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Methods
=======
action_dispatch - Dispatches an action for being handled
   Input:  si = Hotspot record
           bx = ???

add_sequence_delay - Adds in a sequence to be executed after a given delay
              of tick procs
  Input:  bx = Sequence offset
          cx = Number of ticks delay
          dl = ???

animation_draw - Wrapper for the [add_animation_proc] lookup method for
             drawing an animation onto the screen
     Input:  ax = Animation index in animation table
             bx = Frame number

animation_decode - Decodes the data for an animation into compressed nibble
                      format
     Input:  bx = Pointer to data: [bx] = animation disk resource id

animation_decode_inner - Handles the decoding of an animation disk resource
     Input:  dx:si = Start of data following header
             es = Output for decoded resource
    Output:  di = size of decoded data

animation_find_slot - Finds the first free animation slot in memory. If no slots
                      are free, the returned pointer points to the last slot
    Output:  di = Returns a pointer to the free slto   

animation_load/animation_load_2 - Makes a hotspot 'active' by loading it into
           the active hotspot list (aka. the animation list).
     Input:  load   =>  bx = resource Id
             load_2 =>  si = offset of hotspot record

Seems to load a single animation entry into the runtime
             location for animations.

animation_load_entry - Not sure if this method is just for loading animations; it
                  does some checks, and if passed, then takes the word at offset
                  9h in the resource and jumps to that location. In calls I've
                  seen so far, this is 7167h, which then calls animation_load 
     Input:  bx = Resource Id for animation entry

animation_load_entry_2 - Alternate form of the animation load
     Input:  si = Animation resource

animation_resolve_segment - Resolves the segment at which an animation begins,
     taking care of preparing the data for the animation
     Input:  bx = pointer to animation entry
    Output:  ax = segment
             CF = If set, skip the animation

animation_set_entry - Sets the details for an animation slot entry
     Input:  ax = Decoded animation segment
             bx = Offset of animation record
             dl = Colour offset for animation

animation_tick - Every frame calls the defined handler proc for any active
             hotspots (ie. that are loaded into the animation list)

animation_unload/animation_unload_2 - Removes a hotspot from the active hotspot
        list. Both are almost the same except animation_unload additionally
        sets field 0Bh of the hotspot (the offset in the animation list where
        a hotspot is loaded) to zero.

char_face_up/char_face_down/char_face_left/char_face_right - Faces the character
              represented by a given hotspot in the given direction
     Input:  si = Hotspot record
             di = Animation slot

character_change_room - Changes the current room for a given character
     Input:  current_hotspot = Character hotspot Id
             dx = New room number
             cx = New X position
             bx = New Y position

character_check_room_change - Checks whether the given character is within the
              bounds of a room exit, and if so, handles moving the player to
              the new room
    Input:  si = Character hotspot Id
            di = Chracter animation slot

character_update_frame - Handles updating a character's current frame
   Input:  ?
  Output:  ax = 1 for end of ?? list, 0 = frame successfully changed

check_keypress - Non-blocking method to return the next pending keypress, if any
    Output:  zero-flag = if set, indicates no key was pending
             al = character

clear_layer_rects - Clears the data structure storing the status of each 32x32
              rect in each layer of a room  

confirm_quit - Displays a dialog asking the user whether they want to quit
    Output:  ZF = If set, indicates the user wants to quit

copy_rectangle - Copys a 32x32 rectangular area from a source buffer to a
              destination buffer
   Input:  ds:si = Position of rectangle in source screen buffer
           es:di = Position to place rectangle in destination screen buffer
  Output:  dx = If non-zero, indicates that at least one pixel was non-zero

copy_protection_check - Performs the copy protection check. Note that in the
     English version of the game supplied by Revolution, this has been cracked.
     This is 

decode_character - Decodes a character from a compressed bit-stream of text
     Input:  DL = current bit position for read is set
             DS:SI = current byte to read data from
    Output:  AL = output byte

decode_file_entry -  Decodes a file resource, normally a graphics screen
  Input: dx = source data segment
         es = destination segment (for example, A000h for direct to screen)

 Output: es:0 holds decoded data
         dx = first segment beyond the end of the decoded data

decode_string - Decodes a string resource from a compressed bit-stream
     Input:  es:di = output buffer for string
             ax = Id for string

decode_string_init - Initialises a source pointer for decoding a compressed
                     bit-stream string
     Input:  ax = Id for string
    Output:  ds:si = address of compressed string
             dl = Starting bit position for reading string


decode_and_fade_in_display - Decodes the data for a given screen, and then fades it into
                  view by using the defined fade in proc for the given video mode
  Input: [buffer_segment1] = Loaded entry data

display_dialog - Displays a dialog with a given String Id's text
  Input:  bx = String resource Id

display_message - Displays a message to the user
             ax = messagae index in table of messages
             dh = 0=>non fatal error, 1=>fatal error
                  If a fatal error, function does not return

display_message_dialog_3 - Uses the message segment data to look up the
              specific response to an action for a specific character
   Input:  ax = Message Id. Commonly stored in the sequence field for
                hotspot actions, and identified by the high bit being set
           si = Character hotspot record
           di = Player animation slot

draw_dialog_frame - Draws the frame for a dialog in an off-screen buffer
   Input:  es:di = Destination buffer
              bx = Horizontal size of dialog - 16
              dx = Vertical size of dialog - 18

flag_covered_cells - Marks any of the 32x32 rectangles making up the screen
              that are covered by the given hotspot as being enabled. This
              is used for optmisation that extra layers only add for areas
              that may need to cover hotspots
   Input:  di = animation slot


floating_dialog_mouse_check - Checks to see if a floating talk dialog is present,
              the text has completed, and the mouse is inside it.
  Output:  floating_dialog_close_flag: 1=conditions met, 0=not met
           al=1, ZF=clear -> conditions not met, al=0, ZF=set -> not met

get_entry_size - Returns the size of the specified resource in paragraphs.
        Input:  ax = Resource Id
       Output:  dx = number of paragraphs

get_room_resource_pointer/2  - Gets a pointer to a data block of information for
              a given hotspot or room
         Input:   bx = Id for _pointer, ax = Id for _pointer2
         Output:  si = pointer to data block

get_room_resource_pointer3/4 -  Gets a pointer to the header entry for a given
              hotspot or room
         Input:   bx = Id for _pointer3, ax = Id for _pointer4
         Output:  si = pointer to header entry

hotspot_get_action_sequence - Returns a script offset for the given action on
              a hotspot
   Input: bx = Hotspot record
  Output: ax = Sequence offset if found, or 0 otherwise
          zf = clear if a sequence offset was found

hotscript_script_execute - Executes a given hotspot's script
    Input:  si = pointer to hotspot resource
            di = pointer to animation slot

hotspot_disable - Disables a hotspot from being highlightable
    Input:  bx = Hotspot Id

hotspot_enable - Enables a hotspot that was previously disabled
    Input:  bx = Hotspot Id

hotspots_load - Loads any hotspots registered for the current room into the
             animation list, automatically checking to prevent duplicates from
             being added.

hotspots_unload - Unloads all hotspots from the animation list that don't have
             the special hotspot Id of 0ffffh   

install_palette - Installs a sub-palette of 64 entries from a set of palettes,
                  each of which is 64*3 bytes long
          Input:  ax = index of sub-palette in list of sub-palettes
                  palette_segment = Segment set of palettes was loaded into

is_roomexit_hotspot - Checks whether the given hotspot Id is in the list of
              of room exit hotspots
   Input:  si = Pointer to list of hotspots
           ax = 0 if hotspot found, 1 if not

load_pic_with_animation - Loads up a picture that has animation data after it,
             as well as the following resource, which contains the animation
             line segment offsets and lengths
     Input:  AX = Id of the resource

menu_create_popmenu - Creates a popup menu in an off-screen buffer

menu_make_selections - Shows a dialog with an arbitrary list of selections.
             Returns the selectd item index, or ffffh for no selection made
     Input:  dx/ax = bitset for actions to display
    Output:  ax = selected item Id

menu_make_selections_select - Does the actual display of a right-click menu
             and make the selection
    Output:  ax = selected Id

menubar_copy_to_screen - Copies the data from an off-screen buffer onto
             the secreen

menubar_clear_menu - Clears the data segment occupied by the menubar

menubar_create_menu - Creates a drop down menu for display
     Input:  SI = Pointer to data table describing menu

menuitem_show_credits - Shows the game credits

mouse_wait - Goes in a loop of resetting the game palette until a held down
             mouse button is released

open_file - opens up a .vga data file (if not already open), validates that
            it's file number is correct, and loads the entry table into memory
     Input: [file_handle]

open_file2 - sets the default drive to the specified drive and then calls
             the open_file method
     Input:  al=drive number

pause_for_input - Waits until either a key or a mouse button is pressed

player_inc_inventory_items - Checks if the specified hotspot is the player,
              and if so, increments the counter for the number of inventory
              items the player currently has
   Input: si = Character hotspot record

popmenu_populate_list - Populates the contents of the list used to define
             what is displayed in the right-click popup menu
     Input:  dx:ax = Bitset indicating which actions should be displayed, in
             order of their placement in the action list

protection_cycle_characters - Cycles through a single frame in the list of
         possible characters in the copy protection check and displays them
         on screen.

protection_draw_characters - A wrapper method for drawing both of the
         current characters to the screen
   Input:  ax = frame number for left card animation
           bx = frame number for right card animation

random - Returns a pseudo-random number
  Output:  ax = Random value

read_and_validate_header - Reads in the header of the .vga file and validates
             that it's valid

read_bit - Reads in a specified bit from ds:si, and shifts the bit mask one bit
           to the right, resetting it back to 80h (and incrementing SI) if the
           set bit was 1h
    Input:  dl = Current bitmask
            ds:si = data source
   Output:  dl = New bitmask position
            al = and'ed value from ds:si
            ZF = Set if the bit was turned on in the value
            SI = If dl was 1h at input, then SI = SI+1 else SI=SI

read_screen - Reads in the specified screen resource, and optionally a palette
              if the screen is the first layer to be processed for a given room
   Input:  ax = Screen Id

read_entry - Outer method for reading an entry - finds and reads in the entry
             with the specified Id
     Input:  ax = Id of entry (bits 15-16 are file # 0 - 3), rest are Id bits
             cx:dx = buffer for entry
    Output:  dx = first segment following end of read in data

read_entry_into_buffer - Another outer method for reading an entry - reads the
             specified entry into [buffer_segment]:80h
     Input:  ax = Id of entry
     Output: dx = first segment following end of read in data

read_file_entry - Reads in an entry from the file
     Input:  es:dx - Output buffer to store data in
             bx = File start position in 20h block increments
             cx = Size of entry to read in
             bp = If bp=1, file size is actually 8000h plus the size in CX

read_into_buffer/read_into_buffer_2 - reads entry into the buffer space, and
             then increments the pointer so future reads will be read at a
             point beyond the loaded entry
    Output:  ax = segment of loaded entry
             dx = segment following end of loaded entry

read_palette - Reads in the palette from the specified Id resource
     Input:  ax = Id of entry (which is passed onto read_entry)

read_screen - Reads and decodes a screen into data_segment2. It may also
             be taking care of adding in any animations
     Input:  ax = room/id number

replace_vga_palette - Replaces two sections of the loaded palette with a
              preset alternate set: 60 entries starting at palette index #129,
              and 8 entries at palette index #220

room_add_animations - Adds the player and any room animations to the off-screen
        buffer data_segment2

room_check_cursors - Checks the position of the mouse within the current room
          to see whether the cursor needs to change (such as for moving over
          a hotspot) or on the menubar area

room_check_hotspots - Compares the mouse position against given hotspot lists?
  Input:  dx = room number
          di = offset of info table
          bp = Starting offset number for table

room_check_x_extents - Checks whether a given hotspot's position is within
              the clipping x range for the room
   Input:  si = Hotspot
  Output:  ax = 0 = Hotspot within valid range, 1 = otherwise
room_exit_hs_get_pointer - Scans through a list of room exit hotspots that
              connect to each other.
   Input:  ax = Hotspot Id
  Output:  si = Record Id for room exit hotspot join
           bx = 2 or 8, representing whether the hotspot was #1 or #2 in the record

room_handle_click - Checks to see if the mouse has been clicked, and if so,
           handles the various things that can be done, such as closing floating
           dialogs, showing the right-click menu, etc.

room_load_layers - Reads in the layers associated with a room

room_show_rightclick_menu - Shows the right-click menu. If the mouse is over a
            hotspot, it gives that item's action menu. Otherwise, it gives the
            default room Look/Status menu. The method returns when an item is
            selected
   Output:  ????

screen_fade_in - Fades in an already loaded screen, by using the defined fade in
                 routine in the video methods lookup table

screen_fade_out - Fades out the screen, by using the defined fade out routine
                  in the video methods lookup table

screen_set_palette - Sets the default game palette, using the defined lookup method

set_upper_vga_palette - Sets the last 16 palette entries of the VGA palette to a
                        predefined set of colours

sequence_execute - Outer execution method for handling a sequence of script instructions.
     Input: ax = Pointer to script set. See tables section for instruction formats
    Output: ax = sequence result value
            zf = set if the result value is zero

sequence_execute_inner - Inner handling method for script instructions
     Input:  si = Pointer to script set

show_introduction - Shows the introduction sequence

show_arrow_cursor - Shows the arrow cursor

show_disk_cursor  - Shows the disk cursor

show_startup - Shows the starting screens of the game, and then calls the
               show_introduction method to show the animated introduction sequence

skorl_caught_check - Checks to see if the Skorl is close enough to the player
              for it to 'catch' the player
     Input:  bx = Player hotspot record
             si = Skorl hotspot record
             di = Skorl animation slot
    Output:  ax = 1 -> Skorl is close to player, 0 -> Skorl is not

skorl_knockout - Runs the animation sequence of a Skorl knocking out the player

sleep - Sleeps for a given number of clock cycles (each being 1/18th of a second)
     Input:  ax = number of cycles [Note: I think it's from the start of the
                  game or the last time the method was called]

sleep_with_kbd_mouse_break - Pause with breakout by keypress and mouse
     Input:  ax = timeout in cy cles
    Output:  carry = breakout occurred
             zero  = if set, indicates Escape was pressed

sub23 - processing the loaded entry. Does not get called during the intro

         It seems that dx should always be a loaded entry? As one of the first
         things sub_74 does is add 8 to dx segment, representing a start at
         dx:80h, which is precisely where entries are loaded

sub28 - Get data block. Seems to handle returning in SI a pointer to a block
        of data about a given Id (room #?). [SI+9] can be used to get the Id of
        the palette to use by ANDing with $ffe0 and subtracting 1

sub_92 - Change character room and do other stuff
  Input:  dx = new room number
          cx = new x
          bx = new y

sub_107 - Gets a ax (0 or 3) and bx pointer used later in a call to sub_132
              to get a sequence offset
   Input:  ax = Hotspot Id

talk_add_voice_animation - Adds an animation entry of a talk bubble, which
              gets displayed above a designated character
   Input:  di = Hotspot slot

talk_clear_line - Clears the talk line at a specified index. Each talk line
              occupies 8 lines
   Input:  ax = Index of talk line to clear

talk_dialog_init - Initialises a talk dialog for display
   Input:  si = Name of character speaking
           di = Speaking text
           data_433 = Character hotspot Id

talk_setup_3 - Sets the necessary flags to display a talk dialog
   Input:  al = 1 (??? blocking talk dialog [you can't move until it's closed])
           cx = Hotspot Id of character talking to
           dx = Talk text string Id
           si = Hotspot record for character doing talking

talk_toggle_line_highlight - Toggles the highlight on a line being displayed
              to allow the user to select a talk option
   Input:  ax = Index of talk line

toggle_menu_highlight - Toggles the highlighting of a menu name in the
          off-screen copy of a menu
  Input:  DI = X Pixel start position on screen
          BX = Width in pixels of area
          data_segment2 = segment of off-screen menubar copy

validate_header - Validates the header of the loaded file
             ah = bits 6-7 is file number

vga_fade_in - Fades in a given graphic screen by cycling each palette index
              from black to the destination RGB value in increments of one

wait_for_video_port - Pauses until the video port indicates that it's ready
                      to rceeive data

word_wrap_string - Word wraps the passed string to a given maximum width
              by
   Input:  di = Text to process


Lookup Method Table
===================
This is a set of procs lookup list that is set to different methods for EGA
and VGA methods

add_animation_proc - Adds an animation or character frame onto the screen.
     Input:  es:si = source pixel data location 
             bx = Offset of data for animation (see tables later for animation format)

copy_screen_proc - Copys a screen from [misc_segment]:0 to the screen. Also sets
     up bp:si and dx:bx in preparation for an animation. Coupled with
     load_pic_with_animation that loads a resource with animation data
     Input:  misc_segment - Specifies the segment holding the screen data
    Output:  bp:si - Address of the first byte following the end of the data
             dx:bx - Address of first byte following decoded data segment data

display_character_proc - Copys a specified character to a graphic buffer
     Input:  al = ASCII character
          es:di = Position within screen of character start
             bp = segment of font, which starts at the space character (32), and
                  each character takes up 8 bytes. Each byte represents one line,
                  with each bit representing whether a pixel is on or off
             dh = Colour to create character as

draw_talk_dialog_proc - Draws the frame for a talk dialog
     Input:  es:di = Buffer to store drawn dialog in
             

menu_items_proc - Haven't investigated this method yet. It does get used by
             the right-click popup menu to display the items   

pic_decode_proc - Handles the RLE decoding of a picture onto the screen
     Input:  dx:bx = Set of copy slice lengths and screen inc amounts in a repeating
                     sequence. Each value can be 1 non-zero byte, or a zero byte
                     followed by a two byte length
             bp:si = Raw data for transfer to the screen. The data block pointed
                     to by dx:bx tells how wide each line slice will be
    Output:  dx:bx = First byte after end of length/inc data
             bp:si = First byte after end of transfer data block

read_screen - Reads in a screen with the given Id, decodes it, and also loads
              in a palette with the given Id - 1
     Input:   ax = resource Id of the screen

read_screen_alt - Reads in a screen with the given Id, decodes it, and also
              loads in a palette with the given Id - 1
     Input:   ax = resource Id of the screen

remove_area_proc - Restores the area of screen previously hidden by a menu
     Input:  di = x start position
             bx = width

segment_screen_proc - Segments the screen into 32x32 rectangles, and sets up
              an array of incrementing rectangle numbers for rectangles that
              have pixels in them
   Input:  es:di = pointer to decoded screen
           bx = buffer to store status of each screen rectangle
           cl = layer number (0 to 3) [Note: layer is only used to see if it's
                layer 0 background.. for the background all rectangles are
                considered "filled in"]

set_palette_proc - Sets the palette to the default palette

show_screen_proc - Responsible for displaying a screen from data_segment2 to the
             screen specified in [screen_start_seg]. It uses an array specified
             by display_mask to specify 10x6 sets of 32x32 rectangles for whether
             to display each rectangle on the screen.

toggle_menu_highlight_proc - Toggles the highlighting of a menu header
  Input:  DI = X Pixel start position on screen
          BX = Width in pixels of area
          data_segment2 = segment of off-screen menubar copy

word_wrap_string - Applies carriage returns in-sequence to a passed string to
          ensure it fits into a given dialog area
  Input:

Misc Notes
============
VGA Files
---------
* Entries with a length of 294h are palettes
* At least entry Id #48, #49 are MIDI music with a MThd block
* Entry Id #10, #15 are code blocks for playing music
* Entry Id #50 is a set of sub-palettes.. a sub palette contains palette entries
  for the first 64 palette entries (each 3 bytes). This entry contains 5 sub-palettes

VGA File Mapping
================
This isn't complete; just some resource Ids I noted down for future reference:

$0001 - Set of 26 16x16 cursors, each taking up 256 bytes
$0004 - Font set: starting with space character, each character taking 8 bytes
$0005 - Menubar
$000A - Music handler code block
$0010 - Strings resource (compressed - see decode_string & decode_string_init)
$0018 - Revolution title screen
$0019 - Revolution title palette
$001A - Virgin games title screen
$001B - Virgin games title palette
$001C - Lure of the Temptress title screen
$001D - Lure of the Temptress title palette 
$001E - Virtual Threatre title screen
$001F - Virtual Threatre title palette
$0021 - Palette for final introduction screen
$0022 - Animation for final screen
$0032 - Another copy of the menubar

$0040 - Animation for introduction sequence
$0041 - Animation for introduction sequence
$0042 - Animation for introduction sequence
$0043 - Animation for introduction sequence
$0044 - Animation for introduction sequence
$0045 - Animation for introduction sequence
$0046 - Animation for introduction sequence
$0047 - Animation for introduction sequence
$0048 - Animation for introduction sequence
$0049 - Animation for introduction sequence

$4100 - First screen, first layer
$7900 - Restart/Restore screen



Data Structure Notes
====================
There are four main lists embedded in the executable, each of which
represents a different range of Ids. Each entry consists of 9 bytes
[see get_room_resource_pointer]. The first two bytes represents an
offset to the specific data for the room.

       Resource data:
         Offset  Size   Meaning
         ------  ----   -------
             0h    2    Offset for the resource entry - either room or hotspot data
                        An entry of 0ffffh means the end of the list
             2h    2    For the room list, it's the room number, for the hotspot
                        lists, it's the string Id for the hotspot name
             4h    2    For rooms, the string Id for room description, for
                        hotspots it's the look at description Id
             6h    2    Alternate look at description for hotspots. I think
                        this only comes into player for takable items to give
                        the description when it hasn't yet been picked up
             8h    1    ???

For the room list, the format of the room records pointed to are as below:

       Room data:
         Offset  Size   Meaning
         ------  ----   -------
             6h    2    Offset for a list of offsets to pixel blocks for the
                        room
             8h    1    Number of layers in room
             9h    8    List of resource Id's for room. Either equal to number
                        of layers, or # layers + 1 for rooms with extra overlay
                        (such as image of cell bars when looking through into cell)
            11h    2    Sequence offset for room, or ffffh for none
            13h    2    The current tick time counter is stored here when a
                        room is exited
            17h    1    ???
            19h    2    X start for defining valid horizontal areas where hotspots
                        can be highlighted
            1Bh    2    X end, or 0 to indicate no end
            1Dh    ??   Start of room change script. See below:

The room data record is ended by zero or more room change records, followed by
an ending ffffh value. The format of each record is as follows:

         Offset  Size   Meaning
         ------  ----   -------
             0     2    X start
             2     2    X end
             4     2    Y start
             6     2    Y end
             8     2    Sequence offset. If the value is ffffh, then the following
                        four fields come into play. Note that this means that
                        the record can be one of two sizes, dependant on the
                        value of this field
             Ah    1    New room character direction:
                        80h=up, 40h=down, 20h=left, 10h=right
             Bh    1    New room number
             Ch    2    New room X position
             Eh    2    New room Y position

The format of hotspots are as follows:

       Hotspot tables:
         Offset  Size   Meaning
         ------  ----   -------
            0h     4    Bitset for available actions
            3h     1    Flags: Meaning unknown, but the following actions apply:
                           bit 7 = skip checking bit 6
                           bit 6 = Skip over entry
                           bit 5 = Skip over entry
            4h     2    Offset for actions table
            6h     2    Room number for hotspot. For hotspots that can be
                        inventory items, this can also be the Hotspot Id of
                        the character holdign the item.
            8h     1    Script flag - a non-zero value indicates that the value
                        at offset 9h is a script offset to execute. Otherwise,
                        the offset is treated as a code subroutine, and jumped to
            9h     2    Script sequence to execute, or offset for loading
                        routine for hotspot. So far I'm aware of two code routines:
                           7167h = stub method that calls animation_load
                           3afeh = copy protection check
            Bh     2    Stores offset of animation slot entry the resouce has
                        been loaded into
            Dh     2    X start position + 80h
            Fh     2    Y start position + 80h
           11h     2    Width of hotspot
           13h     2    Height of hotspot
           15h     1    Animation's layer. Animations are added in to a scene in
                        order of layer 3, layer 1, then layer 2. Animations in
                        layer 1 are added in order of the hotspot's bottom row
           16h     1    ??? Flags byte?
           17h     2    Tick handler proc offset
           19h     2    Copy of hotspot width
           1Bh     2    Copy of hotspot height
           1Dh     2    Y correction. Currently only known use is as a Y
                        correction factor when checking if a character is in
                        an exit region
           1fh     2    Timeout decrement value for frame change
           21h     2    Pointer to memory containing disk resource Id for the
                        pixel data for the hotspot's animation (or possibly
                        static image)
           23h     1    Colour offset start for source pixel data
           24h     2    Offset for data in scripts2_seg, used in
                        hotspot_script_execute. Also seems to be used by the
                        player hotspot (and perhaps others?) as a table offset
                        containing data for character movement
           26h     2    ???
           28h     2    ???
           2Ah     1    Current frame number ?
           33h     2    ??? Talk data record
           35h     1    Some kind of x offset (perhaps for centroid?)
           36h     1    Some kind of y offset
           37h     2    ???
           39h     2    Stores the hotspot Id of the character being talked to
           3Ch     2    Stores the String Id of a response 
           42h     2    ??? Copy of selected hotspot
           44h     1    ??? 0 or 2 for further actions in player_tick_proc
                        ??? Copy of low byte of selected hotspot

           50h     2    Character direction: 80h=up, 40h=down, 20h=left, 10h=right
           52h     2    Hotspot Id for selected hotspot
           54h     2    X ending position for character + 80h - 10h
           56h     2    Y ending position for character + 80h
           5Ah     2    For player (and other characters?) indicates the
                        assigned offset in the data segment to load the
                        details of movement frames. Note that this gets copied
                        to offset 24h for use at runtime.
           60h     1    ???
           61h     2    Index into the table starting at 63h of the hotspot
           63h     3*?  First slot for pending player actions. Each slot
                        consists of three bytes: a single byte command Id, and
                        an offset to a support data record.

The player actions can be one of the following:

  Command
  -------
    01 = Start walking
         Support data:
           word value = 0

    02 = Dispatch action*
         Support data:
           word value = 10h
           word value = hotspot Id of selected hotspot

    05 = Walking in progress

* Note that actions (both looking at a hotspot and all other actions) are
handled by doing an initial dispatch of the action, then a standard walk sequence,
and finally dispatching the action again when the player is at the appropriate
proximity to the hotspot

The actions table offset points to a list that indicates any actions for the
hotspot that have script sequences attached to them. The table has the following
format:

         Offset  Size   Meaning
         ------  ----   -------
             0     2    Number of items in the list
            --------- repeated:
             2     1    Action number
             3     2    Sequence offset
            ---------

The raw data for animations is stored in disk resources. They have the following
format:

       - A single word containing the number of header entries
       - A table of words of the previously given number, each representing
         the number of nibbles in the uncompressed data (ie. number of bytes * 2).
         Note that the pixel data starts at offset 40h of the uncompressed data,
         as the first 40h bytes are used by the decompression process.


In addition to the four hotspot lists, there is a master hotspot list, which
contains co-ordinate overrides for some of the hotspots:

       Hotspot data:
         Offset  Size   Meaning
         ------  ----   -------
             0     2    Id for hotspot to override
             2     2    X start
             4     2    X end
             6     2    Y start
             8     2    Y end


The animation list is made up of a set of animation entry slots, of which there
are 45 entries, each 29h bytes big, and can be loaded dynamically at runtime
from hotspot entries. FURTHER NOTE: Animation list may be a bit of a misnaming
of it - a better name may be "active hotspots" list, since entries in the list
aren't necessarily animated.

         Offset  Size   Meaning
         ------  ----   -------
             0h    2    X start position + 80h
             2h    2    Y start position + 80h
             4h    2    Width of animation
             6h    2    Height of animation
             8h    2    Pointer to the start of the current frame for the animation.
             Ah    2    Storage for caching of animation start segment. This is
                        filled out at runtime the first time the animation is to
                        be displayed at runtime
             Ch    1    Animation's layer. Animations are added in to a scene in
                        order of layer 3, layer 1, then layer 2. Animations in
                        layer 1 are added in order of the hotspot's bottom row
             Dh    1    ??? Flags byte?
             Eh    2    Room number for animation
            10h    1    ?? Flag for whether to keep animation active between rooms?
                        Loader defaults it to 1, but loads using 7167h afterwards
                        sets this back to zero
            11h    2    Tick handler proc offset - called every frame for hotspots
                        loaded into the animation table where [0Ch] is non-zero
            13h    2    Copy of the animation width - this the height copy are
                        used in some areas to, for example, varying the strict
                        Y ordering of objects in a scene (for example, Ratpouch
                        has a larger height copy to make him appear on top of
                        the rack rather than behind it).
            15h    2    Copy of the animation height
            17h    2    Y correction. Currently only known use is as a Y
                        correction factor when checking if a character is in
                        an exit region
            19h    2    Offset of the original resource record used to load this
                        animation entry.
            1Bh    2    Hotspot Id of the entry. Can also be 0ffffh, which seems
                        to be a special code for the player (don't know yet if
                        it's used elsewhere as well)
            1Dh    1    If non-zero, hotspots in layer 1 will be skipped
            1Eh    2    So far it's only known use is to store the hotspot Id
                        of the character the special 'voice' animation is
                        associated with
            22h    2    ???
            24h    2    So far it's only known use is as a countdown timer
                        for closing the special "voice" animation shown on
                        top of characters when they're speaking
            26h    1    Character direction: 0=up, 1=down, 2=left, 3=right
            27h    1    ??? Set to 1 by animation loader 1
            28h    1    Colour offset start for source pixel data
            4Ah    2    ??? Countdown of some form; changed by the action
                        countdown list

The animation list is built up at runtime one entry at a time from hotspot
resources specified in an instruction sequence. The first sequence executed is
at 23FCh, and is part of the game startup, and the initial resoruce Id is #3e8,
which equates to 6cefh.


Animation disk resource records
-------------------------------
The animation disk resource record has the following format:

         Offset  Size   Meaning
         ------  ----   -------
             0h    2    Disk resoucre Id of the animation pixels to use
             2h    1    Flags. Known values:
                        Bit  Description
                        ---  -----------
                          2  If set, takes the first word of the decoded data
                             as the frame offset. I think this used elsewhere
                             as well - this flag may indicate an animation that
                             contains an offset table for the frames, rather than
                             the standard form, where all frames are the same size
             3h    2    Cached copy of loaded pixel data segment
             7h    2    Frame size for decoded animation data
             9h    2    Offset for -Y movement records
             Bh    2    Offset for +Y movement records
             Dh    2    Offset for -X movement records
             Fh    2    Offset for +X movement records
            11h    1    Starting up direction frame number
            12h    1    Starting down direction frame number
            13h    1    Starting left direction frame number
            14h    1    Starting right direction frame number

A movement record represents data needed for a single frame of a character's
movement. It is represented as a set of 6 byte records of the format listed
below. The end of the set of the set of records is represented by 0ffffh.

         Offset  Size   Meaning
         ------  ----   -------
              0    2    Frame number to display
              2    2    16-bit signed integer representing the change in the
                        X position
              4    2    16-bit signed integer representing the change in the
                        Y position


W2      description
--      -----------
 1      * Store offset from PIXEL+0Dh, then word (W1+3)>>2
 2      * Store offset from PIXEL+0Fh, then word (W1+3)>>2
 3      * Store offset from PIXEL+0Bh, then word (W1+1)>>1
 4      * Store offset from PIXEL+09h, then word (W1+1)>>1




Room Exits
----------
A table of the offsets of the room exit records for each room is stored at
room_exits_table. An offset of zero for a particular room indicates there are
no exits.

The exits for a given room are a series of one or more records of 14 bytes each,
with a word value of 0 following the final entry. The structure of a record is
described below. Note that all co-ordinates are expressed with an offset of 80h.

         Offset  Size   Meaning
         ------  ----   -------
             0h    2    X start of exit area rectangle
             2h    2    X end of exit area rectangle
             4h    2    Y start of exit area rectangle
             6h    2    Y end of exit area rectangle
             8h    2    Cursor number to use
             Ah    2    Hotspot Id associated with exit. This can be, for example,
                        2711h for the hotspot Id of the Cell Door in the first room.
                        For exits which are always unblocked, the Id will be 0.
             Ch    2    Destination room number

There is also a table of room exit hotspots. This contains records containing
all room exit hospots, with the table set up with the hotspots that are joined
together (such as either side of the cell door in room #1 and #2) appearing in
the same record. Each record is 17 bytes long, and the format is as follows:

         Offset  Size   Meaning
         ------  ----   -------
             0h    2    First hotspot Id of the pair
             2h    1    Current frame number for hotspot #1
             3h    1    Ending frame number for hotspot #1
             4h    2    ???
             6h    2    Second hotspot Id of the pair
             8h    1    Current frame number for hotspot #2
             9h    1    Ending frame number for hotspot #1
             Ah    2    ???
             Ch    1    If zero, then exit is currently active. Non-zero
                        indicates that the exit is blocked
             Dh    2    ???
             Fh    2    ???


Sequence Table
==============
Lure of the Temptress uses a simple scripting set for performing various operations.
A set of instructions consist of a starting byte that contains the 'opcode' number
in bits 1 to 7, whilst bit 0, if set, indicates whether the following two bytes
should be loaded into dx (used as a general purpose register).

Note that logical operations treat 0 as true, and 1 as false as far as the
interpreter is concerned for calls to conditional jumps after a logical test.
Because of this non-typical logical state representation, I'm still in the
process of validating that all the test opcodes are correct.

The following commands are available (the values represent the value in bits 1-7):

Opcode    Description
------    -----------
  00h     Restore SP - Restores SP to what it was when the sequence started
          (ie. useful for breaking out of any subsequences that were being executed)
  01h     Add - Pops two values off the stack, adds them, and pushes the result
  02h     Subtract - Pops two values off the stack, subtracts the most recently
            pushed value from the second most recent value, and then pushes
            the result back onto the stack
  03h     Multiply - Pops two values off the stack, multiplies them, and pushes
            the result back onto the stack. Any overflow is also stored in DX
  04h     Divide - Pops two values off the stack and divides the second most
            recently pushed value by the most recent value, and pushes the
            result back on the stack. DX stores any remainder
  05h     Not equals - Pops two values off the stack, and if they're not equal
            pushes 0 back onto the stack. If equal, pushes 1
  06h     Equals - Pops two values off the stack, and if they're equal pushes
            0 back onto the stack. If not equal, pushes 1
  07h     Greater - Checks to see if the most recently pushed value is greater
            than the second most recent pushed value, and if so pops both of
            them off the stack and pushes a 1 back onto the stack
  08h     Smaller - Checks to see if the most recently pushed value is less
            than the second most recent pushed value, and if so pops both of
            them off the stack and pushes a 1 back onto the stack
  09h     Smaller2 - Identical to Smaller, but uses 'Js' check instead of 'Jc'
  0Ah     Greater2 - Identical to Greater, but uses 'Js' check instead of 'Jc'
  0Bh     And - Pops two values off the stack, ANDs them, and pushes the result
  0Ch     Or - Pops two values off the stack, ORs them, and pushes the result
  0Dh     Logical And - Pops the two top values off the stack, and pushes back
            1 if both of them are non-zero, otherwise 0
  0Eh     Logical Or - Pops the two top values off the stack, and pushes back
            1 if either of them are non-zero, otherwise 0
  0Fh     Get Field - Gets a field within the data segment. DX specifies field
                      offset from the room_number_2 field, and the value is
                      pushed onto the stack
  10h     Set Field - Sets a field within the data segment. DX specifies field
                      offset from the room_number_2 field, and the top value
                      on the stack is popped to set the field value
  11h     Push value - Pushes the value of DX onto the stack
  12h     Subroutine - Treats the value in DX as a pointer to a subroutine of
            sequence instructions. The subroutine is processed, and when done,
            the outer sequence resumes execution again.
  13h     Call Method - Calls a method number DX in the sequence method list.
                        If there any any values on the stack, they get popped
                        into bx, cx, and dx respectively.
  14h     Sequence end - ends the script sequence
  15h     Conditional Jump - Pops the top value off the stack, and if it's
            zero, adds the value in DX to the current sequence instructor pointer.
            Note that DX is 16-bit signed, allowing for both negative and
            postivie jumps
  16h     Jump - Adds the value in DX to the current sequence instructor pointer.
            Note that DX is 16-bit signed, allowing for both negative and
            postivie jumps
  17h     Restore SP - Restores SP to what it was when the sequence started
  18h     Restore SP - Restores SP to what it was when the sequence started
  19h     Random - Places a random number between 0 to 255 in DX

Method List
-----------
The Call Method opcode (13h) can call methods, popping up to three values from
the stack if available, storing them in bx, cx, and dx respectively. 

Sequence Delay Table
--------------------
The sequence_delay_table has 40 slots of 7 bytes each that can contain a
sequence that shouldn't be exceed until a ceratin time has been exceeded.
Each slot consists of the following data:

         Offset  Size   Meaning
         ------  ----   -------
             2     4    Timer counter value at which point sequence should be
                        executed. When an entry is initially added to the list,
                        the delay amount is added to the current timer value
             4     2    Sequence offset to execute
             6     1    ???


Hotspot Scripts
===============
Sub_37 is a handler method called by the tick handler code for many animations.
The word at offset 24h of a hotspot entry specifies an offset into seg_c of the
executable. Starting at the given offset in the segment, data is read in one
word at a time.

Value     Description
-----     -----------
fff6h     Set bitset actions based on next 2 words
fff7h     Reads bx=next word, then calls sub_258
fff8h     Reads bx=next word, cx=next word. If cx is either 0 or equal to the
          current room number, then calls sub_247
fff9h     Sets the pixel data record for the hotspot
fffah     Jump to executing the sequence at the offset given by the following word
fffbh     Sets the dimensions of the animation. The next word is shifted left
          by 4 bits and stored as the width. The following word is stored as
          the height (both values are only set in the animation slot)
fffch     Ends the execution and deactivates the animation
fffdh     
fffeh     Sets the start position of the hotspot - the next following word
          specifies the X start, and the one after that is the Y start
ffffh     Reads in the next word and sets the timeout counter of the hotspot.
          The offset 24h entry of the hotspot is also updated to point to the
          next following word

others    Set animation frame. If the animation disk resource flags byte has
          bit 2 clear, the frame is calculated by multiplying the opcode word's
          value by the frame size (at offset 7 of the pixel resource record).
          If bit 2 is set, the frame is set by getting the offset from the
          decoded data's offset table. In either case, once the offset is set,
          execution of the script stops.


Room List
=========
 1 = THE CELL
 2 = THE OUTER CELL
 3 = THE GUARD ROOM
 4 = THE TORTURE ROOM
 7 = THE SEWER OUTLET
 8 = Alley
 9 = CASTLE GATE
10 = APOTHECARY LANE
11 = Alley
12 = MAPIE COURTYARD
13 = CASTLE WALL
14 = MIDDLE STREET
15 = WEREGATE
17 = WEST STREET
18 = SMITHY STREET
19 = THE MARKET PLACE
20 = BLACKFRIARS ROW
21 = Alley
22 = Alley
23 = Alley
24 = Alley
25 = Alley
27 = Alley
28 = THE FORGE
29 = THE SEVERED ARMS
30 = TAIDGH'S HOUSE
31 = THE TOWN HALL
32 = MAGPIE TAVERN
34 = APOTHECARY WORKSHOP
35 = THE VILLAGE SHOP
36 = MONK'S LODGE
38 = Cave
39 = Cave
40 = Cave
41 = Cavern
42 = ?
43 = ?
44 = ?
45 = ?
46 = ?
47 = ?
48 = ?
3081 = Cave


393Ch - loading character movement list
---------------------------------------
30h, 1, 0, 6feh, a18h, 0

Handling:

If next word (W1) is 0, end decoding. Otherwise, read following word (W2)
and handle as per table below (PIXEL represents the pixel data record):

Talking records
===============
A character can specify a current talking record at offset 33h of it's hotspot
record. If the field is empty, then the main talk list talk_table is used to
get the starting talking record for a given character. The table consists of
a series of four byte entries: the first word gives the hotspot Id, the second
gives the offset of the talking record list for that character.

The actual talking record contains a set of further offsets for talking records;
the current value of talk_record_index specifies which entry is loaded. There
is also a check to see if the hotspot name of the character being talked to is
17Ah "Stranger", in which case the first entry in the list is used.

The talk data record set pointed to by the above offset has the following
format:

         Offset  Size   Meaning
         ------  ----   -------
            0h     2    Offset for a list of sequence Ids for handling results
            ----- following is a set of 6 byte records for talk lines -----
            0h     2    Precheck sequence offset - and with 3fffh to get actual
                        offset - if the result of execution is 0, then the talk
                        entry isn't added to the list.
                        High bit of word, if set, will cause the looping of
                        talk entry lines to end after processing the record.
                        Additionally, a value of 0ffffh ends the set of records
            2h     2    String resource for talk question, anded with 0x3fffh.
                        The two high bits are flags described in the next entry
            3h     1    Flags - If both bit 7 and bit 6 are set, then the
                        entry is skipped
            4h     2    Post sequence offset - when the high bit is set, the
                        sequence number in the remaining bits is executed, and
                        the result number used as a lookup (discussed below).
                        Otherwise, the value is directly used as a lookup index

Once an entry has been clicked on, the result index (either from running the
post sequence Id or directly from the field value itself) is used as an index
into the results. The results structure is a set of 6 byte entries with the
following structure:

         Offset  Size   Meaning
         ------  ----   -------
            0h     2    Pre sequence offset - If it is non-zero, then the sequence
                        is executed. If the result is not the special value 1092h,
                        then the result is treated as a new response index,
                        which is used instead of the current one
            2h     2    Response String Id - specifies the response spoken by
                        the character to the player
            4h     2    Post sequence offset - A value of 0ffffh indicates the
                        conversation is ended. If the high bit is set, then
                        the conversation continues. Otherwise, the given script
                        offset is executed, and the conversation ended if the
                        result is 0ffffh.
                        The remaining bits can specify a starting offset in the
                        talk entry list to start from next time.



Hotspot Action List
-------------------
The hotspot action list provides a list of hotspots in a "countdown" state..
every cycle a countdown variable is decremented for each hotspot entry in
the list, and is used to set offset 4Ah of a given hotspot record. When a
countdown counter reaches zero, the entry is removed from the list.

I currently know that it's got something to do with talking to characters,
but I haven't yet figured out what precisely word 4Ah of a hotspot record
controls.

         Offset  Size   Meaning
         ------  ----   -------
            0h     2    Hotspot Id of the source talker
            2h     2    Hotspot Id of the destination talker
            4h     2    Countdown counter
            6h     2    Hotspot record offset for destination talker