Address Description
$0800
Main loop
$09E9
Make a teacher conduct a class
$0A57
Do nothing
$0A58
Make a teacher conduct a class with ERIC
$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
$0E59
Check whether a boy can be seen by a teacher
$0EB4
Restart the command list
$0EC2
Restart the command list unless it's time to start the lesson
$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
$105B
Make a character go to a random location
$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
$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
$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
$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
$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
$1D28
Terminate an interruptible subcommand
$1D2D
Terminate a primary command
$1D32
Terminate an uninterruptible subcommand
$1D37
Add to the score and print it
$1D4A
Add to ERIC's lines total and print it
$1DB7
Make a teacher give lines
$1EC2
Get ERIC's coordinates
$1EE3
Make EINSTEIN speak
$1F29
Make MR CREAK reveal his safe combination letter
$1F4D
Control EINSTEIN during class
$1F77
Place an interruptible subcommand routine address into a character's buffer
$1FA0
Make a teacher tell the kids to sit down
$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
$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
$277D
Make MR WACKER give ERIC 2000 lines
$2797
Make the stampede leader trip people up on the way to a random location
$27AB
Make a character walk up and down a few times or until a certain time
$27D2
Check whether anyone was or can be punched by ERIC or ANGELFACE
$284F
Make MR WACKER run to a given location
$2865
Place a continual subcommand routine address into a character's buffer
$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
$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
$2AAA
Set MR CREAK's birth year
$2AF9
Raise the signal for a certain event and move to the next command
$2B0D
Lower the signal for a certain event and move to the next command
$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
$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
$34B5
'A' pressed - down
$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
$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
$8FE8
Wipe a character's name
$91E8
Move sprites #0-#6 left by 64 pixels (2)
$92E8
Move sprites #0-#6 left by 64 pixels (3)
$93E8
Move sprites #0-#6 right by 64 pixels (2)
$94E8
Move sprites #0-#6 right by 64 pixels (3)
$95E8
Check the x-coordinate of the leftmost section of the speech bubble (1)
$96E8
Make the character who is currently speaking stop speaking (1)
$97E8
Make the character who is currently speaking stop speaking (2)
$9868
Move sprites #0-#6 right by 64 pixels (1)
$9877
Enable sprites #0-#6
$98E8
Move sprites #0-#6 left by 64 pixels (1)
$98FB
Check the x-coordinate of the leftmost section of the speech bubble (2)
$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
$BD00
Manage sound effects
$BE09
Change the characters' names if required
$BFF5
Write a message into the text graphic buffer and centre it