Page Byte Address Description
64 0 4000
Screen
91 0 5B00
Font
113 0 7100
Sprites
121 0 7900
Data block
122 0 7A00
Table with sprite addresses
123 0 7B00
Global objects table, 16 bytes per record, max 240 records
138 0 8A00
Objects table, 9 fixed records, 16 bytes each record
138 144 8A90
Objects table, 44 dynamic records, 16 bytes each
141 82 8D52
List of objects to draw, order from far to nearest by Z-coord
142 0 8E00
Table used in object movement procedure, 8 bytes each record
143 0 8F00
Variables
143 121 8F79
Redirects
143 137 8F89
Pending object movement-tick count
143 138 8F8A
Advance object movement timers by pending ticks
143 176 8FB0
Text
144 0 9000
Continuation points, see 9E6C
144 242 90F2
GAME MODE
146 50 9232
Text
146 206 92CE
Prepare objects for the current Zone
147 148 9394
Draw digit with size of 16x24 pixels into the ZONE indicator
147 183 93B7
Build the current-zone object list from the master object table
148 35 9423
Initializing objects tables
149 54 9536
Data block at 9536
149 227 95E3
Data block at 95E3
149 239 95EF
Prepare shadow screen, show the screen
150 51 9633
Draw zone border line
150 88 9658
Draw zone land
152 34 9822
Remove objects from the shadow screen
152 90 985A
Sort Objects
153 51 9933
Draw sprite with shift by -2px
153 128 9980
Sort Objects: flag a drawn sprite's char-cells for redraw
153 209 99D1
Draw sprite with shift by 4px
154 38 9A26
Draw sprite with shift by 2px
154 112 9A70
Draw sprite with no shift
154 155 9A9B
Redraw changes
155 252 9BFC
Redraw table: 18 records used to draw the shadow screen
156 123 9C7B
Process object movement
160 59 A03B
Objects logic
161 11 A10B
Restore one unit of power
161 27 A11B
Objects logic: perform the action
162 112 A270
Get the next random number
162 141 A28D
Data block at A28D
162 145 A291
Intro
163 77 A34D
Routine (the most used one)
163 103 A367
Run the DEMO MODE loop
163 211 A3D3
Prepare screen and indicators
164 20 A414
Increment the score
164 80 A450
Check Score
164 128 A480
Data block
165 70 A546
Draw Rough
166 23 A617
Animation in Zone 30
166 119 A677
Zone 30 animation: draw an 8-column glyph strip to the screen
166 148 A694
Zone 30 animation: run the DEMO scroll to Zone 36, then tear down
168 197 A8C5
Show one screen in DEMO mode
168 214 A8D6
Draw zone specials
170 255 AAFF
Spacecraft sprite data
176 222 B0DE
Start point
178 3 B203
Sound
178 30 B21E
Text
178 218 B2DA
Prepare shadow screen
179 60 B33C
Draw the "HIGHWAY ENCOUNTER" big sign
179 154 B39A
Prepare screen
179 216 B3D8
Title screen: animate one pyramid block appearing
180 27 B41B
Draw the current pyramid-block sprite (abort on keypress)
180 208 B4D0
Show Info Screen
181 45 B52D
Print Small Font Signs on the Info Screen
181 215 B5D7
Small Font
182 44 B62C
Info Screen Small Font Signs
183 181 B7B5
Info Screen Text
184 144 B890
Print Text
184 240 B8F0
Masks and Sprites
217 0 D900
Shadow screen