Address Description
9470
The game has just loaded
9667
Active/inactive shield
9683
Draw Rex and shield
9731
Destroy all enemy projectiles
9739
Release a smartbomb
976E
Destroy an enemy if smartbomb released or Rex dead
97AB
Reset sound buffer, volume channels and check for FIRE key
97D2
Reset sound data and wait for FIRE key press
9807
Destroy enemy
98B0
Update attribute color for score points in HUD
98C9
Draw score on HUD
98D9
Draws lives number on HUD
98EC
Handle shield loss
9918
Draw shield power
9945
Increment score
996A
HUD flash
99E3
Handle FINAL BOSS destruction
9AE5
Draw explosion for FINAL BOSS
9B4D
Draw random attribute color for FINAL BOSS explosion
9BA7
Handle Rex Dead - Last live explossion
9CC5
Handle Rex dead - Main routine
9D2D
Handle respawn
9D68
Handle Rex dead - Resume or finish game
9E05
Rex visibility active
9E15
Configure data for Rex teleporting when game begins or resume
9E3D
Configure data for Rex teleporting when dead
9E67
Handle Rex visibility during teleporting
9EE4
Initialize teleporting into room data
9EF1
Configure teleporting out of the room
9F15
Handle FOOT MAN teleporting
9F8F
Hide a portion of Rex to simulate teleporting
9F9B
Handle Rex atoms flush during teleporting
A0F8
Handle Rex over special tiles
A26C
Update timer bar in HUD
A2DB
Initialize time bar loop counters
A2E6
Draws a windows in the display file
A34D
Draw HUD
A383
Draw the sprites for the smartbomb icons in HUD (1/2)
A39F
Draw the sprites for the smartbomb icons in HUD (2/2)
A3BA
Draw the sprites for the weapon icons in HUD (1/2)
A3E1
Draw the sprites for the weapon icons in HUD (2/2)
A432
Copy room graphic buffer to display file
A487
Print the text content of the windows
A51D
Pseudo-random number generator
A556
Reset display and attribute file
A570
Draw the number saved in charcode buffer at $A23D into display file
A5AA
Convert a number into a list of digits charcodes
A612
Configure and check key pressed routines for Rex movement
A68F
Pause game
A69C
Draw explosion debris
A6AB
Computes address position in tile type buffer based on (x,y) position on screen
A6DD
Computes address into attribute file based of (x,y)-pixel-position on screen
A706
Update arrow tiles, shield recharger and respawn indicator
A793
Initialise drones configuration data buffer
A7A4
Draw drones for multiple weapon
A8F6
Update weapon in inventory (HUD)
A939
Configure current room
A98E
Main loop for attract-mode
B243
Reset room graphic buffer
B296
Draw an entity (enemy, object or player)
B37F
Copy tile graphic into room graphic data
B3B8
Rex fires weapon
B49C
Handle spray weapon fire
B519
Configure Rex spray weapon projectile
B530
Computes offset into the room graphic data based on projectile y-delta
B54C
Configure weapon sound and check for weapon free slot
B5D4
Create a new projectile
B68B
Draw projectiles
B9E6
Update color attribute for weapon icon on HUD
BA09
Handle weapon energy increase
BA6A
Handle weapon energy loss
BAB8
Handle double energy loss
BAC6
Initialise weapon data (Laser)
BADC
Draw the windows borders in the display file
BB6B
Draw a row of borders for the windows
BB9E
Draw a 3x3 grid attribute color into attribute file if tile is background
BBEA
Copy a 3x3 grid of attribute color from attribute buffer to attribute file
BC0B
Copy the attribute file of the HUD (3 first rows) to the attribute buffer of the HUD
BC17
Draw random attribute color for explosion
BC48
Draw enemies (1/2)
BF4F
Draw enemies (2/2)
C141
Configure BULB projectiles
C1CB
Handle bubble bouncing and burst
C25E
Handle explosion debris movement and draw it
C2E7
Handle enemy lateral movement (1/2)
C3C1
Handle TRIANGLE
C433
Handle enemy lateral movement (2/2)
C5BE
Enemy configuration for FOOTMAN crouched or stand-by
C5E8
Handle FOOT MAN walking/stand-by state change
C627
Handle FOOT MAN walking/crouching state change
C66E
Enemy configuration for FOOT MAN jumping
C691
Handler for FOOT MAN jumping
C721
Handler for FOOT MAN falling
C794
Obtain the tile type address pointer under the entity
C7AE
Initialize graphic and attribute data buffers for current room
C932
Copy room color attribute buffer to attribute file
C95B
Utilities routine - Multiply two values
C962
Configure room connection and enemies of the room
C9CD
Check for end game room
C9E3
Generate train parts: front, middle or rear wagon
CA35
Creates a new mobile enemy on room
CAF6
Check if enemy can be generated in a position
CB41
Configure static enemies for the current room
CB77
Configure entity for the current room
CD44
Handle speed up duration
CD52
Configure Rex to move right
CD6E
Configure Rex to move left
CD8B
Handle Rex lateral movement
CD95
Move Rex left or right
CDB8
Handle Rex collision detection moving right
CDD2
Handle Rex collision detection moving left
CDF5
Check if a tile is a wall or a background
CE30
Check room connection to the left
CE41
Check room connection to the right
CE52
Configure Rex for jump
CE74
Handle Rex jumping
CEE5
Handle Rex falling
CF59
Handle enemy projectile collision with Rex
CFB5
Handle collision detection of enemy with Rex and projectiles
D24E
Handle Rex takes question
D338
Increment number of lives
D346
Reset sound data channels
D36F
Reset the 3 channel volumes of the AY-3-8912
D37F
Configure sound channel and mixer register
D424
Play sound channels
D473
Configure note for current channel
D4DC
Send channel volume command
D4F1
Send commands to AY-3-8912
D609
Show weapon bonus windows
D658
Draws an sprite
D6A1
Fill a rectangle with a color attribute in the attribute file
DAC0
Main loop for the tile screen
DB27
Enter and decode password
DD1F
Handle passsword code input
DE19
Keypress handlers for the title screen menu