01 · Maps / levels
The level atlas
Starting layout
Click a numbered treasure or choose it above. Outlines mark changed cells. Starting positions can be shown separately.
These are immediate pickup outcomes from the original code, with movement and timers paused, before key collection and with one fixed random value. Each treasure starts a separate comparison. Repeats appear only when that pickup regenerates itself; the preview stops at forty. Simon Says begins after its automatic starting pearl. W is the wizard. Numbers identify actor slots; automatically spawned actors have no fixed marker. The comparison includes terrain, color and character-shape changes; moving actors are described below. Colors are computed with the original engine routines at $910C and $7B27.
| Slot | Behavior | Start X / Y | Shape / span |
|---|
Behavior IDs and sprite images are independent. The saved image number is a VIC sprite pointer; “span” is the configured animation length. The selected room’s code describe the custom rules. The previews isolate pickup effects. They do not establish a walking route through the room.
02 · The record
A level is 1,136 bytes
| Loaded range | Contents |
|---|---|
$C300–$C37F | Actor positions, colors, spell, timing, motion and callback entry |
| $C380–$C3FF | Sixteen eight-byte treasure-patch records, or custom callback storage where patches are unused |
$C400–$C76F | 22 × 40 character cells; the last row carries the saved title |
A treasure patch contains six glyphs in a 3 × 2 arrangement and a destination pointer. Parallel header fields give a repeat count, stride and optional color. A zero glyph leaves the existing cell alone. The callback follows the patch, so a level may change more than those six cells. See $9477.
Counts come from the game's sixteen-slot object index. They exclude excess treasure-shaped bytes used as level data. Simon Says also indexes the treasure symbol in its instruction line; an indexed cell is not necessarily a reachable collectible. See $7BAA.
Scope of this atlas
The supplied files are L00T through L39T. The game displays those as levels 1 through 40. Customized files beginning at L40T are supported by the program but were not present on this disk. The editor accepts names through L99T. Resident demonstration levels are separate copies and are described in the Source tab.