Address Description
947A
The game has just loaded
967F
Active/inactive shield
969B
Draw Rex and shield
9749
Destroy all enemy projectiles
9751
Release a smartbomb
9786
Destroy an enemy if smartbomb released or Rex dead
97C3
Reset sound buffer, volume channels and check for FIRE key
97EA
Reset sound data and wait for FIRE key press
97FD
Configure explosion
981F
Destroy enemy
98AF
Handle Boss destruction. Boss semi/full destroyed
9968
Handle train stop. Front wagon has been destroyed
9992
Update attribute color for score points in HUD
99AB
Draw score on HUD
99BB
Draws lives number on HUD
99CE
Handle shield loss
99FA
Draw shield power
9A27
Increment score
9A4C
HUD flash
9AC5
Handle Rex Dead - Last live explossion
9BDA
Handle Rex dead - Main routine
9C3B
Handle respawn
9C76
Handle Rex dead - Resume or finish game
9D0F
Rex visibility active
9D1F
Configure data for Rex teleporting when game begins or resume
9D47
Configure data for Rex teleporting when dead
9D71
Handle Rex visibility during teleporting
9E02
Handle Rex atoms flush during teleporting
9F5F
Handle Rex over special tiles
A0C4
Update timer bar in HUD
A133
Initialize time bar loop counters
A13E
Draws a windows in the display file
A1A5
Draw HUD
A1DB
Draw the sprites for the smartbomb icons in HUD (1/2)
A1F7
Draw the sprites for the smartbomb icons in HUD (2/2)
A212
Draw the sprites for the weapon icons in HUD (1/2)
A239
Draw the sprites for the weapon icons in HUD (2/2)
A28A
Copy room graphic buffer to display file
A2DF
Print the text content of the windows
A375
Pseudo-random number generator
A3AE
Reset display and attribute file
A3C8
Draw the number saved in charcode buffer at A0A4 into display file
A402
Convert a number into a list of digits charcodes
A46A
Configure and check key pressed routines for Rex movement
A4E7
Pause game
A4F4
Draw explosion debris
A503
Computes address position in tile type buffer based on (x,y) position on screen
A535
Computes address into attribute file based of (x,y)-pixel-position on screen
A55E
Update arrow tiles, shield recharger, respawn indicator, fire and water effect
A628
Initialise drones configuration data buffer
A639
Draw drones for multiple weapon
A78B
Update weapon in inventory (HUD)
A7A9
Simulate conveyor belt going up
A7BA
Simulate conveyor belt going down
A7CE
Computes and show password code for Rex 2
A89D
Configure current room
A915
Main loop for attract-mode
B205
Reset room graphic buffer
B258
Draw an entity (enemy, object or player)
B339
Copy tile graphic into room graphic data
B372
Rex fires weapon
B456
Handle spray weapon fire
B4D3
Configure scanner bullet projectile and Rex spray weapon projectile
B4EA
Computes offset into the room graphic data based on projectile y-delta
B506
Configure weapon sound and check for weapon free slot
B57E
Create a new projectile
B645
Draw projectiles
B96B
Update color attribute for weapon icon on HUD
B98E
Handle weapon energy increase
B9EF
Handle weapon energy loss
BA3D
Handle double energy loss
BA49
Initialise weapon data
BA5C
Draw enemies
BE5B
Configure projectile for swing gun
BED3
Handle bubble bouncing and burst
BF66
Handle explosion debris movement and draw it
BFEF
Handle lateral movement for FOOTMAN, STOMPER, MINE, SCANNER, POD, MINE LAYER and BLOB
C03A
Scanner fire weapon
C05A
Handle POD and MINE LAYER
C0E0
Handle collision detection for BLOB
C12E
Change x/y-delta for BLOB
C14D
Handle BLOB and MINE movement
C1CA
Handle lateral collision detection for POD and MINE LAYER and shot for MINE LAYER
C213
Handle SCANNER - moves up
C239
Handler for Scanner bumping animation
C27E
Handle scanner shot and collision detection horizontally
C2FD
Handle SCANNER - Moves down
C3BE
Configure scanner for bump/fire state
C3E0
Handle collision detection for entity moving right
C4A6
Handle collision detection for entity moving left
C531
Handle possible crouch for FOOT MAN
C540
Handle possible jump for FOOT MAN
C54D
Enemy configuration for FOOTMAN crouched or stand-by
C577
Handle FOOT MAN walking/stand-by state change
C5B6
Handle FOOT MAN walking/crouching state change
C5FD
Enemy configuration for FOOT MAN jumping
C620
Handler for enemies going up: SCANNER, POD, MINE LAYER and FOOTMAN Jumping
C6C2
Handler for enemies going down: SCANNER, POD, MINE LAYER and FOOTMAN falling
C72B
Obtain the tile type address pointer under the entity
C745
Initialize graphic and attribute data buffers for current room
C8BF
Copy room color attribute buffer to attribute file
C8DB
Utilities routine - Wait some time
C8E8
Utilities routine - Multiply two values
C8EF
Configure room connection and enemies of the room
C95A
Check for end game room
C965
Initialize train for the current room
C978
Generate train parts: front, middle or rear wagon
C9CA
Creates a new mobile enemy on room
CB03
Check if enemy can be generated in a position
CB52
Configure static enemies for the current room
CB88
Configure entity for the current room
CE7B
Draw the windows borders in the display file
CF0A
Draw a row of borders for the windows
CF3D
Draw a 3x3 grid attribute color into attribute file if tile is background
CF6E
Copy a 3x3 grid of attribute color from attribute buffer to attribute file
CF8F
Copy the attribute file of the HUD (3 first rows) to the attribute buffer of the HUD
CF9B
Draw random attribute color for explosion
CFCC
Handle speed up duration
CFDA
Configure Rex to move right
CFF6
Configure Rex to move left
D013
Handle Rex lateral movement
D01D
Move Rex left or right
D040
Handle Rex collision detection moving right
D056
Handle Rex collision detection moving left
D06C
Check if a tile is a wall or a background
D0A0
Check room connection to the left
D0B1
Check room connection to the right
D0C2
Configure Rex for jump
D0E4
Handle Rex jumping
D14D
Handle Rex falling
D1B9
Handle enemy projectile collision with Rex
D215
Handle collision detection of enemy with Rex and projectiles
D4B6
Handle Rex takes question
D5A0
Increment lives
D5AE
Reset sound data channels
D5D7
Reset the 3 channel volumes of the AY-3-8912
D5E7
Configure sound channel and mixer register
D682
Send data to the mixer register of AY-3-8912
D68C
Play sound channels
D6DB
Configure note for current channel
D744
Send channel volume command
D759
Send commands to AY-3-8912
D858
Check for an slot in Enemy configuration buffer to create another enemy
D871
Show weapon bonus windows
D8A3
Copy screen display file into room graphic data buffer
D8C0
Draws an sprite
D909
Fill a rectangle with a color attribute in the attribute file
DAC0
Main loop for the tile screen
DBAE
Check for key pressed in the DEFINE keys windows
DD54
Keypress handlers for the title screen menu
E00B
Draw the enemy sprite on title screen (1/2)
E04F
Draw the enemy sprite on title screen (2/2)