Address Length Description
5B3F 2
Pointer: Game Entry Point
5BCC 1
Active Room: Key Colour
5BCD 1
Active Room: Closed Door Colour
See A9D1.
5BCF 1
Active Room: Room Scaffolding Colour
See A921, A997 and A9BF.
5BD0 1
Active Border Colour
5BD1 1
Active Room: Paper Colour
See.
5BD2 1
Active Room: Ladder Colour
5BD3 1
Current Room: Room ID
5BD4 1
Temporary: Current Room ID
5BD6 2
Reference: Doors
5BD8 2
Reference: Ladders
5BDA 2
Reference: Keys And Locked Doors
5BDC 2
Reference: Port Hole Reference
5BDE 2
Reference: Pirate
5BE0 2
Reference: Items
5BE2 2
Reference: Furniture
Populated by PopulateCurrentRoomBuffersAndReferences. See DrawRoom for usage.
5BE4 2
Reference: Lifts
5BE6 2
Reference: Disappearing Floors
5BE8 2
Pointer: Current Room Buffer
Initialised at PopulateCurrentRoomBuffersAndReferences. Used by the routine at DrawRoom.
5BEA 1
Control Method
Byte Control Method
0C Kempston Joystick
14 Cursor Joystick
1C Interface 2 Joystick
24 Keyboard
5BEB 5
User-Defined Keys
5BF0 1
Game State
Byte Meaning
01 Normal Game
02 Game Looped Mode
03 Demo Mode
5BF1 1
Player Lives
5BF2 2
Player Treasure
5BF4 2
Player Booty
The count of how much booty the player has collected in the current game.
Initialised to 0000 in InitialiseGame at the start of a new game, unless GameState is set to "Game Looped Mode" (02) in which case the game begins with the previous games value continued (but all the booty is respawned).
5BFA 2
Golden Key Timer Frame Skip
Probably could name this better - this represents the number of frames to skip before counting down the actual Golden Key Timer at 5BFF.
5BFC 1
Golden Key Room ID
5BFD 2
Golden Key Position
5BFF 1
Golden Key Timer
A1C4 800
Buffer: Room
A4E4 800
Buffer: Room Attributes
ABD6 3788
Default Room Data
BAA5 2
Temporary Table Room Data Pointer
Used to assist with populating TableRoomData, as this table is blank when the game is first loaded.
BAA9 44
Table: Room Data
Note that room ID 22 is never used, and hence is 0000. Room ID 21 is a valid reference (and does have data), but also is not used in the game.
BAD5 2
Buffer Pointer
See PopulateRoomBuffer for usage.
BAD7 500
Buffer: Room Data
PointerCurrentRoomBuffer will point here. Populated by UnpackRoom. Used by DrawRoom.
BCCB 51
Data: Room #21
Note; although this room is present in code, it's unreachable and fairly "broken". See Room #21.
BCFE 192
Data: Room #20
See Room #20.
BDBE 212
Data: Room #19
See Room #19.
BE92 212
Data: Room #18
See Room #18.
BF66 247
Data: Room #17
See Room #17.
C05D 208
Data: Room #16
See Room #16.
C12D 215
Data: Room #15
See Room #15.
C204 185
Data: Room #14
See Room #14.
C2BD 186
Data: Room #13
See Room #13.
C377 210
Data: Room #12
See Room #12.
C449 171
Data: Room #11
See Room #11.
C4F4 174
Data: Room #10
See Room #10.
C5A2 143
Data: Room #09
See Room #09.
C631 165
Data: Room #08
See Room #08.
C6D6 172
Data: Room #07
See Room #07.
C782 138
Data: Room #06
See Room #06.
C80C 158
Data: Room #05
See Room #05.
C8AA 199
Data: Room #04
See Room #04.
C971 162
Data: Room #03
See Room #03.
CA13 198
Data: Room #02
See Room #02.
CAD9 188
Data: Room #01
See Room #01.
D20C 1
Current In-Focus User-Defined Key
Contains the currently in-focus key position; used for highlighting.
D22C 39
Table: Key Map
See SetDefaultKeyboardInputs for an example of how this is used. Each key is stored as an offset. So a stored value of 05 equates to the "T" key.
D33E 1
Goldfish Game: Oxygen Level
D93D 1
Goldfish Game: Buoyancy Counter
This value is incremented every frame, and every 4th frame will cause the player to rise.
DB36 2
Game status buffer entry at DB36
DB38 3
Game status buffer entry at DB38
DB3B 1
Goldfish Game: Temporary Sprite Width
DB3C 1
Goldfish Game: Temporary Sprite ID
DB42 1
Goldfish Game: Numer Of Fish Caught
DB44 1
Goldfish Game: Numer Of Fish Needed
The number of fish needed to complete the game; see CE57.
DC0E 20
Goldfish Game: Player Attributes
DC22 264
Buffer: Sand Animation (Goldfish Game)
Populated by PopulateSandBuffer.
DD2A 110
Data: Bubbles (Goldfish Game)
E46F 11
Table: Bomb
F231 20
Table: Player Attributes
F245 20
Table: Default Player Attributes
F259 1
Port Hole Timer Frame Skip
This value is incremented every frame, and every 4th frame will animate the port holes (if there are any). See Handler_PortHole.
F2DB 30
Table: Bomb Sparks
Used by the routines at Handler_Bomb (for creation) and Handler_Explosion for animation.
Initial values are populated from TableDefaultBombSparks.
F2F9 30
Table: Default Bomb Sparks
Used by the routine at Handler_Bomb.
These default values are copied to TableBombSparks.
F31C 20
Game status buffer entry at F31C
F330 2
Pointer: Room Buffer
Keeps track of the current position in the room buffer being processed.
F332 2
Game status buffer entry at F332
F334 1
Lifts/ Pirates Frame Skip
F335 1
Active Sprite Width
The width of the sprite actively being printed.
F336 1
Active Sprite ID
The ID of the sprite actively being printed. Note; this starts off as -1 of the real value as it increments to the base sprite ID in the printing loop.
F340 1
Demo Mode Timer
Used by the routine at InitialiseGame.
F341 1
Bomb Frame Skip
See E480.
F342 1
Kempston Control
F343 2
Random Number Seed
Used by the routine at GetRandomNumber. Not random at all!
FE86 2
Bomb Helper
Incremented address which points to ZX Spectrum ROM for the purposes of creating the screeching noice you hear when the bomb is counting down.
FE88 1
Interrupt Counter
Increments by one on every generated interrupt.
FFF7 1
Game status buffer entry at FFF7
FFF8 1
Music: On/ Off
FFF9 2
Music: Theme Tune Pointer
Keep track of the current position of the music data. This is important as the theme tune uses interrupts to play, so it needs to know where to resume playing from.
FFFB 1
Sound Flag:
Used by the routines at GameEntryPoint, ResetSoundFlags, LoseLife and F888.
FFFC 1
Sound Flag:
Used by the routines at GameEntryPoint, Handler_Player and F888.
FFFD 1
Sound Flag: Bomb
Byte Sound
00 Off
01 Fuse
02 Sparks
FFFE 1
Sound Flag: General
Byte Sound
00 Off
01 Touched By Animal?
02 Caught By Pirate
03 Bomb Explosion?
04 Collected Item
05 Unlocked Door
06 Collected Key
07 No sound
FFFF 1
Sound Flag: Animal
Byte Sound
00 Off
01 Rat
02 Bird