Address Description
7530
The End sequence
75CF
Fill rectangle with character
77EA
RANDOMIZE USR entry point — loading screen wait and game init
7CF0
Main game loop
7D2B
Delay (fixed: 80 × 256 iterations)
7D3B
Draw sliding door
7D8D
Print one column of door tiles at column A
7DAB
Door collision and visitor dispatch
7DEA
Police encounter
8800
Prostitute room encounter — main dispatcher
8900
Compare score to high score and prompt for name if new record
9088
Vaginal sex sequence
90B1
Vaginal animation loop (one pass)
90D2
Show orgasm speech bubble ("Venho-me haaaaaaa")
9246
Anal sex sequence
9274
Anal animation loop (one pass)
92A3
Show prostitute room speech bubble
92B8
Clear prostitute room speech bubble
92C1
Show hero speech bubble in prostitute room
9455
Police approach step 1 (called from police)
959F
Police exit animation — step 1
95B7
Draw police facing left
9663
Draw wallet (show to police)
9695
Oral sex sequence
96B8
Oral animation loop (one pass)
96DF
Show hero speech bubble (oral)
96F4
Show prostitute reply bubble (oral)
9826
Draw prostitute in bed
9899
Draw Reinaldo (pimp)
9912
Draw hero inside prostitute's room
999A
Reinaldo encounter — hero can't pay
9A57
Show "Ai que caralhinho" climax bubble (Reinaldo sodomy)
9A6C
Clear right edge and draw Reinaldo peering in
9C30
Transition to café scene
9C40
Draw old woman bent over
9CD7
Draw old woman — bare backside
9D7A
Draw hero exposing himself
9DB1
Draw old woman — rape frame 1
9DED
Draw old woman — rape frame 2
9E2F
Old woman approach animation
9F31
Old woman exit animation
9F54
Old woman encounter
A004
Old woman — hands over 500$00
A014
Old woman — hero has no gun
A03A
Old woman — rape sequence (key 'v')
A0D4
Old woman — hero refuses to shoot (key '0')
A100
Old woman — rape animation loop (21 passes)
A134
Show "Ai tão grande" speech bubble
A143
Clear "Ai tão grande" speech bubble
A195
Draw "Paradise Café" logo on café wall
A1F0
Fade in with blue attributes
A20A
Fill attribute strip
A215
Draw café background
A360
Café — hero drinks animation
A410
Deduct 1 from score (penalty after robbery)
A416
Reset INK=0 and PAPER=7 via RST $10
A425
Set shoot-during-lighter flag and jump to shoot handler
A430
Café — mobster approaches hero (3-frame animation)
A589
Café — mobster retreats (2-frame reverse animation)
A5B5
Waiter walks towards hero (2-frame approach animation)
A6B7
Café — waiter stands up after clearing (erase leaning-pose remnants)
A6FE
Fill a rectangle with space characters
A710
Waiter serves drink to hero (2-frame animation)
A770
Cycle INK colour of café logo
A799
Café — return value 3 (branch selector)
A7A0
Café encounter — main routine
AB88
Café — hero cannot pay bill (game over)
AC90
Café door — colour-cycling animation and key handler
ACD3
Return door-state value 2
ACF6
Draw prostitute's room background
AF6B
Clear doorway columns (room background helper)
AFB0
Post-sex score/money update, return to main loop
AFB8
Reset encounter flag and clear LAST K
AFC8
Draw frame pointed to by HL
AFD1
Fade-out screen wipe
B001
Draw hero body (torso + leg animation dispatch)
B01D
Draw hero legs (walk cycle animator)
B30A
Hero entering door — animation
B46C
Door animation delay (C=0×B=0, ~65536 iterations)
B477
Print C rows of 4 spaces at PRINT AT D,E
B486
Print 4 space characters (B = 4)
B48F
Door open animation (3 frames)
B4F1
Door close animation (3 frames)
B579
Door sprite short delay (C=$50, ~80×256 iterations)
B583
Print C rows of sprite chars at PRINT AT D,E (push/pop HL)
B594
Print H copies of byte L via RST $10
B59C
Prostitute exit animation (2 frames)
B5B6
Prostitute enters through door, erase door sprite
B5E0
Print B spaces
B5E6
Long delay (count from $FFFF to 0)
B721
PRNG tick — visitor type counter
B734
Reset PRNG slot 1 counter to 1
B737
Reset score to "000000"
B745
Reset money to "0000" on underflow
B755
Increment café tab (var_cafe_tab) by B
B766
Café tab carry: tens digit
B76D
Paradise Café visitor — entry point
B775
Wait for keypress, store in var_last_key
B785
Draw floor, high-score strip, and sky background
B7CC
Fill attribute strip (HL, length B, value A)
B7D3
Scroll high-score strip (8 rows)
B7E9
Scroll one display row right
B800
Turn hero face toward prostitute
B82E
Turn hero face forward (toward screen)
B85A
PRNG advance — visitor slot 2
B867
Reset PRNG slot 2 counter to 0
B86A
Prostitute visitor — main encounter
B8E9
Hero accepts — transition into prostitute's room
B914
Erase 4-column strip at column 15 (door area cleanup)
B93C
Hero refuses prostitute
B97E
Set CHARS to $CB2A
B989
Set CHARS to $CBEA
B994
Set CHARS to $CCAA
B99F
Long delay (FFFF down to 0)
B9AF
Draw score and money display
BA0D
Increment score (digits 3–4) by B
BA21
Score carry: digit 3 → digit 4
BA2C
Score carry: digit 4 → digit 1 (via var_score_digits12)
BA40
Score carry: digit 2
BA4B
Score overflow clamp (all digits maxed)
BA4E
Add B to money (digits 3–4)
BA62
Money carry: digit 3 → digit 4
BA6D
Money carry: digit 4 → digit 1
BA81
Money carry: digit 2
BA8C
Money overflow clamp
BA8F
Decrement money by B (payment)
BAA3
Money borrow: digit 4
BAAE
Money borrow: digit 1
BAC2
Money borrow: digit 2
BAD0
Decrement score — digit 3 (lowest significant)
BAE4
Score borrow: digit 4 → digit 3
BAEF
Score borrow: digit 1 → digit 4
BB03
Score borrow: digit 2
BB11
Thief exits door (2-frame animation)
BB2E
Thief short delay ($FFF0 iterations)
BC6A
Thief turns to face left
BD0C
Write DE to CHARS system variable ($5C36)
BD15
Draw thief knocked to the floor
BD95
Reset money to "0000" (thief steals wallet)
BDA0
Erase sprite column at column 10 (17 rows)
BDBF
Thief enters door and disappears (2-frame animation)
BDDE
Long delay (65536 iterations)
BEC5
Border beep (gun cocking sound)
BEDC
Hero draws gun
BF17
Thief encounter
C0F8
Thief asks for a light (lighter encounter)
C17A
Shoot handler — lighter encounter (entry from lighter_shoot_flag / '0' key)
C192
Thief escape sequence — clean up and show final bubbles
C1C2
Shoot at thief (triggered by '0' during idle)
C1D7
Shoot handler — robbery phase (entry from BF5E)
C1E7
Hero fires gun — thief shot sequence
C20A
Thief flees — shared ending (shot or escape)
C23B
Hero has no gun — says "Não tenho pistola"
C259
Delay A × 65536 iterations
C266
Trampoline: call draw_hero (draw hero body)
C26A
Fade out to blue
C27A
Purchase handler — check money and set paid flag
C2AA
Draw expense display
C2DF
Draw high-score display