| Address |
Description |
| 24832 |
Deal with Sam while he's transfixed by Lana |
| 24914 |
Prepare for the next game mode |
| 24925 |
Reset a gangster's location and restart the command list |
| 24951 |
'J' pressed - joystick |
| 25039 |
Add a random number of bucks to Sam's total |
| 25074 |
Check whether a gangster is close enough to Sam to pick him up |
| 25081 |
Make the gangster at no. 15 lie in wait for Sam |
| 25088 |
Make a sound effect |
| 25118 |
Control the sniper while active |
| 25307 |
Control the sniper |
| 25385 |
Make a gangster chase Sam |
| 25420 |
Control a banknote |
| 25539 |
Check whether Sam has somersaulted onto a banknote |
| 25600 |
Copy source sprite tiles over target sprite tiles |
| 25618 |
Prepare sprite tiles used by Sam when somersaulting or rolling |
| 25784 |
'R' pressed - forward roll |
| 25789 |
'S' pressed - somersault |
| 25918 |
Check whether Sam can roll or somersault from his current location |
| 25944 |
Determine Sam's location |
| 26002 |
Check whether Sam has been hit by a bullet |
| 26075 |
Move and draw the bullets |
| 26224 |
Update the sniper's sprite tile references |
| 26328 |
Check whether Sam is within firing range of the sniper |
| 26352 |
Make the sound effect of Sam being hit by a bullet |
| 27892 |
Check whether Sam is at the right place to pick up a telephone |
| 28150 |
Set A=1 |
| 28160 |
Print a message |
| 28186 |
Print a number |
| 28295 |
Adjust Sam's cash supply and print the new amount |
| 28337 |
Increment the score and decrement Sam's cash supply |
| 28357 |
Add a message to the message queue |
| 28616 |
Randomly select a message number |
| 28635 |
'M' pressed - toggle message speed |
| 28646 |
Make the sound effect of a sniper firing |
| 28660 |
Update the telephone icon |
| 28703 |
Show or hide an icon in the icon panel |
| 28760 |
Initialise the icon panel, score box and message line |
| 28803 |
Check whether a character is on a roof with edges on each side |
| 28842 |
Check whether a policeman can spot Sam |
| 28886 |
Check whether a character is visible to passers-by |
| 28942 |
Check whether a character is close enough to Sam to pick him up |
| 29004 |
Check whether a character is immobilised by a blown fuse |
| 29052 |
Make a policeman switch a light on if possible |
| 29072 |
Set a character's destination to Sam's current location |
| 29088 |
Set a policeman's destination to Sam's current location |
| 29100 |
Send a policeman to Sam's last known whereabouts |
| 29149 |
Make a gangster or policeman pick Sam up |
| 29218 |
Make a policeman start chasing Sam if appropriate |
| 29332 |
Check whether Sam's disguise is known to the police |
| 29354 |
Control a policeman (1) |
| 29361 |
Control a policeman (2) |
| 29559 |
Make a policeman chase Sam or go to his last known whereabouts if appropriate |
| 29578 |
Check whether Sam or a gangster is inside a region |
| 29597 |
Check whether a gangster should start chasing Sam |
| 29668 |
Show or hide the fuse, door, light bulb or phone in the icon panel (1) |
| 29716 |
Clear the message line and display the first aid kits |
| 29733 |
Show or hide the fuse, door, light bulb or phone in the icon panel (2) |
| 29854 |
Check whether Sam is standing next to a telephone |
| 29866 |
'F' pressed - fuse |
| 29912 |
Deal with Sam |
| 29952 |
Process the event table |
| 30017 |
Initialise the events and objects for a new game |
| 30043 |
Initialise an event or object for a new game |
| 30053 |
Make the cash bonus/key sound effect |
| 30070 |
'L' pressed - light on/off |
| 30092 |
'B' pressed - raise/lower blind |
| 30116 |
Check whether Sam is standing next to a fuse that has not been blown yet |
| 30146 |
Deal with Sam when his arm is raised or his knees are bent |
| 30154 |
Add an urgent message to the message queue |
| 30160 |
Determine the interval between the last message and the next |
| 30198 |
Ask Sam 'WHO'S THERE?' when he takes or makes a phone call |
| 30211 |
Check whether Sam has found something and update the icon panel |
| 30396 |
Deal with a character who is at the entrance to a building |
| 30429 |
Check whether Sam is standing next to a ringing telephone |
| 30458 |
'T' pressed - telephone |
| 30511 |
Check whether a character can answer the telephone that Sam is calling |
| 30575 |
Deal with Sam when he's on the phone and has been asked 'WHO'S THERE?' |
| 30627 |
Check whether there is a telephone message for Sam |
| 30675 |
Deal with Sam when he's on the phone |
| 30822 |
Prepare for a cutscene |
| 30972 |
Check whether a message is in the message queue |
| 30989 |
Display a cutscene |
| 31126 |
Collect a keypress during the game (or simulate one in demo mode) |
| 31204 |
'G' pressed - get object |
| 31236 |
Send the police after Sam |
| 31244 |
Place a telephone call |
| 31255 |
Check whether Sam has dialled a valid telephone number |
| 31284 |
Queue the message 'I HUNG UP' (unused) |
| 31289 |
Check whether Sam has entered a house through the front door without a key |
| 31319 |
Make a gangster walk up or down until Sam arrives |
| 31338 |
Make a gangster walk up and down while watching for Sam |
| 31362 |
Make a gangster chase and pick up Sam |
| 31414 |
Increment the score and decrement Sam's cash supply at regular intervals |
| 31458 |
Prepare the phone messages, events and objects for a new game |
| 31476 |
Deal with Sam when he's being carried by a gangster or policeman |
| 31580 |
Deal with a character who is standing next to the jail cell door |
| 31594 |
Let Sam out of jail if necessary |
| 31642 |
Make a policeman arrest Sam, and end the game if he cannot pay his bail |
| 31670 |
Control the hook while it's flying |
| 31713 |
'C' pressed - use hook |
| 31808 |
Check whether a character will soon be entering or leaving the hotel |
| 31944 |
Collect a character's destination coordinates from a command list |
| 31960 |
Take the hook and budgie from Sam |
| 31998 |
Check whether Sam should be chased by the police |
| 32009 |
Set the attribute bytes for Sam's current disguise |
| 59136 |
Copy a play area tile into the back buffer |
| 59148 |
Print a tile |
| 59368 |
Move a row of the screen left, right, up or down |
| 59406 |
Scroll the screen left 8 columns |
| 59461 |
Scroll the screen right 8 columns |
| 59516 |
Scroll the screen up 6 rows |
| 59575 |
Scroll the screen down 6 rows |
| 59635 |
Superimpose sprite tiles onto a tile of the play area |
| 59848 |
Update the SRB for a character's current animatory state and location |
| 59861 |
Update a character's animatory state and location and update the SRB |
| 60032 |
Update the display |
| 60082 |
Get the keypress offset of the last key pressed (1) |
| 60121 |
Get the ASCII code of the last key pressed |
| 60146 |
Get the keypress offset of the last key pressed (2) |
| 60152 |
Check whether a character is on the sidewalk or road |
| 60179 |
Obtain descriptors for a character's current location |
| 60293 |
Make a character stand up if he's lying down |
| 60315 |
Make a character move up |
| 60320 |
Make a character move down |
| 60334 |
Make a character move right |
| 60347 |
Make a character move left |
| 60506 |
Move a character from the midstride or mid-action position and update the SRB |
| 60521 |
Make a sound effect |
| 60539 |
Move Sam from the midstride or mid-action position and scroll the screen if necessary |
| 60626 |
'Q' pressed - up |
| 60631 |
'A' pressed - down |
| 60636 |
'P' pressed - right |
| 60641 |
'O' pressed - left |
| 60720 |
Obtain location descriptors for a character standing next to a closed door |
| 60726 |
Obtain an identifier for a character's current location |
| 60812 |
Determine the next move a character should make to reach his destination |
| 61440 |
Perform various main loop tasks |
| 61483 |
Main loop |
| 61568 |
Update the icon panel, draw the bullets, and scan the event table |
| 61600 |
Start (continued) |
| 61603 |
Populate pages 126 and 127 (unused) |
| 61612 |
Start the game (unused) |
| 61618 |
Return to BASIC (unused) |
| 61630 |
End a cutscene |
| 61696 |
Open or close a door and update the screen refresh buffer |
| 61764 |
Close any doors that need closing |
| 61791 |
Collect one byte from a command list |
| 61809 |
Copy two bytes from a command list into a character's buffer |
| 61823 |
Get a random number |
| 61838 |
Cycle a character buffer group forwards and scroll the screen right 8 columns |
| 61882 |
Cycle a character buffer group backwards and scroll the screen left 8 columns |
| 61923 |
Check for keypresses when Sam is on the phone |
| 61948 |
Move the characters |
| 62080 |
Terminate a command |
| 62099 |
Check whether the door that a character is standing next to is closed |
| 62120 |
Check whether a character can open a door |
| 62192 |
'K' pressed - knock on or open a door |
| 62212 |
Make Sam raise his arm |
| 62216 |
Deal with Sam when he has knocked on or is opening a door |
| 62264 |
Make a character knock on a door or open it with a key |
| 62278 |
Control a character who is knocking on or opening a door (1) |
| 62297 |
Control a character who has knocked on a door and is waiting for an answer |
| 62325 |
Control a character who is knocking on or opening a door (2) |
| 62339 |
Control a character who is knocking on or opening a door (3) |
| 62368 |
Update the SRB for a window |
| 62468 |
Decrement and check the blown fuse delay counters |
| 62518 |
Check whether a character is standing next to a light switch |
| 62597 |
Make a character flip a light switch off or on occasionally |
| 62694 |
Make a character flip a light switch on or off occasionally |
| 62880 |
Make a character flip a light switch off occasionally |
| 62892 |
Guide a character up or down staircases |
| 62926 |
Guide a character across a floor to his destination |
| 62966 |
Make a character consider switching a light off (unused) |
| 62971 |
Guide a character from one spot on the sidewalk or road to another |
| 62976 |
Make a character go to a location |
| 63110 |
Make a character stop running and restart the command list |
| 63118 |
Check whether a gangster is midstride or has his arm raised |
| 63128 |
Check whether a character is midstride |
| 63138 |
Calculate the x-coordinate of the front column of a character's sprite |
| 63152 |
Check whether a character is standing next to a light switch or window blind |
| 63198 |
Restart the command list |
| 63209 |
Make a character walk up or down |
| 63281 |
Make a character drop Sam |
| 63304 |
Make a character walk up and down until somebody knocks on a door |
| 63386 |
Initialise a cat's interruptible subcommand |
| 63403 |
Initialise and execute an interruptible subcommand |
| 63409 |
Change the primary command routine address |
| 63423 |
Make a character open a door that has been knocked on |
| 63437 |
Open a door |
| 63450 |
Collect the window flags for a play area location |
| 63472 |
Initialise the character buffers for character groups 215-221 |
| 63520 |
Make a character walk up and down for a while |
| 63530 |
Control a cat |
| 63558 |
Make a cat run up or down |
| 63614 |
Initialise the character buffers for characters 222-230 |
| 63662 |
Prepare for demo mode or a new game |
| 63749 |
Check whether a character is in the correct spot to enter a building |
| 63774 |
Check whether a character should enter a building or knock first |
| 63784 |
Prepare the sprite tiles used by a character when lying down |
| 63838 |
Change Sam's disguise |
| 63954 |
Knock a character over |
| 63981 |
Initialise an uninterruptible subcommand if possible |
| 63994 |
Initialise an uninterruptible subcommand |
| 64005 |
Deal with a character who has been knocked over |
| 64121 |
Check whether there are any messages remaining in the message queue |
| 64131 |
Deal with a character who has nearly recovered from being knocked over |
| 64162 |
Check whether a falling character has hit anyone on the head |
| 64218 |
'D' pressed - change disguise |
| 64227 |
Move a falling character to the next point in his descent |
| 64331 |
Control a character who has stepped off the roof of a building |
| 64338 |
Deal with a character who is about to step off the roof of a building |
| 64512 |
Deal with a character who is stepping onto or over the roof of no. 19 |
| 64549 |
Add or remove the rope above the roof of no. 19 |
| 64582 |
Generate the table of mirrored values of 0-255 |
| 64599 |
Hide the play area |
| 64618 |
Scroll the screen up and down 7 times |
| 64740 |
Make a sound effect |