Address Description
$0002
Unused
$0003
Teachers' safe combination letters
$0007
Temporary variables
$000F
ERIC's knockout counter (unused)
$0010
ERIC's midstride and post-midstride y-coordinate increments
$0012
Temporary variable
$0013
Unused variable
$0014
ERIC's posture indicator
$0015
Temporary variables
$0019
Blackboard pixel column counter
$001A
Number of the character who last wrote on the blackboard
$001B
Temporary variables
$001F
Unused
$0021
Temporary variables
$0024
Unused
$0026
Animatory state
$0027
Temporary variables
$0029
Primary command routine address
$002B
ERIC's status flags
$002C
Sound effect identifier
$002D
Sound effect timer
$002E
Timing counter
$002F
Temporary variable
$0030
ERIC's knockout delay counter
$0031
Temporary variable
$0032
Unused
$0039
Continual subcommand routine address
$003B
Address reached in the command list
$003D
Command list start address
$003F
Various flags
$0040
MSB of the lesson clock
$0041
Current lesson number
$0042
Temporary variables
$0045
Unused
$0046
Game mode indicator
$0047
Temporary variables
$004B
ERIC's midstride indicator
$004C
Keyboard/joystick reading
$004D
Temporary variables
$0058
x-coordinates of the leftmost columns of the skool on screen and off
$005A
Temporary variables
$005E
Vector used for addressing the play area tile back buffer
$0060
Current character number ($00-$14)
$0061
Unused
$0070
Lesson descriptor
$0071
Character number of the teacher who last gave ERIC lines
$0072
Temporary variables
$007C
Score
$007E
Lines total
$0080
Unused
$0081
ERIC's stand-up delay counter
$0082
Interrupt counter
$0083
Unused
$0084
Temporary variables
$008F
Unused
$0090
Safe combination code
$0094
MR CREAK's year of birth
$0098
Unused
$009A
Temporary variables
$00A0
Unused
$00A2
Temporary variables
$00A5
Identifier for MR CREAK's birth year battle
$00A6
Destination coordinates or walkabout parameters
$00A8
Number of mini-walkabouts remaining
$00A9
Message repetition delay counter
$00AA
Interruptible subcommand routine address
$00AC
Bytes $6B and and $6C of the character's buffer
$00AE
Bytes $6D and and $6E of the character's buffer
$00B0
Uninterruptible subcommand routine address
$00B2
Knockout delay or pellet distance counter
$00B3
Pre-action animatory state
$00B4
Unused variable
$00B5
Dethroning delay counter
$00B6
Unused
$00C0
Temporary variables
$00C2
Birth year question indicator
$00C3
Temporary variable
$00C4
Unused
$00C5
Copy of keyboard/joystick reading
$00C6
Lines-giving delay counter
$00C7
Temporary variable
$00C8
Identifier of next lines reprimand for the teacher fetching the truant ERIC
$00C9
Shield/safe timing counter
$00CA
Temporary variables
$00CC
Unused
$00CE
Temporary variables
$00D2
ERIC's pre-action animatory state
$00D3
Temporary variables
$00D5
Safe status indicator
$00D6
Temporary variables
$00D9
Shield counter
$00DA
Temporary variables
$00DD
Unused
$00DF
Last four bytes of the blackboard's buffer
$00E3
Temporary variables
$00E5
ERIC's midstride and input timer
$00E6
Temporary variable
$00E7
Unused
$00E9
Temporary variables
$00EB
Keyboard delay counter
$00EC
Temporary variables
$00F1
Unused
$00F2
Temporary variables
$00F7
Hi-score
$00F9
Unused
$00FB
Character's (y,x) coordinates
$00FD
LSB of the lesson clock
$00FE
ERIC's action timer
$00FF
Movement speed change delay counter
$0800
Main loop
$09E8
Unused
$09E9
Make a teacher conduct a class
$0A57
Do nothing
$0A58
Make a teacher conduct a class with ERIC
$0B3A
Unused
$0B3B
Check whether ERIC and EINSTEIN are in class
$0BAC
Compute the coordinate ranges within which a character can see or be seen
$0C31
Adjust the lesson length if a character is looking for ERIC
$0C3F
Make a character track down ERIC
$0D67
Check whether a character is within a coordinate range
$0D91
Get the identifier for ERIC's location
$0DD4
Prepare message box sprite graphic data from the text graphic buffer
$0E35
Make a teacher perform dinner duty
$0E58
Unused
$0E59
Check whether a boy can be seen by a teacher
$0EB4
Restart the command list
$0EC1
Unused
$0EC2
Restart the command list unless it's time to start the lesson
$0ECE
Unused
$0ECF
Make a teacher give lines to the closest main kid
$0FBA
Control the horizontal flight of a catapult pellet
$1042
Control the vertical flight of a catapult pellet
$105A
Unused
$105B
Make a character go to a random location
$108A
Unused
$108B
Get the next character of a message being spoken or written
$1129
Make a character write on a blackboard
$11CF
Write a single character on a blackboard
$126D
Get the play area region identifier for a given location
$1294
Get the address of a skool tile corresponding to a blackboard character cell
$12B5
Make a character go to a location
$136E
Unused
$136F
Guide a character to an intermediate destination
$13D5
Determine the address of a blackboard buffer
$13F3
Guide a character up or down a staircase
$1421
Copy a blackboard buffer into page 0
$1445
Restore a blackboard buffer from page 0
$1468
Get the identifier and coordinates of the blackboard closest to a character
$149F
Make any nearby teacher give ERIC lines if necessary
$15B3
Deal with ERIC
$1640
Check whether ERIC is standing on a boy
$169B
'F' or SPACE pressed - fire catapult
$16D0
'J' or 'L' pressed - jump
$16DF
'H' pressed - hit
$16E8
Unused
$16E9
Make a teacher wipe a blackboard
$176F
Check whether ERIC has jumped up to the safe or a shield
$17E5
Deal with ERIC when he's hitting
$184E
Deal with ERIC when he's writing on a blackboard
$189D
Deal with ERIC when he's jumping
$191B
Deal with ERIC when he's firing the catapult
$1994
Wipe a blackboard character cell clean
$19A5
'W' pressed - write
$1A04
Make a character walk up and down until a certain time
$1A50
Unused
$1A51
Check whether a character is beside a chair
$1B2E
Determine the next move of a character following another character
$1BFA
Check whether a chair is occupied and unseat any occupant
$1C59
Knock the current occupant (if any) out of a chair
$1C8D
Unused
$1C8E
Check whether a character is on a staircase
$1CB4
Deal with a character who's been dethroned (1)
$1CCB
Deal with a character who's been dethroned (2)
$1CEC
Deal with a character who is looking for a seat
$1D16
Make a character find a seat
$1D27
Unused
$1D28
Terminate an interruptible subcommand
$1D2D
Terminate a primary command
$1D32
Terminate an uninterruptible subcommand
$1D37
Add to the score and print it
$1D49
Unused
$1D4A
Add to ERIC's lines total and print it
$1DB6
Unused
$1DB7
Make a teacher give lines
$1EC2
Get ERIC's coordinates
$1EE3
Make EINSTEIN speak
$1F29
Make MR CREAK reveal his safe combination letter
$1F3A
Code remnants
$1F4C
Unused
$1F4D
Control EINSTEIN during class
$1F77
Place an interruptible subcommand routine address into a character's buffer
$1F9F
Unused
$1FA0
Make a teacher tell the kids to sit down
$2004
Unused
$2005
Write a message into the text graphic buffer
$2043
Print a lines message or safe combination letter above a teacher's head
$20F5
Insert a pixel column into the text graphic buffer
$212A
Clear the text graphic buffer
$213B
Centre the text in the text graphic buffer
$2156
Insert a font character bitmap into the text graphic buffer
$217D
Unused
$217E
Generate the character codes of the digits of a number
$2241
Prepare a question and answer
$2387
Make a character speak
$246B
Slide a message character into the speech bubble text window
$24A7
Insert a pixel column into the speech bubble text window
$2500
Prepare a message telling the kids to go to a certain page in their books
$253E
Generate a random value in a given range
$2552
Make a teacher give lines to EINSTEIN or the boy he's telling tales on
$2573
Print the lesson
$2620
Print the score, lines total or hi-score
$267A
Make ANGELFACE throw a punch (1)
$2696
Make ANGELFACE throw a punch (2)
$26E0
Make ANGELFACE finish punching or BOY WONDER finish firing his catapult
$26EF
Check whether ANGELFACE is touching ERIC
$270D
Make ANGELFACE hit now and then
$2745
Deal with a teacher who has found the truant ERIC
$2757
Make a teacher tell ERIC to go home, and end the game
$277C
Unused
$277D
Make MR WACKER give ERIC 2000 lines
$2796
Unused
$2797
Make the stampede leader trip people up on the way to a random location
$27AA
Unused
$27AB
Make a character walk up and down a few times or until a certain time
$27D1
Unused
$27D2
Check whether anyone was or can be punched by ERIC or ANGELFACE
$284F
Make MR WACKER run to a given location
$2864
Unused
$2865
Place a continual subcommand routine address into a character's buffer
$2872
Unused
$2873
Make a little boy trip people up
$2885
Make a little boy find and follow little boy no. 1
$28AB
Make BOY WONDER write on a blackboard
$28BB
Unused
$28BC
Make little boy no. 10 give ERIC a message
$290F
Deal with ERIC if he's being spoken to by little boy no. 10
$292F
Generate a safe combination code
$298B
Make a stricken teacher reveal his safe combination letter
$29C8
Check whether a character has been hit by a pellet or a stampeding boy
$2A43
Deal with a character who has been knocked over
$2A99
Make a character find ERIC
$2AA9
Unused
$2AAA
Set MR CREAK's birth year
$2AF9
Raise the signal for a certain event and move to the next command
$2B0C
Unused
$2B0D
Lower the signal for a certain event and move to the next command
$2B20
Unused
$2B21
Make BOY WONDER fire his catapult (1)
$2B3F
Make BOY WONDER fire his catapult (2)
$2B52
Make BOY WONDER fire his catapult (3)
$2B9F
Make BOY WONDER fire his catapult (4)
$2BB0
Check whether a shield has been hit or jumped up to
$2CA5
Make BOY WONDER fire his catapult now and then
$2CD8
Unused
$2CD9
Initialise interrupts, screen memory and page 0
$2D18
Page out the KERNAL ROM at $E000-$FFFF
$2D1F
Set pointers to screen bitmap and colour information
$2D3E
Set standard bitmap mode
$2D47
Initialise the game status buffer
$2DAD
Clear the screen
$2DCB
Initialise colour information
$2E05
Clear page 0
$2E13
Prepare for a new game or demo mode
$2EE6
Get the screen bitmap and colour information addresses for a play area tile
$2F20
Draw the Skool Daze logo
$2F56
Draw the score box
$2F8C
Print the play area tiles in a single column of the screen
$2FB6
Move a column of screen tiles left or right
$3012
Bring the skool (or a blank screen) into view
$302A
Initialise voice #3
$3047
Initialise speech bubble sprites
$3072
Shift the play area window left
$3113
Shift the play area window right
$31B6
Raise the signal for an event
$31C4
Lower the signal for an event
$31D2
Check whether a signal has been raised
$31DF
Pause briefly
$31EA
Update the display
$322E
Update the SRB for a character's current animatory state and location
$3279
Copy a character buffer into page 0
$3326
Print a play area tile
$33BF
Restore a character buffer from page 0
$3472
Code remnants
$34B5
'A' pressed - down
$350A
Unused
$350B
'Q' pressed - up
$3558
'O' pressed - left
$359E
'P' pressed - right
$35EF
Move ERIC from the midstride position
$364E
Turn ERIC round
$365C
Move ERIC midstride
$3687
'S' pressed - sit/stand
$36E3
Update the SRB for a single character cell
$3724
Set up sprites #1-#5
$379F
Prepare sprites #0-#6 for the speech bubble with the lip on the left
$3805
Prepare sprites #0-#6 for the speech bubble with the lip on the right
$3868
Copy the text graphic buffer to the screen
$38AC
Back up sprite information
$38EF
Restore sprite information
$392D
Clear all the signal flags
$3940
Read the keyboard
$39C7
Interrupt routine
$3A90
Update colour information for the safe or a flashing shield
$3AB3
Unused
$3AB4
Move the next character
$3AD5
Change the lesson
$3B46
Select a special PLAYTIME occasionally
$3B5E
Move the current character
$3BE7
Collect the next byte from a command list
$3BF6
Unused
$3C00
Initial graphic data for speech bubble sprites
$4000
Play area tile back buffer
$4008
Screen refresh buffer (SRB)
$4071
Unused
$4080
Command list $80: Map Room - teacher
$4095
Command list $82: Reading Room - teacher
$40AE
Command list $84: Exam Room - teacher
$40C3
Command list $86: White Room - teacher
$40DC
Command list $88: Map Room - little boy
$40E5
Command list $8A: Do nothing
$40E7
Command list $8C: Map Room - BOY WONDER
$40FA
Command list $8E: Map Room - ANGELFACE
$410D
Command list $90: Map Room - EINSTEIN
$4118
Command list $92: Reading Room - little boy
$4123
Command list $94: Reading Room - BOY WONDER
$413D
Command list $96: Reading Room - ANGELFACE
$4150
Command list $98: Reading Room - EINSTEIN
$415B
Command list $9A: Exam Room - little boy
$4166
Command list $9C: Exam Room - BOY WONDER
$4180
Command list $9E: Exam Room - ANGELFACE
$4193
Command list $A0: Exam Room - EINSTEIN
$419E
Command list $A2: White Room - little boy
$41A9
Command list $A4: White Room - BOY WONDER
$41C3
Command list $A6: White Room - ANGELFACE
$41D6
Command list $A8: White Room - EINSTEIN
$41E1
Command list $AA: Dinner - EINSTEIN/little boy
$41E8
Command list $AC: Dinner - BOY WONDER
$41F7
Command list $AE: Dinner - ANGELFACE
$4206
Command list $B0: Revision Library - EINSTEIN/little boy
$420D
Command list $B2: Revision Library - BOY WONDER
$421C
Command list $B4: Revision Library - ANGELFACE
$422B
Command list $B6: Walkabout - ANGELFACE
$423B
Command list $B8: Dinner duty
$4247
Command list $BA: Head's study - MR WACKER
$424E
Command list $BC: Staff room - teacher
$4255
Command list $BE: Walkabout - teacher
$425D
Command list $C0: Write on the boards - BOY WONDER
$4272
Command list $C2: Walkabout - BOY WONDER
$4290
Command list $C4: Walkabout
$4298
Command list $C6: Walk around the fire escape
$429F
Command list $C8: Walk around the gym
$42A6
Command list $CA: Walk around the big window
$42AD
Command list $CC: Stampede - leader
$42CF
Command list $CE: Stampede - follower
$42E3
Command list $D0: Tell ERIC about BOY WONDER
$42FB
Command list $D2: Tell ERIC about ANGELFACE
$4309
Command list $D4: Grass on ERIC
$431F
Command list $D6: Wait for EINSTEIN to grass on ERIC
$4334
Command list $D8: Collect the pea-shooter
$4352
Command list $DA: Look for the pea-shooter
$436E
Command list $DC: Mumps walkabout
$4376
Command list $DE: Mumps duty
$438A
Command list $E0: Tell ERIC about EINSTEIN
$43A2
Command list used to make MR WACKER find and expel ERIC
$43A8
Unused
$43AA
YOU'VE GOT MUMPS. GO HOME AT ONCE, THIS GAME IS OVER. . . .PRESS A KEY TO PLAY AGAIN
$43FF
Unused
$4400
Signal flags
$4420
Blackboard buffers
$4432
Unused
$4438
Keyboard table addresses
$4440
Staircase endpoint data table 1
$4454
Staircase endpoint data table 2
$4468
Do you want to put in
$4480
Addresses of command lists
$44E2
Unused
$4500
Text graphic buffer
$4600
DEMO, - PRESS A KEY TO PLAY
$4620
PRESS 'U' IF YOU UNDERSTAND
$4640
Safe combination letter message buffer
$4644
Unused
$4650
Initial lesson numbers
$4665
Unused
$4680
WELL DONE! GO UP A YEAR
$46A0
Skool region data table for the top floor
$46AC
Skool region data table for the middle floor
$46B6
Skool region data table for the bottom floor
$46BC
Unused
$46C0
XX0 LINES
$46E0
Data table for question and answer messages
$46F8
Unused
$4700
Character name entry buffer
$470C
Unused
$4720
Font character bitmap widths for CHR$(32-127)
$4780
ERIC
$478E
BOY WONDER
$479C
ANGELFACE
$47AA
EINSTEIN
$47B8
MR WACKER
$47C6
MR ROCKITT
$47D4
MR WITHIT
$47E2
MR CREAK
$47F0
Please Sir - I cannot tell a lie . .
$4816
{8 spaces}
$4820
Font graphic data for CHR$(32-127) (pixel column 1)
$4880
REVISION
$4890
READING ROOM
$48A0
MAP ROOM
$48B0
WHITE ROOM
$48C0
EXAM ROOM
$48D0
LIBRARY
$48E0
DINNER
$48F0
PLAYTIME
$4900
Initial animatory states of the characters
$4915
Unused
$4920
Font graphic data for CHR$(32-127) (pixel column 2)
$4980
DON'T SIT ON THE STAIRS
$49A0
THE ROOM IS PRIVATE
$49C0
GET TO WHERE YOU SHOULD BE
$49E0
NOW FIND A SEAT
$4A00
Initial x-coordinates of the characters
$4A15
Unused
$4A20
Font graphic data for CHR$(32-127) (pixel column 3)
$4A80
GET OFF THE FLOOR
$4AA0
COME ALONG WITH ME BOY
$4AC0
HURRY UP YOU HORROR
$4AE0
DON'T TRY MY PATIENCE BOY
$4B00
Unused
$4B15
Unused
$4B20
Font graphic data for CHR$(32-127) (pixel column 4)
$4B80
NOW DON'T DO IT AGAIN
$4BA0
DON'T TELL TALES
$4BC0
NEVER BE LATE AGAIN
$4BE0
AND STAY THIS TIME
$4C00
TAKE 2000 LINES YOU NASTY BOY
$4C1E
Unused
$4C20
Font graphic data for CHR$(32-127) (pixel column 5)
$4C80
DON'T TOUCH BLACKBOARDS
$4CA0
CATAPULTS ARE FORBIDDEN
$4CC0
DON'T HIT YOUR MATES
$4CE0
YOU ARE NOT A KANGAROO
$4D00
Sn
$4D0C
Tin
$4D18
Hg
$4D24
Mercury
$4D30
Au
$4D3C
Gold
$4D48
Ag
$4D54
Silver
$4D60
Pt
$4D6C
Platinum
$4D78
Cu
$4D84
Copper
$4D90
Mg
$4D9C
Magnesium
$4DA8
Pb
$4DB4
Lead
$4DC0
Mn
$4DCC
Manganese
$4DD8
Sb
$4DE4
Antimony
$4DF0
As
$4DFC
Arsenic
$4E08
K
$4E14
Potassium
$4E20
Na
$4E2C
Sodium
$4E38
Cl
$4E44
Chlorine
$4E50
Zn
$4E5C
Zinc
$4E68
W
$4E74
Tungsten
$4E80
Cs
$4E8C
Caesium
$4E98
Si
$4EA4
Silicon
$4EB0
P
$4EBC
Phosphorous
$4EC8
Br
$4ED4
Bromine
$4EE0
H
$4EEC
Hydrogen
$4EF8
Berne
$4F04
Switzerland
$4F10
Helsinki
$4F1C
Finland
$4F28
Reykjavik
$4F34
Iceland
$4F40
Budapest
$4F4C
Hungary
$4F58
Bucharest
$4F64
Romania
$4F70
Tirana
$4F7C
Albania
$4F88
Jakarta
$4F94
Indonesia
$4FA0
Pyongyang
$4FAC
North Korea
$4FB8
Vientiane
$4FC4
Laos
$4FD0
Islamabad
$4FDC
Pakistan
$4FE8
Rangoon
$4FF4
Burma
$5000
Ankara
$500C
Turkey
$5018
Amman
$5024
Jordan
$5030
Gabarone
$503C
Botswana
$5048
Lusaka
$5054
Zambia
$5060
Monrovia
$506C
Liberia
$5078
La Paz
$5084
Bolivia
$5090
Caracas
$509C
Venezuela
$50A8
Quito
$50B4
Ecuador
$50C0
Paramaribo
$50CC
Surinam
$50D8
Santiago
$50E4
Chile
$50F0
1066
$50FC
Hastings
$5108
1265
$5114
Evesham
$5120
1314
$512C
Bannockburn
$5138
1346
$5144
Crecy
$5150
1356
$515C
Poitiers
$5168
1403
$5174
Shrewsbury
$5180
1415
$518C
Agincourt
$5198
1485
$51A4
Bosworth
$51B0
1513
$51BC
Flodden
$51C8
1571
$51D4
Lepanto
$51E0
1014
$51EC
Clontarf
$51F8
1685
$5204
Sedgemoor
$5210
1746
$521C
Culloden
$5228
1775
$5234
Lexington
$5240
1781
$524C
Yorktown
$5258
1805
$5264
Trafalgar
$5270
1815
$527C
Waterloo
$5288
1812
$5294
Borodino
$52A0
1836
$52AC
San Jacinto
$52B8
1863
$52C4
Gettysburg
$52D0
1854
$52DC
Balaclava
$52E8
Unused
$52EC
Z80 code remnants
$5300
THE 47 TIMES TABLE
$5320
QUADRATIC EQUATIONS
$5340
WHY SUMS ARE FUN
$5360
VECTORS AND MATRICES
$5380
ISOSCELES TRIANGLES
$53A0
PYTHAGORAS THEOREM
$53C0
FACTORS
$53E0
THE AREA OF A CIRCLE
$5400
The Periodic Table
$5420
Splitting The Atom
$5440
Explosions I have known
$5460
How to blow yourself up
$5480
Things to do with TNT
$54A0
Chemistry of dynamite
$54C0
First aid for chemists
$54E0
Fast ways to open doors
$5500
WHY IT RAINS IN MANCHESTER
$5520
THE CLIMATE OF CLAPHAM
$5540
THE MOUNTAINS OF PERU
$5560
THE DONCASTER RAIN-FOREST
$5580
THE EXPORTS OF FIJI
$55A0
ACTIVE VOLCANOES
$55C0
POP MUSIC IN ANTARCTICA
$55E0
THE UPLANDS OF RUTLAND
$5600
Industrial Revolution
$5620
The Norman Conquest
$5640
The Wars of the Roses
$5660
The Spanish Armada
$5680
The First Crusade
$56A0
Magna Carta
$56C0
The Boston Tea Party
$56E0
The Black Death
$5700
i hate fizziks
$5720
i hate sums
$5740
skool rools o k
$5760
i hate skool
$5780
speling iz boaring
$57A0
i love WHEELIE
$57C0
SKYRANGER is grate
$57E0
skool dinners are orrible
$5800
Unused
$5820
Score box graphic
$58E0
Shield locations and status
$590D
Unused
$5920
Skool Daze logo
$59E0
Z80 code remnants
$5A00
WHAT IS 12 x 34?
$5A11
{Please Sir I cannot tell a lie . . }It's 1234
$5A1C
WHAT ELEMENT HAS THE SYMBOL Q?
$5A3B
{Please Sir I cannot tell a lie . . }It is Q
$5A44
WHAT IS THE CHEMICAL SYMBOL FOR Q?
$5A67
WHAT'S THE CAPITAL OF Q?
$5A80
WHICH COUNTRY'S CAPITAL IS Q?
$5A9E
WHEN WAS THE BATTLE OF Q?
$5AB8
WHICH BATTLE OCCURRED IN Q?
$5AD4
{Please Sir I cannot tell a lie . . }It was in Q
$5AE1
{Please Sir I cannot tell a lie . . }It was the BATTLE OF Q
$5AF9
{Please Sir I cannot tell a lie . . }{ERIC} hit me
$5B03
{Please Sir I cannot tell a lie . . }{ERIC} is not here
$5B12
{Please Sir I cannot tell a lie . . }{ERIC/BOY WONDER} wrote on the blackboard
$5B2D
WHAT HAPPENED IN THE YEAR THAT I WAS BORN
$5B57
Unused
$5B59
RIGHT! SIT DOWN MY LITTLE CHERUBS
$5B7B
COME ON CHAPS - SETTLE DOWN
$5B97
BE QUIET AND SEATED YOU NASTY LITTLE BOYS
$5BC1
SILENCE! OR I'LL CANE THE LOT OF YOU
$5BE6
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
$5C62
TURN TO PAGE 123 OF YOUR BOOKS,BE SILENT AND START READING
$5C9D
ANSWER THE QUESTIONS ON PAGE 123 OF YOUR LOVELY TEXTBOOK
$5CD6
WRITE AN ESSAY WITH THIS TITLE
$5CF5
Unused
$5D00
Main timetable
$5D40
Z80 code remnants
$5D48
Initial colour information for the bottom four rows of the screen
$5DE8
Unused
$5E00
Don't let {ANGELFACE} touch you this playtime - He's got mumps
$5E35
{EINSTEIN} is going to tell {MR WACKER} what you're up to. You must stop him getting to his study this break
$5E8F
{BOY WONDER} has hidden a pea-shooter with your name on it on the fire-escape. If {MR WACKER} gets there before {BOY WONDER} you'll get lines
$5EFD
Unused
$5F00
Keyboard tables
$6000
Skool graphic data for columns 0-31 (tiles $00-$FF)
$6800
Skool graphic data for columns 32-63 (tiles $00-$FF)
$7000
Skool graphic data for columns 64-95 (tiles $00-$FF)
$7800
Skool tile references (LSBs) for row 0
$7860
Character buffer for little boy no. 1
$7880
Skool colour information for row 0
$78E0
Personal timetable for little boy no. 1
$7900
Skool tile references (LSBs) for row 1
$7960
Character buffer for little boy no. 2
$7980
Skool colour information for row 1
$79E0
Personal timetable for little boy no. 2
$7A00
Skool tile references (LSBs) for row 2
$7A60
Character buffer for little boy no. 3
$7A80
Skool colour information for row 2
$7AE0
Personal timetable for little boy no. 3
$7B00
Skool tile references (LSBs) for row 3
$7B60
Character buffer for little boy no. 4
$7B80
Skool colour information for row 3
$7BE0
Personal timetable for little boy no. 4
$7C00
Skool tile references (LSBs) for row 4
$7C60
Character buffer for little boy no. 5
$7C80
Skool colour information for row 4
$7CE0
Personal timetable for little boy no. 5
$7D00
Skool tile references (LSBs) for row 5
$7D60
Character buffer for little boy no. 6
$7D80
Skool colour information for row 5
$7DE0
Personal timetable for little boy no. 6
$7E00
Skool tile references (LSBs) for row 6
$7E60
Character buffer for little boy no. 7
$7E80
Skool colour information for row 6
$7EE0
Personal timetable for little boy no. 7
$7F00
Skool tile references (LSBs) for row 7
$7F60
Character buffer for little boy no. 8
$7F80
Skool colour information for row 7
$7FE0
Personal timetable for little boy no. 8
$8000
Skool tile references (LSBs) for row 8
$8060
Character buffer for little boy no. 9
$8080
Skool colour information for row 8
$80E0
Personal timetable for little boy no. 9
$8100
Skool tile references (LSBs) for row 9
$8160
Character buffer for little boy no. 10
$8180
Skool colour information for row 9
$81E0
Personal timetable for little boy no. 10
$8200
Skool tile references (LSBs) for row 10
$8260
Character buffer for little boy no. 11
$8280
Skool colour information for row 10
$82E0
Personal timetable for little boy no. 11
$8300
Skool tile references (LSBs) for row 11
$8360
Character buffer for MR WACKER
$8380
Skool colour information for row 11
$83E0
Personal timetable for MR WACKER
$8400
Skool tile references (LSBs) for row 12
$8460
Character buffer for MR ROCKITT
$8480
Skool colour information for row 12
$84E0
Personal timetable for MR ROCKITT
$8500
Skool tile references (LSBs) for row 13
$8560
Character buffer for MR WITHIT
$8580
Skool colour information for row 13
$85E0
Personal timetable for MR WITHIT
$8600
Skool tile references (LSBs) for row 14
$8660
Character buffer for MR CREAK
$8680
Skool colour information for row 14
$86E0
Personal timetable for MR CREAK
$8700
Skool tile references (LSBs) for row 15
$8760
Character buffer for ANGELFACE
$8780
Skool colour information for row 15
$87E0
Personal timetable for ANGELFACE
$8800
Skool tile references (LSBs) for row 16
$8860
Character buffer for BOY WONDER
$8880
Skool colour information for row 16
$88E0
Personal timetable for BOY WONDER
$8900
Skool tile references (LSBs) for row 17
$8960
Character buffer for EINSTEIN
$8980
Skool colour information for row 17
$89E0
Personal timetable for EINSTEIN
$8A00
Skool tile references (LSBs) for row 18
$8A60
Character buffer for BOY WONDER's pellet
$8A80
Skool colour information for row 18
$8AE0
Personal timetable for BOY WONDER's pellet
$8B00
Skool tile references (LSBs) for row 19
$8B60
Character buffer for ERIC's pellet
$8B80
Skool colour information for row 19
$8BE0
Personal timetable for ERIC's pellet
$8C00
Skool tile references (LSBs) for row 20
$8C60
Character buffer for ERIC
$8C80
Skool colour information for row 20
$8CE0
Lesson descriptors
$8D00
Tile references for animatory states $00-$67 at row 0, column 0
$8D68
CAST OF CHARACTERS
$8D7B
Unused
$8D7F
Tile references for animatory states $7F-$E7 at row 0, column 0
$8DE8
your own names Y/N?
$8DFF
Tile reference for animatory state $FF at row 0, column 0
$8E00
Tile references for animatory states $00-$67 at row 1, column 0
$8E68
PRESS'C'TO CHANGE NAME
$8E7F
Tile references for animatory states $7F-$E7 at row 1, column 0
$8EE8
Z80 code remnants
$8EFF
Tile reference for animatory state $FF at row 1, column 0
$8F00
Tile references for animatory states $00-$67 at row 2, column 0
$8F68
ENTER NEW NAME
$8F7F
Tile references for animatory states $7F-$E7 at row 2, column 0
$8FE8
Wipe a character's name
$8FFE
Unused
$8FFF
Tile reference for animatory state $FF at row 2, column 0
$9000
Tile references for animatory states $00-$67 at row 3, column 0
$9068
OUR HERO
$907F
Tile references for animatory states $7F-$E7 at row 3, column 0
$90E8
LSBs of the addresses of the main characters' names
$90F0
Z80 code remnants
$90FF
Tile reference for animatory state $FF at row 3, column 0
$9100
Tile references for animatory states $00-$67 at row 0, column 1
$9168
THE SWOT
$917F
Tile references for animatory states $7F-$E7 at row 0, column 1
$91E8
Move sprites #0-#6 left by 64 pixels (2)
$91FF
Tile reference for animatory state $FF at row 0, column 1
$9200
Tile references for animatory states $00-$67 at row 1, column 1
$9268
THE TEARAWAY
$927F
Tile references for animatory states $7F-$E7 at row 1, column 1
$92E8
Move sprites #0-#6 left by 64 pixels (3)
$92FF
Tile reference for animatory state $FF at row 1, column 1
$9300
Tile references for animatory states $00-$67 at row 2, column 1
$9368
THE BULLY
$937F
Tile references for animatory states $7F-$E7 at row 2, column 1
$93E8
Move sprites #0-#6 right by 64 pixels (2)
$93FF
Tile reference for animatory state $FF at row 2, column 1
$9400
Tile references for animatory states $00-$67 at row 3, column 1
$9468
THE HISTORY MASTER
$947F
Tile references for animatory states $7F-$E7 at row 3, column 1
$94E8
Move sprites #0-#6 right by 64 pixels (3)
$94FF
Tile reference for animatory state $FF at row 3, column 1
$9500
Tile references for animatory states $00-$67 at row 0, column 2
$9568
THE GEOGRAPHY TEACHER
$957F
Tile references for animatory states $7F-$E7 at row 0, column 2
$95E8
Check the x-coordinate of the leftmost section of the speech bubble (1)
$95FF
Tile reference for animatory state $FF at row 0, column 2
$9600
Tile references for animatory states $00-$67 at row 1, column 2
$9668
THE SCIENCE TEACHER
$967F
Tile references for animatory states $7F-$E7 at row 1, column 2
$96E8
Make the character who is currently speaking stop speaking (1)
$96FF
Tile reference for animatory state $FF at row 1, column 2
$9700
Tile references for animatory states $00-$67 at row 2, column 2
$9768
THE HEAD MASTER
$977F
Tile references for animatory states $7F-$E7 at row 2, column 2
$97E8
Make the character who is currently speaking stop speaking (2)
$97FC
Unused
$97FF
Tile reference for animatory state $FF at row 2, column 2
$9800
Tile references for animatory states $00-$67 at row 3, column 2
$9868
Move sprites #0-#6 right by 64 pixels (1)
$9877
Enable sprites #0-#6
$987D
Unused
$987F
Tile references for animatory states $7F-$E7 at row 3, column 2
$98E8
Move sprites #0-#6 left by 64 pixels (1)
$98FB
Check the x-coordinate of the leftmost section of the speech bubble (2)
$98FF
Tile reference for animatory state $FF at row 3, column 2
$9900
Sprite graphic data for the boys and the catapult pellet
$A900
Sprite graphic data for the teachers
$B900
Sprite information backup area
$B938
Unused
$B940
Initialise voices #1, #2 and #3 for the theme tune
$B9A0
Initialise voices #1, #2 and #3 for the 'Got all shields' tune
$BA00
Play the theme tune
$BA48
Play the 'Got all shields' tune
$BA90
Initialise the tune buffer
$BAA3
Collect a byte from a tune data table
$BAB4
Tune-playing interrupt routine
$BBB4
Tune buffer
$BBD4
Tune note frequencies
$BBEC
Unused
$BC00
Theme tune data
$BC73
'Got all shields' tune data
$BCDE
Unused
$BD00
Manage sound effects
$BE08
Unused
$BE09
Change the characters' names if required
$BFF5
Write a message into the text graphic buffer and centre it