Page Byte Address Length Description
96 0 6000 591
The game has just loaded
98 79 624F 232
Read the keyboard and update Horace's sprite accordingly
99 55 6337 163
Move Horace and the guards
99 218 63DA 324
Move a guard
101 30 651E 61
Redraw the tiles behind Horace and the guards if they've moved
101 91 655B 70
Redraw the tiles behind a guard after he's moved
101 161 65A1 129
Add to the score if Horace has eaten something
102 34 6622 27
Draw the guards
102 61 663D 103
Draw a guard
102 164 66A4 150
Check whether Horace has run into a guard
103 58 673A 231
Lose a life
104 33 6821 73
Draw Horace
104 106 686A 157
Draw the bell and check whether Horace has sounded the alarm
105 7 6907 27
Check whether a guard should drop his lunch
105 34 6922 74
Make a guard drop his lunch if necessary
105 108 696C 34
Decrement the guard countdown timers
105 142 698E 22
Toggle the sound on/off if 'T' is pressed
105 164 69A4 115
Ring the bell if necessary
106 23 6A17 7
Unused
106 30 6A1E 4
Enter the next maze
106 34 6A22 29
Initialise the guard countdown timers
106 63 6A3F 43
Copy a guard buffer into the temporary location
106 106 6A6A 13
Copy the temporary guard buffer back into place
106 119 6A77 39
Make the title screen or game over sound effect
106 158 6A9E 9
Get the tunnel offset and bell, initial guard and entrance locations for the current maze
106 167 6AA7 64
Copyright © 1982 Beam Software...
106 231 6AE7 33
DEMO MODE  PRESS ANY KEY TO PLAY
107 8 6B08 2
Title screen countdown timer
107 10 6B0A 1
Active guard counter
107 11 6B0B 1
Game mode indicator
107 12 6B0C 6
Wait for 26*BC+5 T states
107 18 6B12 15
Collect a pseudo-random number (from the ROM)
107 33 6B21 39
Print the score or high score
107 72 6B48 45
Compute and print a digit
107 117 6B75 97
Draw the current maze
107 214 6BD6 36
Draw a sprite
107 250 6BFA 21
Print a tile or font character
108 15 6C0F 17
Convert a sprite location or display file address into an attribute file address
108 32 6C20 38
Check the attribute bytes at a sprite's location
108 70 6C46 34
Check the attribute byte at a sprite tile location
108 104 6C68 45
Copy maze background tiles into a guard's buffer
108 149 6C95 45
Copy a maze background tile into a guard's buffer
108 194 6CC2 56
Check the tiles next to Horace or a guard
108 250 6CFA 29
Identify a tile in front of a sprite
109 23 6D17 55
Get the location of the tile in front of a sprite
109 78 6D4E 88
Print 'HUNGRY' or 'HORACE' on the title screen
109 166 6DA6 8
Guard countdown timers
109 174 6DAE 2
Guard panic timer
109 176 6DB0 2
Temporary store for a guard's screen x- and y-coordinates
109 178 6DB2 4
Temporary store for direction probability parameters
109 182 6DB6 2
Buffer address of the guard currently being handled
109 184 6DB8 43
Temporary guard buffer
109 227 6DE3 172
Guard buffers
110 143 6E8F 160
Data for the word 'HUNGRY' on the title screen
111 47 6F2F 160
Data for the word 'HORACE' on the title screen
111 207 6FCF 8
Tunnel offset and bell, initial guard and entrance locations for the current maze
111 215 6FD7 8
Tunnel offset and bell, initial guard and entrance locations for maze 1
111 223 6FDF 8
Tunnel offset and bell, initial guard and entrance locations for maze 2
111 231 6FE7 8
Tunnel offset and bell, initial guard and entrance locations for maze 3
111 239 6FEF 8
Tunnel offset and bell, initial guard and entrance locations for maze 4
111 247 6FF7 768
Maze 2 layout
114 247 72F7 768
Maze 1 layout
117 247 75F7 768
Maze 3 layout
120 247 78F7 768
Maze 4 layout
123 247 7BF7 80
Maze tiles
124 71 7C47 26
PASSES   SCORE       BEST
124 97 7C61 1
Sprite movement timer
124 98 7C62 1
Game speed parameter (1-8)
124 99 7C63 1
Current maze number
124 100 7C64 1
Redundant temporary variable
124 101 7C65 2
Lunch-drop countdown timer
124 103 7C67 2
Address of the next pseudo-random number
124 105 7C69 1
Sound on/off indicator
124 106 7C6A 1
'T' pressed indicator
124 107 7C6B 2
Horace's current location
124 109 7C6D 2
Horace's new location
124 111 7C6F 1
Temporary store for direction keypress
124 112 7C70 1
Horace's animation frame (0-3)
124 113 7C71 1
Horace's attribute byte
124 114 7C72 1
Horace's walking animation timer
124 115 7C73 2
Score
124 117 7C75 2
High score
124 119 7C77 1
Extra life indicator
124 120 7C78 1
Number of lives remaining
124 121 7C79 1
Tunnel timer
124 122 7C7A 2
Temporary store for Horace's screen x- and y-coordinates
124 124 7C7C 72
Cherry and strawberry graphics
124 196 7CC4 2
Bell location
124 198 7CC6 1
Bell animation frame counter
124 199 7CC7 256
Horace graphics
125 199 7DC7 320
Guard graphics
127 7 7F07 128
Bell graphics
127 135 7F87 32
Blank sprite