Page Byte Address Description
91 0 5B00
Data block at 5B00
91 17 5B11
Object records, 20 bytes wide
91 217 5BD9
Data block at 5BD9
100 51 6433
Sound channel counters (7 slots), decay rates follow at $6441
102 72 6648
Effect slot table, 5 records of 5 bytes
102 209 66D1
Packed tile records, unpacked into the $6711 buffer by 706E
104 27 681B
Scroll state: message pointer, step timer and the font-row buffer
106 163 6AA3
Messages to use in Redefine Keys
111 217 6FD9
Name-entry selector records, 4 of 3 bytes
111 229 6FE5
Name-entry letter records, 8 of 2 bytes
112 154 709A
Feature codes for the name-entry strip, indexed by column
113 178 71B2
Screen attributes, 4 bytes
117 152 7598
Keyboard ports and bit masks - keys to read in game mode
119 95 775F
Spacing-mode handler addresses, indexed by the mode in $FDB1
120 204 78CC
Table to map special char $00..$1F to types $00..$02
120 236 78EC
Address map to print chars $00..$1F - 32 addresses
122 99 7A63
Data block at 7A63
126 160 7EA0
Font
128 18 8012
Scenery handler addresses, indexed by the level record code minus one (see 9193); the level data at $9236 names what each code places
130 180 82B4
Data 13 bytes to copy at $FDCF
136 229 88E5
Two-tone structure graphic, drawn by 87F1
145 36 9124
Cliff attribute palette, indexed by column
146 54 9236
Level 1
147 64 9340
Level 2
148 24 9418
Level 3
148 232 94E8
Level 4
149 152 9598
Level 5
150 148 9694
Level 6
151 142 978E
Level 7
152 24 9818
Level 8
152 226 98E2
Offsets in $A000 sprites block, lo byte
160 0 A000
Sprites of Player and troopers; width 3 height 21
192 0 C000
Sprite addresses
192 80 C050
Sprite ???; width 2
192 160 C0A0
Sprite ???; width 2
192 240 C0F0
Sprite Cliff bottom left; width 6
193 224 C1E0
Sprite Cliff top left; width 6
194 112 C270
Sprite ???; width 2
194 196 C2C4
Sprite ???; width 2
195 24 C318
Sprite Cliff edge left; width 2
195 80 C350
Sprite Cliff edge right; width 2
195 136 C388
Sprite Cliff bottom right; width 6
196 120 C478
Sprite Cliff top right; width 6
197 8 C508
Sprite Cave, exit to the right; width 6
197 248 C5F8
Sprite Cave, exit to the left; width 6
198 232 C6E8
Sprite Cave top edge; width 6
199 24 C718
Sprite Cave bottom edge; width 6
199 72 C748
Sprite Truck; width 8
200 72 C848
Sprite ???; width 2?
200 144 C890
Sprite Hut; width 6
201 128 C980
Sprite Jeep; width 4
202 0 CA00
Sprite Motorbike; width 6
202 144 CA90
Sprite ???; width ?
202 192 CAC0
Sprite ???; width ?
203 32 CB20
Sprite ???; width ?
203 80 CB50
Sprite Wall; width 4
204 24 CC18
???
207 56 CF38
Sprite ???
207 120 CF78
Sprite for the scenery drawn by 8ECC
207 252 CFFC
Sprite for the grenade crate (8EE3)
208 128 D080
Sprite for the scenery drawn by 8E74
208 192 D0C0
Sprite for the scenery drawn by 8E83
209 0 D100
Sprite for the tall scenery drawn by 897F
209 160 D1A0
Sprite for the scenery drawn by 903E
210 36 D224
Sprite for the scenery drawn by 8F17
210 108 D26C
Sprite for the scenery drawn by 8F26
210 216 D2D8
Sprite for the scenery drawn by 8F35
211 32 D320
Lower half of the two-part scenery object (9014)
211 128 D380
Sprite for the scenery drawn by 88FD
214 20 D614
Upper half of the two-part scenery object (9014)
214 68 D644
Truck sprite variant used by 86F5
217 68 D944
Truck sprite variant used by 86F5
221 63 DD3F
Sprite frame table, indexed by object state and direction
225 21 E115
Data block at E115
225 136 E188
Enemy AI state handler addresses, indexed by the state byte (+$12) from E972
228 242 E4F2
Direction codes read by EBE1 as $E4F1 + the direction bits; index 0 is never used, so the base byte is the RET above
236 129 EC81
Per-direction shot offsets and sizes, read by ED31