Address Description
8F79
Redirects
8F8A
Advance object movement timers by pending ticks
90F2
GAME MODE
92CE
Prepare objects for the current Zone
9394
Draw digit with size of 16x24 pixels into the ZONE indicator
93B7
Build the current-zone object list from the master object table
9423
Initializing objects tables
95EF
Prepare shadow screen, show the screen
9633
Draw zone border line
9658
Draw zone land
9822
Remove objects from the shadow screen
985A
Sort Objects
9933
Draw sprite with shift by -2px
9980
Sort Objects: flag a drawn sprite's char-cells for redraw
99D1
Draw sprite with shift by 4px
9A26
Draw sprite with shift by 2px
9A70
Draw sprite with no shift
9A9B
Redraw changes
9C7B
Process object movement
A03B
Objects logic
A10B
Restore one unit of power
A11B
Objects logic: perform the action
A270
Get the next random number
A291
Intro
A34D
Routine (the most used one)
A367
Run the DEMO MODE loop
A3D3
Prepare screen and indicators
A414
Increment the score
A450
Check Score
A546
Draw Rough
A617
Animation in Zone 30
A677
Zone 30 animation: draw an 8-column glyph strip to the screen
A694
Zone 30 animation: run the DEMO scroll to Zone 36, then tear down
A8C5
Show one screen in DEMO mode
A8D6
Draw zone specials
B0DE
Start point
B203
Sound
B2DA
Prepare shadow screen
B33C
Draw the "HIGHWAY ENCOUNTER" big sign
B39A
Prepare screen
B3D8
Title screen: animate one pyramid block appearing
B41B
Draw the current pyramid-block sprite (abort on keypress)
B4D0
Show Info Screen
B52D
Print Small Font Signs on the Info Screen
B890
Print Text