; Indice Alfabtico de Palabras (#D01#) Punteros a primera palabra de cada letra A-Z, hay que aadir $6000
; son $40 (64) bytes
; ------------------------------------------------------------------------------------------------------------------------------------
WordIndex						
L_6000	fdb $0000,Word_A-$6000,Word_B-$6000,Word_C-$6000,Word_D-$6000,Word_E-$6000,Word_F-$6000,Word_G-$6000
	fdb Word_H-$6000,Word_I-$6000,Word_J-$6000,Word_K-$6000,Word_L-$6000,Word_M-$6000,Word_N-$6000,Word_O-$6000
	fdb Word_P-$6000,Word_Q-$6000,Word_R-$6000,Word_S-$6000,Word_T-$6000,Word_U-$6000,Word_V-$6000,Word_W-$6000
	fdb $0000,Word_Y-$6000,$0000,$0000,$0000,$0000,$0000,$0000
; ------------------------------------------------------------------------------------------------------------------------------------
; (#D02#) (DICTIONARY) son $BC0 (3.008) bytes
WordList						
Word_A  
L_6040  fcb $41,$00,$80					; A
L_6043  fcb $21,$63,$12,$0F,$13,$93			; ACROSS
L_6049  fcb $21,$66,$14,$05,$92				; AFTER
L_604E  fcb $41,$2C,$8C					; ALL
L_6051  fcb $41,$0C,$12,$05,$01,$04,$99			; ALREADY
L_6058  fcb $41,$0E,$80					; AN
L_605B  fcb $41,$4E,$84					; AND
L_605E  fcb $41,$0E,$0F,$14,$08,$05,$92			; ANOTHER
L_6065  fcb $41,$12,$85					; ARE
L_6068  fcb $21,$32,$8D					; ARM
L_606B  fcb $21,$32,$12,$0F,$97				; ARROW
L_6070  fcb $21,$74,$80					; AT
L_6073  fcb $01,$F4,$14,$01,$03,$8B			; ATTACK
L_6079  fcb $21,$38,$85					; AXE
; ------------------------------------------------------------------------------------------------------------------------------------
Word_B  
L_607C  fcb $22,$41,$03,$8B				; BACK
L_6080  fcb $22,$21,$12,$84				; BARD
L_6084  fcb $22,$21,$12,$12,$05,$8C			; BARREL
L_608A  fcb $22,$41,$12,$12,$05,$8E			; BARREN
L_6090  fcb $22,$21,$99					; BAY
L_6093  fcb $22,$45,$0F,$12,$0E,$93			; BEORNS
L_6099  fcb $22,$45,$17,$09,$14,$03,$08,$05,$84		; BEWITCHED
L_60A2  fcb $22,$49,$87					; BIG
L_60A5  fcb $22,$4C,$01,$03,$8B				; BLACK
L_60AA  fcb $22,$4C,$05,$01,$8B				; BLEAK
L_60AF  fcb $22,$2C,$0F,$97				; BLOW
L_60B3  fcb $22,$2C,$0F,$0F,$84				; BLOOD
L_60B8  fcb $22,$2F,$01,$94				; BOAT
L_60BC  fcb $22,$2F,$87					; BOG
L_60BF  fcb $22,$2F,$04,$99				; BODY
L_60C3  fcb $22,$2F,$97					; BOW
L_60C6  fcb $02,$F2,$05,$01,$CB				; BREAK 
L_60CB  fdb $0658					;     (->$5806)
L_60CD  fcb $22,$52,$0F,$0B,$05,$8E			; BROKEN
L_60D3  fcb $02,$F5,$12,$8E				; BURN
L_60D7  fcb $42,$35,$D4					; BUT 
L_60DA  fdb $0245					;     (->$4502)
L_60DC  fcb $22,$35,$14,$0C,$05,$92			; BUTLER
; ------------------------------------------------------------------------------------------------------------------------------------
Word_C  
L_60E2  fcb $23,$21,$03,$08,$85				; CACHE
L_60E7  fcb $23,$21,$0D,$90				; CAMP
L_60EB  fcb $43,$01,$8E					; CAN
L_60EE  fcb $43,$01,$0E,$0E,$0F,$94			; CANNOT
L_60F4  fcb $03,$E1,$10,$14,$15,$12,$C5			; CAPTURE 
L_60FB  fdb $0073					;     (->$7300)
L_60FD  fcb $03,$01,$12,$05,$06,$15,$0C,$0C,$99		; CAREFULLY
L_6106  fcb $23,$21,$12,$12,$0F,$03,$8B			; CARROCK
L_610D  fcb $03,$E1,$72,$12,$99				; CARRY
L_6112  fcb $23,$21,$16,$85				; CAVE
L_6116  fcb $23,$21,$16,$05,$12,$8E			; CAVERN
L_611C  fcb $23,$25,$0C,$0C,$01,$92			; CELLAR
L_6122  fcb $23,$28,$05,$13,$94				; CHEST
L_6127  fcb $23,$2C,$05,$01,$12,$09,$0E,$87		; CLEARING
L_612F  fcb $03,$EC,$09,$0D,$82				; CLIMB
L_6134  fcb $03,$EC,$0F,$13,$85				; CLOSE
L_6139  fcb $23,$4C,$0F,$13,$05,$84			; CLOSED
L_613F  fcb $23,$4F,$0D,$06,$0F,$12,$14,$01,$02,$0C,$85	; COMFORTABLE
L_614A  fcb $23,$2F,$15,$0E,$14,$12,$99			; COUNTRY
L_6151  fcb $23,$32,$01,$03,$8B				; CRACK
L_6156  fcb $03,$F2,$2F,$13,$93				; CROSS
L_615B  fcb $23,$35,$10,$02,$0F,$01,$12,$84		; CUPBOARD
L_6163  fcb $23,$55,$12,$09,$0F,$15,$93			; CURIOUS
L_616A  fcb $23,$35,$12,$14,$01,$09,$8E			; CURTAIN
L_6171  fcb $23,$55,$0E,$0E,$09,$0E,$87			; CUNNING
L_6178  fcb $03,$F5,$14,$80				; CUT
; ------------------------------------------------------------------------------------------------------------------------------------
Word_D  
L_617C  fcb $04,$40,$C0					; D
L_617F  fdb $01C4					;     (->$C401)
L_6181  fcb $24,$21,$0C,$85				; DALE
L_6185  fcb $24,$41,$0E,$07,$05,$12,$0F,$15,$93		; DANGEROUS
L_618E  fcb $24,$41,$12,$8B				; DARK
L_6192  fcb $24,$45,$01,$84				; DEAD
L_6196  fcb $24,$45,$05,$90				; DEEP
L_619A  fcb $24,$45,$0E,$13,$85				; DENSE
L_619F  fcb $24,$25,$13,$0F,$0C,$01,$14,$09,$0F,$8E	; DESOLATION
L_61A9  fcb $04,$E9,$07,$80				; DIG
L_61AD  fcb $44,$09,$12,$05,$03,$14,$09,$0F,$8E		; DIRECTION
L_61B6  fcb $24,$49,$13,$07,$15,$13,$14,$09,$0E,$87	; DISGUSTING
L_61C0  fcb $24,$2F,$0F,$92				; DOOR
L_61C4  fcb $04,$4F,$17,$8E				; DOWN
L_61C8  fcb $24,$32,$01,$07,$0F,$8E			; DRAGON
L_61CE  fcb $24,$52,$01,$07,$0F,$0E,$93			; DRAGONS
L_61D5  fcb $24,$52,$05,$01,$04,$06,$15,$8C		; DREADFUL
L_61DD  fcb $24,$52,$05,$01,$12,$99			; DREARY
L_61E3  fcb $04,$F2,$09,$0E,$8B				; DRINK
L_61E8  fcb $04,$F2,$0F,$90				; DROP
L_61EC  fcb $24,$52,$99					; DRY
L_61EF  fcb $24,$35,$0E,$07,$05,$0F,$8E			; DUNGEON
; ------------------------------------------------------------------------------------------------------------------------------------
Word_E  
L_61F6  fcb $05,$40,$C0					; E
L_61F9  fdb $01FE					;     (->$FE01)
L_61FB  fcb $25,$21,$92					; EAR
L_61FE  fcb $05,$41,$13,$94				; EAST
L_6202  fcb $05,$E1,$14,$80				; EAT
L_6206  fcb $25,$44,$07,$85				; EDGE
L_620A  fcb $25,$2C,$86					; ELF
L_620D  fcb $25,$2C,$12,$0F,$0E,$84			; ELROND
L_6213  fcb $25,$4C,$16,$05,$0E,$0B,$09,$0E,$07,$93	; ELVENKINGS
L_621D  fcb $25,$2C,$16,$05,$93				; ELVES
L_6222  fcb $25,$4C,$16,$09,$13,$88			; ELVISH
L_6228  fcb $05,$ED,$50,$14,$99				; EMPTY
L_622D  fcb $05,$EE,$14,$05,$92				; ENTER
L_6232  fcb $45,$36,$05,$12,$19,$14,$08,$09,$0E,$C7	; EVERYTHING
L_623C	fdb $004E					;     (->$4E00)
L_623E  fcb $05,$F8,$01,$0D,$09,$0E,$85			; EXAMINE
L_6245  fcb $45,$38,$03,$05,$10,$94			; EXCEPT
L_624B  fcb $25,$39,$05,$93				; EYES
; ------------------------------------------------------------------------------------------------------------------------------------
Word_F  
L_624F  fcb $06,$E1,$0C,$8C				; FALL
L_6253  fcb $26,$41,$13,$94				; FAST
L_6257  fcb $06,$05,$05,$02,$0C,$99			; FEEBLY
L_625D  fcb $26,$25,$05,$94				; FEET
L_6261  fcb $06,$E9,$0C,$8C				; FILL
L_6265  fcb $26,$29,$0E,$07,$05,$92			; FINGER
L_626B  fcb $26,$29,$13,$94				; FIST
L_626F  fcb $26,$2C,$01,$0D,$05,$93			; FLAMES
L_6275  fcb $26,$4C,$01,$94				; FLAT
L_6279  fcb $26,$2C,$0F,$0F,$92				; FLOOR
L_627E  fcb $26,$4C,$0F,$17,$09,$0E,$87			; FLOWING
L_6285  fcb $06,$EF,$0C,$0C,$0F,$97			; FOLLOW
L_628B  fcb $26,$2F,$0F,$84				; FOOD
L_628F  fcb $26,$6F,$92					; FOR
L_6292  fcb $06,$0F,$12,$03,$05,$06,$15,$0C,$0C,$99	; FORCEFULLY
L_629C  fcb $26,$2F,$12,$84				; FORD
L_62A0  fcb $26,$2F,$12,$05,$13,$94			; FOREST
L_62A6  fcb $26,$2F,$12,$05,$13,$14,$12,$09,$16,$05,$92	; FORESTRIVER
L_62B1  fcb $26,$4F,$15,$8C				; FOUL
L_62B5  fcb $26,$72,$0F,$8D				; FROM
L_62B9  fcb $26,$55,$0C,$8C				; FULL
; ------------------------------------------------------------------------------------------------------------------------------------
Word_G  
L_62BD  fcb $27,$21,$0E,$04,$01,$0C,$86			; GANDALF
L_62C4  fcb $27,$21,$14,$85				; GATE
L_62C8  fcb $27,$45,$0E,$14,$0C,$99			; GENTLY
L_62CE  fcb $07,$E5,$14,$C0				; GET 
L_62D2  fdb $068C					;     (->$8C06)
L_62D4  fcb $07,$E9,$16,$85				; GIVE
L_62D8  fcb $27,$4C,$0F,$0F,$0D,$99			; GLOOMY
L_62DE  fcb $27,$8F,$20,$80				; GO
L_62E2  fcb $27,$2F,$02,$0C,$09,$8E			; GOBLIN
L_62E8  fcb $27,$4F,$02,$0C,$09,$0E,$93			; GOBLINS
L_62EF  fcb $27,$2F,$0C,$84				; GOLD
L_62F3  fcb $27,$4F,$0C,$04,$05,$8E			; GOLDEN
L_62F9  fcb $27,$2F,$0C,$0C,$15,$8D			; GOLLUM
L_62FF  fcb $27,$52,$05,$01,$94				; GREAT
L_6304  fcb $27,$52,$05,$05,$8E				; GREEN
; ------------------------------------------------------------------------------------------------------------------------------------
Word_H  
L_6309  fcb $28,$21,$0C,$8C				; HALL
L_630D  fcb $28,$21,$0C,$0C,$93				; HALLS
L_6312  fcb $28,$21,$0E,$84				; HAND
L_6316  fcb $28,$41,$12,$84				; HARD
L_631A  fcb $28,$25,$01,$84				; HEAD
L_631E  fcb $48,$25,$0C,$90				; HELP
L_6322  fcb $28,$25,$01,$12,$94				; HEART
L_6327  fcb $28,$45,$01,$16,$99				; HEAVY
L_632C  fcb $08,$65,$0C,$0C,$8F				; HELLO
L_6331  fcb $28,$49,$04,$04,$05,$8E			; HIDDEN
L_6337  fcb $28,$49,$04,$05,$0F,$15,$93			; HIDEOUS
L_633E  fcb $28,$29,$0C,$8C				; HILL
L_6342  fcb $28,$29,$0C,$0C,$93				; HILLS
L_6347  fcb $08,$E9,$14,$C0				; HIT 
L_634B  fdb $0073					;     (->$7300)
L_634D  fcb $28,$4F,$02,$02,$09,$94			; HOBBIT
L_6353  fcb $28,$2F,$02,$02,$09,$14,$0C,$01,$0E,$84	; HOBBITLAND
L_635D  fcb $28,$2F,$0C,$85				; HOLE
L_6361  fcb $28,$4F,$12,$12,$09,$02,$0C,$85		; HORRIBLE
L_6369  fcb $28,$4F,$15,$13,$85				; HOUSE
L_636E  fcb $08,$75,$12,$12,$99				; HURRY
; ------------------------------------------------------------------------------------------------------------------------------------
Word_I  
L_6373  fcb $09,$00,$C0					; I
L_6376  fdb $0392					;     (->$9203)
L_6378  fcb $09,$2E,$80					; IN
L_637B  fcb $29,$6E,$13,$09,$04,$85			; INSIDE
L_6381  fcb $29,$4E,$13,$09,$07,$0E,$09,$06,$09,$03,$01,$0E,$94	    ; INSIGNIFICANT
L_638E  fcb $09,$2E,$14,$8F				; INTO
L_6392  fcb $09,$6E,$16,$05,$0E,$14,$0F,$12,$99		; INVENTORY
L_639B  fcb $49,$13,$80					; IS
L_639E  fcb $49,$34,$80					; IT
; ------------------------------------------------------------------------------------------------------------------------------------
Word_J  
L_63A1  fcb $0A,$F5,$0D,$90				; JUMP
; ------------------------------------------------------------------------------------------------------------------------------------
Word_K  
L_63A5  fcb $2B,$25,$99					; KEY
L_63A8  fcb $0B,$E9,$0C,$CC				; KILL 
L_63AC  fdb $0073					;     (->$7300)
L_63AE  fcb $2B,$29,$0E,$87				; KING
; ------------------------------------------------------------------------------------------------------------------------------------
Word_L  
L_63B2  fcb $0C,$00,$C0					; L
L_63B5  fdb $0413					;     (->$1304)
L_63B7  fcb $2C,$21,$0B,$85				; LAKE
L_63BB  fcb $2C,$21,$0E,$84				; LAND
L_63BF  fcb $2C,$41,$12,$07,$85				; LARGE
L_63C4  fcb $0C,$E5,$01,$16,$85				; LEAVE
L_63C9  fcb $2C,$25,$87					; LEG
L_63CC  fcb $2C,$45,$16,$05,$0C,$0C,$05,$84		; LEVELLED
L_63D4  fcb $0C,$E9,$06,$D4				; LIFT 
L_63D8  fdb $068C					;     (->$8C06)
L_63DA  fcb $2C,$49,$0B,$85				; LIKE
L_63DE  fcb $0C,$E9,$07,$08,$94				; LIGHT
L_63E3  fcb $2C,$49,$14,$14,$0C,$85			; LITTLE
L_63E9  fcb $0C,$0F,$C0					; LO 
L_63EC  fdb $0413					;     (->$1304)
L_63EE  fcb $4C,$2F,$01,$84				; LOAD
L_63F2  fcb $0C,$EF,$03,$8B				; LOCK
L_63F6  fcb $2C,$4F,$03,$0B,$05,$84			; LOCKED
L_63FC  fcb $2C,$2F,$07,$93				; LOGS
L_6400  fcb $2C,$2F,$0E,$05,$0C,$01,$0E,$04,$93		; LONELANDS
L_6409  fcb $2C,$4F,$0E,$05,$0C,$99			; LONELY
L_640F  fcb $2C,$4F,$0E,$87				; LONG
L_6413  fcb $0C,$EF,$0F,$8B				; LOOK
L_6417  fcb $2C,$4F,$97					; LOW
L_641A  fcb $2C,$4F,$17,$05,$92				; LOWER
L_641F  fcb $2C,$35,$0E,$03,$88				; LUNCH
; ------------------------------------------------------------------------------------------------------------------------------------
Word_M  
L_6424  fcb $2D,$41,$07,$09,$83				; MAGIC
L_6429  fcb $2D,$21,$8E					; MAN
L_642C  fcb $2D,$21,$90					; MAP
L_642F  fcb $2D,$25,$C0					; ME 
L_6432  fdb $07A8					;     (->$A807)
L_6434  fcb $2D,$45,$01,$8E				; MEAN
L_6438  fcb $2D,$29,$12,$0B,$17,$0F,$0F,$84		; MIRKWOOD
L_6440  fcb $2D,$49,$13,$14,$99				; MISTY
L_6445  fcb $2D,$4F,$0E,$13,$14,$12,$0F,$15,$93		; MONSTROUS
L_644E  fcb $2D,$2F,$15,$0E,$14,$01,$09,$8E		; MOUNTAIN
L_6456  fcb $2D,$2F,$15,$0E,$14,$01,$09,$0E,$93		; MOUNTAINS
; ------------------------------------------------------------------------------------------------------------------------------------
Word_N  
L_645F  fcb $0E,$40,$C0					; N
L_6462  fdb $0480					;     (->$8004)
L_6464  fcb $2E,$41,$12,$12,$0F,$97			; NARROW
L_646A  fcb $2E,$41,$13,$14,$99				; NASTY
L_646F  fcb $0E,$45,$C0					; NE 
L_6472  fdb $0485					;     (->$8504)
L_6474  fcb $2E,$29,$07,$08,$94				; NIGHT
L_6479  fcb $4E,$2F,$10,$12,$09,$0E,$94			; NOPRINT
L_6480  fcb $0E,$4F,$12,$14,$88				; NORTH
L_6485  fcb $0E,$4F,$12,$14,$08,$05,$01,$13,$94		; NORTHEAST
L_648E  fcb $0E,$4F,$12,$14,$08,$17,$05,$13,$94		; NORTHWEST
L_6497  fcb $0E,$57,$C0					; NW 
L_649A  fdb $048E					;     (->$8E04)
; ------------------------------------------------------------------------------------------------------------------------------------
Word_O  
L_649C  fcb $2F,$66,$80					; OF
L_649F  fcb $2F,$66,$86					; OFF
L_64A2  fcb $0F,$E6,$06,$05,$92				; OFFER
L_64A7  fcb $2F,$4C,$84					; OLD
L_64AA  fcb $2F,$6E,$80					; ON
L_64AD  fcb $4F,$2E,$85					; ONE
L_64B0  fcb $2F,$6E,$14,$8F				; ONTO
L_64B4  fcb $0F,$F0,$05,$8E				; OPEN
L_64B8  fcb $2F,$30,$05,$0E,$09,$0E,$87			; OPENING
L_64BF  fcb $2F,$75,$94					; OUT
L_64C2  fcb $2F,$55,$14,$13,$09,$04,$85			; OUTSIDE
L_64C9  fcb $2F,$76,$05,$92				; OVER
; ------------------------------------------------------------------------------------------------------------------------------------
Word_P  
L_64CD  fcb $30,$21,$13,$13,$01,$07,$85			; PASSAGE
L_64D4  fcb $30,$21,$14,$88				; PATH
L_64D8  fcb $50,$21,$15,$13,$85				; PAUSE
L_64DD  fcb $10,$E9,$03,$CB				; PICK 
L_64E1  fdb $010D					;      (->$0D01)
L_64E3  fcb $30,$29,$94					; PIT
L_64E6  fcb $30,$2C,$01,$03,$85				; PLACE
L_64EB  fcb $10,$0C,$05,$01,$13,$85			; PLEASE
L_64F1  fcb $30,$2F,$12,$14,$03,$15,$0C,$0C,$09,$93	; PORTCULLIS
L_64FB  fcb $50,$32,$09,$0E,$94				; PRINT
L_6500  fcb $10,$F5,$0C,$8C				; PULL
L_6504  fcb $10,$F5,$33,$88				; PUSH
L_6508  fcb $10,$F5,$14,$80				; PUT
; ------------------------------------------------------------------------------------------------------------------------------------
Word_Q  
L_650C  fcb $11,$15,$09,$03,$0B,$0C,$99			; QUICKLY
L_6513  fcb $11,$15,$09,$05,$94				; QUIET
L_6518  fcb $51,$35,$09,$94				; QUIT
L_651C  fcb $31,$55,$09,$14,$85				; QUITE
; ------------------------------------------------------------------------------------------------------------------------------------
Word_R  
L_6521  fcb $32,$21,$16,$05,$0E,$08,$09,$0C,$8C		; RAVENHILL
L_652A  fcb $32,$21,$16,$09,$0E,$85			; RAVINE
L_6530  fcb $12,$65,$01,$C4				; READ 
L_6534  fdb $023E					;     (->$3E02)
L_6536  fcb $32,$45,$84					; RED
L_6539  fcb $32,$29,$02,$93				; RIBS
L_653D  fcb $32,$29,$0E,$87				; RING
L_6541  fcb $32,$29,$16,$05,$0E,$04,$05,$0C,$8C		; RIVENDELL
L_654A  fcb $32,$29,$16,$05,$92				; RIVER
L_654F  fcb $32,$2F,$01,$84				; ROAD
L_6553  fcb $32,$4F,$03,$8B				; ROCK
L_6557  fcb $32,$2F,$0F,$8D				; ROOM
L_655B  fcb $32,$2F,$10,$85				; ROPE
L_655F  fcb $32,$4F,$15,$0E,$84				; ROUND
L_6564  fcb $32,$35,$87					; RUG
L_6567  fcb $32,$35,$09,$0E,$93				; RUINS
L_656C  fcb $32,$95,$0E,$80				; RUN
L_6570  fcb $32,$35,$0E,$0E,$09,$0E,$87			; RUNNING
; ------------------------------------------------------------------------------------------------------------------------------------
Word_S  
L_6577  fcb $13,$40,$C0					; S
L_657A  fdb $0607					;     (->$0706)
L_657C  fcb $33,$21,$0E,$84				; SAND
L_6580  fcb $53,$21,$16,$85				; SAVE
L_6584  fcb $13,$E1,$19,$C0				; SAY 
L_6588  fdb $0690					;     (->$9006)
L_658A  fcb $53,$23,$0F,$12,$85				; SCORE
L_658F  fcb $13,$45,$C0					; SE 
L_6592  fdb $060C					;     (->$0C06)
L_6594  fcb $13,$E8,$0F,$0F,$94				; SHOOT
L_6599  fcb $33,$48,$0F,$12,$94				; SHORT
L_659E  fcb $33,$28,$0F,$15,$0C,$04,$05,$92		; SHOULDER
L_65A6  fcb $33,$49,$04,$85				; SIDE
L_65AA  fcb $33,$29,$04,$05,$04,$0F,$0F,$92		; SIDEDOOR
L_65B2  fcb $33,$29,$07,$8E				; SIGN
L_65B6  fcb $13,$69,$0E,$87				; SING
L_65BA  fcb $13,$E9,$14,$80				; SIT
L_65BE  fcb $33,$2B,$15,$0C,$8C				; SKULL
L_65C3  fcb $13,$EC,$21,$13,$C8				; SLASH 
L_65C8  fdb $0073					;     (->$7300)
L_65CA  fcb $13,$EC,$05,$05,$90				; SLEEP
L_65CF  fcb $13,$EC,$09,$03,$C5				; SLICE 
L_65D4  fdb $0073					;     (->$7300)
L_65D6  fcb $33,$4C,$09,$0D,$99				; SLIMY
L_65DB  fcb $13,$0C,$0F,$17,$0C,$99			; SLOWLY
L_65E1  fcb $33,$4D,$01,$0C,$8C				; SMALL
L_65E6  fcb $13,$ED,$21,$13,$C8				; SMASH 
L_65EB  fdb $0658					;     (->$5806)
L_65ED  fcb $33,$4D,$0F,$0F,$14,$88			; SMOOTH
L_65F3  fcb $33,$4D,$0F,$14,$08,$05,$12,$09,$0E,$87	; SMOTHERING
L_65FD  fcb $13,$0F,$06,$14,$0C,$99			; SOFTLY
L_6603  fcb $33,$4F,$0D,$85				; SOME
L_6607  fcb $13,$4F,$15,$14,$88				; SOUTH
L_660C  fcb $13,$4F,$15,$14,$08,$05,$01,$13,$94		; SOUTHEAST
L_6615  fcb $13,$4F,$15,$14,$08,$17,$05,$13,$94		; SOUTHWEST
L_661E  fcb $33,$30,$01,$03,$85				; SPACE
L_6623  fcb $33,$50,$09,$04,$05,$92			; SPIDER
L_6629  fcb $33,$34,$01,$09,$12,$93			; STAIRS
L_662F  fcb $33,$34,$01,$14,$15,$85			; STATUE
L_6635  fcb $13,$F4,$05,$01,$CC				; STEAL 
L_663A  fdb $068C					;     (->$8C06)
L_663C  fcb $33,$54,$05,$05,$90				; STEEP
L_6641  fcb $33,$34,$0F,$0E,$85				; STONE
L_6646  fcb $33,$54,$12,$01,$09,$07,$08,$94		; STRAIGHT
L_664E  fcb $33,$54,$12,$05,$14,$03,$08,$09,$0E,$87	; STRETCHING
L_6658  fcb $13,$F4,$12,$09,$0B,$85			; STRIKE
L_665E  fcb $33,$34,$12,$0F,$0B,$85			; STROKE
L_6664  fcb $33,$34,$12,$0F,$0E,$87			; STRONG
L_666A  fcb $33,$54,$15,$06,$06,$99			; STUFFY
L_6670  fcb $33,$54,$15,$0E,$0E,$05,$84			; STUNNED
L_6677  fcb $13,$57,$C0					; SW 
L_667A  fdb $0615					;     (->$1506)
L_667C  fcb $13,$F7,$09,$8D				; SWIM
L_6680  fcb $33,$37,$0F,$12,$84				; SWORD
L_6685  fcb $33,$39,$0D,$02,$0F,$0C,$93			; SYMBOLS
; ------------------------------------------------------------------------------------------------------------------------------------
Word_T  
L_668C  fcb $14,$E1,$0B,$85				; TAKE
L_6690  fcb $14,$61,$0C,$8B				; TALK
L_6694  fcb $34,$41,$0E,$07,$0C,$05,$84			; TANGLED
L_669B  fcb $54,$08,$01,$94				; THAT
L_669F  fcb $54,$08,$85					; THE
L_66A2  fcb $54,$68,$05,$8E				; THEN
L_66A6  fcb $34,$48,$09,$03,$8B				; THICK
L_66AB  fcb $34,$28,$09,$05,$86				; THIEF
L_66B0  fcb $34,$48,$09,$8E				; THIN
L_66B4  fcb $34,$28,$0F,$12,$09,$8E			; THORIN
L_66BA  fcb $34,$48,$12,$05,$01,$04,$93			; THREADS
L_66C1  fcb $34,$68,$12,$0F,$15,$07,$88			; THROUGH
L_66C8  fcb $14,$E8,$12,$0F,$97				; THROW
L_66CD  fcb $14,$E9,$05,$80				; TIE
L_66D1  fcb $34,$6F,$80					; TO
L_66D4  fcb $34,$6F,$8F					; TOO
L_66D7  fcb $34,$AF,$32,$03,$88				; TORCH
L_66DC  fcb $34,$2F,$17,$8E				; TOWN
L_66E0  fcb $34,$52,$01,$90				; TRAP
L_66E4  fcb $34,$32,$05,$01,$13,$15,$12,$85		; TREASURE
L_66EC  fcb $34,$B2,$05,$85				; TREE
L_66F0  fcb $34,$52,$05,$05,$0C,$05,$13,$93		; TREELESS
L_66F8  fcb $34,$32,$0F,$0C,$8C				; TROLL
L_66FD  fcb $34,$52,$0F,$0C,$0C,$93			; TROLLS
L_6703  fcb $34,$55,$0E,$0E,$05,$8C			; TUNNEL
L_6709  fcb $14,$F5,$12,$8E				; TURN
; ------------------------------------------------------------------------------------------------------------------------------------
Word_U  
L_670D  fcb $15,$00,$C0					; U
L_6710  fdb $0725					;     (->$2507)
L_6712  fcb $15,$EE,$0C,$0F,$03,$8B			; UNLOCK
L_6718  fcb $35,$4E,$0C,$0F,$03,$0B,$05,$84		; UNLOCKED
L_6720  fcb $15,$EE,$14,$09,$85				; UNTIE
L_6725  fcb $15,$50,$80					; UP
; ------------------------------------------------------------------------------------------------------------------------------------
Word_V  
L_6728  fcb $36,$41,$0C,$09,$01,$0E,$94			; VALIANT
L_672F  fcb $36,$21,$0C,$0C,$05,$99			; VALLEY
L_6735  fcb $36,$41,$0C,$15,$01,$02,$0C,$85		; VALUABLE
L_673D  fcb $36,$45,$12,$99				; VERY
L_6741  fcb $36,$49,$03,$09,$0F,$15,$93			; VICIOUS
L_6748  fcb $16,$09,$03,$09,$0F,$15,$13,$0C,$99		; VICIOUSLY
; ------------------------------------------------------------------------------------------------------------------------------------
Word_W  
L_6751  fcb $17,$40,$C0					; W
L_6754  fdb $0779					;     (->$7907)
L_6756  fcb $17,$E1,$09,$94				; WAIT
L_675A  fcb $37,$A1,$0C,$8C				; WALL
L_675E  fcb $37,$21,$14,$05,$92				; WATER
L_6763  fcb $37,$21,$14,$05,$12,$06,$01,$0C,$8C		; WATERFALL
L_676C  fcb $37,$25,$01,$10,$0F,$8E			; WEAPON
L_6772  fcb $17,$E5,$01,$92				; WEAR
L_6776  fcb $37,$25,$82					; WEB
L_6779  fcb $17,$45,$13,$94				; WEST
L_677D  fcb $37,$49,$04,$85				; WIDE
L_6781  fcb $37,$49,$0C,$84				; WILD
L_6785  fcb $37,$49,$0E,$04,$09,$0E,$87			; WINDING
L_678C  fcb $37,$29,$0E,$04,$0F,$97			; WINDOW
L_6792  fcb $37,$29,$0E,$85				; WINE
L_6796  fcb $37,$69,$14,$88				; WITH
L_679A  fcb $37,$21,$12,$87				; WARG
L_679E  fcb $37,$4F,$0F,$84				; WOOD
L_67A2  fcb $37,$4F,$0F,$04,$05,$8E			; WOODEN
; ------------------------------------------------------------------------------------------------------------------------------------
Word_Y  
L_67A8  fcb $39,$2F,$95					; YOU
L_67AB  fcb $00
; ------------------------------------------------------------------------------------------------------------------------------------
; (#D03#) (Dictionay 2)
Word_AZ						
L_67AC  fcb $01,$02,$0C,$85				; ABLE
L_67B0  fcb $01,$02,$0F,$15,$94				; ABOUT
L_67B5  fcb $01,$02,$0F,$16,$85				; ABOVE
L_67BA  fcb $01,$04,$16,$05,$0E,$14,$15,$12,$85		; ADVENTURE
L_67C3  fcb $01,$07,$01,$09,$8E				; AGAIN
L_67C8  fcb $01,$07,$01,$09,$0E,$13,$94			; AGAINST
L_67CF  fcb $01,$08,$05,$01,$84				; AHEAD
L_67D4  fcb $01,$0C,$09,$16,$85				; ALIVE
L_67D9  fcb $01,$0C,$0D,$0F,$13,$94			; ALMOST
L_67DF  fcb $01,$0C,$0F,$0E,$87				; ALONG
L_67E4  fcb $01,$0E,$09,$0D,$01,$8C			; ANIMAL
L_67EA  fcb $01,$90,$10,$05,$01,$92			; APPEAR
L_67F0  fcb $01,$90,$B0,$12,$0F,$01,$03,$88		; APPROACH
L_67F8  fcb $01,$12,$0F,$15,$0E,$84			; AROUND
L_67FE  fcb $01,$12,$12,$09,$16,$05,$93			; ARRIVES
L_6805  fcb $01,$13,$80					; AS
L_6808  fcb $01,$13,$09,$04,$85				; ASIDE
L_680D  fcb $01,$13,$0C,$05,$05,$90			; ASLEEP
L_6813  fcb $01,$94,$14,$05,$0D,$10,$94			; ATTEMPT
L_681A  fcb $01,$17,$01,$99				; AWAY
L_681E  fcb $02,$01,$0E,$8B				; BANK
L_6822  fcb $02,$05,$80					; BE
L_6825  fcb $02,$05,$08,$09,$0E,$84			; BEHIND
L_682B  fcb $02,$05,$0C,$0F,$97				; BELOW
L_6830  fcb $02,$09,$12,$14,$08,$04,$01,$99		; BIRTHDAY
L_6838  fcb $02,$0C,$09,$0D,$05,$99			; BLIMEY
L_683E  fcb $02,$92,$21,$0E,$04,$09,$13,$88		; BRANDISH
L_6846  fcb $02,$12,$09,$0E,$8B				; BRINK
L_684B  fcb $02,$12,$0F,$01,$04,$13,$09,$04,$85		; BROADSIDE
L_6854  fcb $02,$15,$0C,$02,$0F,$15,$93			; BULBOUS
L_685B  fcb $02,$19,$80					; BY
L_685E  fcb $03,$01,$12,$12,$19,$09,$0E,$87		; CARRYING
L_6866  fcb $03,$8C,$05,$01,$16,$85			; CLEAVE
L_686C  fcb $03,$0C,$09,$06,$86				; CLIFF
L_6871  fcb $03,$8F,$0D,$85				; COME
L_6875  fcb $03,$8F,$8D,$10,$0C,$05,$14,$85		; COMPLETE
L_687D  fcb $03,$8F,$0E,$07,$12,$01,$14,$15,$0C,$01,$14,$09,$0F,$8E	; CONGRATULATION
L_688B  fcb $03,$0F,$0F,$8B				; COOK
L_688F  fcb $03,$15,$12,$12,$05,$0E,$94			; CURRENT
L_6896  fcb $03,$12,$09,$13,$90				; CRISP
L_689B  fcb $04,$81,$17,$8E				; DAWN
L_689F  fcb $04,$01,$99					; DAY
L_68A2  fcb $04,$05,$06,$05,$0E,$13,$85			; DEFENSE
L_68A9  fcb $04,$05,$13,$03,$05,$0E,$04,$93		; DESCENDS
L_68B1  fcb $04,$09,$85					; DIE
L_68B4  fcb $04,$09,$84					; DID
L_68B7  fcb $04,$09,$8D					; DIM
L_68BA  fcb $04,$09,$13,$14,$01,$0E,$03,$85		; DISTANCE
L_68C2  fcb $04,$8F,$20,$80				; DO
L_68C6  fcb $04,$8F,$A0,$80				; DO
L_68CA  fcb $04,$12,$09,$10,$93				; DRIPS
L_68CF  fcb $05,$06,$06,$0F,$12,$94			; EFFORT
L_68D5  fcb $05,$8E,$04,$80				; END
L_68D9  fcb $05,$0E,$14,$12,$01,$0E,$03,$85		; ENTRANCE
L_68E1  fcb $05,$96,$01,$10,$0F,$12,$01,$14,$85		; EVAPORATE
L_68EA  fcb $05,$16,$05,$0E,$09,$0E,$87			; EVENING
L_68F1  fcb $05,$18,$09,$14,$93				; EXITS
L_68F6  fcb $05,$18,$10,$05,$03,$94			; EXPECT
L_68FC  fcb $06,$01,$09,$0C,$05,$84			; FAILED
L_6902  fcb $06,$01,$09,$0C,$09,$0E,$87			; FAILING
L_6909  fcb $06,$01,$92					; FAR
L_690C  fcb $06,$01,$14,$01,$8C				; FATAL
L_6911  fcb $06,$05,$05,$84				; FEED
L_6915  fcb $06,$05,$0C,$94				; FELT
L_6919  fcb $06,$09,$94					; FIT
L_691C  fcb $06,$09,$12,$13,$94				; FIRST
L_6921  fcb $06,$8C,$01,$0D,$85				; FLAME
L_6926  fcb $06,$8C,$0F,$01,$94				; FLOAT
L_692B  fcb $06,$0C,$19,$09,$0E,$87			; FLYING
L_6931  fcb $06,$0F,$0F,$94				; FOOT
L_6935  fcb $06,$0F,$0F,$14,$09,$0E,$87			; FOOTING
L_693C  fcb $06,$0F,$15,$92				; FOUR
L_6940  fcb $06,$12,$0F,$0E,$94				; FRONT
L_6945  fcb $07,$05,$14,$14,$09,$0E,$87			; GETTING
L_694C  fcb $07,$0C,$01,$0E,$03,$09,$0E,$87		; GLANCING
L_6954  fcb $07,$0C,$09,$04,$05,$93			; GLIDES
L_695A  fcb $07,$0C,$15,$14,$14,$0F,$0E,$99		; GLUTTONY
L_6962  fcb $07,$0F,$94					; GOT
L_6965  fcb $07,$12,$0F,$15,$0E,$84			; GROUND
L_696B  fcb $07,$12,$0F,$97				; GROW
L_696F  fcb $07,$15,$01,$12,$84				; GUARD
L_6974  fcb $08,$01,$0E,$07,$09,$0E,$87			; HANGING
L_697B  fcb $08,$01,$93					; HAS
L_697E  fcb $08,$01,$16,$85				; HAVE
L_6982  fcb $08,$05,$80					; HE
L_6985  fcb $08,$85,$81,$92				; HEAR
L_6989  fcb $08,$05,$12,$85				; HERE
L_698D  fcb $08,$09,$8D					; HIM
L_6990  fcb $08,$09,$93					; HIS
L_6993  fcb $08,$0F,$97					; HOW
L_6996  fcb $08,$0F,$17,$0C,$93				; HOWLS
L_699B  fcb $08,$15,$12,$12,$99				; HURRY
L_69A0  fcb $09,$0E,$05,$06,$06,$05,$03,$14,$09,$16,$85	; INEFFECTIVE
L_69AB  fcb $09,$14,$93					; ITS
L_69AE  fcb $0A,$0F,$82					; JOB
L_69B1  fcb $0A,$15,$13,$94				; JUST
L_69B5  fcb $0C,$15,$12,$03,$88				; LURCH
L_69BA  fcb $0B,$05,$05,$10,$93				; KEEPS
L_69BF  fcb $0B,$0E,$0F,$03,$0B,$93			; KNOCKS
L_69C5  fcb $0B,$0E,$0F,$97				; KNOW
L_69C9  fcb $0C,$01,$13,$94				; LAST
L_69CD  fcb $0C,$01,$15,$07,$08,$93			; LAUGHS
L_69D3  fcb $0C,$01,$15,$07,$08,$14,$05,$92		; LAUGHTER
L_69DB  fcb $0C,$89,$05,$80				; LIE
L_69DF  fcb $0C,$09,$06,$85				; LIFE
L_69E3  fcb $0C,$09,$16,$05,$93				; LIVES
L_69E8  fcb $0C,$8F,$13,$85				; LOSE
L_69EC  fcb $0C,$0F,$15,$84				; LOUD
L_69F0  fcb $0C,$15,$03,$0B,$99				; LUCKY
L_69F5  fcb $0D,$01,$04,$85				; MADE
L_69F9  fcb $0D,$01,$0B,$85				; MAKE
L_69FD  fcb $0D,$01,$12,$07,$09,$8E			; MARGIN
L_6A03  fcb $0D,$01,$12,$16,$05,$0C,$0C,$0F,$15,$93	; MARVELLOUS
L_6A0D  fcb $0D,$01,$99					; MAY
L_6A10  fcb $0D,$01,$19,$02,$85				; MAYBE
L_6A15  fcb $0D,$85,$AE,$84				; MEND
L_6A19  fcb $0D,$09,$04,$04,$0C,$85			; MIDDLE
L_6A1F  fcb $0D,$09,$04,$04,$01,$99			; MIDDAY
L_6A25  fcb $0D,$89,$33,$93				; MISS
L_6A29  fcb $0D,$0F,$0D,$05,$0E,$94			; MOMENT
L_6A2F  fcb $0D,$0F,$0D,$05,$0E,$14,$01,$12,$09,$0C,$99	; MOMENTARILY
L_6A3A  fcb $0D,$8F,$B2,$8E				; MORN
L_6A3E  fcb $0D,$0F,$15,$14,$08,$06,$15,$0C,$8C		; MOUTHFULL
L_6A47  fcb $0D,$0F,$16,$85				; MOVE
L_6A4B  fcb $0D,$15,$03,$88				; MUCH
L_6A4F  fcb $0D,$19,$80					; MY
L_6A52  fcb $0E,$0F,$80					; NO
L_6A55  fcb $0E,$0F,$09,$13,$85				; NOISE
L_6A5A  fcb $0E,$0F,$94					; NOT
L_6A5D  fcb $0E,$0F,$14,$08,$09,$0E,$87			; NOTHING
L_6A64  fcb $0E,$0F,$97					; NOW
L_6A67  fcb $0F,$0E,$03,$85				; ONCE
L_6A6B  fcb $0F,$14,$08,$05,$92				; OTHER
L_6A70  fcb $10,$01,$0C,$85				; PALE
L_6A74  fcb $10,$01,$13,$13,$05,$93			; PASSES
L_6A7A  fcb $10,$01,$13,$94				; PAST
L_6A7E  fcb $10,$8C,$81,$03,$85				; PLACE
L_6A83  fcb $10,$8F,$03,$0B,$05,$94			; POCKET
L_6A89  fcb $10,$92,$05,$03,$09,$0F,$15,$93		; PRECIOUS
L_6A91  fcb $10,$12,$05,$10,$01,$12,$85			; PREPARE
L_6A98  fcb $10,$12,$05,$13,$05,$0E,$94			; PRESENT
L_6A9F  fcb $12,$05,$01,$03,$88				; REACH
L_6AA4  fcb $12,$85,$03,$0F,$16,$05,$92			; RECOVER
L_6AAB  fcb $13,$81,$09,$8C				; SAIL
L_6AAF  fcb $13,$05,$85					; SEE
L_6AB2  fcb $13,$85,$05,$8D				; SEEM
L_6AB6  fcb $13,$08,$01,$04,$0F,$97			; SHADOW
L_6ABC  fcb $13,$08,$01,$10,$85				; SHAPE
L_6AC1  fcb $13,$88,$01,$14,$14,$05,$92			; SHATTER
L_6AC8  fcb $13,$89,$AE,$87				; SING
L_6ACC  fcb $13,$89,$AE,$8B				; SINK
L_6AD0  fcb $13,$89,$14,$80				; SIT
L_6AD4  fcb $13,$8C,$09,$04,$85				; SLIDE
L_6AD9  fcb $13,$0D,$05,$0C,$8C				; SMELL
L_6ADE  fcb $13,$0D,$05,$0C,$94				; SMELT
L_6AE3  fcb $13,$0F,$0D,$05,$0F,$0E,$85			; SOMEONE
L_6AEA  fcb $13,$0F,$0D,$05,$17,$08,$05,$12,$85		; SOMEWHERE
L_6AF3  fcb $13,$0F,$0F,$8E				; SOON
L_6AF7  fcb $13,$10,$05,$03,$09,$01,$8C			; SPECIAL
L_6AFE  fcb $13,$90,$0F,$15,$94				; SPOUT
L_6B03  fcb $13,$94,$01,$07,$07,$05,$92			; STAGGER
L_6B0A  fcb $13,$94,$A1,$0E,$84				; STAND
L_6B0F  fcb $13,$94,$01,$92				; STAR
L_6B13  fcb $13,$94,$A1,$92				; STAR
L_6B17  fcb $13,$94,$01,$12,$94				; START
L_6B1C  fcb $13,$14,$09,$0C,$8C				; STILL
L_6B21  fcb $13,$94,$09,$0E,$87				; STING
L_6B26  fcb $13,$94,$12,$01,$0E,$07,$0C,$85		; STRANGLE
L_6B2E  fcb $13,$14,$12,$05,$0E,$07,$14,$88		; STRENGTH
L_6B36  fcb $13,$15,$12,$12,$0F,$15,$0E,$04,$05,$84	; SURROUNDED
L_6B40  fcb $13,$17,$05,$05,$10,$93			; SWEEPS
L_6B46  fcb $13,$17,$05,$10,$94				; SWEPT
L_6B4B  fcb $13,$97,$09,$0E,$87				; SWING
L_6B50  fcb $14,$05,$12,$12,$09,$06,$09,$83		; TERRIFIC
L_6B58  fcb $14,$08,$01,$0E,$8B				; THANK
L_6B5D  fcb $14,$08,$05,$8D				; THEM
L_6B61  fcb $14,$08,$05,$12,$85				; THERE
L_6B66  fcb $14,$08,$09,$0E,$87				; THING
L_6B6B  fcb $14,$08,$09,$93				; THIS
L_6B6F  fcb $14,$08,$12,$01,$09,$0E,$93			; THRAINS
L_6B76  fcb $14,$08,$12,$05,$85				; THREE
L_6B7B  fcb $14,$08,$12,$0F,$17,$8E			; THROWN
L_6B81  fcb $14,$88,$12,$15,$13,$94			; THRUST
L_6B87  fcb $14,$09,$0D,$85				; TIME
L_6B8B  fcb $14,$09,$12,$05,$84				; TIRED
L_6B90  fcb $14,$12,$99					; TRY
L_6B93  fcb $14,$0F,$15,$03,$88				; TOUCH
L_6B98  fcb $14,$17,$8F					; TWO
L_6B9B  fcb $15,$0E,$04,$05,$92				; UNDER
L_6BA0  fcb $15,$13,$80					; US
L_6BA3  fcb $16,$81,$2E,$09,$13,$88			; VANISH
L_6BA9  fcb $16,$05,$12,$82				; VERB
L_6BAD  fcb $16,$09,$13,$09,$02,$0C,$85			; VISIBLE
L_6BB4  fcb $17,$81,$12,$8E				; WARN
L_6BB8  fcb $17,$01,$93					; WAS
L_6BBB  fcb $17,$01,$13,$14,$05,$84			; WASTED
L_6BC1  fcb $17,$05,$80					; WE
L_6BC4  fcb $17,$05,$0C,$8C				; WELL
L_6BC8  fcb $17,$08,$01,$94				; WHAT
L_6BCC  fcb $17,$08,$05,$12,$85				; WHERE
L_6BD1  fcb $17,$08,$09,$03,$88				; WHICH
L_6BD6  fcb $17,$09,$0C,$8C				; WILL
L_6BDA  fcb $17,$09,$0E,$84				; WIND
L_6BDE  fcb $17,$0F,$12,$84				; WORD
L_6BE2  fcb $17,$0F,$15,$0C,$84				; WOULD
L_6BE7  fcb $19,$05,$92					; YER
L_6BEA  fcb $19,$0F,$15,$92				; YOUR
	fcb $00,$00,$00,$00,$00,$00,$00,$00
	fcb $00,$00,$00,$00,$00,$00,$00,$00
	fcb $00,$00
; ------------------------------------------------------------------------------------------------------------------------------------
; COMMON-WORDS table  (#D28#) son $40 (64) bytes
CommonWords
	fdb $0040,$005B,$0065,$0070			; A, AND, ARE, AT		
	fdb $0822,$00AF,$00D7,$00EE			; BE, BLOW, BUT, CANNOT
	fdb $085E,$08C2,$01C0,$01C8			; CARRYING, DO, DOOR, DRAGON
	fdb $024F,$02B5,$0989,$0373			; FALL, FROM, HERE, I
	fdb $0378,$039B,$039E,$0A5A			; IN, IS, IT, NOT
	fdb $049C,$04AA,$0AAF,$0603			; OF, ON, SEE, SOME
	fdb $069F,$0B61,$0B6B,$06D1			; THE, THERE, THIS, TO
	fdb $06D4,$0BC8,$0796,$07A8			; TOO, WHAT, WITH, YOU
							; End of Commonwords table
; ------------------------------------------------------------------------------------------------------------------------------------
; Locations text descriptions (#D31#) son $177 (375) bytes
L_B563  fcb $7F,$76,$60,$82,$53,$82,$7E,$80,$A5,$85,$4A,$73,$87,$3D,$87,$7D,$B0,$43			;you see a fast flowing black river not very wide across
L_B575  fcb $60,$81,$3F,$87,$03,$83,$DA,$A3,$09								;a comfortable tunnel like hall.
L_B57E  fcb $60,$82,$D8,$82,$28,$83,$BB,$7E,$81,$DD,$83,$42,$A7,$CF					;a gloomy empty land with dreary hills ahead.
L_B58C  fcb $60,$83,$31,$84,$D4,$7E,$86,$FD,$89,$31,$84,$FB,$53,$16					;a hidden path with trolls foot prints[0x16]
L_B59A  fcb $78,$86,$FD,$A1,$12										;the trolls cave.
L_B59F  fcb $60,$83,$16,$81,$85,$84,$D4,$70,$78,$84,$40,$A4,$56						;a hard dangerous path in the misty mountains.
L_B5AC  fcb $60,$84,$64,$D4,$E6,$7E,$60,$81,$D5,$81,$E8,$83,$8E,$60,$88,$B7,$A7,$2F			;a narrow{5} place with a dreadful drop into a dim valley.
L_B5BE  fcb $60,$84,$64,$81,$85,$A4,$D4									;a narrow dangerous path.
L_B5C5  fcb $60,$83,$BF,$81,$EC,$81,$12,$8B,$D1,$71,$85,$1C,$A1,$3F					;a large dry cave which is quite comfortable.
L_B5D3  fcb $60,$80,$A2,$81,$16,$7E,$86,$D7,$45,$53,$87,$DF,$78,$87,$5A,$53,$16				;a big cavern with torches along the walls[0x16]
L_B5E4  fcb $78,$88,$46,$74,$60,$81,$96,$81,$8E,$8B,$9B,$89,$65,$A3,$B7					;the brink of a deep dark under ground lake.
L_B5F3  fcb $78,$82,$E8,$A2,$C4										;the goblins gate.
L_B5F8  fcb $78,$82,$C4,$7B,$A4,$38									;the gate to mirkwood.
L_B5FE  fcb $60,$80,$99,$82,$D8,$84,$E6,$8B,$36,$88,$5B,$86,$A6,$C6,$EC,$A0,$00				;a bewitched gloomy place surrounded by thick tree(s|d|ing|es) |b.
L_B60F  fcb $60,$84,$E6,$74,$80,$A5,$86,$23,$53,$16							;a place of black spiders[0x16]
L_B619  fcb $60,$82,$A0,$74,$86,$94,$85,$F3,$C6,$EC,$16							;a forest of tangled smothering tree(s|d|ing|es)[0x16]
L_B624  fcb $60,$4E,$82,$22,$81,$27,$7E,$83,$CC,$89,$65,$61,$A3,$FC					;an elvish clearing with levelled ground and logs.
L_B632  fcb $60,$81,$8E,$81,$EF,$70,$78,$82,$13,$A3,$0D							;a dark dungeon in the elvenkings halls.
L_B63D  fcb $78,$81,$1C,$8B,$CC,$78,$83,$AE,$89,$BA,$89,$90,$80,$84,$53,$74,$A7,$92			;the cellar where the king keeps his barrels of wine.
L_B64F  fcb $60,$87,$A2,$86,$DC,$70,$78,$8A,$19,$74,$84,$0F,$A3,$B7					;a wooden town in the middle of long lake.
L_B65D  fcb $60,$86,$64,$85,$4A,$3A,$78,$88,$8F,$71,$8A,$64,$7C,$86,$64,$7B,$8A,$47,$A7,$C8		;a strong river: the current is now too strong to move against.
L_B671  fcb $60,$80,$AA,$80,$8A,$83,$BB,$86,$9B,$8B,$B8,$8A,$67,$A3,$04					;a bleak barren land that was once green.
L_B680  fcb $78,$85,$67,$74,$78,$86,$DC,$74,$A1,$81							;the ruins of the town of dale.
L_B68A  fcb $78,$89,$40,$82,$C4,$74,$78,$84,$09,$A4,$4E							;the front gate of the lonely mountain.
L_B695  fcb $78,$87,$79,$85,$A6,$74,$A5,$21								;the west side of ravenhill.
L_B69D  fcb $78,$83,$0D,$8B,$CC,$78,$6B,$C5,$CA,$16							;the halls where the dragon sleep(s|d|ing|es)[0x16]
L_B6A7  fcb $60,$83,$E3,$86,$3C,$80,$90,$2C,$8B,$1C,$61,$85,$13,$2C,$7E,$80,$58,$84,$C9,$89,$74,$A8,$6C	;a little steep bay, still and quiet, with an over hanging cliff.
L_B6BE  fcb $60,$85,$ED,$86,$46,$A4,$CD									;a smooth straight passage.
L_B6C5  fcb $78,$84,$09,$A4,$4E										;the lonely mountain.
L_B6CA  fcb $78,$87,$79,$02,$04					; se llaman separadamente		;the west[0x02][0x04]              ;  sigue en la siguiente linea
L_B6CF  fcb $78,$81,$FE,$88,$1E,$74,$60,$80,$A5,$A5,$4A		; se llaman separadamente		;the east bank of a black river. 
; ------------------------------------------------------------------------------------------------------------------------------------
; LOCATION HELP MESSAGE table, son $22 (34) bytes
L_83CD  fcb $06					; (#D15#) LOCATION HELP MESSAGE table at $83CD
	fdb L_B47A	 ; 83CE 7A B4		; "Trolls path"
	fcb $09		 ; 83D0 09
	fdb L_B48A	 ; 83D1 8A B4		; "Rivendell"			
	fcb $0D		 ; 83D3 0D
	fdb L_B49A	 ; 83D4 9A B4		; "Goblins Dungeon"		
	fcb $42		 ; 83D6 42
	fdb L_B4BE	 ; 83D7 BE B4		; "West Bank"			
	fcb $1F		 ; 83D9 1F
	fdb L_B4CA	 ; 83DA CA B4		; "Dark Dungeon"		
	fcb $20		 ; 83DC 20
	fdb L_B4DA	 ; 83DE DA B4		; "Elvenkings Cellar" 		
	fcb $2A		 ; 83DF 2A
	fdb L_B4FA	 ; 83E0 FA B4		; "Sidedoor"			
	fcb $2E		 ; 83E2 2E
	fdb L_B504	 ; 83E3 04 B5		; "Forest Road"			
	fcb $29		 ; 83E5 29
	fdb L_B518	 ; 83E6 18 B5		; "Lower Halls"			
	fcb $1A		 ; 83E8 1A
	fdb L_B52F	 ; 83E9 2F B5		; "Black Spiders place"		
	fcb $05		 ; 83EB 05
	fdb L_B53E	 ; 83EC 3E B5		; "Trolls Clearing"		
	fcb $FF		 ; 83EE
; ------------------------------------------------------------------------------------------------------------------------------------
LOCTABLE				; Location Index Table (80 rooms pointer - 80 entries) (#D36#) son $A0 (160) bytes
        fdb L_BA8A,L_BA97,L_BED3,L_BEE4,L_BAA5,L_BABC,L_BAD0,L_BAE1		; $B9E0-EF
        fdb L_BEF5,L_BAEF,L_BB00,L_BB17,L_BB2B,L_BCDA,L_BB3C,L_BB4D		; $B9F0-FF
        fdb L_BC6A,L_BC7E,L_BC8C,L_BCA0,L_BCC9,L_BCEB,L_BCFC,L_BF06		; $BA00-0F
        fdb L_BD16,L_BD2A,L_BD3E,L_BD55,L_BD66,L_BD7A,L_BD88,L_BD9C		; $BA10-1F
        fdb L_BDAD,L_BDC1,L_BDD5,L_BDEC,L_BE03,L_BE14,L_BE25,L_BE39		; $BA20-2F
        fdb L_BE4D,L_BE61,L_BE75,L_BE89,L_BE9A,L_BEC2,L_BEB1,L_BF42		; $BA30-3F
        fdb L_BF17,L_BF2B,L_BF4D,L_BF5E,L_BB61,L_BB75,L_BB83,L_BB9A		; $BA40-4F
        fdb L_BBB1,L_BBBF,L_BBD3,L_BBEA,L_BBFB,L_BC0F,L_BC20,L_BC2E		; $BA50-5F
        fdb L_BC42,L_BC56,L_BF72,L_BF83,L_BF94,L_BFA8,L_BFBC,L_BFCD		; $BA60-6F
        fdb L_BFE1,L_BFF5,L_C006,L_C017,L_C025,L_C033,L_C041,L_C052		; $BA70-7F
; ------------------------------------------------------------------------------------------------------------------------------------
; Tabla Indice a Objetos  (#D39#) son $B8 (184) byes
ObjIndexTable
	fcb $00		 ; C063 00
	fdb L_C11B	 ; C064 1B C1			; 00 [ff] you (Bilbo)   ''
	fcb $01		 ; C066 01
	fdb L_C170	 ; C067 70 C1			; 01 [ff] door heavy rock   ''
	fcb $02		 ; C069 02
	fdb L_C1AD	 ; C06A AD C1			; 02 [1f] key small curious   ''
	fcb $03		 ; C06C 03
	fdb L_C1D1	 ; C06D D1 C1			; 03 [3e] map curious   ' there{5} seem to be some symbols on it but[0x06] cannot read them'
	fcb $04		 ; C06F 04
	fdb L_C1BF	 ; C070 BF C1			; 04 [47] key large   ''
	fcb $05		 ; C072 05
	fdb L_C145	 ; C073 45 C1			; 05 [ff] door round green   ''
	fcb $06		 ; C075 06
	fdb L_C1E6	 ; C076 E6 C1			; 06 [ff] crack small insignificant   ''
	fcb $07		 ; C078 07
	fdb L_C205	 ; C079 05 C2			; 07 [ff] web spider   ''
	fcb $08		 ; C07B 08
	fdb L_C224	 ; C07C 24 C2			; 08 [ff] door red   ''
	fcb $09		 ; C07E 09
	fdb L_C24D	 ; C07F 4D C2			; 09 [ff] river fast black   ' you see a fast flowing black river not very wide across'
	fcb $0A		 ; C081 0A
	fdb L_C28D	 ; C082 8D C2			; 0a [ff] door goblins back   ''
	fcb $0B		 ; C084 0B
	fdb L_C2B5	 ; C085 B5 C2			; 0b [ff] door mountains side   ''
	fcb $0C		 ; C087 0C
	fdb L_C2DD	 ; C088 DD C2			; 0c [ff] door large trap   ''
	fcb $0D		 ; C08A 0D
	fdb L_C381	 ; C08B 81 C3			; 0d [ff] door magic   ''
	fcb $0E		 ; C08D 0E
	fdb L_C305	 ; C08E 05 C3			; 0e [ff] sword short strong   ''
	fcb $0F		 ; C090 0F
	fdb L_C332	 ; C091 32 C3			; 0f [42] key red   ''
	fcb $10		 ; C093 10
	fdb L_C31A	 ; C094 1A C3			; 10 [ff] ring valuable golden   ''
	fcb $11		 ; C096 11
	fdb L_C344	 ; C097 44 C3			; 11 [ff] door goblins   ''
	fcb $12		 ; C099 12
	fdb L_C366	 ; C09A 66 C3			; 12 [ff] rope   ''
	fcb $13		 ; C09C 13
	fdb L_C3EE	 ; C09D EE C3			; 13 [ff] barrel	  ''
	fcb $14		 ; C09F 14
	fdb L_C418	 ; C0A0 18 C4			; 14 [13] wine   ''
	fcb $15		 ; C0A2 15
	fdb L_C454	 ; C0A3 54 C4			; 15 [ff] water	 ''
	fcb $16		 ; C0A5 16
	fdb L_C469	 ; C0A6 69 C4			; 16 [ff] water black   ''
	fcb $17		 ; C0A8 17
	fdb L_C47E	 ; C0A9 7E C4			; 17 [ff] water	 ''
	fcb $18		 ; C0AB 18
	fdb L_C49A	 ; C0AC 9A C4			; 18 [ff] water black   ''
	fcb $19		 ; C0AE 19
	fdb L_C4D5	 ; C0AF D5 C4			; 19 [46] bow   ''
	fcb $1A		 ; C0B1 1A
	fdb L_C4EA	 ; C0B2 EA C4			; 1a [46] arrow strong   ''
	fcb $1B		 ; C0B4 1B
	fdb L_C4FF	 ; C0B5 FF C4			; 1b [ff] window	  ''
	fcb $1C		 ; C0B7 1C
	fdb L_C521	 ; C0B8 21 C5			; 1c [ff] torch	 ''
	fcb $1D		 ; C0BA 1D
	fdb L_C534	 ; C0BB 34 C5			; 1d [ff] sand   ''
	fcb $1E		 ; C0BD 1E
	fdb L_C54C	 ; C0BE 4C C5			; 1e [1d] door trap   ''
	fcb $1F		 ; C0C0 1F
	fdb L_C567	 ; C0C1 67 C5			; 1f [1e] cache goblins	 ''
	fcb $20		 ; C0C3 20
	fdb L_C57F	 ; C0C4 7F C5			; 20 [ff] curtain heavy	 ''
	fcb $21		 ; C0C6 21
	fdb L_C597	 ; C0C7 97 C5			; 21 [24] cupboard large	  ''
	fcb $22		 ; C0C9 22
	fdb L_C5B8	 ; C0CA B8 C5			; 22 [21] food   ''
	fcb $23		 ; C0CC 23
	fdb L_C5CD	 ; C0CD CD C5			; 23 [ff] treasure valuable   ''
	fcb $24		 ; C0CF 24
	fdb L_C5DF	 ; C0D0 DF C5			; 24 [20] wall   ''
	fcb $25		 ; C0D2 25
	fdb L_C5F4	 ; C0D3 F4 C5			; 25 [ff] chest wooden   ''
	fcb $26		 ; C0D5 26
	fdb L_C663	 ; C0D6 63 C6			; 26 [ff] lunch	 ''
	fcb $27		 ; C0D8 27
	fdb L_C678	 ; C0D9 78 C6			; 27 [ff] portcullis strong   ''
	fcb $28		 ; C0DB 28
	fdb L_C68E	 ; C0DC 8E C6			; 28 [ff] stone	 ''
	fcb $29		 ; C0DE 29
	fdb L_C61B	 ; C0DF 1B C6			; 29 [ff] boat wooden   ''
	fcb $2A		 ; C0E1 2A
	fdb L_C26D	 ; C0E2 6D C2			; 2a [ff] river fast   ''
	fcb $2B		 ; C0E4 2B
	fdb L_C19B	 ; C0E5 9B C1			; 2b [ff] key golden   ''
	fcb $3C		 ; C0E7 3C
	fdb L_C133	 ; C0E8 33 C1			; 3c [ff] dragon red golden   ''
	fcb $3D		 ; C0EA 3D
	fdb L_C6A0	 ; C0EB A0 C6			; 3d [ff] goblin nasty   ''
	fcb $3E		 ; C0ED 3E
	fdb L_C3A0	 ; C0EE A0 C3			; 3e [ff] gandalf   ''
	fcb $3F		 ; C0F0 3F
	fdb L_C3B2	 ; C0F1 B2 C3			; 3f [ff] thorin	  ''
	fcb $40		 ; C0F3 40
	fdb L_C3CA	 ; C0F4 CA C3			; 40 [ff] elf wood   ''
	fcb $41		 ; C0F6 41
	fdb L_C3DC	 ; C0F7 DC C3			; 41 [ff] elrond	  ''
	fcb $42		 ; C0F9 42
	fdb L_C430	 ; C0FA 30 C4			; 42 [ff] butler	  ''
	fcb $43		 ; C0FC 43
	fdb L_C442	 ; C0FD 42 C4			; 43 [ff] warg vicious   ''
	fcb $44		 ; C0FF 44
	fdb L_C4B1	 ; C100 B1 C4			; 44 [ff] gollum	  ''
	fcb $45		 ; C102 45
	fdb L_C6B8	 ; C103 B8 C6			; 45 [ff] goblin hideous	  ''
	fcb $46		 ; C105 46
	fdb L_C4C3	 ; C106 C3 C4			; 46 [ff] bard   ''
	fcb $47		 ; C108 47
	fdb L_C63F	 ; C109 3F C6			; 47 [ff] troll hideous	 ''
	fcb $48		 ; C10B 48
	fdb L_C651	 ; C10C 51 C6			; 48 [ff] troll vicious	 ''
	fcb $49		 ; C10E 49
	fdb L_C6D0	 ; C10F D0 C6			; 49 [ff] goblin horrible   ''
	fcb $4A		 ; C111 4A
	fdb L_C6E8	 ; C112 E8 C6			; 4a [ff] goblin mean   ''
	fcb $4B		 ; C114 4B
	fdb L_C700	 ; C115 00 C7			; 4b [ff] goblin vicious	  ''
	fcb $4C		 ; C117 4C
	fdb L_C718	 ; C118 18 C7			; 4c [ff] goblin disgusting   ''
	fcb $FF		 ; C11A FF
; ------------------------------------------------------------------------------------------------------------------------------------
							; -----------------------------
							; VARIABLES AADIDAS PARA 6809
							; -----------------------------
							; datos vinculados a carga de ficheros
FilePtr fdb	$0000					; puntero a fichero a cargar
RstFile fcn	/"RST.BIN"/				; fichero con los datos a restaurar
NomLoc	fcn	/"LOC  .BIN"/				; nombre para ficheros grficos de Localizaciones
Pmode4	fcn	/"PM4.BIN"/				; presentacin
LoadGam fcn	/"SAVGAM00.BIN:1"/			; parmetros para cargar ultima partida/posicion guardada
SaveGam fcn     /"SAVGAM00.BIN:1",&HF217,&HFEE3,&HF217/	; parmetros para salvar partida/posicin actual
nFound	fcb	/ NOT FOUND/,$0D			; fichero no encontrado
FullDsk	fcb	/ DISK FULL/,$0D			; disco lleno
DskProt	fcb	/ DISK PROT/,$0D			; disco protegido
danger	fcn	9,/DANGER: $/				; Data corresponding to a DANGEROUS JUMP
abEnd   fcc	/ABORT PROGRAM/,$0D			; finalizar programa
woDsk	fcc	/ NO DISK/,$0D				; falta disco
ukDOS	fcc	/UNSUPPORTED DOS!/,$0D			; DOS no soportado
esp_AF  fdb     $0000					; registro espejo AF'
esp_BC	fdb	$0000					; registro espejo para BC
esp_DE	fdb	$0000					; registro espejo para DE
esp_HL	fdb	$0000					; registro espejo para HL
loaded	fcb	$00					; flag set to ONE after loading a saved game
trlClr	fcb	$00					; flag day-night (00=night, ff=day)
f8cps	fdb	$0000					; copia seguridad de f8-f9
oldEB	fcb	$00					; value received at WorkFileName into <$eb
workEB	fcb	$00					; work value equal to the selected drive
Hob2	fcn	/"H2.BIN"/				; to load data block
Credits	fcn	/"CRE.BIN"/				; pantalla de creditos
Utils	fcn	/"UTI.BIN"/				; pantalla inicial
SelPal	fcb	$67,$47,$67,$20,$46,$4f,$52,$20		; message to user
	fcb	$47,$52,$45,$45,$4E,$00			; 'G' FOR GREEN	
CoCoFlg	fcb	$00					; CoCo flag
; ------------------------------------------------------------------------------------------------------------------------------------
					; Variables and working area for EXOMIZER2
tab1    fcb   	4,2,4			; values used in the switch (index)
tab2    fcb   	16,48,32
biba    zmb   	155                     ; Bits and base are interleaved
last	fcb	0
; ------------------------------------------------------------------------------------------------------------------------------------
							; ----------------------------------------
							; Variables / Areas de Datos del Programa
							; ----------------------------------------
Separator				; dibujo 'frontera' reas pantalla	; Separator:			; (#D49#) Bloque de 10 bytes para dibujar la barra de separacin entre pantalla superior e inferior(usado en $6CD3)
	fdb	$3C3C			; bytes segunda fila pixels		; 	DB $C3,$C3		; 6DCC C3 C3
	fdb	$D3CB			; bytes tercera fila pixels		; 	DB $2C,$34		; 6DCE 2C 34
	fdb	$EFF7			; bytes cuarta fila pixels		; 	DB $10,$08		; 6DD0 10 08
	fdb	$D3CB			; bytes quinta fila pixels		; 	DB $2C,$34		; 6DD2 2C 34
	fdb	$3C3C			; bytes sexta fila pixels		; 	DB $C3,$C3		; 6DD4 C3 C3
; ------------------------------------------------------------------------------------------------------------------------------------
INP_BUFF_PROMPT													; (#D04#)
        fcb	$3E,$20			;"> "					; DB $3E,$20		 	; 6FF2 3E 20		;"> "
L_6FF4	fcb 	$4C,$4F,$4F,$4B,$0D	;"LOOK"+CR				; DB $4C,$4F,$4F,$4B,$0D	; 6FF4 4C 4F 4F 4B 0D	;"LOOK"+CR 

INP_BUFF													; (#D05#) $80 (128) Bytes de $20 = (32 = ESPACIO)
 	fcb 	$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20					; $6FF9 = direccin inicio
	fcb 	$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20
	fcb 	$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20
	fcb 	$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20
	fcb 	$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20
	fcb 	$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20
	fcb 	$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20
	fcb 	$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20,$20
	fcb 	$0D 											; $7079 0D	CR FINAL

										;$21 (33) Bytes a Cero y el ltimo a $01
L_707A 	fcb 	$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
L_708A	fcb 	$00
L_708B 	fcb 	$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
L_709B 	fcb 	$01					

L_709C  fcb 	$00,$00,$00,$00,$00,$00,$00,$00								; (#D06#) Zona de 64 bytes
	fcb 	$00,$00,$00,$00,$00,$00,$00,$00
	fcb 	$00,$00,$00,$00,$00,$00,$00,$00
	fcb 	$00,$00,$00,$00,$00,$00,$00,$00
	fcb 	$00,$00,$00,$00,$00,$00,$00,$00
	fcb 	$00,$00,$00,$00,$00,$00,$00,$00
	fcb 	$00,$00,$00,$00,$00,$00,$00,$00
	fcb 	$00,$00,$00,$00,$00,$00,$00,$00
; ------------------------------------------------------------------------------------------------------------------------------------
								; Zona de 6 bytes para PrintMsg (-DATA_PrintMsg-); (#D07#)
ACopyPM			fcb $00		; 70DC 00		; Guarda A (Cdigo), Usada por PrintMsg
DECopyPM		fdb $0000 	; 70DD 00 00		; Guarda DE, usada en PrintMsg
DeterminerTable		fcb $00		; 70DF 00		; indica que tabla de determinantes hay que utilizar (0=DetTable1  1=DetTable2)
IXCopyPM 		fdb $0000	; 70E0 00 00		; Guarda IX usada por PrintMsg

								; nueva rea de datos (4 bytes)
L_7291  fcb 	$57,$41,$49,$54	 	; 7291 57 41 49 54	; caracteres: 'W', 'A', 'I', 'T'

; ------------------------------------------------------------------------------------------------------------------------------------
								; PrintMsg action routine	; (#D08#)
								; a jump table for the actions used in the PrintMsg routine. There are only 23 entries
								; Pointers have been inverted to comply with 6809, old ones into comments
								; type  offset	description
								; WORD   00-01	function address
; ------------------------------------------------------------------------------------------------------------------------------------
L_7295  fdb L_7367	;0x00  [ it ]				;  DB $67,$73  (#31# OK)
	fdb L_7376	;0x01					;  DB $76,$73  (#32# OK)
	fdb L_737E	;0x02					;  DB $7E,$73  (#33# OK)
	fdb L_738D	;0x03  [ weapon ] ??			;  DB $8D,$73  (#35# OK)
	fdb L_7394	;0x04  [ item / room ] ??		;  DB $94,$73  (#36# OK)
	fdb L_738B	;0x05  only used in message [L_AFCA]	;  DB $8B,$73  (#34# OK)
	fdb L_73A3	;0x06  "You"				;  DB $A3,$73  (#37# OK)
	fdb L_73AF	;0x07  [ describe NPC or OBJECT ]	;  DB $AF,$73  (#38# OK)
	fdb L_73BD	;0x08  only used in message [L_AEF4]	;  DB $BD,$73  (#39# OK)
	fdb L_73C2	;0x09  [ describe an object]		;  DB $C2,$73  (#40# OK)
	fdb L_738B	;0x0A  -- unused -- 0x05 --		;  DB $8B,$73  (#34# OK)
	fdb L_73E0	;0x0B					;  DB $E0,$73  (#41# OK)
	fdb L_73F9	;0x0C  [ the ]				;  DB $F9,$73  (#42# OK)
	fdb L_72C3	;0x0D  new line				;  DB $C3,$72  (#11# OK)
	fdb L_7407	;0x0E  "his"				;  DB $07,$74  (#43# OK)
	fdb L_738B	;0x0F  -- unused = 0x05 --		;  DB $8B,$73  (#34# OK)
	fdb L_740C	;0x10  "You are"			;  DB $0C,$74  (#44# OK)
	fdb L_7425	;0x11  [ the NPC is ]			;  DB $25,$74  (#45# OK)
	fdb L_738B	;0x12  -- unused = 0x05 --		;  DB $8B,$73  (#34# OK)
	fdb L_742D	;0x13  only used in message [L_ADF9]	;  DB $2D,$74  (#46# OK)
	fdb L_7340	;0x14  end of msg			;  DB $40,$73  (#28# OK) - solo CR
	fdb L_7344	;0x15  end of msg			;  DB $44,$73  (#29# OK) - punto y CR
	fdb L_735B	;0x16  end of msg			;  DB $5B,$73  (#30# OK) - ninguno
								; End of PrintMsg action routine
								; last byte occupied is $72C2 (verified) 
; ------------------------------------------------------------------------------------------------------------------------------------
OUTBUFFR							; (#D09#) buffer de salida a pantalla (20 bytes)
        fcb $F1,$78,$36,$04	 	; 74A6 F1 78 36 04	; 
	fcb $CD,$30,$79,$36	 	; 74AA CD 30 79 36	; 
	fcb $36,$23,$73,$23	 	; 74AE 36 23 73 23	; 
	fcb $70,$18,$1C,$FE	 	; 74B2 70 18 1C FE	; 
	fcb $0B,$20,$1B,$CB	 	; 74B6 0B 20 1B CB	; 
								; Final de buffer de salida
; ------------------------------------------------------------------------------------------------------------------------------------
L_7574  fdb 	$0000		 	; 7574 00 00		; relacionada con L_B6DC puntero a rea de 24 bytes (palabras accin)
L_7576  fcb 	$00			; 7576 00
L_7577  fdb 	$0000		 	; 7577 00 00
L_7579  fcb 	$00			; 7579 00
L_757A  fcb 	$00		 	; 757A 00
L_757B  fcb 	$00,$00,$00,$00	 	; 757B 00 00 00 00
L_757F  fcb 	$00,$00		 	; 757F 00 00
L_7581  fcb 	$00,$00,$00,$00	 	; 7581 00 00 00 00
; ------------------------------------------------------------------------------------------------------------------------------------
								; (#D11#) 13 entradas con clave de acceso entre 00 y 12
								; accede a reas de cdigo con JP (HL)
L_75D2  fdb L_76F2		 	; 75D2 F2 76		; cdigo 00 (#68# OK)
	fdb L_7795		 	; 75D4 95 77		; cdigo 01 (#69# OK)
	fdb L_76EC		 	; 75D6 EC 76		; cdigo 02 (#70# OK)
	fdb L_7733		 	; 75D8 33 77		; cdigo 03 (#71# OK)
	fdb L_772F		 	; 75DA 2F 77		; cdigo 04 (#72# OK)
	fdb L_77D1		 	; 75DC D1 77		; cdigo 05 (#73# OK)
	fdb L_77C9		 	; 75DE C9 77		; cdigo 06 (#74# OK)
	fdb L_77A2		 	; 75E0 A2 77		; cdigo 07 (#75# OK)
	fdb L_7790		 	; 75E2 90 77		; cdigo 08 (#76# OK)
	fdb L_8251		 	; 75E4 51 82		; cdigo 09 (#77# OK)
	fdb L_770B		 	; 75E6 0B 77		; cdigo 10 (#78# OK)
	fdb CopyDataAndJmpTable75D2 	; 75E8 FA 75		; cdigo 11 CopyDataAndJmpTable75D2
	fdb L_75F6		 	; 75EA F6 75		; cdigo 12 (#80# OK)
								; fin de la tabla sin $00 ni $FF de seguridad
; ------------------------------------------------------------------------------------------------------------------------------------
								; (#D12#) TABLA DE 35 DATOS
AreaD12Part1							; contiene 5 bytes y 2 estructuras de 6 bytes
L_793D  fcb 	$00  		 	; 793D 00		; Flags (bit 1 a 1 en SearchMainObjAction) (2014-12-17)
L_793E  fcb 	$00  		 	; 793E 00		; Flags (se mira el bit 0 en AnalyzeActionFlags, se pone el bit 1 a 1 en 7d54 y se comprueban en 7d98 (2014-12-17)
L_793F  fcb 	$00  		 	; 793F 00		; Contador (++ en ExecuteActionsSeries cada llamada si IsActionValid retorna Z=1) (2014-12-17)
L_7940  fcb 	$00  		 	; 7940 00		; Contador (++ en ExecuteActionsSeries cada Execute) (2014-12-17)
L_7941  fcb 	$00  		 	; 7941 00		; Contador (++ en ExecuteActionsSeries cada llamada a 7d54) (2014-12-17)
; ------------------------------------------------------------------------------------------------------------------------------------
MainObj3WordPtrs	
	fdb 	$0000 			; 7942 00 00		; 3 pointers to the words that describe the MainObject
	fdb 	$0000 			; 7944 00 00
	fdb 	$0000 			; 7946 00 00
SecObj3WordPtrs	
	fdb 	$0000 			; 7948 00 00		; 3 pointers to the words that describe the SecondObject
	fdb 	$0000 			; 794A 00 00
	fdb 	$0000 			; 794C 00 00
ObjIndexPtr	
	fdb 	$0000 			; 794E 00 00		; guarda un puntero a inicio de ObjectIndexTable o 3 bytes antes

ObjOrLocPointer
	fdb 	$0000 			; 7950 00 00		; puntero a Objeto o Localizacin segn accin
; ------------------------------------------------------------------------------------------------------------------------------------
L_7952  fcb 	$00  		 	; 7952 00		; Copia de flags (2014-12-17)
L_7953  fcb 	$00  		 	; 7953 00		; Flag a 1 en 7b43, segn bi1 7 de b71c y otras cosas (2014-12-17)
L_7954  fcb 	$00  		 	; 7954 00		; Almacena o bien $1208 o $0812 para cargar luego registros con offsets (2014-12-17)
L_7955  fcb 	$00                   	; 7955 00
; ------------------------------------------------------------------------------------------------------------------------------------
MainObjIDCopy	
	fcb	$00 		 	; 7956 00		; copia de MainObject ID
SecObjIDCopy	
	fcb	$00 		 	; 7957 00		; copia de SecondOBject ID
; ------------------------------------------------------------------------------------------------------------------------------------
CommandWords	
L_7958  fdb 	$0000  		 	; 7958 00 00		; primera palabra 
L_795A  fdb 	$0000		 	; 795A 00 00		; segunda palabra. Inicializado a 0 en (-03-) 
L_795C  fdb 	$0000		 	; 795C 00 00		; tercera palabra. Inicializado a 0 en (-03-)
L_795E  fdb 	$0000		 	; 795E 00 00		; puntero a accin
; ------------------------------------------------------------------------------------------------------------------------------------
L_7F77  fcb 	$00			; 7F77 00
; ------------------------------------------------------------------------------------------------------------------------------------
								; area de datos (#D14#)
L_824F  fcb 	$00                  	; 824F 00               ; copia de registro D para ejecutar rutinas de la tabla L_75D2
L_8250  fcb 	$00			; 8250 00		; byte de datos
; ------------------------------------------------------------------------------------------------------------------------------------
								; (#D13#) bloque de datos para seleccionar la rutina apropiada (13 x 2 bytes)
L_8271  fdb WordIndex-$6000   		; 8271 00 00		; palabra: ---  	; datos para rutina 01 
	fdb L_604E-$6000	 	; 8273 4E 00		; palabra: ALL   	; datos para rutina 02
	fdb L_6245-$6000	 	; 8275 45 02		; palabra: EXCEPT  	; datos para rutina 03
	fdb L_639E-$6000	 	; 8277 9E 03		; palabra: IT   	; datos para rutina 04
	fdb L_64AD-$6000	 	; 8279 AD 04		; palabra: ONE  	; datos para rutina 05
	fdb L_64FB-$6000	 	; 827B FB 04		; palabra: PRINT	; datos para rutina 06
	fdb L_6479-$6000	 	; 827D 79 04		; palabra: NOPRINT	; datos para rutina 07
	fdb L_63EE-$6000	 	; 827F EE 03		; palabra: LOAD 	; datos para rutina 08
	fdb L_6580-$6000	 	; 8281 80 05		; palabra: SAVE 	; datos para rutina 09
	fdb L_6518-$6000	 	; 8283 18 05		; palabra: QUIT 	; datos para rutina 10
	fdb L_631E-$6000	 	; 8285 1E 03		; palabra: HELP 	; datos para rutina 11
	fdb L_658A-$6000	 	; 8287 8A 05		; palabra: SCORE	; datos para rutina 12
	fdb L_64D8-$6000       		; 8289 D8 04		; palabra: PAUSE	; datos para rutina 13
								; tabla indirecta de rutinas (13 entradas) se eligen con los datos anteriores
	fdb  CopyIYTo8x25	 	; 828B 15 83		; rutina 01 CopyIYTo8x25
	fdb  L_82D2		 	; 828D D2 82		; rutina 02 (#57# OK)
	fdb  L_82BA		 	; 828F BA 82		; rutina 03 (#58# OK)
	fdb  L_82E2		 	; 8291 E2 82		; rutina 04 (#59# OK)
	fdb  JmpTable75D2	 	; 8293 B4 75		; rutina 05 JmpTable75D2
	fdb  L_82A5		 	; 8295 A5 82		; rutina 06 (#60# OK)
	fdb  L_82AF		 	; 8297 AF 82		; rutina 07 (#61# OK)
	fdb  LoadGame		 	; 8299 51 84		; rutina 08 LoadGame
	fdb  SaveGame		 	; 829B CC 84		; rutina 09 SaveGame
	fdb  L_8391		 	; 829D 91 83		; rutina 10 (#64# OK)
	fdb  L_83A0		 	; 829F A0 83		; rutina 11 (#65# OK)
	fdb  L_83EF		 	; 82A1 EF 83		; rutina 12 (#66# OK)
	fdb  L_843A		 	; 82A3 3A 84		; rutina 13 (#67# --)
								; fin tabla indirecta de rutinas
; ------------------------------------------------------------------------------------------------------------------------------------
					; rea de datos (#D48#)
L_85B3	fcb	$00			; numero de chars que todava caben en la lnea actual (abajo)
L_85B4	fdb	$0000			; puntero pantalla para Parte Inferior Pantalla
L_85B6	fcb	$00			; signo '+' como cursor para pantalla inferior
; ------------------------------------------------------------------------------------------------------------------------------------
					; rea de datos (#D03#)	
L_869B	fcb	$00			; numero chars libres en linea actual (?)
L_869C	fdb	$0000			; puntero a pantalla (donde imprimir)
L_869E	fcb	$00			; numero de bits a desplazar (?)
L_869F	fcb	$00			; num espacios a poner en buffer salida (?)
L_86A0	fcb	$00			; ltimo char impreso (?)
; ------------------------------------------------------------------------------------------------------------------------------------
							; (#D19#) rea de DATOS, formato ID Byte, 'Algo' Word (LowByte,HighByte)
							; 14 entradas + EOT = 43 bytes. Usada en L_8E39
							; puede ser puntuacin (presentada como % avance)
							; sumando los bytes bajos de cada entrada da $2EE = 750
L_8D6E  fcb 	$04	 	   	; 8D6E 04
	fcb 	$19,$00	   	 	; 8D6F 19 00
	fcb 	$07	 	  	; 8D71 07
	fcb 	$32,$00 	   	; 8D72 32 00 
	fcb 	$0B	 	  	; 8D74 0B
	fcb 	$19,$00	   	 	; 8D75 19 00
	fcb 	$16 	 	  	; 8D77 16 
	fcb 	$19,$00	   	 	; 8D78 19 00
	fcb 	$0D	 	  	; 8D7A 0D
	fcb 	$4B,$00	   	 	; 8D7B 4B 00
	fcb 	$41	 	  	; 8D7D 41
	fcb 	$32,$00 	   	; 8D7E 32 00 
	fcb 	$1B	 	  	; 8D80 1B
	fcb 	$19,$00	   	 	; 8D81 19 00
	fcb 	$1C	 	  	; 8D83 1C
	fcb 	$19,$00	   	 	; 8D84 19 00
	fcb 	$1F	 	  	; 8D86 1F
	fcb 	$32,$00 	   	; 8D87 32 00 
	fcb 	$22	 	  	; 8D89 22
	fcb 	$64,$00	   	 	; 8D8A 64 00
	fcb 	$26 	 	  	; 8D8C 26 
	fcb 	$19,$00	   	 	; 8D8D 19 00
	fcb 	$2A 	 	  	; 8D8F 2A 
	fcb 	$19,$00	   	 	; 8D90 19 00
	fcb 	$2B	 	  	; 8D92 2B
	fcb 	$32,$00 	   	; 8D93 32 00 
	fcb 	$29	 	  	; 8D95 29
	fcb 	$C8,$00	   	 	; 8D96 C8 00
	fcb 	$FF		     	; 8D98 FF		; indicador de final de tabla
; ------------------------------------------------------------------------------------------------------------------------------------
								; (#D20#) rea de datos (4 bytes)
L_8D99  fdb 	$0000	 	 	; 8D99 00 00		; puntero a Localizacin
L_8D9B  fcb 	$00	 	 	; 8D9B 00		; ID de localizacin
L_8D9C  fcb 	$00	 		; 8D9C 00
; ------------------------------------------------------------------------------------------------------------------------------------
								; (#D21#) area de datos (32 bytes). Son 16 mensajes de Combate
								; Apuntada desde $91D8 - LD IY, L_9226
L_9226 	fdb L_AF3C			; 9226 3C AF		; mensaje "You seem tired-you stagger but valiantly attempt another blow"		
	fdb L_AF2B			; 9228 2B AF		; mensaje "You swing feebly at[0x07] but miss by a wide margin"
	fdb L_AF20			; 922A 20 AF		; mensaje "You brandish[0x0c][0x03], but[0x11] on guard"
	fdb L_AF15			; 922C 15 AF		; mensaje "You slash at[0x07] but the blow is ineffective"
	fdb L_AF09			; 922E 09 AF		; mensaje "[0x0c][0x03] sweeps past close to[0x0e] ear"
	fdb L_AEF4			; 9230 F4 AE 		; mensaje "You swing broadside at[0x0e] body but at the last moment[0x07] jump(s) aside"
	fdb L_AEE2			; 9233 E2 AE		; mensaje "You thrust[0x07] back-[0x07] lose(s)[0x0e] footing but recover(s) quickly"
	fdb L_AED1			; 9234 D1 AE		; mensaje "You hit[0x07] with a glancing blow and leave[0x07] momentarily stunned"
	fdb L_AEBA			; 9236 BA AE		; mensaje "a fast stroke sweeps[0x07] off[0x0e] feet, but[0x11] on guard in a moment"
	fdb L_AEAC			; 9238 AC AE		; mensaje "a fast blow knocks the wind out of[0x07][0x15]"
	fdb L_AE98			; 923A 98 AE		; mensaje "You hit[0x07] hard on the shoulder-[0x07] stagger(s) and almost fall(s)[0x15]"
	fdb L_AE8B			; 923C 8B AE		; mensaje "You give[0x07] a nasty{5} slash in the leg"
	fdb L_AE7A			; 923E 7A AE		; mensaje "You slice[0x0e]- hand blood drips slowly to the ground"
	fdb L_AE70			; 9240 70 AE		; mensaje "a nasty slice miss(s|d|ing|es)[0x0e] heart"
	fdb L_AE5A			; 9242 5A AE		; mensaje "You give[0x07] a vicious{5} cut in the ribs-[0x0e] strength is failing fast"
	fdb L_AE49		 	; 9244 49 AE		; mensaje "[0x0c] violent attack almost kill(s|d|ing|es)You[0x15]"
; ------------------------------------------------------------------------------------------------------------------------------------
S_ActionsCounter	
		fcb 	$00	 	; 980B 00		; contador acciones seguidas realizadas en 1 script (si llega a 6, para script)
S_LightDark	fcb 	$00	 	; 980C 00		; flag oscuro-luz (0-1-2) que controla (cuando es 1) envo mensaje "You hear a noise"
								; 0=hay luz, 1=oscuro, 2=mensaje ya enviado (deshabilita flag)
S_MainObjLocCpy	fcb 	$00	 	; 980D 00		; copia de Localizacin del MainObject

								; otra rea de datos (solo 1 byte)
L_9BDC  fcb 	$FF			; 9BDC FF		
; ------------------------------------------------------------------------------------------------------------------------------------
								; (#D23#) area de datos ($39=57 bytes)
ActionOnObjTable						; tabla que contiene 5 cdigos de accin. Usada en IsActionInTableA20b
 	fcb 	$0E		 	; A20B 0E		; drop in
	fcb 	$11			; A20C 11		; put in
	fcb 	$12	   	 	; A20D 12		; put on	
	fcb 	$14		 	; A20E 14		; take out of	
	fcb 	$2C		 	; A20F 2C		; throw through

MoveDirections							; Las 10 posibles direcciones de movimiento para un personaje. Usada en SearchMoveWord
	fdb 	L_6480-$6000	 	; A210 80 04		; palabra "NORTH"	- offset 01	
	fdb 	L_6607-$6000 	 	; A212 07 06		; palabra "SOUTH"	- offset 02
	fdb 	L_61FE-$6000	 	; A214 FE 01		; palabra "EAST"	- offset 03
	fdb 	L_6779-$6000	 	; A216 79 07		; palabra "WEST"	- offset 04
	fdb 	L_6485-$6000	 	; A218 85 04		; palabra "NORTHEAST"	- offset 05
	fdb 	L_648E-$6000 	 	; A21A 8E 04		; palabra "NORTWEST"	- offset 06
	fdb 	L_660C-$6000	 	; A21C 0C 06		; palabra "SOUTHEAST"	- offset 07
	fdb 	L_6615-$6000	 	; A21E 15 06		; palabra "SOUTHWEST"	- offset 08	
	fdb 	L_6725-$6000	 	; A220 25 07		; palabra "UP"		- offset 09
	fdb 	L_61C4-$6000 	 	; A222 C4 01		; palabra "DOWN"	- offset 10

FalseFlagWord							; palabras que definen el estado de un objeto cuando un bit est a 0
	fdb 	L_6718 - $6000	 	; A224 18 07		; palabra "UNLOCKED"	- bit0
	fdb 	$0000 		 	; A226 00 00		; NINGUNA palabra	- no usado
	fdb 	L_6228 - $6000	 	; A228 28 02		; palabra "EMPTY"	- bit2
	fdb 	$0000 		 	; A22A 00 00		; NINGUNA palabra	- no usado
	fdb 	L_649F - $6000	 	; A22C 9F 04		; palabra "OFF"		- bit4 si relacionado con luz
	fdb 	L_6139 - $6000	 	; A22E 39 01		; palabra "CLOSED"	- bit5
	fdb 	L_6192 - $6000	 	; A230 92 01		; palabra "DEAD"	- 'falso' bit6
	fdb 	$0000 		 	; A232 00 00		; NINGUNA palabra	- no usado

TrueFlagWord							; palabras que definen el estado de un objeto cuando un bit est a 1
	fdb 	L_63F6 - $6000	 	; A234 F6 03		; palabra "LOCKED" 	- bit0
	fdb 	$0000	 	 	; A236 00 00		; NINGUNA palabra	- no usado
	fdb 	L_62B9 - $6000	 	; A238 B9 02		; palabra "FULL"	- bit2
	fdb 	L_60CD - $6000	 	; A23A CD 00		; palabra "BROKEN"	- bit3
	fdb 	L_64AA - $6000	 	; A23D AA 04		; palabra "ON"		- bit4 si relacionado con luz
	fdb 	L_64B4 - $6000	 	; A23E B4 04		; palabra "OPEN"	- bit5
	fdb 	L_67D4 - $6000	 	; A240 D4 07		; palabra "ALIVE"	- 'falso' bit6
	fdb 	$0000	 	 	; A243 00 00		; NINGUNA palabra	- no usado
								; final rea de datos
; ------------------------------------------------------------------------------------------------------------------------------------
GoblinsDataTable						; (#D24#) area de datos para los Goblins (36 bytes)
	fcb 	$3D           	 	; A49C 3D   		; ID de nasty goblin
	fdb 	NastyGoblin_HLDir   	; A49D 18 CB		; direccin del NastyGoblin_HLDir
	fcb 	$0F        	 	; A49F 0F		; Localizacin donde ubicarle
	fdb 	L_646A - $6000      	; A4A0 6A 04		; palabra "NASTY"

	fcb 	$45	        	; A4A2 45   		; ID de hideous goblin	
	fdb 	HideousGoblin_HLDir 	; A4A3 1F CB		; direccin del HideousGoblin_HLDir
	fcb 	$3A  	      	 	; A4A5 3A		; Localizacin donde ubicarle
	fdb 	L_6337 - $6000 	 	; A4A6 37 03		; palabra "HIDEOUS"

	fcb 	$49	        	; A4A8 49   		; ID de horrible goblin	
	fdb 	HorribleGoblin_HLDir	; A4A9 2D CB		; direccin del HorribleGoblin_HLDir
	fcb 	$12        	 	; A4AB 12		; Localizacin donde ubicarle
	fdb 	L_6361 - $6000      	; A4AC 61 03		; palabra "HORRIBLE"

	fcb 	$4A	        	; A4AE 4A   		; ID de mean goblin	
	fdb 	MeanGoblin_HLDir	; A4AF 34 CB		; direccin del MeanGoblin_HLDir
	fcb 	$38        	 	; A4B1 38		; Localizacin donde ubicarle
	fdb 	L_6434 - $6000      	; A4B2 34 04		; palabra "MEAN"

	fcb 	$4B	        	; A4B4 4B   		; ID de vicious goblin	
	fdb 	ViciousGoblin_HLDir	; A4B5 26 CB		; direccin del ViciousGoblin_HLDir
	fcb 	$40	        	; A4B7 40		; Localizacin donde ubicarle
	fdb 	L_6741 - $6000      	; A4B8 41 07		; palabra "VICIOUS"

	fcb 	$4C	        	; A4BA 4C   		; ID de disgusting goblin
	fdb 	DisgustingGoblin_HLDir  ; A4BB 3B CB		; direccin del DisgustingGoblin_HLDir
	fcb 	$10        	 	; A4BD 10		; Localizacin donde ubicarle
	fdb 	L_61B6 - $6000 	 	; A4BE B6 01		; palabra "DISGUSTING"
				 				; fin area de datos
; ------------------------------------------------------------------------------------------------------------------------------------
					; rea de datos (#D32#)
L_B6DA	fdb	$0000			; copia de L_B6DC
L_B6DC	fdb	$0000			; puntero a bloque de 24 bytes
L_B6DE  fdb 	$00			; indice para Tabla 75D2
L_B6DF  fdb	$00			; B6DF 00

L_B6E0  fcb 	$00,$00,$00,$00,$00,$00	; B6E0 00 00 00 00 00 00

CurActionCpy	fcb $00		 	; B6E6 00		; copia de CurrentAction
CurrentAction   fcb $00			; B6E7 00		; cdigo de accin a ejecutar para Do_Action
MainObject	fcb $00		 	; B6E8 00		; cdigo de objeto principal para Do_Action
SecondObject    fcb $00		 	; B6E9 00		; cdigo de objeto secundario para Do_Action
ActionActor     fcb $00		 	; B6EA 00		; cdigo del personaje que realiza la accin
; ------------------------------------------------------------------------------------------------------------------------------------
								; (#D34#) otra rea de datos 23 bytes
MainObjectPtr   fdb $0000	 	; B708 00 00		; puntero al Objeto principal de la accin
SecndObjectPtr  fdb $0000	 	; B70A 00 00		; puntero al Objeto secundario de la accin

ObjectPointer				; $B70C
    	fdb	OBJ_TABLE 		; Puntero a Objeto (por defecto Bilbo)

InitRandomSeed
	fcb	$00			; $B70E 00 - semilla para la generacin de cifras aleatorias

L_B70F  fcb 	$00			; B70F 00
L_B710  fcb 	$00			; B710 00		; bits 2 y 3 de ActionFlags2
L_B711  fcb 	$00			; B711 00


CounterForRandom			; $B712
	fdb	$0000			; Contador para generacin cifras aleatorias

L_B714	fdb	$0000		 	; Contador para control inactividad de usuario

L_B716	fcb	$00			; Guarda $9 y a veces $11 (en $6CEE)
L_B717 	fdb 	$0000

L_B719  fcb 	$00			; 
L_B71A	fcb	$00			; offset dentro de L_B9C8 (bloque de trabajo de 24 bytes)
L_B71B	fcb	$00
L_B71C 	fcb 	$00			; B71C 00		; Inicializado a 0 en 7961 (pinta graficos)
ActionFlags1
	fcb 	$00	 		; B71D 00		; flags de palabras 2 y 1 de la accin
ActionFlags2    
	fcb 	$00	 		; B71E 00		; flags de palabras 4 y 3 de la accin
; ------------------------------------------------------------------------------------------------------------------------------------
								; (#D35#) 
								; rea de terminaciones de palabras (cdigos 0-5 aceptados)
L_B71F  fcb 	$73,$00,$00,$00	 	; B71F 73 00 00 00	; Terminacin 's'	- codigo = 0
	fcb 	$65,$73,$00,$00	 	; B723 65 73 00 00	; Terminacion 'es'	- codigo = 1
	fcb 	$69,$65,$73,$00	 	; B727 69 65 73 00	; Terminacion 'ies'	- codigo = 2
	fcb 	$08,$69,$65,$73	 	; B72B 08 69 65 73	; Terminacion '<-ies'	- codigo = 3 (Borra ultimo caracter)
	fcb 	$64,$00,$00,$00	 	; B72F 64 00 00 00	; Terminacin 'd'	- codigo = 4
	fcb 	$69,$6E,$67,$00	 	; B733 69 6E 67 00	; Terminacin 'ing'	- codigo = 5
; ------------------------------------------------------------------------------------------------------------------------------------
L_B737  fcb 	$00			; B737 00		; numero de lneas/comandos copiados en rea 8x25
; ------------------------------------------------------------------------------------------------------------------------------------
					; area de datos (#D50#)
					; Estructura formada por 8 bloques de 25 bytes = $C8(200) bytes
					; BYTE  0      = Detector a comparar con ActionActor
UserTokenizedCommands			; BYTES 01-24  = Datos del Bloque
	zmb 	25	    		; bloque 1				; B738-B750		
 	zmb 	25  			; bloque 2				; B751-B769		
 	zmb 	25  			; bloque 3				; B76A-B782		
 	zmb 	25  			; bloque 4				; B783-B79B		
 	zmb 	25  			; bloque 5				; B79C-B7B4		
 	zmb 	25  			; bloque 6				; B7B5-B7CD		
 	zmb 	25  			; bloque 7				; B7CE-B7E6		
 	zmb 	25  			; bloque 8				; B7E7-B7FF		
; ------------------------------------------------------------------------------------------------------------------------------------
							; area de datos (#D52#) - 48 bytes (2x24)
L_B9B0  zmb 	8					; 8 bytes,  referenciados en $7642 (IY apunta aqu) \
L_B9B8  zmb 	10					; 10 bytes, referenciados en $764C (DE apunta aqu) |-> en conjunto son 24 bytes tambin!
L_B9C2  zmb	6					; 6 bytes,  3 palabras             (DE apunta aqu) /
L_B9C8  zmb     24					; bloque de trabajo que se pasa a la zona de 8x25 bytes (UserTokenizedCommands)
; ------------------------------------------------------------------------------------------------------------------------------------
							;  Tabla de Acciones		; (#D41#)
							;  $C730 
ActionTable
        fcb $01
	fdb Action_Dir					; DB $01,$9D,$8D	; north		
	fcb $02
	fdb Action_Dir					; DB $02,$9D,$8D	; south		
	fcb $03	
	fdb Action_Dir					; DB $03,$9D,$8D	; east		
	fcb $04
	fdb Action_Dir					; DB $04,$9D,$8D	; west		
	fcb $05
	fdb Action_Dir					; DB $05,$9D,$8D	; northeast	
	fcb $06
	fdb Action_Dir					; DB $06,$9D,$8D	; northwest	
	fcb $07
	fdb Action_Dir					; DB $07,$9D,$8D	; southeast	
	fcb $08
	fdb Action_Dir					; DB $08,$9D,$8D	; southwest	
	fcb $09
	fdb Action_Dir					; DB $09,$9D,$8D	; up		
	fcb $0A
	fdb Action_Dir					; DB $0A,$9D,$8D	; down		
	fcb $13
	fdb Action_Pickup				; DB $13,$33,$8D	; take		
	fcb $0D
	fdb Action_Putdown				; DB $0D,$A6,$8C	; drop		
	fcb $0F
	fdb Action_Attack				; DB $0F,$71,$91	; attack	
	fcb $17
	fdb Action_Look					; DB $17,$4B,$8C	; look		
	fcb $1A
	fdb Action_Inventory				; DB $1A,$EB,$90	; inventory	
	fcb $1C
	fdb Action_Examine				; DB $1C,$DA,$93	; examine	
	fcb $1D
	fdb Action_Give					; DB $1D,$9E,$93	; give to	
	fcb $1F
	fdb Action_Enter				; DB $1F,$CD,$8F	; enter		
	fcb $20	
	fdb Action_Enter				; DB $20,$CD,$8F	; go into	
	fcb $24
	fdb Action_Run					; DB $24,$AD,$8F	; run		
	fcb $27
	fdb Action_Follow				; DB $27,$D6,$8F	; follow	
	fcb $2A
	fdb Action_ThrowAt				; DB $2A,$F5,$8F	; throw at	
	fcb $30
	fdb Action_Capture				; DB $30,$E6,$A3	; capture	
	fcb $00
	fdb Action_None					; DB $00,$02,$9B	; NONE		
	fcb $33
	fdb Action_Untie				; DB $33,$B4,$A2	; untie		
	fcb $2E
	fdb Action_Tie					; DB $2E,$48,$A2	; tie to	
	fcb $2D
	fdb Action_Burn					; DB $2D,$02,$A3	; burn		
	fcb $35
	fdb Action_Talkto				; DB $35,$34,$90	; talk to	
	fcb $3A
	fdb Action_Shoot				; DB $3A,$76,$90	; shoot		
	fcb $3B
	fdb Action_Pickup				; DB $3B,$33,$8D	; carry		
	fcb $37
	fdb Action_ClimbOut				; DB $37,$41,$A5	; climb out of	
	fcb $FF
							; FINAL TABLA DE ACCIONES
							; last byte occupied is $C78D (verified)
; ------------------------------------------------------------------------------------------------------------------------------------
							; LiveStatusChange Table - Tabla de Reactivaciones - Muerte	; (#D42#)
							;      tabla que apunta a rutinas que se procesan en determinadas localizaciones
							;      type  offset   description
							;      BYTE  00	      ID de Localizacin
LiveStatusChange					;      WORD  01-02    offset a rutina
	fcb $16		 	 	; C78E 16	; localizacin = "Beorns House"
	fdb ActivateButler	 	; C78F A4 C7	; apunta a rutina ActivateButler
	fcb $1A			 	; C791 1A	; localizacin = "Spider Threads Place"
	fdb ActivateSpiderWebBlk	; C792 B2 C7	; apunta a rutina ActivateSpiderWebBlk
	fcb $1D			 	; C794 1D	; localizacin = "Deep Bog"
	fdb ActivateDeepBogBlk	 	; C795 B9 C7	; apunta a rutina ActivateDeepBogBlk
	fcb $21			 	; C797 21	; localizacin = "ForestRiver"
	fdb IfNotInBarrelBilboDies 	; C798 EA C7	; apunta a rutina IfNotInBarrelBilboDies
	fcb $02			 	; C79A 02	; localizacin = "Forest Road"
	fdb ActivateForest	 	; C79B DD C7	; apunta a rutina ActivateForest
	fcb $03			 	; C79D 03	; localizacin = "Forest"
	fdb ActivateForest	 	; C79E DD C7	; apunta a rutina ActivateForest
	fcb $20			 	; C7A0 20	; localizacin = "Elvenkings Cellar"
	fdb ActivateDragonBard		; C7A1 C0 C7	; apunta a rutina ActivateDragonBard
	fcb $FF			 	; C7A3 FF	; End of table
							; last byte occupied is $C7A3 (verified)
; ------------------------------------------------------------------------------------------------------------------------------------
							; (#D43#) Zona de datos: 4 bloques de 4 bytes
							; Contienen (duplicado) las preguntas que puede hacer Gollum
L_C7FC	fcb 	$74,$04			; C7FC 74 04	; bloque 0
	fdb 	L_B1EE	 		; C7FE EE B1	; apunta a mensaje L_B1EE = it cannot be seen, cannot be felt[0x0d] Cannot be hear(s|d|ing|es), cannot be smelt.[0x0d] It lie(s|d|ing|es) behind star(s|d|ing|es) and under hills,[0x0d] And{5} empty holes it fill(s|d|ing|es).[0x0d] It come(s|d|ing|es) first and follow(s|d|ing|es) after,[0x0d] end(s|d|ing|es) life, kill(s|d|ing|es) laughter.[0x16]

	fcb 	$29,$04	 		; C800 29 04	; bloque 1
	fdb 	L_B2B7	 		; C802 B7 B2	; apunta a mensaje L_B2B7 = which is the animal that has four feet in the morn(s|d|ing|es), two at midday and three in the evening ?[0x16]

	fcb 	$74,$04	 		; C804 74 04	; bloque 2
	fdb 	L_B1EE	 		; C806 EE B1	; apunta a mensaje L_B1EE = it cannot be seen, cannot be felt[0x0d] Cannot be hear(s|d|ing|es), cannot be smelt.[0x0d] It lie(s|d|ing|es) behind star(s|d|ing|es) and under hills,[0x0d] And{5} empty holes it fill(s|d|ing|es).[0x0d] It come(s|d|ing|es) first and follow(s|d|ing|es) after,[0x0d] end(s|d|ing|es) life, kill(s|d|ing|es) laughter.[0x16]

	fcb 	$29,$04	 		; C808 29 04	; bloque 3		
	fdb 	L_B2B7	 		; C80A B7 B2	; apunta a mensaje L_B2B7 = which is the animal that has four feet in the morn(s|d|ing|es), two at midday and three in the evening ?[0x16]

	fcb 	$FF 			; C80C FF
	fcb 	$FF 			; C80D FF
; ------------------------------------------------------------------------------------------------------------------------------------
					; (#D44#) Zona de datos de 6 en 6 bytes
					; Contiene 5 Localizaciones y una salida para cada una, que puede cerrarse/abrirse
					; de forma aleatoria, con un GetPosRandom ... (1-5)
					; Bloque 001
L_C80E	fcb 	$16	 		; ID de localizacin $16 Beorns house				; C80E 16		
	fdb 	L_BCFC+$16		; apunta a su quinta posible salida = L_BCFC + $16	 	; C80F 12 BD	
	fcb 	$01	 		; direccin North						; C811 01	
	fcb 	$00     		; sin obstculo							; C812 00	
	fcb 	$31     		; destino Localizacin $31 = "Great River"			; C813 31	
	
					; Bloque 002										
        fcb 	$18 	 		; ID de localizacin $18 "forest gate"				; C814 18 	
	fdb 	L_BD16+$10		; apunta a su tercera posible salida = L_BD16 + $10	 	; C815 26 BD	
	fcb 	$03	 		; direccin East						; C817 03	
	fcb 	$00	 		; sin obstculo							; C818 00	
	fcb 	$19	 		; destino Localizacin $19 = "place bewitched gloomy"		; C819 19	
	
					; Bloque 003										
	fcb 	$15	 		; ID de localizacin $15 "treeless opening"			; C81A 15	
	fdb 	L_BCEB+$0D		; apunta a su segunda posible salida = L_BCEB + $0D	 	; C81B F8 BC	
	fcb 	$04	 		; direccin West						; C81D 04	
	fcb 	$00	 		; sin obstculo							; C81E 00	
	fcb 	$14	 		; destino Localizacin $14 = "gate outside goblins"		; C81F 14	
	
					; Bloque 004										
	fcb 	$22 	 		; ID de localizacin $22 "long lake"				; C820 22 	
	fdb 	L_BDD5+$0D    		; apunta a su segunda posible salida = L_BDD5 + $0D	 	; C821 E2 BD	
	fcb 	$03	 		; direccin East						; C823 03	
	fcb 	$00	 		; sin obstculo							; C824 00	
	fcb 	$23	 		; destino Localizacin $23 = "town lake "			; C825 23	
	
					; Bloque 005										
	fcb 	$0A	 		; ID de localizacin $0A "misty mountain"			; C826 0A	
	fdb 	L_BB00+$0A		; apunta a su primera posible salida = L_BB00 + $0A	 	; C827 0A BB	
	fcb 	$03	 		; direccin East						; C829 03	
	fcb 	$00	 		; sin obstculo							; C82A 00	
	fcb 	$0B	 		; destino Localizacin $0B = "place narrow "			; C82B 0B	

	fcb 	$FF	 		; final de datos						; C82C FF	
; ------------------------------------------------------------------------------------------------------------------------------------
					; LocGFXTable - ADAPTADA a la CONVERSION			; $CC00
					; Tabla de las localizaciones que tienen PANTALLA asociada      ; 45+1 = 46 bytes
GFX_TABL
	fcb 	$01			; "tunnel like hall"
	fcb	$02			; "forest Road"
	fcb	$03			; "forest"
	fcb 	$04			; "lonelands"
	fcb 	$05			; "trolls clearing" & $85
	fcb 	$06			; "trolls path"
	fcb 	$07			; "trolls cave"
	fcb 	$08			; "running river"
	fcb 	$09			; "rivendel"
	fcb 	$0A			; "misty mountain"
	fcb 	$0B			; "narrow place"
	fcb	$0C			; "dangerous narrow path"
	fcb 	$0D			; "goblins dungeon"
	fcb 	$0E			; "large dry cave"
	fcb 	$10			; "goblins big cavern"
	fcb 	$12			; "dark winding passage"
	fcb 	$13			; "inside gobblins gate"
	fcb 	$14			; "outside goblins gate"
	fcb 	$15			; "treeless opening"
	fcb 	$16			; "beorns house"
	fcb	$17			; "forestriver"
	fcb 	$18			; "forest gate"
	fcb 	$19			; "gloomy bewitched place"
	fcb 	$1A			; "spider threads place"
	fcb 	$1C			; "levelled elvish clearing"
	fcb 	$1E			; "elvenkings great halls"
	fcb 	$1F			; "dark dungeon"
	fcb 	$20			; "elvenkings cellar"
	fcb 	$21			; "forestriver"
	fcb 	$22			; "long lake"
	fcb 	$23			; "lake town"
	fcb 	$25			; "dragons desolation"
	fcb 	$26			; "dale valley"
	fcb 	$27			; "front gate"
	fcb	$28			; "ravenhill"
	fcb 	$29			; "lower halls"
	fcb 	$2B			; "straight smooth passage"
	fcb 	$2C			; "lonely mountain"
	fcb 	$2D			; "waterfall"
	fcb	$2E			; "forest road"
	fcb	$30			; "mountains"
	fcb 	$31			; "great river"
	fcb 	$33			; "empty place"
	fcb 	$38			; "dark stuffy passage"
	fcb 	$42			; "west bank"
	fcb 	$43			; "east bank"
	fcb	$44			; "narrow path"
	fcb 	$4B			; "steep path"
	fcb 	$4E			; "deep misty valley"
	fcb 	$4F			; "deep misty valley"
	fcb 	$FF			; "final screen"
; ------------------------------------------------------------------------------------------------------------------------------------
