Page Byte Address Description
64 0 4000
Loading Screen
96 0 6000
Entity List
97 0 6100
Entity List Base
109 125 6D7D
Game status buffer entry at 6D7D
113 69 7145
Data block at 7145
113 120 7178
Data block at 7178
113 192 71C0
Data block at 71C0
114 128 7280
Data block at 7280
117 0 7500
Entity Sprite: Enforcer
120 0 7800
Data block at 7800
120 192 78C0
Data block at 78C0
121 64 7940
Data block at 7940
122 0 7A00
Entity Sprite: Blank 1
128 0 8000
Print State: Y Position
128 1 8001
Print State: X Position
128 2 8002
Print State: Bit-Shift Count
128 3 8003
Print State: Character Code
128 4 8004
Print State: Attribute Byte
128 5 8005
Print State: Left Margin
128 6 8006
Print State: Right Margin
128 7 8007
Print State: Flags
128 8 8008
Print State: Font Bitmap Pointer
128 10 800A
Print State: Handler Pointer
128 12 800C
Print State: Normal Width
128 13 800D
Print State: Narrow Width
128 14 800E
Print State: Wide Width
128 15 800F
Print State: Space Width
128 16 8010
Print State: Line Height
128 17 8011
Print State: Row Count
129 0 8100
Font UDGs
135 0 8700
Entity Sprite: Points
138 0 8A00
Column Pixel Lookup Table
140 0 8C00
Screen Row Address Lookup Table
141 128 8D80
Plot Screen Pixel
141 204 8DCC
Print Dispatch
141 221 8DDD
Print Dispatch Return
141 227 8DE3
Print Handler
142 15 8E0F
Print Handler: Newline
142 35 8E23
Print Handler: Unsupported
142 46 8E2E
Print Handler: Ink
142 61 8E3D
Print Handler: Paper
142 82 8E52
Print Handler: Flash
142 101 8E65
Print Handler: Bright
142 120 8E78
Print Handler: Print At X
142 130 8E82
Print Handler: Print At Y
142 146 8E92
Print Handler: Tab
142 170 8EAA
Print Handler: Left Margin
142 179 8EB3
Print Handler: Right Margin
142 199 8EC7
Print Handler: Select Font
142 230 8EE6
Print Handler: Mask Parameter
142 247 8EF7
Print Handler: Render
143 208 8FD0
Control Code Dispatch Table
143 230 8FE6
Font Configuration Table
143 242 8FF2
Game status buffer entry at 8FF2
144 6 9006
Print Messaging
144 16 9010
Initialise Print Tables
144 68 9044
Reset Print State
144 81 9051
Messaging: Reset
144 99 9063
Routine at 9063
145 0 9100
Entity Sprite: Player
148 0 9400
Entity Sprite: Mommy
154 0 9A00
Entity Sprite: Daddy
160 0 A000
Entity Sprite: Mikey
166 0 A600
Entity Sprite: Hulk
172 0 AC00
Entity Sprite: Enforcer Bullets
173 128 AD80
Entity Sprite: Spheroid
181 0 B500
Entity Sprite: Test
184 0 B800
Entity Sprite: Brain
190 0 BE00
Entity Sprite: Blank 2
196 0 C400
Game Entry Point Alias
196 3 C403
Player 1 State
196 8 C408
Wave Number
196 9 C409
Wave Definition Pointer
196 20 C414
Game status buffer entry at C414
196 21 C415
Lives
196 22 C416
Wave
196 23 C417
Lives Display Vertical Step
196 24 C418
Extra Life Compare Byte 0
196 25 C419
Extra Life Compare Byte 1
196 26 C41A
Extra Life Compare Byte 2
196 27 C41B
Extra Life Compare Byte 3
196 28 C41C
Active Enemy Count
196 29 C41D
Wave Display X Pixel Position
196 30 C41E
Two-Player Session Flag
196 35 C423
Wave Enemy Count
196 36 C424
Wave Enemy Type
196 39 C427
Table: Slot Count
196 46 C42E
Border Colour
196 47 C42F
Bouncing Enemy Count
196 71 C447
Player 2 State
196 110 C46E
Game status buffer entry at C46E
196 139 C48B
Player State Swap Buffer
196 207 C4CF
Entity Spawn Timer
196 209 C4D1
Playfield Entity List Pointer
196 211 C4D3
Intro Closing Sprite
196 212 C4D4
Player Y Position
196 213 C4D5
Player X Position
196 218 C4DA
Entity Record Pointer
196 220 C4DC
RNG Seed
196 222 C4DE
Wave Active Flag
196 229 C4E5
Colour Cycle Table Pointer
196 243 C4F3
Cached Spawn Pixels
196 248 C4F8
Attract Mode Frame Counter
196 249 C4F9
Title Strip Blit Parameters
196 253 C4FD
Game status buffer entry at C4FD
196 254 C4FE
Game status buffer entry at C4FE
196 255 C4FF
Game status buffer entry at C4FF
197 0 C500
Game status buffer entry at C500
197 1 C501
Game status buffer entry at C501
197 2 C502
Game status buffer entry at C502
197 3 C503
Game status buffer entry at C503
197 8 C508
Border Colour Step
197 9 C509
Entity List Write Pointer
197 11 C50B
Entity List Snapshot
197 13 C50D
Entity List Working Pointer
197 15 C50F
Entity Pointer Stash
197 23 C517
Player Y Direction
197 24 C518
Player X Direction
197 25 C519
Wave Start Pointer
197 27 C51B
Animation Frame Pair
197 33 C521
Entity State Pointer
197 47 C52F
Entity State Flag
197 49 C531
Wave Sprite Frame Counter
197 50 C532
Death Sequence Mode
197 51 C533
Wave Start Delay
197 52 C534
Animation Frame Counter One
197 54 C536
Animation Frame Counter Two
197 68 C544
Print Player Score
197 193 C5C1
Check Score Award Life
198 12 C60C
Sprite Pixel Data Table
198 174 C6AE
Movement Delta Table
198 206 C6CE
Lookup Vector Table Entry
198 218 C6DA
Hit Test: 8-Byte Bounds Pair
199 2 C702
Dispatch Handler Pointer From HL
199 12 C70C
Help Bar Attribute Sequence
199 19 C713
Update Attribute Bar
199 125 C77D
Poll H Key
199 148 C794
Draw Lives Display
199 207 C7CF
Narrow Entity Sprite Data
200 79 C84F
Erase Narrow Entity Sprite
200 86 C856
Draw Narrow Entity Sprite
201 73 C949
Erase Wide Entity Sprite
201 80 C950
Draw Wide Entity Sprite
203 79 CB4F
Main Game Loop
204 129 CC81
Draw Spawned Entity
204 206 CCCE
Primary Enemy Entity Handler
204 233 CCE9
Process Enemy Entity
205 19 CD13
Advance Entity Pointer
205 24 CD18
Find Colliding Entity
205 52 CD34
Clear Colour Bar Column
205 80 CD50
Handle Homing Enemy
206 100 CE64
Apply Wave Border Colour
206 114 CE72
Compute Entity Approach Position
206 185 CEB9
Animate Wave Start Sequence
206 223 CEDF
Step Narrow Entity Approach
207 51 CF33
Dispatch Narrow Entity Approach
207 82 CF52
Step Wide Entity Approach
207 164 CFA4
Paint Narrow Entity Attributes
208 4 D004
Paint Wide Entity Attributes
208 112 D070
Clear Screen Buffer
208 126 D07E
Set Background Colour
208 139 D08B
Swap Player State
208 167 D0A7
Print Wave Number
208 230 D0E6
Messaging: Wave
208 240 D0F0
Spawn Primary Wave Enemies
209 168 D1A8
Advance RNG Seed
209 191 D1BF
Generate Random Byte
210 76 D24C
Stage Next Wave
210 188 D2BC
Strip Attributes and Fade
211 12 D30C
Clear Screen and Render HUD
211 23 D317
Render HUD
211 71 D347
Messaging: Player
211 86 D356
Messaging: Game Over
211 103 D367
Player Death
211 228 D3E4
Game status buffer entry at D3E4
211 248 D3F8
Player Death: Tape Load Continue
212 129 D481
Messaging: Reset Margins
212 134 D486
Draw Life Icon Cells
212 187 D4BB
Erase Life Icon Cells
212 241 D4F1
Entity Type By Direction Table
213 1 D501
Intro Sprite Template
213 13 D50D
Intro Sprite State
213 25 D519
Initialise Wave Start Sprites
213 42 D52A
Animate Wave Start Sprites
213 98 D562
Draw Playfield Border Row
213 112 D570
Draw Playfield Border
213 177 D5B1
Remove Entity from List
214 32 D620
Sprite Frame Table
214 48 D630
Erase Entity Sprite
214 55 D637
Draw Entity Sprite
215 148 D794
Draw Clipped Wide Sprite
217 196 D9C4
Initialise Entity State
217 224 D9E0
Dispatch Entity State Handler
217 234 D9EA
Entity State Table
218 42 DA2A
Cycle Border from Screen
218 151 DA97
Delay Short
218 163 DAA3
Delay Long
218 175 DAAF
Draw Wide Entity Sprite
221 249 DDF9
Bytes After Wide Sprite Draw
224 3 E003
Process Entity Record
225 34 E122
Spawn Wave Enemies
225 182 E1B6
Handle Horizontal Enemy Entity
226 42 E22A
Begin Enemy Death Animation
226 98 E262
Find Colliding Wave Enemy
226 144 E290
Spawn Horizontal Wave Enemies
226 200 E2C8
Pick Random Spawn Position
226 253 E2FD
Clamp Entity Velocity
227 28 E31C
Build Entity Spawn Record
227 70 E346
Apply Direction Delta
227 96 E360
Process Tracked Enemy Entity
228 146 E492
Tick Entity Colour Timer
228 167 E4A7
Retire Expired Entity
228 185 E4B9
Kill Tracked Enemy Entity
229 32 E520
Process Cluster Entity
230 180 E6B4
Retire Cluster Entity
230 196 E6C4
Apply Entity Velocity
230 247 E6F7
Process Player Tracking Enemy
231 175 E7AF
Direction Animation Offset Table
231 207 E7CF
Spawn Tracked Enemy Entities
232 99 E863
Evaluate and Spawn Tracked Enemies
232 129 E881
Process Wall Bouncing Enemy
233 44 E92C
Spawn Wall Bouncing Enemies
233 116 E974
Kill Wall Bouncing Enemy
233 204 E9CC
Animate Wall Bouncing Enemy Death
234 15 EA0F
Enemy Colour Cycle Table
234 23 EA17
Handle Enemy Collision Chain
234 110 EA6E
Process Replacement Enemy Entity
234 247 EAF7
Enemy Direction Code Table
235 7 EB07
Process Final Phase Enemy Entity
235 180 EBB4
Enemy Movement Delta Table
235 188 EBBC
Game Entry Point
235 200 EBC8
Display High Score Entry Screen
236 164 ECA4
Initialise Display and Set Border
236 222 ECDE
Display Loop Delay
236 230 ECE6
Check BREAK Key
236 251 ECFB
Check S Key During Display
237 16 ED10
Save Or Load High Scores
237 113 ED71
Check Any Key During Display
237 124 ED7C
Scan and Cycle Screen Attributes
237 147 ED93
Scan Score Display Attributes
237 170 EDAA
Adjust Score Field Cursor
237 221 EDDD
Adjust Name Entry Cursor
238 2 EE02
Search Score Entry Table
238 11 EE0B
Calculate Attribute Cell Address
238 29 EE1D
Highlight Score Entry Row
238 40 EE28
Data block at EE28
238 46 EE2E
Data block at EE2E
238 73 EE49
Score Entry Field Three Table
238 102 EE66
Messaging: Select Options
239 188 EFBC
Messaging: Tape Error
239 221 EFDD
Messaging: High Score Error
240 77 F04D
Fill Row
240 88 F058
Fill Column
240 99 F063
Draw Colour Ring
240 146 F092
Draw Concentric Rings
240 157 F09D
Draw Colour Border
240 174 F0AE
Fill Border Attributes
240 222 F0DE
Border Colour Pairs
240 238 F0EE
Cycle Border Colour
241 7 F107
Print BCD Score
241 101 F165
Table: Robotron Heroes
241 171 F1AB
Messaging: High Score Name
241 192 F1C0
Table: High Scores
242 216 F2D8
Messaging: Robotron Heroes
242 249 F2F9
Draw Score Entry
243 141 F38D
Messaging: All Time Heroes
243 174 F3AE
Display High Score Screen
244 90 F45A
Messaging: Save / Load
244 136 F488
Draw Colour Flash Rectangle
244 236 F4EC
Attract Mode Loop
245 29 F51D
Advance Colour Cycle
245 77 F54D
Colour Cycle Table
245 84 F554
Screen Colour Cycle Pointer
245 86 F556
Data block at F556
245 88 F558
Intro Sprite Table
245 158 F59E
Intro Colour Cycle Pointer
245 160 F5A0
Advance Intro Colour Cycle
245 183 F5B7
Intro Colour Cycle Table
245 187 F5BB
Advance Flash Colour Cycle
245 210 F5D2
Flash Colour Cycle Table
245 218 F5DA
Extra Life Flash Effect
246 6 F606
OR Blit Title Strips
246 55 F637
Draw Attract Title
246 112 F670
Messaging: Credits
246 195 F6C3
Read Control Input
246 216 F6D8
Common Control Input Return
246 221 F6DD
Control Handler Table
246 233 F6E9
Read Keyboard Combined
246 238 F6EE
Read Keyboard Split
246 250 F6FA
Read Keyboard Rows
247 4 F704
Read Control Kempston
247 30 F71E
Read Control Sinclair
247 61 F73D
Read Control Fuller
247 82 F752
Read Control Cursor
247 111 F76F
XOR Blit Sprite
247 238 F7EE
Animate Intro Sprites
248 60 F83C
Draw Intro Sprites
248 84 F854
Game status buffer entry at F854