Page Byte Address Length Description
96 0 6000 123
Scroll the screen right one column
96 155 609B 94
Scroll the screen left one column
97 0 6100 11
Print a tile (unused)
97 11 610B 120
Print a tile
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 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 30 631E 28
Check whether a signal has been raised
99 60 633C 76
Guide a character to an intermediate destination
99 140 638C 4
Guide a character up a staircase
99 144 6390 44
Guide a character down a staircase
99 190 63BE 157
Make a character go to a location
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
100 150 6496 52
Guide a character to a location on the same floor
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)
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
101 100 6564 6
Check whether ERIC is sitting or lying down
101 106 656A 19
Turn ERIC round
101 127 657F 92
'A' pressed - down
101 228 65E4 91
'Q' pressed - up
102 72 6648 10
Check whether a character is on a staircase
102 82 6652 82
'O' pressed - left
102 170 66AA 54
'P' pressed - right
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
103 216 67D8 37
Get input from the Kempston joystick if it's in use
104 160 68A0 52
Request and set the input method (keyboard, joystick, Int2)
105 0 6900 127
Start a new game or enter demo mode
105 128 6980 18
Update the SRB for one column of a sprite
105 146 6992 56
Update the display
105 210 69D2 21
Set a random destination for a character
105 231 69E7 14
Make a character go to a random location
105 246 69F6 65
Make a little boy trip people up
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
106 130 6A82 31
Make a little boy find and follow little boy no. 1
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 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
107 125 6B7D 25
Knock the current occupant (if any) out of a chair
107 151 6B97 78
Check whether a chair is occupied and unseat any occupant
107 240 6BF0 94
Check whether a character is beside a chair
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
108 160 6CA0 14
Make a character find a seat
108 175 6CAF 63
'S' pressed - sit/stand
108 240 6CF0 21
Make a character stand up if he's not already standing
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
109 198 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
110 144 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
111 0 6F00 26
Check whether a character was or can be punched by ERIC or ANGELFACE
111 30 6F1E 87
Make ANGELFACE hit now and then
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)
111 249 6FF9 7
Make BOY WANDER fire his catapult (1)
112 0 7000 41
Make BOY WANDER fire his catapult now and then
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)
112 135 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 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
113 220 71DC 5
Make a teacher wipe a blackboard (1)
113 232 71E8 118
Make a teacher wipe a blackboard (2)
114 100 7264 101
Make a character write on a blackboard
114 210 72D2 47
Update the SRB for the middle six columns of the speech bubble
115 2 7302 71
Slide a message character into the speech bubble text window (2)
115 78 734E 178
Print the speech bubble
116 10 740A 26
Slide a message character into the speech bubble text window (1)
116 39 7427 11
Update the SRB for the speech bubble
116 50 7432 122
Remove the speech bubble
116 175 74AF 101
Save the area of the screen that will be overwritten by a lines bubble
117 25 7519 62
Copy a graphic buffer to the screen
117 90 755A 51
Write a line of text into a graphic buffer
117 145 7591 18
Insert a pixel column into a graphic buffer
117 180 75B4 24
Draw the left and right edges of a lines bubble
117 204 75CC 47
Print a reprimand message
118 0 7600 43
Write a character's name into the lines bubble graphic buffer
118 50 7632 18
Insert a pixel column into the number graphic buffer
118 70 7646 128
Generate graphic data for a number
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
119 172 77AC 252
Make any nearby teacher give ERIC lines if necessary
120 170 78AA 144
Make a teacher give lines to the closest main kid
121 64 7940 68
Print the lesson
121 134 7986 20
Make a character speak (1)
121 154 799A 22
Make a character speak (2)
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 50 7A32 165
Prepare a question and answer
122 220 7ADC 185
Determine the next move of a character following another character
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 90 7C5A 18
Place a continual subcommand routine address into a character's buffer
124 110 7C6E 41
Make a teacher perform dinner duty (1)
124 151 7C97 8
Make a teacher perform dinner duty (2)
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
125 132 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
125 216 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 23 7E17 74
Play a tune
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
126 214 7ED6 14
Remove the speech bubble if present
126 228 7EE4 13
Save Skool Daze to tape
173 232 ADE8 19
Insert a pixel column into the message graphic buffer
174 232 AEE8 23
Insert message text into the message graphic buffer
175 119 AF77 8
Prepare a character to be walked onto the screen (1)
175 232 AFE8 21
Print a message centred across the entire screen
176 114 B072 13
Get the LSB of the message address for a main character's name
176 232 B0E8 23
Print a character's title and name, and walk him onto the screen (1)
177 117 B175 10
Prepare a character to be walked onto the screen (2)
177 232 B1E8 23
Print a character's title and name, and walk him onto the screen (2)
178 114 B272 13
Prepare a message in the message graphic buffer (1)
178 232 B2E8 23
Print a character's title and name, and walk him onto the screen (3)
179 113 B371 14
Prepare a message in the message graphic buffer (2)
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'
180 122 B47A 5
Prepare a character to be walked onto the screen (3)
180 232 B4E8 23
Move a character one step along the catwalk
181 232 B5E8 22
Guide a character onto the catwalk or off it
182 232 B6E8 18
Print 'PRESS'C'TO CHANGE NAME' and wait for a keypress
183 232 B7E8 23
Collect a keypress while a character's name is being entered
184 104 B868 23
Change a character's name (1)
184 232 B8E8 22
Change a character's name (2)
228 236 E4EC 19
Play the 'hit a shield' sound effect
234 224 EAE0 11
Make a hitting sound effect
234 235 EAEB 14
Make a jumping sound effect
237 224 EDE0 31
Prepare for a new game
238 224 EEE0 32
Prepare to change the names of the characters
239 224 EFE0 32
Display the cast of characters and change their names
243 0 F300 245
Make a teacher conduct a class with ERIC
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
244 110 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
244 210 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 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
245 185 F5B9 32
Check whether ERIC is standing on a boy who's been knocked out
245 218 F5DA 117
Collect a keypress during the game (or simulate one in demo mode)
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)
247 120 F778 21
Deal with ERIC when he's being spoken to by a little boy
247 142 F78E 76
Make a character find ERIC
247 224 F7E0 30
Make MR WACKER give ERIC 2000 lines
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
248 180 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 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
249 165 F9A5 21
Print the lesson
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)
249 229 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
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