Page Byte Address Description
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
143 176 8FB0
Text
144 0 9000
Continuation points, see 9E6C
146 50 9232
Text
149 54 9536
Data block at 9536
149 227 95E3
Data block at 95E3
155 252 9BFC
Redraw table: 18 records used to draw the shadow screen
164 128 A480
Data block
170 255 AAFF
Spacecraft sprite data
178 30 B21E
Text
181 215 B5D7
Small Font
183 181 B7B5
Info Screen Text
184 240 B8F0
Masks and Sprites
217 0 D900
Shadow screen