Page Byte Address Description
64 0 4000
Loading screen
117 48 7530
The End sequence
117 207 75CF
Fill rectangle with character
117 226 75E2
Frame data: Prison (static background)
119 153 7799
Frame data: Hero masturbating in prison — animation frame 1
119 182 77B6
Frame data: Hero masturbating in prison — animation frame 2
119 213 77D5
Frame: "The End" title text
119 234 77EA
RANDOMIZE USR entry point — loading screen wait and game init
120 141 788D
Frame data: High-score screen / author credits
124 240 7CF0
Main game loop
125 43 7D2B
Delay (fixed: 80 × 256 iterations)
125 53 7D35
Door column position (self-modifying variable)
125 59 7D3B
Draw sliding door
125 141 7D8D
Print one column of door tiles at column A
125 171 7DAB
Door collision and visitor dispatch
125 234 7DEA
Police encounter
126 233 7EE9
Frame data: Police speech bubble (row 0, col 17) — 4 variants
127 0 7F00
Frame data: Clear police speech bubble (row 0, col 17)
127 21 7F15
Frame data: Hero speech bubble (row 1, col 1) — 2 variants (police scene)
127 44 7F2C
Frame data: Clear hero speech bubble (row 1, col 1) (police scene)
127 65 7F41
Frame data: Erase police lower body (rows 17–18, cols 11–14)
127 82 7F52
CHARS table 1
127 90 7F5A
CHARS tileset: Nude prostitute on bed — room background (CHARS=$7E5A, 62 chars)
129 74 814A
CHARS tileset: Reinaldo standing nude (CHARS=$804A, 43 chars)
130 162 82A2
CHARS tileset: hero inside prostitute room (CHARS=$81A2, 37 chars)
131 202 83CA
CHARS tileset: Reinaldo peering through the doorway (CHARS=$82CA, 11 chars)
132 34 8422
CHARS tileset: Reinaldo sodomising the hero — background scene (CHARS=$8322, 60 chars)
134 2 8602
CHARS tileset: Reinaldo sodomising the hero — animation frames (CHARS=$8502, 25 chars)
134 202 86CA
Speech bubble: "Este não quer pagar" — prostitute to Reinaldo (CHARS=$85CA, 12 chars)
135 42 872A
Speech bubble: "Aí não? Já vai ver" — Reinaldo's response (CHARS=$862A, 12 chars)
135 138 878A
Speech bubble: \"Ai que caralhinho\" — hero during sodomy by Reinaldo (CHARS=$868A, 12 chars)
135 234 87EA
Unused — 22 zero bytes
136 0 8800
Prostitute room encounter — main dispatcher
137 0 8900
Compare score to high score and prompt for name if new record
137 166 89A6
Record holder name buffer (32 bytes)
137 210 89D2
Frame: "* NOVO RECORDE * / Introduza o seu nome ."
138 9 8A09
Frame: "Esta correcto o seu nome ?"
138 41 8A29
Frame: Clear name entry area (two blank lines)
138 112 8A70
CHARS tileset: prison static background (CHARS=$8970, 88 chars)
141 48 8D30
CHARS tileset: hero masturbating animation (CHARS=$8C30, 44 chars)
142 148 8E94
CHARS tileset: choose service bubble (variant 1) (CHARS=$8D94, 12 chars)
142 244 8EF4
CHARS tileset: choose service bubble (variant 2) (CHARS=$8DF4, 12 chars)
143 84 8F54
CHARS tileset: choose service bubble (variant 3) (CHARS=$8E54, 12 chars)
143 180 8FB4
CHARS tileset: choose service bubble (variant 4) (CHARS=$8EB4, 12 chars)
144 20 9014
CHARS tileset: choose service bubble (variant 5) (CHARS=$8F14, 14 chars)
144 136 9088
Vaginal sex sequence
144 177 90B1
Vaginal animation loop (one pass)
144 210 90D2
Show orgasm speech bubble ("Venho-me haaaaaaa")
144 231 90E7
Frame: Prostitute — static background (vaginal)
145 155 919B
Frame: Prostitute vaginal animation — frame 1
145 225 91E1
Frame: Prostitute vaginal animation — frame 2
146 26 921A
Frame data: Hero speech bubble (row 1, col 13)
146 49 9231
Frame data: Clear hero speech bubble (row 1, col 13)
146 70 9246
Anal sex sequence
146 116 9274
Anal animation loop (one pass)
146 163 92A3
Show prostitute room speech bubble
146 184 92B8
Clear prostitute room speech bubble
146 193 92C1
Show hero speech bubble in prostitute room
146 214 92D6
Frame: Prostitute — static background (anal)
147 146 9392
Frame data: Prostitute anal animation — frame 1
147 201 93C9
Frame data: Prostitute anal animation — frame 2
147 252 93FC
Frame data: Prostitute speech bubble (row 6, col 1) — 5 variants
148 19 9413
Frame data: Clear prostitute speech bubble (row 6, col 1)
148 40 9428
Frame data: Hero speech bubble (row 3, col 18) — 3 variants
148 63 943F
Frame data: Thief speech bubble (row 3, col 11)
148 85 9455
Police approach step 1 (called from police)
148 121 9479
Police exiting — frame 1
148 222 94DE
Police exiting — frame 2
149 159 959F
Police exit animation — step 1
149 183 95B7
Draw police facing left
149 199 95C7
Frame: Police officer facing left
150 99 9663
Draw wallet (show to police)
150 112 9670
Frame: Showing wallet to police
150 149 9695
Oral sex sequence
150 184 96B8
Oral animation loop (one pass)
150 223 96DF
Show hero speech bubble (oral)
150 244 96F4
Show prostitute reply bubble (oral)
151 9 9709
Frame: Prostitute — static background (oral)
151 200 97C8
Frame: Prostitute oral animation — frame 1
151 250 97FA
Frame: Prostitute oral animation — frame 2
152 38 9826
Draw prostitute in bed
152 51 9833
Frame data: prostitute in bed
152 153 9899
Draw Reinaldo (pimp)
152 166 98A6
Frame data: Reinaldo (pimp) standing naked
153 18 9912
Draw hero inside prostitute's room
153 31 991F
Frame data: Hero standing naked in prostitute's room
153 154 999A
Reinaldo encounter — hero can't pay
154 87 9A57
Show "Ai que caralhinho" climax bubble (Reinaldo sodomy)
154 108 9A6C
Clear right edge and draw Reinaldo peering in
154 174 9AAE
Frame data: Reinaldo peering through the doorway
154 207 9ACF
Frame data: Reinaldo speech bubble (row 1, col 21)
154 226 9AE2
Frame data: Reinaldo speech bubble (row 0, col 14) — 2 variants
154 249 9AF9
Frame data: Reinaldo sodomy scene — static background
155 177 9BB1
Frame data: Reinaldo sodomy animation — frame 1
155 227 9BE3
Frame data: Reinaldo sodomy animation — frame 2
156 21 9C15
Frame data: Hero speech bubble (row 13, col 3)
156 48 9C30
Transition to café scene
156 64 9C40
Draw old woman bent over
156 77 9C4D
Frame data: Old woman bent over (rape sequence — step 1)
156 215 9CD7
Draw old woman — bare backside
156 228 9CE4
Frame data: Old woman bare backside (rape sequence — step 2)
157 122 9D7A
Draw hero exposing himself
157 135 9D87
Frame data: Hero exposes himself (rape sequence — step 3)
157 177 9DB1
Draw old woman — rape frame 1
157 190 9DBE
Frame data: Old woman being raped — frame 1
157 237 9DED
Draw old woman — rape frame 2
157 250 9DFA
Frame data: Old woman being raped — frame 2
158 47 9E2F
Old woman approach animation
158 74 9E4A
Frame data: Old woman peering through the door
158 146 9E92
Frame data: Old woman standing
159 49 9F31
Old woman exit animation
159 84 9F54
Old woman encounter
159 255 9FFF
Frame data: Old woman price offer overlay — 200$00
160 4 A004
Old woman — hands over 500$00
160 15 A00F
Frame data: Old woman price offer overlay — 500$00
160 20 A014
Old woman — hero has no gun
160 58 A03A
Old woman — rape sequence (key 'v')
160 212 A0D4
Old woman — hero refuses to shoot (key '0')
161 0 A100
Old woman — rape animation loop (21 passes)
161 52 A134
Show "Ai tão grande" speech bubble
161 67 A143
Clear "Ai tão grande" speech bubble
161 76 A14C
Frame data: Old woman speech bubble (row 9, col 18)
161 99 A163
Frame data: Clear old woman speech bubble (row 9, col 18)
161 120 A178
Frame data: Erase old woman sprite remnants after rape sequence
161 149 A195
Draw "Paradise Café" logo on café wall
161 162 A1A2
Frame data: "Paradise Café" logo on café wall
161 240 A1F0
Fade in with blue attributes
162 10 A20A
Fill attribute strip
162 21 A215
Draw café background
162 34 A222
Frame data: Café — hero seated at table
163 96 A360
Café — hero drinks animation
163 139 A38B
Frame: Café — hero drinking — frame 1
163 210 A3D2
Frame: Café — hero drinking — frame 2
164 16 A410
Deduct 1 from score (penalty after robbery)
164 22 A416
Reset INK=0 and PAPER=7 via RST $10
164 37 A425
Set shoot-during-lighter flag and jump to shoot handler
164 48 A430
Café — mobster approaches hero (3-frame animation)
164 101 A465
Frame data: Café — mobster walking in, frame 1
164 171 A4AB
Frame data: Café — mobster walking in, frame 2
165 30 A51E
Frame data: Café — mobster standing face-to-face with hero
165 137 A589
Café — mobster retreats (2-frame reverse animation)
165 181 A5B5
Waiter walks towards hero (2-frame approach animation)
165 214 A5D6
Frame: Café — waiter serving — frame 1
166 37 A625
Frame: Café — waiter serving — frame 2
166 183 A6B7
Café — waiter stands up after clearing (erase leaning-pose remnants)
166 254 A6FE
Fill a rectangle with space characters
167 16 A710
Waiter serves drink to hero (2-frame animation)
167 40 A728
Frame: Café — waiter bringing drink — frame 1
167 78 A74E
Frame: Café — waiter bringing drink — frame 2
167 112 A770
Cycle INK colour of café logo
167 153 A799
Café — return value 3 (branch selector)
167 160 A7A0
Café encounter — main routine
171 135 AB87
Café visit counter / active flag
171 136 AB88
Café — hero cannot pay bill (game over)
171 195 ABC3
Frame data: Erase mobster walk frame 2 right-edge remnants (rows 9–10, col 22)
171 206 ABCE
Frame data: Hero speech bubble (row 5, col 0) — 3 variants
171 229 ABE5
Frame data: Clear hero speech bubble (row 5, col 0)
171 250 ABFA
Frame data: Mobster speech bubble (row 6, col 22) — 6 variants
172 17 AC11
Frame data: Clear mobster speech bubble (row 6, col 22)
172 38 AC26
Frame data: Waiter speech bubble (row 1, col 19) — 2 variants
172 61 AC3D
Frame data: Clear waiter speech bubble (row 1, col 19)
172 82 AC52
Frame data: Erase mobster from café (rows 4–11, cols 19–22)
172 144 AC90
Café door — colour-cycling animation and key handler
172 211 ACD3
Return door-state value 2
172 214 ACD6
Café door colour-cycle counter
172 216 ACD8
Frame: Café door open — "Para Caf" logo (PAPER=1 only, INK inherited)
172 246 ACF6
Draw prostitute's room background
173 5 AD05
Frame data: Prostitute's room — static background
175 107 AF6B
Clear doorway columns (room background helper)
175 132 AF84
Frame data: Hero speech bubble (row 1, col 8) — 4 variants
175 155 AF9B
Frame data: Clear hero speech bubble (row 1, col 8)
175 176 AFB0
Post-sex score/money update, return to main loop
175 184 AFB8
Reset encounter flag and clear LAST K
175 200 AFC8
Draw frame pointed to by HL
175 209 AFD1
Fade-out screen wipe
176 1 B001
Draw hero body (torso + leg animation dispatch)
176 29 B01D
Draw hero legs (walk cycle animator)
176 169 B0A9
Frame: Hero torso — head and upper body
176 228 B0E4
Frame: Hero legs — walk cycle frame 1
177 76 B14C
Frame: Hero legs — walk cycle frame 2
177 181 B1B5
Frame: Hero legs — walk cycle frame 3
178 38 B226
Frame: Hero legs — walk cycle frame 4
178 153 B299
Frame: Hero legs — walk cycle frame 5
179 10 B30A
Hero entering door — animation
179 83 B353
Frame: Hero entering door — frame 1
179 223 B3DF
Frame: Hero entering door — frame 2
180 108 B46C
Door animation delay (C=0×B=0, ~65536 iterations)
180 119 B477
Print C rows of 4 spaces at PRINT AT D,E
180 134 B486
Print 4 space characters (B = 4)
180 143 B48F
Door open animation (3 frames)
180 241 B4F1
Door close animation (3 frames)
181 81 B551
Frame data: Door opening — frame 1
181 95 B55F
Frame data: Door opening — frame 2
181 107 B56B
Frame data: Door opening — frame 3
181 121 B579
Door sprite short delay (C=$50, ~80×256 iterations)
181 131 B583
Print C rows of sprite chars at PRINT AT D,E (push/pop HL)
181 148 B594
Print H copies of byte L via RST $10
181 156 B59C
Prostitute exit animation (2 frames)
181 182 B5B6
Prostitute enters through door, erase door sprite
181 224 B5E0
Print B spaces
181 230 B5E6
Long delay (count from $FFFF to 0)
181 240 B5F0
Frame: Prostitute exiting — frame 1
182 136 B688
Frame: Prostitute exiting — frame 2
183 33 B721
PRNG tick — visitor type counter
183 52 B734
Reset PRNG slot 1 counter to 1
183 55 B737
Reset score to "000000"
183 69 B745
Reset money to "0000" on underflow
183 85 B755
Increment café tab (var_cafe_tab) by B
183 102 B766
Café tab carry: tens digit
183 109 B76D
Paradise Café visitor — entry point
183 117 B775
Wait for keypress, store in var_last_key
183 133 B785
Draw floor, high-score strip, and sky background
183 164 B7A4
Frame data: High-score label line
183 204 B7CC
Fill attribute strip (HL, length B, value A)
183 211 B7D3
Scroll high-score strip (8 rows)
183 230 B7E6
Scroll source address — self-modifying operand
183 232 B7E8
Scroll wrap byte — self-modifying operand
183 233 B7E9
Scroll one display row right
184 0 B800
Turn hero face toward prostitute
184 17 B811
Frame data: Hero face turned toward prostitute
184 46 B82E
Turn hero face forward (toward screen)
184 63 B83F
Frame: Hero face turned forward
184 90 B85A
PRNG advance — visitor slot 2
184 103 B867
Reset PRNG slot 2 counter to 0
184 106 B86A
Prostitute visitor — main encounter
184 177 B8B1
Frame data: Prostitute speech bubble (row 0, col 16) — 4 variants
184 233 B8E9
Hero accepts — transition into prostitute's room
185 20 B914
Erase 4-column strip at column 15 (door area cleanup)
185 60 B93C
Hero refuses prostitute
185 103 B967
Frame data: Hero speech bubble (row 1, col 1) (prostitute refusal)
185 126 B97E
Set CHARS to $CB2A
185 137 B989
Set CHARS to $CBEA
185 148 B994
Set CHARS to $CCAA
185 159 B99F
Long delay (FFFF down to 0)
185 175 B9AF
Draw score and money display
185 241 B9F1
Frame: "SCORE=" label
186 0 BA00
Frame: "DINHEIRO:" label
186 13 BA0D
Increment score (digits 3–4) by B
186 33 BA21
Score carry: digit 3 → digit 4
186 44 BA2C
Score carry: digit 4 → digit 1 (via var_score_digits12)
186 64 BA40
Score carry: digit 2
186 75 BA4B
Score overflow clamp (all digits maxed)
186 78 BA4E
Add B to money (digits 3–4)
186 98 BA62
Money carry: digit 3 → digit 4
186 109 BA6D
Money carry: digit 4 → digit 1
186 129 BA81
Money carry: digit 2
186 140 BA8C
Money overflow clamp
186 143 BA8F
Decrement money by B (payment)
186 163 BAA3
Money borrow: digit 4
186 174 BAAE
Money borrow: digit 1
186 194 BAC2
Money borrow: digit 2
186 208 BAD0
Decrement score — digit 3 (lowest significant)
186 228 BAE4
Score borrow: digit 4 → digit 3
186 239 BAEF
Score borrow: digit 1 → digit 4
187 3 BB03
Score borrow: digit 2
187 17 BB11
Thief exits door (2-frame animation)
187 46 BB2E
Thief short delay ($FFF0 iterations)
187 56 BB38
Frame data: Thief — half body in doorway (exiting)
187 161 BBA1
Frame data: Thief facing player (full body, street)
188 106 BC6A
Thief turns to face left
188 123 BC7B
Frame: Thief facing left
189 12 BD0C
Write DE to CHARS system variable ($5C36)
189 21 BD15
Draw thief knocked to the floor
189 34 BD22
Frame: Thief on the floor (knocked down)
189 149 BD95
Reset money to "0000" (thief steals wallet)
189 160 BDA0
Erase sprite column at column 10 (17 rows)
189 191 BDBF
Thief enters door and disappears (2-frame animation)
189 222 BDDE
Long delay (65536 iterations)
189 232 BDE8
Frame: Thief entering door — frame 1
190 101 BE65
Frame: Thief entering door — frame 2
190 197 BEC5
Border beep (gun cocking sound)
190 220 BEDC
Hero draws gun
190 233 BEE9
Frame data: Hero drawing gun
191 23 BF17
Thief encounter
191 207 BFCF
Frame data: Erase thief feet — facing-left pose (frame_thief_left) remnants (rows 17–18, cols 12–15)
191 224 BFE0
Frame data: Erase stale thief char (row 17, col 16) — standing pose (frame_thief_exit_2) remnant after turn
191 231 BFE7
Frame: Thief drawing gun (threatening hero)
191 250 BFFA
Frame data: Thief hand showing cigarette — frame 1
192 15 C00F
Frame data: Street speech bubble (row 2, col 17) — 5 variants
192 38 C026
Frame data: Clear street speech bubble (row 2, col 17)
192 59 C03B
Frame data: Hero speech bubble (row 1, col 1) (thief scene)
192 82 C052
Frame data: Clear hero speech bubble (row 1, col 1) (thief scene)
192 103 C067
Frame data: Hero speech bubble (row 1, col 2) — 5 variants
192 124 C07C
Frame data: Thief speech bubble (row 3, col 11)
192 147 C093
Frame data: Thief hand showing cigarette — frame 2
192 179 C0B3
Frame data: Thief speech bubble (row 3, col 11)
192 202 C0CA
Frame data: Erase knocked-down thief (frame_thief_floor) remnants (rows 15–19, cols 10–17)
192 248 C0F8
Thief asks for a light (lighter encounter)
193 122 C17A
Shoot handler — lighter encounter (entry from lighter_shoot_flag / '0' key)
193 146 C192
Thief escape sequence — clean up and show final bubbles
193 194 C1C2
Shoot at thief (triggered by '0' during idle)
193 215 C1D7
Shoot handler — robbery phase (entry from BF5E)
193 231 C1E7
Hero fires gun — thief shot sequence
194 10 C20A
Thief flees — shared ending (shot or escape)
194 59 C23B
Hero has no gun — says "Não tenho pistola"
194 89 C259
Delay A × 65536 iterations
194 102 C266
Trampoline: call draw_hero (draw hero body)
194 106 C26A
Fade out to blue
194 122 C27A
Purchase handler — check money and set paid flag
194 170 C2AA
Draw expense display
194 206 C2CE
Frame: "DESPESA:" expense label
194 223 C2DF
Draw high-score display
195 2 C302
Frame: "HISCORE=" label
195 54 C336
Encounter interaction flag
195 55 C337
Inventory: drugs (0 = none, 1 = has drugs)
195 56 C338
Café tab / expense digits (2 ASCII bytes, BCD-like)
195 58 C33A
Café scene animation counter
195 59 C33B
Prostitute payment flag
195 60 C33C
Inventory: wallet (0 = no wallet, 1 = has wallet)
195 61 C33D
Inventory: gun (0 = no gun, 1 = has gun)
195 62 C33E
Money — digits 1 and 2 (ASCII)
195 64 C340
Money — digits 3 and 4 (ASCII)
195 66 C342
High score — digits 1 and 2 (ASCII)
195 68 C344
High score — digits 3 and 4 (ASCII)
195 70 C346
Score — digits 1 and 2 (ASCII)
195 72 C348
Score — digits 3 and 4 (ASCII)
195 74 C34A
PRNG state — visitor slot 2 (0–3, wraps via prng_reset_2)
195 75 C34B
Door X position (range: $F8 → $09 → $1F, wraps)
195 76 C34C
Last keypress (ASCII, matches ZX Spectrum LAST K at $5C08 indirectly)
195 77 C34D
PRNG state — visitor slot 1 (0–6, wraps via prng_reset_1)
195 78 C34E
Hero leg animation frame index (0–4, cycled by draw_hero_legs)
195 79 C34F
Fade-out attribute value (written before calling fade_out)
195 80 C350
CHARS tileset: hero walk cycle frame 1 (CHARS=$C250, 27 chars)
196 40 C428
CHARS tileset: hero walk cycle frame 2 (CHARS=$C328, 31 chars)
197 32 C520
CHARS tileset: hero walk cycle frame 3 (CHARS=$C420, 35 chars)
198 56 C638
CHARS tileset: hero walk cycle frame 4 (CHARS=$C538, 32 chars)
199 56 C738
CHARS tileset: hero walk cycle frame 5 (CHARS=$C638, 33 chars)
200 64 C840
CHARS tileset: door tileset (CHARS=$C740, 52 chars)
201 224 C9E0
CHARS tileset: prostitute exit animation (CHARS=$C8E0, 51 chars)
203 122 CB7A
CHARS tileset: hero face toward prostitute (CHARS=$CA7A, 14 chars)
203 234 CBEA
CHARS tileset: prostitute opening line font 1 (CHARS=$CAEA, 8 chars)
204 42 CC2A
Speech bubble: "Olá, não queres entrar?" — prostitute's opening line on the street (CHARS=$CB2A, 24 chars)
204 234 CCEA
Speech bubble: "Queres vir comigo?" — prostitute's opening line on the street (CHARS=$CBEA, 24 chars)
205 170 CDAA
Speech bubble: "Queres provar?" — prostitute's opening line on the street (CHARS=$CCAA, 24 chars)
206 106 CE6A
Speech bubble: "Então anda!" — prostitute accepts hero's agreement (CHARS=$CD6A, 24 chars)
207 42 CF2A
CHARS tileset: hero face forward font (CHARS=$CE2A, 5 chars)
207 89 CF59
Speech bubble: "Maricas!" — hero insults the player for refusing the prostitute offer (CHARS=$CE59, 12 chars)
207 185 CFB9
CHARS tileset: thief exit tileset (CHARS=$CEB9, 58 chars)
209 137 D189
CHARS tileset: thief facing left tileset (CHARS=$D089, 45 chars)
210 241 D2F1
CHARS tileset: thief on floor tileset (CHARS=$D1F1, 51 chars)
212 137 D489
CHARS tileset: thief draw gun (gun sprite only) (CHARS=$D389, 4 chars)
212 169 D4A9
CHARS tileset: thief lighter frame 1 (CHARS=$D3A9, 12 chars)
213 9 D509
CHARS tileset: thief draw gun animation (CHARS=$D409, 10 chars)
213 89 D559
Speech bubble: "Não tens pistola?" — hero taunts player for not defending against the thief (CHARS=$D459, 12 chars)
213 185 D5B9
Speech bubble: "Passe a carteira" — thief demands hero's wallet (CHARS=$D4B9, 12 chars)
214 25 D619
Speech bubble: "Tem lume?" — thief asks hero for a light (CHARS=$D519, 12 chars)
214 121 D679
Speech bubble: "Eu só queria lume!" — thief's parting line when hero draws gun (CHARS=$D579, 12 chars)
214 217 D6D9
Speech bubble: "Mãezinha" — thief's cry while fleeing after hero draws gun (CHARS=$D5D9, 12 chars)
215 57 D739
Speech bubble: "Merda" — hero's reaction after being robbed by the thief (CHARS=$D639, 10 chars)
215 137 D789
Speech bubble: "Não tenho pistola" — hero has no gun when confronting the thief (CHARS=$D689, 12 chars)
215 233 D7E9
Speech bubble: "Não fumo" — hero's reply when thief asks for a light (CHARS=$D6E9, 10 chars)
216 57 D839
CHARS tileset: old woman exit tileset (CHARS=$D739, 44 chars)
217 153 D999
CHARS tileset: old woman tileset (CHARS=$D899, 87 chars)
220 81 DC51
Speech bubble: "Oooh meu Deus" — old woman reacts to hero pointing a gun at her (CHARS=$DB51, 12 chars)
220 177 DCB1
Speech bubble: "Ai tão grande" — old woman's reaction during rape (CHARS=$DBB1, 12 chars)
221 17 DD11
Speech bubble: "Esta merece 100 pontos" — old woman's comment after being raped (CHARS=$DC11, 12 chars)
221 113 DD71
Speech bubble: "Isto é um assalto" — hero holds up the old woman (CHARS=$DC71, 12 chars)
221 209 DDD1
Speech bubble: "Vire-se" — hero orders old woman to turn around before raping her (CHARS=$DCD1, 10 chars)
222 33 DE21
Speech bubble: "Só tenho 100$00" (+ extra sprites for 200$00 and 500$00) — old woman's offer when held up (CHARS=$DD21, 14 chars)
222 145 DE91
Speech bubble: "Não mato mulheres" — hero refuses to shoot the old woman (CHARS=$DD91, 10 chars)
222 225 DEE1
Speech bubble: "Já está" — hero's line after raping the old woman (CHARS=$DDE1, 10 chars)
223 49 DF31
CHARS tileset: cafe tileset (CHARS=$DE31, 92 chars)
226 17 E211
CHARS tileset: "Paradise Café" logo on café wall (CHARS=$E111, 45 chars)
227 121 E379
CHARS tileset: cafe mobster tileset (CHARS=$E279, 57 chars)
229 65 E541
CHARS tileset: cafe waiter tileset (CHARS=$E441, 55 chars)
230 249 E6F9
Speech bubble: "Não tenho dinheiro" — hero cannot pay (waiter or mobster deal) (CHARS=$E5F9, 12 chars)
231 89 E759
Speech bubble: "Aceito" — hero accepts mobster's deal at the café (CHARS=$E659, 12 chars)
231 185 E7B9
Speech bubble: "Não" — hero declines mobster's offer at the café (CHARS=$E6B9, 12 chars)
232 25 E819
Speech bubble: "Ai não? Espere aí" — waiter's response when hero cannot pay the bill (CHARS=$E719, 12 chars)
232 121 E879
Speech bubble: "A sua conta" — waiter presents the bill when hero leaves the café (CHARS=$E779, 12 chars)
232 217 E8D9
Speech bubble: "Tenho a sua carteira" — mobster trying to sell hero his own wallet at the café (CHARS=$E7D9, 12 chars)
233 57 E939
Speech bubble: "Tenho aqui uma arma" — mobster trying to sell hero a gun at the café (CHARS=$E839, 12 chars)
233 153 E999
CHARS tileset: mobster speech font 3 (CHARS=$E899, 14 chars)
234 9 EA09
CHARS tileset: mobster speech font 4 (CHARS=$E909, 14 chars)
234 121 EA79
Speech bubble: "Tenho Boi para vender" / "LSD" / "AXE" — mobster selling drugs at café (CHARS=$E979, 16 chars)
234 249 EAF9
Speech bubble: "Sei que tem aí droga" — mobster at café accuses hero (CHARS=$E9F9, 12 chars)
235 89 EB59
CHARS tileset: cafe door tileset (CHARS=$EA59, 13 chars)
235 193 EBC1
CHARS tileset: prostitute room background tileset (CHARS=$EAC1, 14 chars)
236 49 EC31
CHARS tileset: prostitute room static tileset (CHARS=$EB31, 81 chars)
238 185 EEB9
CHARS tileset: vaginal animation tileset (CHARS=$EDB9, 36 chars)
239 217 EFD9
Speech bubble: "Venho-me HAAAAAA..." — hero's climax with prostitute (vaginal) (CHARS=$EED9, 12 chars)
240 57 F039
CHARS tileset: anal animation tileset (CHARS=$EF39, 67 chars)
242 81 F251
CHARS tileset: oral animation tileset (CHARS=$F151, 22 chars)
243 1 F301
Speech bubble: "AAAAA... Tão Grosso" — prostitute during sex (CHARS=$F201, 12 chars)
243 97 F361
Speech bubble: "AAAA..." — hero climax with prostitute (CHARS=$F261, 12 chars)
243 193 F3C1
CHARS tileset: police exit tileset (CHARS=$F2C1, 63 chars)
245 185 F5B9
CHARS tileset: police facing left tileset (CHARS=$F4B9, 49 chars)
247 65 F741
Speech bubble: "Então está tudo bem?" — police greeting (CHARS=$F641, 12 chars)
247 161 F7A1
Speech bubble: "Está sim Seu Guarda" — hero answers police greeting (CHARS=$F6A1, 12 chars)
248 1 F801
Speech bubble: "Mostre-me os seus Papeis" — police demands ID (CHARS=$F701, 12 chars)
248 97 F861
Speech bubble: "Não tenho carteira!" — hero has no wallet (CHARS=$F761, 12 chars)
248 193 F8C1
Speech bubble: "Então venha comigo" — police arrests hero (no ID) (CHARS=$F7C1, 12 chars)
249 33 F921
Speech bubble: "O.K. Pode seguir" — police lets hero pass (CHARS=$F821, 12 chars)
249 129 F981
CHARS tileset: wallet tileset (CHARS=$F881, 6 chars)
249 177 F9B1
CHARS tileset: oral animation tileset 2 (CHARS=$F8B1, 82 chars)
252 65 FC41
CHARS tileset: oral sex animation font (CHARS=$FB41, 20 chars)
252 225 FCE1
Speech bubble: "Chupa-mo Todo" — hero's line during oral sex (CHARS=$FBE1, 12 chars)
253 65 FD41
Speech bubble: "Que bom! AAAAA...." — hero's climax during oral sex (CHARS=$FC41, 12 chars)
253 161 FDA1
Speech bubble: "Não tenho dinheiro" — hero tells prostitute he cannot pay (CHARS=$FCA1, 12 chars)
254 1 FE01
Speech bubble: "Hó Reinaldo" — prostitute calls Reinaldo when hero cannot pay (CHARS=$FD01, 12 chars)
254 97 FE61
Speech bubble: "Cú Cú" — Reinaldo peering through the door (CHARS=$FD61, 8 chars)
254 161 FEA1
Speech bubble: "O que foi?" — Reinaldo responds to hero being unable to pay (CHARS=$FDA1, 12 chars)
255 1 FF01
Unused — 87 zero bytes
255 88 FF58
UDG sprite data — hero sprite quadrants, chars $90–$A4 (21 UDGs)