CC 12
Unused
103 216 67D8 37
Get input from the Kempston joystick if it's in use
103 253 67FD 3
Unused
104 0 6800 30
ASCII codes and routine addresses for the keypress offset table
104 30 681E 1
Unused
104 31 681F 1
Input device indicator
104 32 6820 96
Keypress offset table
104 128 6880 12
ASCII codes and routine addresses for the keypress offset table
104 140 688C 10
Keypress vector table for keyboard input
104 150 6896 10
Keypress vector table for Int2 input
104 160 68A0 52
Request and set the input method (keyboard, joystick, Int2)
104 212 68D4 44
'CONTROL KEYS - Normal/Kempston/Cursor/Int2?'
105 0 6900 127
Start a new game or enter demo mode
105 127 697F 1
Unused
105 128 6980 18
Update the SRB for one column of a sprite
105 146 6992 56
Update the display
105 202 69CA 8
Four skool locations
105 210 69D2 21
Set a random destination for a character
105 231 69E7 14
Make a character go to a random location
105 245 69F5 1
Unused
105 246 69F6 65
Make a little boy trip people up
106 55 6A37 5
Unused
106 60 6A3C 10
Make a stricken character give lines if he's a teacher
106 70 6A46 40
Deal with a character who has been knocked over
106 110 6A6E 16
Make little boy no. 1 go to a place at random and trip people up on the way
106 126 6A7E 4
Unused
106 130 6A82 31
Make a little boy find and follow little boy no. 1
106 161 6AA1 6
Unused
106 167 6AA7 48
Deal with ERIC when he's been knocked over
106 215 6AD7 2
Return to the main loop having already dealt with ERIC
106 217 6AD9 34
Deal with ERIC
106 251 6AFB 19
Add to the score and print it
107 14 6B0E 36
Print the bottom three lines of the screen
107 50 6B32 9
Send a character on a mini-walkabout
107 59 6B3B 2
Unused
107 61 6B3D 23
Make a character walk up and down a few times or until a certain time
107 84 6B54 4
Lower the signal for a certain event
107 88 6B58 32
Raise the signal for a certain event
107 120 6B78 5
Unused
107 125 6B7D 25
Knock the current occupant (if any) out of a chair
107 150 6B96 1
Unused
107 151 6B97 78
Check whether a chair is occupied and unseat any occupant
107 229 6BE5 11
Unused
107 240 6BF0 94
Check whether a character is beside a chair
108 78 6C4E 7
Unused
108 85 6C55 15
Deal with a character who's been dethroned (1)
108 100 6C64 24
Deal with a character who's been dethroned (2)
108 124 6C7C 26
Deal with a character who is looking for a seat
108 150 6C96 10
Unused
108 160 6CA0 14
Make a character find a seat
108 174 6CAE 1
Unused
108 175 6CAF 63
'S' pressed - sit/stand
108 238 6CEE 2
Unused
108 240 6CF0 21
Make a character stand up if he's not already standing
109 5 6D05 5
Unused
109 10 6D0A 18
Get the base address of the graphic data for a sprite tile
109 28 6D1C 169
Control the horizontal flight of a catapult pellet
109 197 6DC5 1
Unused
109 198 6DC6 41
Control the vertical flight of a catapult pellet
109 239 6DEF 68
Check whether a shield has been hit
110 51 6E33 9
Select a special PLAYTIME occasionally
110 60 6E3C 83
Check whether a boy can be seen by a teacher
110 143 6E8F 1
Unused
110 144 6E90 23
Determine which floor is nearest to a character
110 167 6EA7 53
Get the x-coordinate range within which a character can see or be seen
110 220 6EDC 36
Unused
111 0 6F00 26
Check whether a character was or can be punched by ERIC or ANGELFACE
111 26 6F1A 4
Unused
111 30 6F1E 87
Make ANGELFACE hit now and then
111 117 6F75 11
Unused
111 128 6F80 14
Make ANGELFACE throw a punch (1)
111 142 6F8E 11
Make ANGELFACE throw a punch (2)
111 153 6F99 73
Check whether anyone was punched by ERIC or ANGELFACE
111 226 6FE2 13
Make ANGELFACE throw a punch (3)
111 239 6FEF 3
Make ANGELFACE throw a punch (4)
111 242 6FF2 7
Unused
111 249 6FF9 7
Make BOY WANDER fire his catapult (1)
112 0 7000 41
Make BOY WANDER fire his catapult now and then
112 41 7029 3
Unused
112 44 702C 17
Make BOY WANDER fire his catapult (2)
112 61 703D 11
Make BOY WANDER fire his catapult (3)
112 72 7048 31
Make BOY WANDER fire his catapult (4)
112 103 7067 11
Make BOY WANDER fire his catapult (5)
112 114 7072 13
Make BOY WANDER fire his catapult (6)
112 127 707F 3
Make BOY WANDER his fire catapult (7)
112 130 7082 5
Unused
112 135 7087 75
Update the SRB for a blackboard or the speech bubble lip
112 210 70D2 78
Get the next character of a message being spoken or written
113 32 7120 8
Unused
113 40 7128 26
Get the identifier and coordinates of the blackboard closest to a character
113 66 7142 143
Write a single character on a blackboard
113 209 71D1 11
Unused
113 220 71DC 5
Make a teacher wipe a blackboard (1)
113 225 71E1 7
Unused
113 232 71E8 118
Make a teacher wipe a blackboard (2)
114 94 725E 6
Unused
114 100 7264 101
Make a character write on a blackboard
114 201 72C9 9
Unused
114 210 72D2 47
Update the SRB for the middle six columns of the speech bubble
115 1 7301 1
Unused
115 2 7302 71
Slide a message character into the speech bubble text window (2)
115 73 7349 5
Unused
115 78 734E 178
Print the speech bubble
116 0 7400 10
Unused
116 10 740A 26
Slide a message character into the speech bubble text window (1)
116 36 7424 3
Unused
116 39 7427 11
Update the SRB for the speech bubble
116 50 7432 122
Remove the speech bubble
116 172 74AC 3
Unused
116 175 74AF 101
Save the area of the screen that will be overwritten by a lines bubble
117 20 7514 5
Unused
117 25 7519 62
Copy a graphic buffer to the screen
117 87 7557 3
Unused
117 90 755A 51
Write a line of text into a graphic buffer
117 141 758D 4
Unused
117 145 7591 18
Insert a pixel column into a graphic buffer
117 163 75A3 17
Lines bubble edge graphics
117 180 75B4 24
Draw the left and right edges of a lines bubble
117 204 75CC 47
Print a reprimand message
117 251 75FB 5
Unused
118 0 7600 43
Write a character's name into the lines bubble graphic buffer
118 43 762B 7
Unused
118 50 7632 18
Insert a pixel column into the number graphic buffer
118 68 7644 2
Unused
118 70 7646 128
Generate graphic data for a number
118 198 76C6 2
Unused
118 200 76C8 24
Print the score, lines total or hi-score (1)
118 224 76E0 25
Write the number of lines into the lines bubble graphic buffer
118 249 76F9 7
Print the score, lines total or hi-score (2)
119 0 7700 139
Make a teacher give lines
119 139 778B 5
Unused
119 144 7790 12
Skool region data table for the top floor
119 156 779C 10
Skool region data table for the middle floor
119 166 77A6 6
Skool region data table for the bottom floor
119 172 77AC 252
Make any nearby teacher give ERIC lines if necessary
120 168 78A8 2
Unused
120 170 78AA 144
Make a teacher give lines to the closest main kid
121 58 793A 6
Unused
121 64 7940 68
Print the lesson
121 132 7984 2
Unused
121 134 7986 20
Make a character speak (1)
121 154 799A 22
Make a character speak (2)
121 176 79B0 10
Remnants of an old version of the previous routine
121 186 79BA 16
Control EINSTEIN during class (1)
121 202 79CA 10
Control EINSTEIN during class (2)
121 212 79D4 41
Check whether ERIC is where he should be
121 253 79FD 26
Get ERIC's coordinates
122 23 7A17 1
Unused
122 24 7A18 2
Data table for MR WACKER's questions and answers
122 26 7A1A 8
Data table for MR ROCKITT's questions and answers
122 34 7A22 8
Data table for MR WITHIT's questions and answers
122 42 7A2A 8
Data table for MR CREAK's questions and answers
122 50 7A32 165
Prepare a question and answer
122 215 7AD7 5
Unused
122 220 7ADC 185
Determine the next move of a character following another character
123 149 7B95 1
Unused
123 150 7B96 10
Rewind to a specific point in a command list
123 160 7BA0 91
Make a teacher find the truant ERIC
123 251 7BFB 29
Move a character looking for ERIC from the midstride position
124 24 7C18 39
Move a character looking for ERIC to the midstride position
124 63 7C3F 8
Restart the command list unless it's time to start the lesson
124 71 7C47 16
Restart the command list
124 87 7C57 3
Unused
124 90 7C5A 18
Place a continual subcommand routine address into a character's buffer
124 108 7C6C 2
Unused
124 110 7C6E 41
Make a teacher perform dinner duty (1)
124 151 7C97 8
Make a teacher perform dinner duty (2)
124 159 7C9F 1
Unused
124 160 7CA0 15
Make a teacher give lines to EINSTEIN for telling tales
124 175 7CAF 25
Make EINSTEIN speak
124 200 7CC8 8
Make a teacher wait for EINSTEIN to finish speaking
124 208 7CD0 16
Check whether ERIC and EINSTEIN are in class
124 224 7CE0 17
Make a teacher decide whether to give EINSTEIN lines for telling tales
124 241 7CF1 11
Call an interruptible subcommand
124 252 7CFC 52
Make a teacher tell the kids to go to a certain page in their books
125 48 7D30 83
Make a teacher conduct a class without ERIC
125 131 7D83 1
Unused
125 132 7D84 26
Make a teacher tell the kids to sit down
125 158 7D9E 9
Make BOY WANDER write on a blackboard
125 167 7DA7 11
Make BOY WANDER write on a blackboard if the teacher hasn't arrived yet
125 178 7DB2 34
Make a teacher conduct a class
125 212 7DD4 4
Unused
125 216 7DD8 18
Insert a pixel column into the top or bottom half of the speech bubble text window
125 234 7DEA 8
Make a character walk fast
125 242 7DF2 8
Make a character speak at the correct speed
125 250 7DFA 6
Exit demo mode
126 0 7E00 7
Unused
126 7 7E07 16
Note duration and pitch data for tunes
126 23 7E17 74
Play a tune
126 97 7E61 34
Theme tune data
126 131 7E83 3
Unused
126 134 7E86 10
Play the theme tune for the first time
126 144 7E90 6
Play the theme tune
126 150 7E96 12
Play the 'Got all shields/opened safe' tune
126 162 7EA2 16
Play the first part of the 'Got all shields/opened safe' tune
126 178 7EB2 12
Data for the first part of the 'Got all shields/opened safe' tune
126 190 7EBE 23
Data for the second part of the 'Got all shields/opened safe' tune
126 213 7ED5 1
Unused
126 214 7ED6 14
Remove the speech bubble if present
126 228 7EE4 13
Save Skool Daze to tape
126 241 7EF1 15
Unused
127 0 7F00 1
x-coordinate of the leftmost column of the skool on screen
127 1 7F01 8
UDG back buffer
127 9 7F09 1
Number of on-screen character squares that need refreshing (unused)
127 10 7F0A 2
Unused
127 12 7F0C 84
Screen refresh buffer (SRB)
127 96 7F60 4
Unused
127 100 7F64 2
Speech bubble lip coordinates
127 102 7F66 34
UDG references and attribute bytes of the part of the skool overwritten by the speech bubble and lip
127 136 7F88 4
Unused
127 140 7F8C 8
Workspace used to find the main kid closest to a teacher
127 148 7F94 2
Unused
127 150 7F96 2
Safe combination letter message
127 152 7F98 2
Unused
127 154 7F9A 1
Identifier for CREAK's birth year battle
127 155 7F9B 4
CREAK's year of birth
127 159 7F9F 4
Safe combination code
127 163 7FA3 4
Teachers' safe combination letters
127 167 7FA7 1
Unused
127 168 7FA8 5
Reading Room blackboard contents buffer
127 173 7FAD 1
Unused
127 174 7FAE 5
White Room blackboard contents buffer
127 179 7FB3 1
Unused
127 180 7FB4 5
Exam Room blackboard contents buffer
127 185 7FB9 8
Unused
127 193 7FC1 1
ERIC's stand-up delay counter
127 194 7FC2 2
Hi-score
127 196 7FC4 2
Score
127 198 7FC6 2
Lines total
127 200 7FC8 1
Lesson status flags
127 201 7FC9 1
Lesson signal flags
127 202 7FCA 1
Stampede signal flags
127 203 7FCB 1
Special playtime signal flags
127 204 7FCC 14
Unused
127 218 7FDA 1
Birth year question indicator
127 219 7FDB 13
Unused
127 232 7FE8 1
ERIC's main action timer
127 233 7FE9 1
ERIC's midstride/mid-action timer
127 234 7FEA 1
Game mode indicator
127 235 7FEB 1
Shield counter
127 236 7FEC 1
Next clean pixel column on the Reading Room blackboard
127 237 7FED 1
Number of the character who last wrote on the Reading Room blackboard
127 238 7FEE 1
Next clean pixel column on the White Room blackboard
127 239 7FEF 1
Number of the character who last wrote on the White Room blackboard
127 240 7FF0 1
Next clean pixel column on the Exam Room blackboard
127 241 7FF1 1
Number of the character who last wrote on the Exam Room blackboard
127 242 7FF2 1
Lines-giving delay counter
127 243 7FF3 1
Character number of the teacher who last gave ERIC lines
127 244 7FF4 1
Lesson descriptor
127 245 7FF5 1
ERIC's knockout delay counter
127 246 7FF6 1
Action timer for ERIC
127 247 7FF7 2
Lesson clock
127 249 7FF9 1
Current lesson number
127 250 7FFA 1
Last value seen in the system variable FRAMES
127 251 7FFB 1
ERIC's status flags
127 252 7FFC 1
Last key pressed
127 253 7FFD 1
Number of the character just moved (0x98-0xAB)
127 254 7FFE 2
Random number seed
128 0 8000 2048
Skool graphic data for columns 0-31 (tiles 0x00-0xFF)
136 0 8800 2048
Skool graphic data for columns 32-63 (tiles 0x00-0xFF)
144 0 9000 2048
Skool graphic data for columns 64-95 (tiles 0x00-0xFF)
152 0 9800 96
Skool UDG references (LSBs) for row 0
152 96 9860 32
Character buffer for little boy no. 1 (0x98)
152 128 9880 96
Skool attribute data for row 0
152 224 98E0 32
Personal timetable for little boy no. 1 (0x98)
153 0 9900 96
Skool UDG references (LSBs) for row 1
153 96 9960 32
Character buffer for little boy no. 2 (0x99)
153 128 9980 96
Skool attribute data for row 1
153 224 99E0 32
Personal timetable for little boy no. 2 (0x99)
154 0 9A00 96
Skool UDG references (LSBs) for row 2
154 96 9A60 32
Character buffer for little boy no. 3 (0x9A)
154 128 9A80 96
Skool attribute data for row 2
154 224 9AE0 32
Personal timetable for little boy no. 3 (0x9A)
155 0 9B00 96
Skool UDG references (LSBs) for row 3
155 96 9B60 32
Character buffer for little boy no. 4 (0x9B)
155 128 9B80 96
Skool attribute data for row 3
155 224 9BE0 32
Personal timetable for little boy no. 4 (0x9B)
156 0 9C00 96
Skool UDG references (LSBs) for row 4
156 96 9C60 32
Character buffer for little boy no. 5 (0x9C)
156 128 9C80 96
Skool attribute data for row 4
156 224 9CE0 32
Personal timetable for little boy no. 5 (0x9C)
157 0 9D00 96
Skool UDG references (LSBs) for row 5
157 96 9D60 32
Character buffer for little boy no. 6 (0x9D)
157 128 9D80 96
Skool attribute data for row 5
157 224 9DE0 32
Personal timetable for little boy no. 6 (0x9D)
158 0 9E00 96
Skool UDG references (LSBs) for row 6
158 96 9E60 32
Character buffer for little boy no. 7 (0x9E)
158 128 9E80 96
Skool attribute data for row 6
158 224 9EE0 32
Personal timetable for little boy no. 7 (0x9E)
159 0 9F00 96
Skool UDG references (LSBs) for row 7
159 96 9F60 32
Character buffer for little boy no. 8 (0x9F)
159 128 9F80 96
Skool attribute data for row 7
159 224 9FE0 32
Personal timetable for little boy no. 8 (0x9F)
160 0 A000 96
Skool UDG references (LSBs) for row 8
160 96 A060 32
Character buffer for little boy no. 9 (0xA0)
160 128 A080 96
Skool attribute data for row 8
160 224 A0E0 32
Personal timetable for little boy no. 9 (0xA0)
161 0 A100 96
Skool UDG references (LSBs) for row 9
161 96 A160 32
Character buffer for little boy no. 10 (0xA1)
161 128 A180 96
Skool attribute data for row 9
161 224 A1E0 32
Personal timetable for little boy no. 10 (0xA1)
162 0 A200 96
Skool UDG references (LSBs) for row 10
162 96 A260 32
Character buffer for little boy no. 11 (0xA2)
162 128 A280 96
Skool attribute data for row 10
162 224 A2E0 32
Personal timetable for little boy no. 11 (0xA2)
163 0 A300 96
Skool UDG references (LSBs) for row 11
163 96 A360 32
Character buffer for MR WACKER (0xA3)
163 128 A380 96
Skool attribute data for row 11
163 224 A3E0 32
Personal timetable for MR WACKER (0xA3)
164 0 A400 96
Skool UDG references (LSBs) for row 12
164 96 A460 32
Character buffer for MR ROCKITT (0xA4)
164 128 A480 96
Skool attribute data for row 12
164 224 A4E0 32
Personal timetable for MR ROCKITT (0xA4)
165 0 A500 96
Skool UDG references (LSBs) for row 13
165 96 A560 32
Character buffer for MR WITHIT (0xA5)
165 128 A580 96
Skool attribute data for row 13
165 224 A5E0 32
Personal timetable for MR WITHIT (0xA5)
166 0 A600 96
Skool UDG references (LSBs) for row 14
166 96 A660 32
Character buffer for MR CREAK (0xA6)
166 128 A680 96
Skool attribute data for row 14
166 224 A6E0 32
Personal timetable for MR CREAK (0xA6)
167 0 A700 96
Skool UDG references (LSBs) for row 15
167 96 A760 32
Character buffer for BOY WANDER (0xA7)
167 128 A780 96
Skool attribute data for row 15
167 224 A7E0 32
Personal timetable for BOY WANDER (0xA7)
168 0 A800 96
Skool UDG references (LSBs) for row 16
168 96 A860 32
Character buffer for ANGELFACE (0xA8)
168 128 A880 96
Skool attribute data for row 16
168 224 A8E0 32
Personal timetable for ANGELFACE (0xA8)
169 0 A900 96
Skool UDG references (LSBs) for row 17
169 96 A960 32
Character buffer for EINSTEIN (0xA9)
169 128 A980 96
Skool attribute data for row 17
169 224 A9E0 32
Personal timetable for EINSTEIN (0xA9)
170 0 AA00 96
Skool UDG references (LSBs) for row 18
170 96 AA60 32
Character buffer for BOY WANDER's pellet (0xAA)
170 128 AA80 96
Skool attribute data for row 18
170 224 AAE0 32
Personal timetable for BOY WANDER's pellet (0xAA)
171 0 AB00 96
Skool UDG references (LSBs) for row 19
171 96 AB60 32
Character buffer for ERIC's pellet (0xAB)
171 128 AB80 96
Skool attribute data for row 19
171 224 ABE0 32
Personal timetable for ERIC's pellet (0xAB)
172 0 AC00 96
Skool UDG references (LSBs) for row 20
172 96 AC60 32
Character buffer for ERIC (0xAC)
172 128 AC80 96
Skool attribute data for row 20
172 224 ACE0 32
Lesson descriptors
173 0 AD00 104
UDG references for animatory states 0x00-0x67 at row 0, column 0
173 104 AD68 19
'CAST OF CHARACTERS'
173 123 AD7B 4
Unused
173 127 AD7F 105
UDG references for animatory states 0x7F-0xE7 at row 0, column 0
173 232 ADE8 19
Insert a pixel column into the message graphic buffer
173 251 ADFB 4
Unused
173 255 ADFF 1
UDG reference for animatory state 0xFF at row 0, column 0
174 0 AE00 104
UDG references for animatory states 0x00-0x67 at row 1, column 0
174 104 AE68 23
'PRESS'C'TO CHANGE NAME'
174 127 AE7F 105
UDG references for animatory states 0x7F-0xE7 at row 1, column 0
174 232 AEE8 23
Insert message text into the message graphic buffer
174 255 AEFF 1
UDG reference for animatory state 0xFF at row 1, column 0
175 0 AF00 104
UDG references for animatory states 0x00-0x67 at row 2, column 0
175 104 AF68 15
'ENTER NEW NAME'
175 119 AF77 8
Prepare a character to be walked onto the screen (1)
175 127 AF7F 105
UDG references for animatory states 0x7F-0xE7 at row 2, column 0
175 232 AFE8 21
Print a message centred across the entire screen
175 253 AFFD 2
Unused
175 255 AFFF 1
UDG reference for animatory state 0xFF at row 2, column 0
176 0 B000 104
UDG references for animatory states 0x00-0x67 at row 3, column 0
176 104 B068 9
'OUR HERO'
176 113 B071 1
Unused
176 114 B072 13
Get the LSB of the message address for a main character's name
176 127 B07F 105
UDG references for animatory states 0x7F-0xE7 at row 3, column 0
176 232 B0E8 23
Print a character's title and name, and walk him onto the screen (1)
176 255 B0FF 1
UDG reference for animatory state 0xFF at row 3, column 0
177 0 B100 104
UDG references for animatory states 0x00-0x67 at row 0, column 1
177 104 B168 13
'THE TEARAWAY'
177 117 B175 10
Prepare a character to be walked onto the screen (2)
177 127 B17F 105
UDG references for animatory states 0x7F-0xE7 at row 0, column 1
177 232 B1E8 23
Print a character's title and name, and walk him onto the screen (2)
177 255 B1FF 1
UDG reference for animatory state 0xFF at row 0, column 1
178 0 B200 104
UDG references for animatory states 0x00-0x67 at row 1, column 1
178 104 B268 10
'THE BULLY'
178 114 B272 13
Prepare a message in the message graphic buffer (1)
178 127 B27F 105
UDG references for animatory states 0x7F-0xE7 at row 1, column 1
178 232 B2E8 23
Print a character's title and name, and walk him onto the screen (3)
178 255 B2FF 1
UDG reference for animatory state 0xFF at row 1, column 1
179 0 B300 104
UDG references for animatory states 0x00-0x67 at row 2, column 1
179 104 B368 9
'THE SWOT'
179 113 B371 14
Prepare a message in the message graphic buffer (2)
179 127 B37F 105
UDG references for animatory states 0x7F-0xE7 at row 2, column 1
179 232 B3E8 14
Print a character's title and name, and walk him onto the screen (4)
179 246 B3F6 9
Print 'PRESS'C'TO CHANGE NAME'
179 255 B3FF 1
UDG reference for animatory state 0xFF at row 2, column 1
180 0 B400 104
UDG references for animatory states 0x00-0x67 at row 3, column 1
180 104 B468 15
'THE HEADMASTER'
180 119 B477 2
' ' (single space)
180 121 B479 1
Unused
180 122 B47A 5
Prepare a character to be walked onto the screen (3)
180 127 B47F 105
UDG references for animatory states 0x7F-0xE7 at row 3, column 1
180 232 B4E8 23
Move a character one step along the catwalk
180 255 B4FF 1
UDG reference for animatory state 0xFF at row 3, column 1
181 0 B500 104
UDG references for animatory states 0x00-0x67 at row 0, column 2
181 104 B568 20
'THE SCIENCE TEACHER'
181 124 B57C 3
Unused
181 127 B57F 105
UDG references for animatory states 0x7F-0xE7 at row 0, column 2
181 232 B5E8 22
Guide a character onto the catwalk or off it
181 254 B5FE 1
Unused
181 255 B5FF 1
UDG reference for animatory state 0xFF at row 0, column 2
182 0 B600 104
UDG references for animatory states 0x00-0x67 at row 1, column 2
182 104 B668 22
'THE GEOGRAPHY TEACHER'
182 126 B67E 1
Unused
182 127 B67F 105
UDG references for animatory states 0x7F-0xE7 at row 1, column 2
182 232 B6E8 18
Print 'PRESS'C'TO CHANGE NAME' and wait for a keypress
182 250 B6FA 5
Unused
182 255 B6FF 1
UDG reference for animatory state 0xFF at row 1, column 2
183 0 B700 104
UDG references for animatory states 0x00-0x67 at row 2, column 2
183 104 B768 19
'THE HISTORY MASTER'
183 123 B77B 4
Unused
183 127 B77F 105
UDG references for animatory states 0x7F-0xE7 at row 2, column 2
183 232 B7E8 23
Collect a keypress while a character's name is being entered
183 255 B7FF 1
UDG reference for animatory state 0xFF at row 2, column 2
184 0 B800 104
UDG references for animatory states 0x00-0x67 at row 3, column 2
184 104 B868 23
Change a character's name (1)
184 127 B87F 105
UDG references for animatory states 0x7F-0xE7 at row 3, column 2
184 232 B8E8 22
Change a character's name (2)
184 254 B8FE 1
Unused
184 255 B8FF 1
UDG reference for animatory state 0xFF at row 3, column 2
185 0 B900 4096
Sprite graphic data for the boys and the catapult pellet
201 0 C900 4096
Sprite graphic data for the teachers
217 0 D900 32
Number string and graphic buffer
217 32 D920 96
Font character bitmap widths for CHR$(32-127)
217 128 D980 14
'ERIC'
217 142 D98E 14
'BOY WANDER'
217 156 D99C 14
'ANGELFACE'
217 170 D9AA 14
'EINSTEIN'
217 184 D9B8 14
'MR WACKER'
217 198 D9C6 14
'MR ROCKITT'
217 212 D9D4 14
'MR WITHIT'
217 226 D9E2 14
'MR CREAK'
217 240 D9F0 38
'Please Sir - I cannot tell a lie . . '
218 22 DA16 9
'        ' (8 spaces)
218 31 DA1F 1
Unused
218 32 DA20 96
Font graphic data for CHR$(32-127) (pixel column 1)
218 128 DA80 9
'REVISION'
218 137 DA89 2
' ' (single space)
218 139 DA8B 5
Unused
218 144 DA90 16
'READING ROOM'
218 160 DAA0 16
'MAP ROOM'
218 176 DAB0 16
'WHITE ROOM'
218 192 DAC0 16
'EXAM ROOM'
218 208 DAD0 16
'LIBRARY'
218 224 DAE0 16
'DINNER'
218 240 DAF0 16
'PLAYTIME'
219 0 DB00 21
Initial animatory states of the characters
219 21 DB15 11
Unused
219 32 DB20 96
Font graphic data for CHR$(32-127) (pixel column 2)
219 128 DB80 32
'DON'T SIT ON THE STAIRS'
219 160 DBA0 32
'THE ROOM IS PRIVATE'
219 192 DBC0 32
'GET TO WHERE YOU SHOULD BE'
219 224 DBE0 32
'NOW FIND A SEAT'
220 0 DC00 21
Initial x-coordinates of the characters
220 21 DC15 11
Unused
220 32 DC20 96
Font graphic data for CHR$(32-127) (pixel column 3)
220 128 DC80 32
'GET OFF THE FLOOR'
220 160 DCA0 32
'COME ALONG WITH ME BOY'
220 192 DCC0 32
'HURRY UP YOU HORROR'
220 224 DCE0 32
'DON'T TRY MY PATIENCE BOY'
221 0 DD00 21
Initial byte 0x7A of the character buffers
221 21 DD15 11
Unused
221 32 DD20 96
Font graphic data for CHR$(32-127) (pixel column 4)
221 128 DD80 32
'NOW DON'T DO IT AGAIN'
221 160 DDA0 32
'DON'T TELL TALES'
221 192 DDC0 32
'NEVER BE LATE AGAIN'
221 224 DDE0 32
'AND STAY THIS TIME'
222 0 DE00 30
'TAKE 2000 LINES YOU NASTY BOY{8 spaces}'
222 30 DE1E 2
Unused
222 32 DE20 96
Font graphic data for CHR$(32-127) (pixel column 5)
222 128 DE80 32
'DON'T TOUCH BLACKBOARDS'
222 160 DEA0 32
'CATAPULTS ARE FORBIDDEN'
222 192 DEC0 32
'DON'T HIT YOUR MATES'
222 224 DEE0 32
'YOU ARE NOT A KANGAROO'
223 0 DF00 12
'Sn'
223 12 DF0C 12
'Tin'
223 24 DF18 12
'Hg'
223 36 DF24 12
'Mercury'
223 48 DF30 12
'Au'
223 60 DF3C 12
'Gold'
223 72 DF48 12
'Ag'
223 84 DF54 12
'Silver'
223 96 DF60 12
'Pt'
223 108 DF6C 12
'Platinum'
223 120 DF78 12
'Cu'
223 132 DF84 12
'Copper'
223 144 DF90 12
'Mg'
223 156 DF9C 12
'Magnesium'
223 168 DFA8 12
'Pb'
223 180 DFB4 12
'Lead'
223 192 DFC0 12
'Mn'
223 204 DFCC 12
'Manganese'
223 216 DFD8 12
'Sb'
223 228 DFE4 12
'Antimony'
223 240 DFF0 12
'As'
223 252 DFFC 12
'Arsenic'
224 8 E008 12
'K'
224 20 E014 12
'Potassium'
224 32 E020 12
'Na'
224 44 E02C 12
'Sodium'
224 56 E038 12
'Cl'
224 68 E044 12
'Chlorine'
224 80 E050 12
'Zn'
224 92 E05C 12
'Zinc'
224 104 E068 12
'W'
224 116 E074 12
'Tungsten'
224 128 E080 12
'Cs'
224 140 E08C 12
'Caesium'
224 152 E098 12
'Si'
224 164 E0A4 12
'Silicon'
224 176 E0B0 12
'P'
224 188 E0BC 12
'Phosphorous'
224 200 E0C8 12
'Br'
224 212 E0D4 12
'Bromine'
224 224 E0E0 12
'H'
224 236 E0EC 12
'Hydrogen'
224 248 E0F8 12
'Berne'
225 4 E104 12
'Switzerland'
225 16 E110 12
'Helsinki'
225 28 E11C 12
'Finland'
225 40 E128 12
'Reykjavik'
225 52 E134 12
'Iceland'
225 64 E140 12
'Budapest'
225 76 E14C 12
'Hungary'
225 88 E158 12
'Bucharest'
225 100 E164 12
'Romania'
225 112 E170 12
'Tirana'
225 124 E17C 12
'Albania'
225 136 E188 12
'Jakarta'
225 148 E194 12
'Indonesia'
225 160 E1A0 12
'Pyongyang'
225 172 E1AC 12
'North Korea'
225 184 E1B8 12
'Vientiane'
225 196 E1C4 12
'Laos'
225 208 E1D0 12
'Islamabad'
225 220 E1DC 12
'Pakistan'
225 232 E1E8 12
'Rangoon'
225 244 E1F4 12
'Burma'
226 0 E200 12
'Ankara'
226 12 E20C 12
'Turkey'
226 24 E218 12
'Amman'
226 36 E224 12
'Jordan'
226 48 E230 12
'Gabarone'
226 60 E23C 12
'Botswana'
226 72 E248 12
'Lusaka'
226 84 E254 12
'Zambia'
226 96 E260 12
'Monrovia'
226 108 E26C 12
'Liberia'
226 120 E278 12
'La Paz'
226 132 E284 12
'Bolivia'
226 144 E290 12
'Caracas'
226 156 E29C 12
'Venezuela'
226 168 E2A8 12
'Quito'
226 180 E2B4 12
'Ecuador'
226 192 E2C0 12
'Paramaribo'
226 204 E2CC 12
'Surinam'
226 216 E2D8 12
'Santiago'
226 228 E2E4 12
'Chile'
226 240 E2F0 12
'1066'
226 252 E2FC 12
'Hastings'
227 8 E308 12
'1265'
227 20 E314 12
'Evesham'
227 32 E320 12
'1314'
227 44 E32C 12
'Bannockburn'
227 56 E338 12
'1346'
227 68 E344 12
'Crecy'
227 80 E350 12
'1356'
227 92 E35C 12
'Poitiers'
227 104 E368 12
'1403'
227 116 E374 12
'Shrewsbury'
227 128 E380 12
'1415'
227 140 E38C 12
'Agincourt'
227 152 E398 12
'1485'
227 164 E3A4 12
'Bosworth'
227 176 E3B0 12
'1513'
227 188 E3BC 12
'Flodden'
227 200 E3C8 12
'1571'
227 212 E3D4 12
'Lepanto'
227 224 E3E0 12
'1014'
227 236 E3EC 12
'Clontarf'
227 248 E3F8 12
'1685'
228 4 E404 12
'Sedgemoor'
228 16 E410 12
'1746'
228 28 E41C 12
'Culloden'
228 40 E428 12
'1775'
228 52 E434 12
'Lexington'
228 64 E440 12
'1781'
228 76 E44C 12
'Yorktown'
228 88 E458 12
'1805'
228 100 E464 12
'Trafalgar'
228 112 E470 12
'1815'
228 124 E47C 12
'Waterloo'
228 136 E488 12
'1812'
228 148 E494 12
'Borodino'
228 160 E4A0 12
'1836'
228 172 E4AC 12
'San Jacinto'
228 184 E4B8 12
'1863'
228 196 E4C4 12
'Gettysburg'
228 208 E4D0 12
'1854'
228 220 E4DC 12
'Balaclava'
228 232 E4E8 4
Unused
228 236 E4EC 19
Play the 'hit a shield' sound effect
228 255 E4FF 1
Unused
229 0 E500 32
'i hate^fizziks'
229 32 E520 32
'i hate sums'
229 64 E540 32
'skool rools^o k'
229 96 E560 32
'i hate skool'
229 128 E580 32
'speling iz^boaring'
229 160 E5A0 32
'i love^WHEELIE'
229 192 E5C0 32
'SKYRANGER^is grate'
229 224 E5E0 32
'skool dinners^are orrible'
230 0 E600 32
'THE 47 TIMES^TABLE'
230 32 E620 32
'QUADRATIC^EQUATIONS'
230 64 E640 32
'WHY SUMS ARE^FUN'
230 96 E660 32
'VECTORS AND^MATRICES'
230 128 E680 32
'ISOSCELES^TRIANGLES'
230 160 E6A0 32
'PYTHAGORAS^THEOREM'
230 192 E6C0 32
'FACTORS'
230 224 E6E0 32
'THE AREA OF^A CIRCLE'
231 0 E700 32
'The Periodic^Table'
231 32 E720 32
'Splitting^The Atom'
231 64 E740 32
'Explosions I^have known'
231 96 E760 32
'How to blow^yourself up'
231 128 E780 32
'Things to do^with TNT'
231 160 E7A0 32
'Chemistry^of dynamite'
231 192 E7C0 32
'First aid^for chemists'
231 224 E7E0 32
'Fast ways to^open doors'
232 0 E800 32
'MANCHESTER^MONSOONS'
232 32 E820 32
'THE CLIMATE^OF CLAPHAM'
232 64 E840 32
'THE PEAKS^OF PERU'
232 96 E860 32
'THE GLASGOW^RAIN-FOREST'
232 128 E880 32
'THE EXPORTS^OF FIJI'
232 160 E8A0 32
'ACTIVE^VOLCANOES'
232 192 E8C0 32
'POP MUSIC IN^ANTARCTICA'
232 224 E8E0 32
'THE UPLANDS^OF RUTLAND'
233 0 E900 32
'Industrial^Revolution'
233 32 E920 32
'The Norman^Conquest'
233 64 E940 32
'The Wars of^the Roses'
233 96 E960 32
'The Spanish^Armada'
233 128 E980 32
'The First^Crusade'
233 160 E9A0 32
'Magna Carta'
233 192 E9C0 32
'The Boston^Tea Party'
233 224 E9E0 32
'The Black^Death'
234 0 EA00 216
Temporary store for the part of the screen overwritten by a lines bubble
234 216 EAD8 8
Unused
234 224 EAE0 11
Make a hitting sound effect
234 235 EAEB 14
Make a jumping sound effect
234 249 EAF9 7
Unused
235 0 EB00 216
Lines bubble graphic template 1
235 216 EBD8 8
Unused
235 224 EBE0 32
'DEMO. - PRESS A KEY TO PLAY'
236 0 EC00 216
Lines bubble graphic template 2
236 216 ECD8 8
Unused
236 224 ECE0 28
'Press 'U' if you understood{8 spaces}'
236 252 ECFC 4
Unused
237 0 ED00 216
Lesson box graphic buffer
237 216 EDD8 8
Unused
237 224 EDE0 31
Prepare for a new game
237 255 EDFF 1
Unused
238 0 EE00 216
'Score - 0 Lines - 0 Hi-Sc - 0' box graphic
238 216 EED8 8
Unused
238 224 EEE0 32
Prepare to change the names of the characters
239 0 EF00 216
Skool Daze logo
239 216 EFD8 8
Unused
239 224 EFE0 32
Display the cast of characters and change their names
240 0 F000 17
'WHAT IS 12 x 34?{8 spaces}'
240 17 F011 11
'{Please Sir I cannot tell a lie . . }It's 1234{8 spaces}'
240 28 F01C 31
'WHAT ELEMENT HAS THE SYMBOL Q?{8 spaces}'
240 59 F03B 9
'{Please Sir I cannot tell a lie . . }It is Q{8 spaces}'
240 68 F044 35
'WHAT IS THE CHEMICAL SYMBOL FOR Q?{8 spaces}'
240 103 F067 25
'WHAT'S THE CAPITAL OF Q?{8 spaces}'
240 128 F080 30
'WHICH COUNTRY'S CAPITAL IS Q?{8 spaces}'
240 158 F09E 26
'WHEN WAS THE BATTLE OF Q?{8 spaces}'
240 184 F0B8 28
'WHICH BATTLE OCCURRED IN Q?{8 spaces}'
240 212 F0D4 13
'{Please Sir I cannot tell a lie . . }It was in Q{8 spaces}'
240 225 F0E1 24
'{Please Sir I cannot tell a lie . . }It was the BATTLE OF Q{8 spaces}'
240 249 F0F9 10
'{Please Sir I cannot tell a lie . . }{ERIC} hit me{8 spaces}'
241 3 F103 15
'{Please Sir I cannot tell a lie . . }{ERIC} is not here{8 spaces}'
241 18 F112 27
'{Please Sir I cannot tell a lie . . }{ERIC} wrote on the blackboard{8 spaces}'
241 45 F12D 42
'WHAT HAPPENED IN THE YEAR THAT I WAS BORN{8 spaces}'
241 87 F157 2
Unused
241 89 F159 34
'RIGHT! SIT DOWN MY LITTLE CHERUBS{8 spaces}'
241 123 F17B 28
'COME ON CHAPS - SETTLE DOWN{8 spaces}'
241 151 F197 42
'BE QUIET AND SEATED YOU NASTY LITTLE BOYS{8 spaces}'
241 193 F1C1 37
'SILENCE! OR I'LL CANE THE LOT OF YOU{8 spaces}'
241 230 F1E6 124
'YOU HAVE OVER 10000 LINES TO WRITE {ERIC}. DON'T COME BACK TO SCHOOL TILL YOU HAVE DONE THEM ALL. . . .PRESS A KEY TO PLAY AGAIN{8 spaces}'
242 98 F262 59
'TURN TO PAGE 123 OF YOUR BOOKS,BE SILENT AND START READING{8 spaces}'
242 157 F29D 57
'ANSWER THE QUESTIONS ON PAGE 123 OF YOUR LOVELY TEXTBOOK{8 spaces}'
242 214 F2D6 31
'WRITE AN ESSAY WITH THIS TITLE{8 spaces}'
242 245 F2F5 11
Unused
243 0 F300 245
Make a teacher conduct a class with ERIC
243 245 F3F5 11
Unused
244 0 F400 31
Make a teacher conduct a question-and-answer session
244 31 F41F 76
Deal with ERIC when he's firing the catapult
244 107 F46B 3
Unused
244 110 F46E 36
'F' pressed - fire catapult
244 146 F492 7
'H' pressed - hit
244 153 F499 11
'J' pressed - jump
244 164 F4A4 41
Deal with ERIC when he's hitting
244 205 F4CD 5
Unused
244 210 F4D2 31
Get the attribute file address of a pellet's potential target or the safe
244 241 F4F1 9
Set the new score and print it
244 250 F4FA 34
Open the lip of the speech bubble
245 28 F51C 2
Unused
245 30 F51E 21
Check whether ERIC has jumped up to the safe or a shield (1)
245 51 F533 131
Deal with ERIC when he's jumping
245 182 F5B6 3
Unused
245 185 F5B9 32
Check whether ERIC is standing on a boy who's been knocked out
245 217 F5D9 1
Unused
245 218 F5DA 117
Collect a keypress during the game (or simulate one in demo mode)
246 79 F64F 1
Unused
246 80 F650 90
'W' pressed - write on a blackboard
246 170 F6AA 45
Deal with ERIC when he's writing on a blackboard
246 215 F6D7 40
Make MR CREAK reveal his safe combination letter if appropriate
246 255 F6FF 11
Get the address of the appropriate 'Go home' message
247 10 F70A 28
Unflash the safe and all the shields
247 38 F726 76
Check whether ERIC has jumped up to the safe or a shield (2)
247 114 F772 6
Unused
247 120 F778 21
Deal with ERIC when he's being spoken to by a little boy
247 141 F78D 1
Unused
247 142 F78E 76
Make a character find ERIC
247 218 F7DA 6
Unused
247 224 F7E0 30
Make MR WACKER give ERIC 2000 lines
247 254 F7FE 2
Unused
248 0 F800 85
Make little boy no. 10 give ERIC a message
248 85 F855 93
Generate a safe combination code and set MR CREAK's birth year
248 178 F8B2 2
Unused
248 180 F8B4 66
Adjust the game mode
248 246 F8F6 15
Check whether MR CREAK can reveal his safe combination letter
249 5 F905 18
Collect the identifier for the next lesson
249 23 F917 1
Unused
249 24 F918 11
Scroll the skool into view and enter the main loop
249 35 F923 50
Make MR CREAK ask the birth year question if appropriate
249 85 F955 79
Make a stricken teacher give lines or reveal his safe combination letter
249 164 F9A4 1
Unused
249 165 F9A5 21
Print the lesson
249 186 F9BA 1
Unused
249 187 F9BB 33
Check whether ERIC has 10000 lines
249 220 F9DC 8
Make a teacher tell ERIC to go home, and end the game (1)
249 228 F9E4 1
Unused
249 229 F9E5 17
Compare a character's coordinates with ERIC's
249 246 F9F6 14
Make a teacher tell ERIC to go home, and end the game (2)
250 4 FA04 12
Adjust the lesson length and prepare a character for the search for ERIC
250 16 FA10 19
Check whether MR CREAK is near a blackboard last written on by ERIC
250 35 FA23 7
Restart command list 0xDC
250 42 FA2A 31
Check whether ANGELFACE is touching ERIC
250 73 FA49 34
Ask whether the characters' names should be changed
250 107 FA6B 1
Unused
250 108 FA6C 42
'Do you want to put in your own names Y/N?'
250 150 FA96 53
'You have mumps {ERIC}. Go home at once. This game is over{8 spaces}'
250 203 FACB 16
Unused
250 219 FADB 11
Command list 0xDE: Mumps duty
250 230 FAE6 10
Command list 0xD0: Tell ERIC about EINSTEIN or BOY WANDER
250 240 FAF0 12
Command list 0xD2: Tell ERIC about ANGELFACE
250 252 FAFC 3
Unused
250 255 FAFF 8
Command list 0xDC: Mumps walkabout
251 7 FB07 2
Unused
251 9 FB09 22
Command list 0xD4: Grass on ERIC
251 31 FB1F 1
Unused
251 32 FB20 25
Command list 0xD6: Wait for EINSTEIN to grass on ERIC
251 57 FB39 1
Unused
251 58 FB3A 26
Command list 0xD8: Collect the pea-shooter
251 84 FB54 1
Unused
251 85 FB55 36
Command list 0xDA: Look for the pea-shooter
251 121 FB79 7
Unused
251 128 FB80 25
Command list 0x80: Map Room - teacher
251 153 FB99 1
Unused
251 154 FB9A 25
Command list 0x82: Reading Room - teacher
251 179 FBB3 1
Unused
251 180 FBB4 21
Command list 0x84: Exam Room - teacher
251 201 FBC9 1
Unused
251 202 FBCA 25
Command list 0x86: White Room - teacher
251 227 FBE3 1
Unused
251 228 FBE4 9
Command list 0x88: Map Room - little boy
251 237 FBED 2
Command list 0x8A: Do nothing
251 239 FBEF 1
Unused
251 240 FBF0 19
Command list 0x8C: Map Room - BOY WANDER
252 3 FC03 1
Unused
252 4 FC04 19
Command list 0x8E: Map Room - ANGELFACE
252 23 FC17 1
Unused
252 24 FC18 11
Command list 0x90: Map Room - EINSTEIN
252 35 FC23 1
Unused
252 36 FC24 11
Command list 0x92: Reading Room - little boy
252 47 FC2F 1
Unused
252 48 FC30 26
Command list 0x94: Reading Room - BOY WANDER
252 74 FC4A 1
Unused
252 75 FC4B 19
Command list 0x96: Reading Room - ANGELFACE
252 94 FC5E 1
Unused
252 95 FC5F 11
Command list 0x98: Reading Room - EINSTEIN
252 106 FC6A 1
Unused
252 107 FC6B 11
Command list 0x9A: Exam Room - little boy
252 118 FC76 1
Unused
252 119 FC77 26
Command list 0x9C: Exam Room - BOY WANDER
252 145 FC91 1
Unused
252 146 FC92 19
Command list 0x9E: Exam Room - ANGELFACE
252 165 FCA5 1
Unused
252 166 FCA6 11
Command list 0xA0: Exam Room - EINSTEIN
252 177 FCB1 1
Unused
252 178 FCB2 11
Command list 0xA2: White Room - little boy
252 189 FCBD 1
Unused
252 190 FCBE 26
Command list 0xA4: White Room - BOY WANDER
252 216 FCD8 1
Unused
252 217 FCD9 19
Command list 0xA6: White Room - ANGELFACE
252 236 FCEC 1
Unused
252 237 FCED 11
Command list 0xA8: White Room - EINSTEIN
252 248 FCF8 1
Unused
252 249 FCF9 7
Command list 0xAA: Dinner - EINSTEIN/little boy
253 0 FD00 1
Unused
253 1 FD01 15
Command list 0xAC: Dinner - BOY WANDER
253 16 FD10 1
Unused
253 17 FD11 15
Command list 0xAE: Dinner - ANGELFACE
253 32 FD20 1
Unused
253 33 FD21 7
Command list 0xB0: Revision Library - EINSTEIN/little boy
253 40 FD28 1
Unused
253 41 FD29 15
Command list 0xB2: Revision Library - BOY WANDER
253 56 FD38 1
Unused
253 57 FD39 15
Command list 0xB4: Revision Library - ANGELFACE
253 72 FD48 1
Unused
253 73 FD49 16
Command list 0xB6: Walkabout - ANGELFACE
253 89 FD59 12
Command list 0xB8: Dinner duty
253 101 FD65 7
Command list 0xBA: Head's study - MR WACKER
253 108 FD6C 7
Command list 0xBC: Staff room - teacher
253 115 FD73 8
Command list 0xBE: Walkabout - teacher
253 123 FD7B 1
Unused
253 124 FD7C 22
Command list 0xC0: Write on the boards - BOY WANDER
253 146 FD92 8
Command list 0xC4: Walkabout
253 154 FD9A 1
Unused
253 155 FD9B 7
Command list 0xC6: Walk around the fire escape
253 162 FDA2 1
Unused
253 163 FDA3 7
Command list 0xC8: Walk around the gym
253 170 FDAA 1
Unused
253 171 FDAB 7
Command list 0xCA: Walk around the big window
253 178 FDB2 1
Unused
253 179 FDB3 26
Command list 0xCC: Stampede - leader
253 205 FDCD 2
Unused
253 207 FDCF 12
Command list 0xCE: Stampede - follower
253 219 FDDB 1
Unused
253 220 FDDC 16
Command list 0xC2: Walkabout - BOY WANDER
253 236 FDEC 20
Unused
254 0 FE00 64
Main timetable
254 64 FE40 18
Make a walking sound effect (yellow border)
254 82 FE52 5
Make a walking sound effect (blue border)
254 87 FE57 30
Make a knocked-out sound effect
254 117 FE75 10
Make a catapult sound effect
254 127 FE7F 1
Unused
254 128 FE80 96
Addresses of command lists
254 224 FEE0 32
'WELL DONE! GO UP A YEAR'
255 0 FF00 53
'Don't let {ANGELFACE} touch you this playtime - He's got mumps{8 spaces}'
255 53 FF35 90
'{EINSTEIN} is going to tell {MR WACKER} what you're up to. You must stop him getting to his study this break{8 spaces}'
255 143 FF8F 110
'{BOY WANDER} has hidden a pea-shooter with your name on it on the fire-escape. If {MR WACKER} gets there before {BOY WANDER} you'll get lines{8 spaces}'
255 253 FFFD 3
Unused