Page Byte Address Description
64 0 4000
Loading Screen
91 27 5B1B
Game Entry Point Alias
91 30 5B1E
Data block at 5B1E
93 128 5D80
Table: Word index
93 192 5DC0
Table Dictionary: "A"
94 102 5E66
Table Dictionary: "B"
95 35 5F23
Table Dictionary: "C"
95 204 5FCC
Table Dictionary: "D"
96 63 603F
Table Dictionary: "E"
96 156 609C
Table Dictionary: "F"
97 41 6129
Table Dictionary: "G"
97 121 6179
Table Dictionary: "H"
97 236 61EC
Table Dictionary: "I"
98 74 624A
Table Dictionary: "J"
98 83 6253
Table Dictionary: "K"
98 111 626F
Table Dictionary: "L"
98 241 62F1
Table Dictionary: "M"
99 88 6358
Table Dictionary: "N"
99 167 63A7
Table Dictionary: "O"
99 245 63F5
Table Dictionary: "P"
100 170 64AA
Table Dictionary: "Q"
100 184 64B8
Table Dictionary: "R"
101 25 6519
Table Dictionary: "S"
102 65 6641
Table Dictionary: "T"
102 203 66CB
Table Dictionary: "U"
103 10 670A
Table Dictionary: "V"
103 25 6719
Table Dictionary: "W"
103 158 679E
Table Dictionary: "X"
103 162 67A2
Table Dictionary: "Y"
103 180 67B4
Table Dictionary: "Z"
103 183 67B7
Table: Common Words
104 11 680B
Data block at 680B
104 42 682A
Data block at 682A
104 48 6830
Data block at 6830
104 63 683F
Data block at 683F
104 177 68B1
Data block at 68B1
104 188 68BC
Data block at 68BC
104 209 68D1
Data block at 68D1
104 221 68DD
Data block at 68DD
104 222 68DE
Data block at 68DE
104 224 68E0
Data block at 68E0
104 225 68E1
Data block at 68E1
104 228 68E4
Data block at 68E4
104 233 68E9
Data block at 68E9
105 41 6929
Data block at 6929
109 154 6D9A
Data block at 6D9A
113 237 71ED
Data block at 71ED
114 7 7207
Data block at 7207
114 36 7224
Data block at 7224
114 45 722D
Data block at 722D
118 17 7611
Data block at 7611
118 29 761D
Data block at 761D
123 194 7BC2
Data block at 7BC2
123 215 7BD7
Data block at 7BD7
124 74 7C4A
Data block at 7C4A
124 158 7C9E
Data block at 7C9E
124 231 7CE7
Data block at 7CE7
126 39 7E27
Data block at 7E27
130 89 8259
Game status buffer entry at 8259
132 11 840B
Table: Locations
132 225 84E1
Room 00: "Empty"
132 235 84EB
Room 01: "Hansom Cab"
132 245 84F5
Room 02: "Steam Train (London Underground)"
132 255 84FF
Room 03: "Steam Train (In Picturesque Countryside)"
133 9 8509
Room 04: "Steam Train (Shunted Between Platforms)"
133 19 8513
Room 05: "Baker Street"
133 32 8520
Room 06: "Entrance Hallway"
133 48 8530
Room 07: "Hall"
133 64 8540
Room 08: "Your Room"
133 80 8550
Room 09: "Small Closet"
133 93 855D
Room 0A: "Parliament Street"
133 106 856A
Room 0B: "Scotland Yard"
133 119 8577
Room 0C: "Slater Street"
133 132 8584
Room 0D: "Disgusting Opium Den"
133 145 8591
Room 0E: "Aldergate Street"
133 158 859E
Room 0F: "Aldergate Station"
133 174 85AE
Room 10: "Platform One (Aldergate Station)"
133 190 85BE
Room 11: "Platform Two (Aldergate Station)"
133 203 85CB
Room 12: "Kings Cross Road"
133 216 85D8
Room 13: "Kings Cross Station"
133 232 85E8
Room 14: "Platform One (Kings Cross Station)"
133 248 85F8
Room 15: "Platform Two (Kings Cross Station)"
134 8 8608
Room 16: "Platform Three (Kings Cross Station)"
134 24 8618
Room 17: "Platform Four (Kings Cross Station)"
134 37 8625
Room 18: "Bishops Road"
134 50 8632
Room 19: "Paddington Station"
134 66 8642
Room 1A: "Platform One (Paddington Station)"
134 82 8652
Room 1B: "Platform Two (Paddington Station)"
134 95 865F
Room 1C: "Buckingham Palace Road"
134 108 866C
Room 1D: "Victoria Station"
134 124 867C
Room 1E: "Platform One (Victoria Station)"
134 140 868C
Room 1F: "Platform Two (Victoria Station)"
134 153 8699
Room 20: "Camden Street"
134 169 86A9
Room 21: "Entrance Hall"
134 188 86BC
Room 22: "Passage"
134 210 86D2
Room 23: "Basils Bedroom"
134 226 86E2
Room 24: "Basils Kitchen"
134 242 86F2
Room 25: "Basils Dining Room"
134 255 86FF
Room 26: "Basils Library"
135 12 870C
Room 27: "Basils Yard"
135 25 8719
Room 28: "Sidmouth Street"
135 38 8726
Room 29: "Main Passage"
135 57 8739
Room 2A: "Reading Lounge"
135 70 8746
Room 2B: "Passage"
135 86 8756
Room 2C: "Major Ffoulkes Room"
135 99 8763
Room 2D: "Portman Street"
135 112 8770
Room 2E: "Tricias Entrance Hall"
135 128 8780
Room 2F: "Tricias Lounge"
135 147 8793
Room 30: "Tricias Kitchen"
135 160 87A0
Room 31: "Tricias Bedroom"
135 173 87AD
Room 32: "Main Street"
135 198 87C6
Room 33: "Cobden Lane"
135 217 87D9
Room 34: "Small Lane"
135 236 87EC
Room 35: "Leatherhead Station"
135 252 87FC
Room 36: "Platform One (Leatherhead Station)"
136 12 880C
Room 37: "Platform Two (Leatherhead Station)"
136 25 8819
Room 38: "Entrance Hall"
136 44 882C
Room 39: "Lounge Room"
136 63 883F
Room 3A: "Basils Library"
136 76 884C
Room 3B: "Basils Kitchen"
136 92 885C
Room 3C: "Small Yard"
136 108 886C
Room 3D: "Basils Bedroom"
136 124 887C
Room 3E: "Browns Front Gate"
136 140 888C
Room 3F: "Browns Front Door"
136 156 889C
Room 40: "Entrance Hall"
136 175 88AF
Room 41: "Large Kitchen"
136 191 88BF
Room 42: "Pantry"
136 204 88CC
Room 43: "Sitting Room"
136 220 88DC
Room 44: "Dining Room"
136 236 88EC
Room 45: "Long Passage"
137 5 8905
Room 46: "Long Passage"
137 27 891B
Room 47: "Browns Library"
137 40 8928
Room 48: "Browns Study"
137 56 8938
Room 49: "Master Bed Room"
137 72 8948
Room 4A: "Daphnes Room"
137 85 8955
Room 4B: "Guest Room"
137 98 8962
Room 4C: "Garden Path"
137 120 8978
Room 4D: "Winding Garden Path"
137 136 8988
Room 4E: "Winding Garden Path"
137 155 899B
Room 4F: "Winding Garden Path"
137 180 89B4
Room 50: "Winding Garden Path"
137 199 89C7
Room 51: "Winding Garden Path"
137 224 89E0
Room 52: "Winding Garden Path"
137 243 89F3
Room 53: "Winding Garden Path"
138 9 8A09
Room 54: "Winding Garden Path"
138 25 8A19
Room 55: "Winding Garden Path"
138 41 8A29
Room 56: "Winding Garden Path"
138 60 8A3C
Room 57: "Winding Garden Path"
138 79 8A4F
Room 58: "East Side"
138 98 8A62
Room 59: "West Side"
138 120 8A78
Room 5A: "South Side"
138 139 8A8B
Room 5B: "North Side"
138 161 8AA1
Room 5C: "Jones Front Gate"
138 177 8AB1
Room 5D: "Jones Front Door"
138 193 8AC1
Room 5E: "Library"
138 209 8AD1
Room 5F: "Small Room"
138 222 8ADE
Room 60: "Jones Entrance Hall"
138 244 8AF4
Room 61: "Sitting Room"
139 4 8B04
Room 62: "Kitchen"
139 17 8B11
Room 63: "Dining Room"
139 33 8B21
Room 64: "Small Passage"
139 49 8B31
Room 65: "Mrs Jones Room"
139 62 8B3E
Room 66: "Bails Front Yard"
139 78 8B4E
Room 67: "Old Mill Road"
139 88 8B58
Room 68: "Leatherhead Police Station"
139 101 8B65
Room 69: "Police Cab (Country Roads)"
139 111 8B6F
Table: Objects
140 186 8CBA
Object 00: "You"
140 203 8CCB
Object 01: "China Man"
140 220 8CDC
Object 02: "Inspector Lestrade"
140 237 8CED
Object 03: "Watson"
140 254 8CFE
Object 04: "Chief Constable Strak"
141 15 8D0F
Object 05: "Daphne Strachan"
141 32 8D20
Object 06: "Basil Phipps"
141 49 8D31
Object 07: "Major Percival FFoulk"
141 66 8D42
Object 08: "Gardener"
141 83 8D53
Object 09: "Cook"
141 100 8D64
Object 0A: "Maid"
141 117 8D75
Object 0B: "Local Police Man"
141 140 8D8C
Object 0C: "Local Police Man"
141 157 8D9D
Object 0D: "Tricia Fender"
141 180 8DB4
Object 0E: "China Mans Disguise"
141 201 8DC9
Object 0F: "Case"
141 218 8DDA
Object 10: "What Happened"
141 235 8DEB
Object 11: "Your Alibi"
141 252 8DFC
Object 12: "Your Address"
142 13 8E0D
Object 13: "Front Door"
142 39 8E27
Object 14: "Stairway"
142 63 8E3F
Object 15: "Your Door"
142 85 8E55
Object 16: "Oil Lamp"
142 102 8E66
Object 17: "Your Armchair"
142 129 8E81
Object 18: "Watsons Armchair"
142 156 8E9C
Object 19: "Daily Chronicle"
142 173 8EAD
Object 1A: "Note"
142 190 8EBE
Object 1B: "Your Money"
142 209 8ED1
Object 1C: "Money"
142 228 8EE4
Object 1D: "Hidden Door"
142 246 8EF6
Object 1E: "Hansom Cab"
143 19 8F13
Object 1F: "Cabbie"
143 44 8F2C
Object 20: "Money"
143 61 8F3D
Object 21: "Hansom Cab"
143 90 8F5A
Object 22: "Cabbie"
143 115 8F73
Object 23: "Money"
143 132 8F84
Object 24: "Steam Train"
143 157 8F9D
Object 25: "Steam Train"
143 182 8FB6
Object 26: "Steam Train"
143 207 8FCF
Object 27: "Steam Train"
143 232 8FE8
Object 28: "Steam Train"
144 1 9001
Object 29: "Steam Train"
144 26 901A
Object 2A: "Steam Train"
144 51 9033
Object 2B: "Steam Train"
144 76 904C
Object 2C: "Wide Stairway"
144 94 905E
Object 2D: "Large Oak Door"
144 118 9076
Object 2E: "Female Corpse"
144 135 9087
Object 2F: "Crumple Note"
144 152 9098
Object 30: "Heavy Oak Door"
144 178 90B2
Object 31: "Dining Room Door"
144 204 90CC
Object 32: "Plain Door"
144 234 90EA
Object 33: "Ornate Door"
145 2 9102
Object 34: "Daphnes Door"
145 24 9118
Object 35: "Bedroom Door"
145 46 912E
Object 36: "Wooden Door"
145 68 9144
Object 37: "Thick Heavy Door"
145 96 9160
Object 38: "Side Door"
145 118 9176
Object 39: "Sandstone Bridge"
145 136 9188
Object 3A: "Footbridge"
145 154 919A
Object 3B: "Deep Stream"
145 178 91B2
Object 3C: "Plush Sofa"
145 205 91CD
Object 3D: "Large Desk"
145 222 91DE
Object 3E: "Drawer"
145 245 91F5
Object 3F: "False Bottom"
146 10 920A
Object 40: "Bank Account Book"
146 27 921B
Object 41: "Note"
146 44 922C
Object 42: "Bookcase"
146 64 9240
Object 43: "Bloodstained Clothes"
146 81 9251
Object 44: "Solid Door"
146 103 9267
Object 45: "Sitting Room Door"
146 127 927F
Object 46: "Northern Door"
146 149 9295
Object 47: "Bloodstained Sofa"
146 166 92A6
Object 48: "Body"
146 183 92B7
Object 49: "Back Gate"
146 205 92CD
Object 4A: "Back Door"
146 229 92E5
Object 4B: "Thick Hedge"
146 247 92F7
Object 4C: "Basils Bed"
147 8 9308
Object 4D: "Basils Piano"
147 25 9319
Object 4E: "Gramaphone"
147 42 932A
Object 4F: "Window"
147 64 9340
Object 50: "Trash Pile"
147 83 9353
Object 51: "Torn Coded Note"
147 100 9364
Object 52: "Small Rubbish Bin"
147 117 9375
Object 53: "Ripped Coded Note"
147 134 9386
Object 54: "Fireplace"
147 151 9397
Object 55: "Burn Note"
147 174 93AE
Object 56: "Wall Safe"
147 195 93C3
Object 57: "Unfinished Note"
147 212 93D4
Object 58: "Folder"
147 229 93E5
Object 59: "Wall Safe"
147 250 93FA
Object 5A: "Letters"
148 11 940B
Object 5B: "Front Door"
148 33 9421
Object 5C: "Gun"
148 50 9432
Object 5D: "Large Rock"
148 67 9443
Object 5E: "Mrs Brown"
148 84 9454
Object 5F: "Mrs Jones"
148 107 946B
Object 60: "Herself"
148 124 947C
Object 61: "Plans"
148 141 948D
Object 62: "Innocent"
148 158 949E
Object 63: "Opium Den"
148 175 94AF
Object 64: "Old Man"
148 192 94C0
Object 65: "Old Mans Disguise"
148 213 94D5
Object 66: "Window"
148 230 94E6
Object 67: "Tricias Front Door"
148 252 94FC
Object 68: "German Agent"
149 13 950D
Object 69: "Old Mill Road"
149 30 951E
Object 6A: "Sale Location"
149 47 952F
Object 6B: "Guilty"
149 64 9540
Object 6C: "Idiot"
149 81 9551
Object 6D: "Police Cab"
149 106 956A
Game status buffer entry at 956A
152 96 9860
Table: Timetable
153 33 9921
Action: Sherlock
153 77 994D
Game status buffer entry at 994D
153 147 9993
Game status buffer entry at 9993
153 169 99A9
Game status buffer entry at 99A9
153 183 99B7
Game status buffer entry at 99B7
153 227 99E3
Game status buffer entry at 99E3
153 241 99F1
Game status buffer entry at 99F1
156 96 9C60
Game status buffer entry at 9C60
156 106 9C6A
Handler: Find Character Action
156 119 9C77
Execute Character Action
156 133 9C85
Table: Character Actions
156 161 9CA1
Character State: Basil Phipps
156 162 9CA2
Character Action: Basil Phipps
156 206 9CCE
Check Object In Character Location
156 233 9CE9
Process Character Action With Text
156 242 9CF2
Process Character Action Parameter
157 16 9D10
Game status buffer entry at 9D10
157 19 9D13
Character Action: Watson
157 46 9D2E
Game status buffer entry at 9D2E
157 48 9D30
Character Action: Chief Constable Strak
157 69 9D45
Game status buffer entry at 9D45
157 72 9D48
Character Action: Local Police Man 01
157 112 9D70
Game status buffer entry at 9D70
157 115 9D73
Character Action: Local Police Man 02
157 144 9D90
Game status buffer entry at 9D90
157 149 9D95
Character Action: Inspector Lestrade Helper
157 255 9DFF
Character Action: Inspector Lestrade
158 72 9E48
Game status buffer entry at 9E48
158 74 9E4A
Check Character State
158 192 9EC0
Character State: Daphne Strachan
158 193 9EC1
Character Action: Daphne Strachan
158 202 9ECA
Character State:Cook
158 203 9ECB
Character Action: Cook
158 208 9ED0
Character State: Gardener
158 209 9ED1
Character Action: Gardener
159 30 9F1E
Update Character State And Location
159 56 9F38
Game status buffer entry at 9F38
159 171 9FAB
Game status buffer entry at 9FAB
159 201 9FC9
Print Text Token And Return
159 212 9FD4
Game status buffer entry at 9FD4
159 214 9FD6
Current Room ID
159 215 9FD7
Location Value
159 217 9FD9
Currently Processed Character Command Position
159 219 9FDB
Currently Processed Character Timetable Pointer
159 221 9FDD
Current Time Ticker
159 223 9FDF
Current Time
159 225 9FE1
Current Day Of The Week
159 226 9FE2
Messaging: AM/ PM
159 228 9FE4
Game status buffer entry at 9FE4
159 229 9FE5
Game status buffer entry at 9FE5
159 231 9FE7
Game status buffer entry at 9FE7
159 233 9FE9
Character List Pointer
159 235 9FEB
Character Script Entry List
159 238 9FEE
Game status buffer entry at 9FEE
160 8 A008
Game status buffer entry at A008
160 9 A009
Sherlock Disguise Check Result
160 10 A00A
Current Character Attribute
160 11 A00B
Game status buffer entry at A00B
160 12 A00C
Game status buffer entry at A00C
160 13 A00D
Game status buffer entry at A00D
160 15 A00F
Display Mode
160 17 A011
Game status buffer entry at A011
160 19 A013
Game status buffer entry at A013
160 21 A015
Game status buffer entry at A015
160 23 A017
Current Character Data
160 25 A019
Game status buffer entry at A019
160 27 A01B
Game status buffer entry at A01B
160 28 A01C
Game status buffer entry at A01C
160 29 A01D
Object Attribute Value
160 30 A01E
Game status buffer entry at A01E
160 31 A01F
Character Script Cycles
160 34 A022
Token Value Buffer
160 37 A025
Print Position Flag
160 38 A026
Token Format Flag
160 39 A027
Print Mode Flag
160 40 A028
Object Processing Source Flag
160 47 A02F
Display Pointer
160 51 A033
Game status buffer entry at A033
160 52 A034
Room Display Parameter
160 53 A035
Room Graphics Parameter
160 54 A036
Currently Processed Character ID
160 55 A037
Game status buffer entry at A037
160 56 A038
Object Attribute Flag
160 64 A040
Game Entry Point
160 216 A0D8
Data block at A0D8
160 219 A0DB
Check Character Schedule
160 231 A0E7
Handle Game State Based On Parameter
160 247 A0F7
Fetch Object Pointer From Stack
161 4 A104
Increment Pointer And Compare
161 26 A11A
Game status buffer entry at A11A
161 28 A11C
Allocate Memory
161 175 A1AF
Move IX To HL And Jump
161 181 A1B5
Traverse Linked List
161 199 A1C7
Process Memory Entry
162 12 A20C
Calculate Pointer Offset
162 77 A24D
Game status buffer entry at A24D
162 93 A25D
Check Text Token Match
162 119 A277
Process Text Token
162 150 A296
Clear Display Lines
162 162 A2A2
Print Newline
162 170 A2AA
Object Display Flag
162 171 A2AB
Clear Buffer
162 177 A2B1
Calculate Object Table Offset
162 189 A2BD
Extract Object Attributes
162 228 A2E4
Process Object Display
163 93 A35D
Game status buffer entry at A35D
163 96 A360
Check And Reset Character State
163 125 A37D
Process Object Display
164 171 A4AB
Point To Location Data Plus One
164 188 A4BC
Point To Object Attribute Byte
164 205 A4CD
Compare Location Data
165 93 A55D
Control Character Jump Table
165 157 A59D
Game status buffer entry at A59D
165 159 A59F
Print Text And Handle Control Characters
165 196 A5C4
Process Text Stream
165 205 A5CD
Process Text Command
166 58 A63A
Print Character And Return Zero
166 63 A63F
Set Time Period To 60 Minutes
166 67 A643
Set Time Period To 30 Minutes
166 71 A647
Print Character With Time Period
166 92 A65C
Return Immediately
166 93 A65D
Process Text Token And Call Handler
166 108 A66C
Fetch Next Text Token
166 121 A679
Calculate Pointer Offset From IX
166 132 A684
Fetch Text Token And Return Pointer
166 140 A68C
Check Time-Period: Not 6 AM
166 148 A694
Check Time-Period: Not Morning/ Midday
166 156 A69C
Check Time-Period: Not Afternoon
166 164 A6A4
Check Time-Period: Not 7 PM
166 172 A6AC
Check Time-Period: Not Late Night/ Evening
166 187 A6BB
Skip Text Token Based On Type
166 209 A6D1
Game status buffer entry at A6D1
166 210 A6D2
Game status buffer entry at A6D2
166 211 A6D3
Process Text Token Loop
167 2 A702
Set Bit 0 Of A00D
167 9 A709
Process Text Token And Call Handler
167 17 A711
Fetch Text Token And Call BF1C
167 32 A720
Process Object From Current Character ID
167 44 A72C
Process Object From Room Display Parameter
167 54 A736
Print Character And Return
167 59 A73B
Process Object From Room Graphics Parameter
167 69 A745
Process Location Data If Valid
167 81 A751
Process Object Attribute
167 91 A75B
Process Text Token With Offset
167 113 A771
Process Text Token If Non-Zero
167 128 A780
Get Character Pronoun Token
167 142 A78E
Get Room Display Pronoun Token
167 147 A793
Process Object And Check Token
167 172 A7AC
Process Object From Room Display Parameter
167 180 A7B4
Fetch Text Token And Process Object
167 186 A7BA
Check Object Attribute With Flag
167 197 A7C5
Check Object Has Special Description
167 208 A7D0
Check Token Match And Set Flag
167 234 A7EA
Game status buffer entry at A7EA
167 235 A7EB
Print Token Based On Parameters
168 14 A80E
Process Text Token With Attributes
168 47 A82F
Process Object Or Print Token
168 58 A83A
Get Common Word And Process
168 64 A840
Get Common Word
168 81 A851
Lowercase Handling Flag
168 82 A852
Toggle Lowercase Handling
168 92 A85C
Table: Format Data
168 128 A880
Extract Token From Text
169 47 A92F
Process Text Token Format
169 91 A95B
Process Format Data Byte
169 144 A990
Rotate And Extract Character Code
169 181 A9B5
Buffer Pointer
169 183 A9B7
Print Character
170 113 AA71
Lookup Table: Object Display Data
170 168 AAA8
Game status buffer entry at AAA8
170 172 AAAC
Buffer: Co-ordinate Data
170 178 AAB2
Routine at AAB2
171 82 AB52
Routine at AB52
171 145 AB91
Routine at AB91
171 243 ABF3
Routine at ABF3
172 36 AC24
Routine at AC24
172 65 AC41
Routine at AC41
172 166 ACA6
Copy Display Data To Display Buffer
172 204 ACCC
Process Text Token And Save State
172 251 ACFB
Routine at ACFB
174 89 AE59
Copy Display Data If Zero
174 106 AE6A
Initialise Character Data Structure
174 127 AE7F
Routine at AE7F
174 169 AEA9
Routine at AEA9
174 182 AEB6
Routine at AEB6
174 197 AEC5
Routine at AEC5
174 234 AEEA
Initialise Character Search
174 241 AEF1
Routine at AEF1
175 56 AF38
Routine at AF38
175 78 AF4E
Routine at AF4E
175 82 AF52
Routine at AF52
175 86 AF56
Routine at AF56
175 103 AF67
Routine at AF67
175 107 AF6B
Table: Command Handler Lookup (Standard)
175 155 AF9B
Table: Command Handler Lookup (Alternate)
175 179 AFB3
Search Command Handler Table
175 225 AFE1
Check Bit And Jump
175 250 AFFA
Routine at AFFA
175 255 AFFF
Routine at AFFF
176 11 B00B
Routine at B00B
176 21 B015
Handle Game State
176 28 B01C
Routine at B01C
176 51 B033
Routine at B033
176 73 B049
Routine at B049
176 154 B09A
Routine at B09A
176 163 B0A3
Routine at B0A3
176 172 B0AC
Initialise Character Timer
176 198 B0C6
Routine at B0C6
176 215 B0D7
Load Game State
176 228 B0E4
Save Game State
176 238 B0EE
Calculate Location Offset
176 253 B0FD
Process Character Data
177 53 B135
Routine at B135
177 63 B13F
Routine at B13F
177 81 B151
Routine at B151
177 91 B15B
Routine at B15B
177 109 B16D
Display Flag
177 114 B172
Display Data Pointer
177 115 B173
Display Mode Flag
177 126 B17E
Object Table Pointer
177 145 B191
Initialise Display Buffer
179 156 B39C
Game status buffer entry at B39C
179 157 B39D
Process Display Pointer
180 162 B4A2
Display Setup Flag
180 163 B4A3
Check Flag And Set Display
180 253 B4FD
Process Display Pointer
181 23 B517
Check And Process Objects
181 73 B549
Game status buffer entry at B549
181 74 B54A
Check Flag And Set Display Parameter
182 214 B6D6
Game status buffer entry at B6D6
182 218 B6DA
Process Display Entry
182 240 B6F0
Process Display Entry Alternate
182 253 B6FD
Process Location Display
183 114 B772
Extract Character Attribute
183 126 B77E
Game status buffer entry at B77E
183 127 B77F
Process Text Token Stream
185 31 B91F
Check Object In A036
185 52 B934
Game status buffer entry at B934
185 54 B936
Process Script Display
185 250 B9FA
Copy Pointer To Stack
186 19 BA13
Game status buffer entry at BA13
186 32 BA20
Process Character Display
187 229 BBE5
Print Text Based On Flag
188 33 BC21
Check Object Attribute
188 70 BC46
Process Game Status Entries
188 116 BC74
Process Game Status Entries With Counter
188 156 BC9C
Process Game Status Entries Alternate
188 201 BCC9
Check Bit And Process
189 6 BD06
Process Object Pointer
189 75 BD4B
Set Object Table Pointer
189 81 BD51
Search Object Table
189 126 BD7E
Calculate Object Pointer Offset
190 90 BE5A
Advance Pointer And Check Bit
190 114 BE72
Process Entry With Counter
191 8 BF08
Check Bit And Process Entry
191 28 BF1C
Process Text Token Entry
191 69 BF45
Process Text Token Data
191 89 BF59
Table: Days Of The Week Strings
191 110 BF6E
Messaging: Current Date
191 121 BF79
Handler: Date Bar
191 164 BFA4
Convert Number To ASCII
191 176 BFB0
Convert Number To String
191 198 BFC6
Populate Day Of The Week
191 217 BFD9
Handler: Game Clock
192 12 C00C
Get Time Period
192 59 C03B
Check Input Port
192 64 C040
Save Game
192 165 C0A5
Messaging: Rewind Tape
192 177 C0B1
Messaging: Tape Error
192 188 C0BC
Messaging: Play Saved Game Tape
192 223 C0DF
Load Game
192 254 C0FE
Data block at C0FE
193 15 C10F
Clear Screen
193 40 C128
Game status buffer entry at C128
193 41 C129
Initialise Screen Display
193 66 C142
Reset Screen Display
193 74 C14A
Draw Decorative Line
193 144 C190
Data: Decorative Line
193 168 C1A8
Print Date Bar
193 192 C1C0
Print String And Wait For Keypress
193 203 C1CB
Print String
193 215 C1D7
Unused
193 216 C1D8
Error: Out Of Memory
193 225 C1E1
Check TV Flag And Process
193 244 C1F4
Storage Decorative Line Width
193 245 C1F5
Screen Width
193 246 C1F6
Storage Decorative Line Screen Position
193 250 C1FA
Game status buffer entry at C1FA
193 251 C1FB
Game status buffer entry at C1FB
193 252 C1FC
Process Character Input
194 64 C240
Validate Keypress
194 73 C249
Handle Backspace Key
194 113 C271
Scroll Screen Up
194 156 C29C
Scroll Screen Down
194 186 C2BA
Process Screen Character
195 6 C306
Scroll Screen And Reset Display
195 22 C316
Update Screen Display
195 125 C37D
Advance Screen Position
195 136 C388
Print Character
196 21 C415
Wait For Keypress
196 31 C41F
Get Keypress
196 94 C45E
Check Display Parameter
196 147 C493
Check Display Flag Bit 3
196 178 C4B2
Check Display Flag Bit 2
196 209 C4D1
Process Display Action
200 33 C821
Check Object Location Match
200 99 C863
Get Object Location
200 110 C86E
Check Object Mother
200 167 C8A7
Get Object Attribute
200 175 C8AF
Get Object Mother ID
200 190 C8BE
Test Object Has Special Description
200 198 C8C6
Process Object Attribute
200 239 C8EF
Set Object Pointers
201 41 C929
Process Object Display Logic
201 137 C989
Process Object Display With Pointer
201 150 C996
Process Object Display Entry
203 40 CB28
Game status buffer entry at CB28
203 44 CB2C
Save And Restore Pointers
203 67 CB43
Process Display With Location Check
203 121 CB79
Game status buffer entry at CB79
203 123 CB7B
Get Display Address Based On Flag
203 167 CBA7
Check Flag And Jump To Newline
203 194 CBC2
Process Character Display
204 11 CC0B
Game status buffer entry at CC0B
204 14 CC0E
Find Character
204 41 CC29
Set Character Pointer And ID
204 55 CC37
Process Character Action
204 120 CC78
Script Interpreter
204 199 CCC7
Execute Character Command
204 243 CCF3
Handle Command Type 0E/0C/0B/0A
205 36 CD24
Handle Push Stack
205 71 CD47
Handle Pop Stack
205 130 CD82
Set Character Script Error
205 139 CD8B
Terminate Character Script
205 149 CD95
Handle Display Text
205 161 CDA1
Handle Display Room Description
206 59 CE3B
HandleRoomDisplay
206 79 CE4F
Clear Room Display Parameters
206 106 CE6A
Handle Simple Action
206 131 CE83
Get Current Script State
206 143 CE8F
Continue Script Execution
206 184 CEB8
Process Script Command With Counter
206 222 CEDE
Process Room Display Parameter
206 254 CEFE
Advance Script Pointer By Command Size
207 67 CF43
Clear Script Command Flags
207 128 CF80
Allocate Memory And Store Character
207 182 CFB6
Find Character Script Entry
207 207 CFCF
Get Script Pointer
208 8 D008
Get Script Pointer From Timetable
208 38 D026
Update Script Pointer
208 69 D045
Is Sherlock Wearing The China Man Disguise?
208 79 D04F
Adjust Object Table For Sum
208 90 D05A
Table: Tokens
208 100 D064
Table: Direction Tokens
208 120 D078
Check Object Visibility
208 208 D0D0
Write Token To Buffer
208 220 D0DC
Location Token Processing Flag
208 221 D0DD
Process Location Token
209 2 D102
Process Location Token Display
209 178 D1B2
Process Object Display With Check
209 219 D1DB
Jump To Handler
209 220 D1DC
Calculate Handler Offset
210 6 D206
Fetch Next Object
210 28 D21C
Fetch Next Object With ID
210 36 D224
Fetch Location Data Pointer
210 55 D237
Fetch Object Data Pointer
210 73 D249
Process Object Location Recursively
210 108 D26C
Process Object From A034
210 117 D275
Check Character ID Range
210 157 D29D
Get Character Attribute
210 164 D2A4
Get Character Attribute With Sign
210 242 D2F2
Get Object Attribute Value
211 60 D33C
Fetch Current Character Location
211 73 D349
Search Two-Byte Length Table
211 78 D34E
Search Three-Byte Length Table
211 106 D36A
Process Object Entry
211 155 D39B
Process Object Entry Alternate
211 232 D3E8
Check Object Has Special Description
212 5 D405
Check Object Attribute With Flag
212 113 D471
Process Object Display Type
212 149 D495
Is The Character Wearing The China Man Disguise?
212 167 D4A7
Print Object List
212 204 D4CC
Count Objects In Location
212 239 D4EF
Check Object Match Criteria
213 26 D51A
Print Object List With Formatting
213 38 D526
Print Formatted Object List
213 124 D57C
Find Next Matching Object
213 144 D590
Print Object Description
213 201 D5C9
Table: Object Attribute Description Text Tokens
213 211 D5D3
Print Object Attribute Description
213 239 D5EF
Get Location Exit Data
213 251 D5FB
Get Direction Token
214 11 D60B
Print Location Exits
214 113 D671
Find Next Valid Exit
214 140 D68C
Print Location Exits With Formatting
214 184 D6B8
Game status buffer entry at D6B8
220 21 DC15
Return Zero
220 108 DC6C
Check Character ID
221 11 DD0B
Routine at DD0B
221 53 DD35
Routine at DD35
223 91 DF5B
Print Object Description Text
223 204 DFCC
Routine at DFCC
224 58 E03A
Routine at E03A
225 81 E151
Lookup And Print Display Text
225 107 E16B
Table: Display Entry Lookup
225 123 E17B
Routine at E17B
230 25 E619
Routine at E619
230 62 E63E
Routine at E63E
230 134 E686
Routine at E686
230 145 E691
Process Character Attribute
230 188 E6BC
Routine at E6BC
241 193 F1C1
Update Object Location
241 214 F1D6
Routine at F1D6
243 162 F3A2
Game status buffer entry at F3A2
243 194 F3C2
Routine at F3C2
244 144 F490
Routine at F490
245 20 F514
Routine at F514
245 37 F525
Routine at F525
245 54 F536
Routine at F536
245 64 F540
Routine at F540
245 74 F54A
Routine at F54A
245 85 F555
Decrement E With Wrap
245 94 F55E
Increment D With Wrap
245 101 F565
Decrement D With Wrap
245 110 F56E
Process Location Update
245 251 F5FB
Routine at F5FB
246 11 F60B
Data block at F60B