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Zombieville (1997)/Debug Text

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This is a sub-page of Zombieville (1997).

When viewing ZOMB.EXE in a hex editor, there's a lot of interesting details buried inside. For example, there seems to be duplicated strings from the ZOMB.PRF file inside the executable and plenty of strings for different purposes.

MISC STRINGS

Under these following addresses in ZOMB.EXE, there seems to be an assortment of miscellaneous strings.

Address String Comment
0x00096E04 -Too much to list- There seems to be game instructions in English.
0x00097400 "No! Don't Peek" No idea why this is here...
0x00097530 "Monster.Armed..Monster...." and more... It appears to be Debug Functions of some sort?
0x000978B5 "Next to Bugger" These handful of strings are about restoring Matt's Health.
0x00097931 "Blunderbuss" There is no such shotgun in the game. The next "shotgun" references are possibly to help calculate pellet damages.
0x00097A00 "Crow bar wrapped around the cranium" No idea what this means.
0x00097A68 "Girly Punch" Possibly refers to zombie melee attacks or a 'sissy' punch animation.
0x00097DA2 "Colt Pistol" String to show on the top-left when picking up guns and checking guns' ammo. However, this gun isn't found anywhere in-game, let alone its ammo.
0x00097E1D "M16 + Granade Launcher" Same as Colt Pistol, but with a misspelling bonus.
0x00097E54 "Revolver" Unknown if intended to be an usable gun or merely an inventory item.
0x00097EAC "Chainsaw" Unknown if intended to be a usable melee weapon but left as work in progress or merely an inventory item.
0x00097EB8 "Cleaver" Same as from Chainsaw.
0x000980EC "Smoke Grenade" Unknown if the M16 w/Grenade Launcher would be able to fire different rounds or Matt would use them in a different scenario.

DEBUG STRINGS

Under the following addresses in ZOMB.EXE, there seems to be strings meant for a debug menu. It is currently unknown if the debug menu is a remnant of development and is inaccessible, or it is functional but currently there are no known ways to access it.

Address String Comment
0x000989B4 "Bedlam Ground Floor" These handful of strings seem to show all locations in Zombieville.
0x000989CB "Bedlam exterior"
0x000989D8 "Bedlam First Floor"
0x000989EC "Town Square"
0x000989F8 "GraveYard"
0x00098A04 "Road house interior" This location is outside of the Ruby Red bar.
0x00098A18 "Road house exterior" This location is inside of the Ruby Red bar.
0x00098A2C "Cathedral"
0x00098A38 "Garage"
0x00098A40 "Ezekiels house interior" This is where you'll find a pregnant child zombie.
0x00098A58 "Ezekiels house exterior"
0x00098A70 "Industrial area" This location is the long route you take to get to the warehouse.
0x00098A80 "Pumphouse"
0x00098A8C "Pumphouse interior"
0x00098AA0 "Warehouse"
0x00098AAC "Diner"
0x00098AB4 "Sheriffs office"
0x00098AC4 "General store"
0x00098AD4 "Roadblock"
0x00098AE0 "Gas station"
0x00098AEC "Farmhouse"
0x00098AF8 "Farmhouse shed"
0x00098B08 "Mauseleum"
0x00098B14 "Chapel"
0x00098B1C "I want to stare at the title Page" Do you?

INHOUSE LEVEL EDITOR STRINGS?

For the next handful of strings, it appears to be for an inhouse level editor?

Address String
0x00098B40 "Percentage Chance of Anim Running"
0x00098B65 "Should this Animation be forced?"
0x00098B88 "Do you want to alter/create NPC end Pos?"
0x00098B88 "Does this ammo hurt characters when fired"
0x00098BE0 "Which level Do you wish to create a status change record"
0x00098C1C "Which status"
0x00098C2C "Are You Sure"
0x00098C3C "Object Designation"
0x00098C50 "Select Level of Translucancy"
0x00098C70 "Radius weapons GFX menu"
0x00098C88 "General GFX menu"
0x00098C9C "Medical Object health adder menu"
0x00098CC0 "Medical Object GFX menu"
0x00098CD8 "Number of bullets emeny starts with"
0x00098CFC "Enemy Activation Method Menu"
0x00098D1C "Enemy hand to hand Hit Points"
0x00098D3C "Character Health Rating"
0x00098D54 "Max Number of Bullets"
0x00098D6C "Shot delay (seconds)
0x00098D84 "Number of Bullets"
0x00098D98 "Scatter pattern"
0x00098DA8 "Weapon Hit Points"
0x00098DBC "Death Dispensors"
0x00098DD0 "Scale value"
0x00098DD8 "General Record Config"
0x00098DF4 "Main Menu"
0x00098E00 "Monster GFX menu"
0x00098E14 "Object type menu"
0x00098E28 "Frame Number"

Credit to: CounterDiving for pointing out potential points of interests here.

.ZLD FILES

In all of the LEVELDAT folders, files with .ZLD extension at this address "4E 6F 21 20 44 6F 6E 74 00 09 50 65 65 6B" contains the following string: "No! Don't..Peek"

It is unsure if this was a little developer comment to dataminers to plea to not look inside these specific files.

ZOMB.PRF

According to the developers [that will remain anonymous], this ZOMB.PRF file was NOT intended to be shipped with the game and served as for debugging purposes.

It also gives an insight to developers' frustrations at the time, which folks can now appreciate their efforts of developing Zombieville.

NOTE: This file can be opened with NotePad++, numbers on the middle are times that the game called each function. The numbers on the far left are believed to be size in bytes that the function processed.

String Comment
ZOM_LoadLevelScreen
ZOM_DisplayGameOverScreen
Load_various_shit I wonder what this does...
determine_music_filename
Music_thingy
Do_memory_stuff
Main_loop_loading_code_type_thingies
initialise_main_loop
service_keypresses
all_together_now Is this a reference to the Beatle's song under the same name?
game_loop
draw_screen
fade_up
fade_up_special
Draw_world
Refresh_game
look_after_roll
act_like_a_scouser Not entirely sure what this means in

terms of in-game character behaviors

Handle_key_input
run_game
fade_down_g
fade_up_g
Panel_g
ZOM_ConfirmBox
Paused
Loader_bodge
main_loop
find_language
main
trace_line
get_room_no
find_room
set_room_number
read_navigation_list
read_connection_list
read_door_list
assign_finish_node
assign_room_number_and_node
Find_Interpolate_map_angles
calculate_path
calculate_final_path
create_path_step
pick_random_direction
Old_path_to_new
move_to_next_room
interpolate_angles
interpolate_angles_moving
Shift_and_check
Random_direction2
Check_for_character_in_the_way
finality Was this intended as a parody from Mortal Kombat?
Check_for_destination_in_sight
Check_Partial
Destination
Crashed
mv_type
Set_for_turn
move_using_path_structure_CHARACTER
move_using_path_structure_MONSTER
door_search
setup_path_structure_to_player
assign_start_node
setup_path_structure_allnodes_CHARACTER
home_in_on_player
home_in_on_player_initialise
setup_locals_for_path
read_nav_lists
RGB_Spread
SetKeyInt
free_system
exitProgram
write_nasty_batch_file The NASTY.BAT[CH] file is empty inside the

Zombieville main folder. It is unclear what this exactly writes to the batch file as it's always empty.

write_int
read_int
file_exists
search_and_open_file
DATAVERS_search_and_open_last_file
zv_find_and_malloc
Clean_action_structure
Load_new_file_into_system
LOADER_Check_for_file_in_use
LOADER_ZV_System_load
load_to
load_file
load_sprite
filesize
Name_filesize
file_exist
load_to_buffer
iffload_to
iffdeco
iffattr
idist
Blank_borders
lock_down_game
init_globals
quickSortByZ
Edge_test
SPRPRINT_overlapping_boxes
CursorCollision
generate_circle
copy_shape_to_screen
fade_in
Draw_sprites
MouseResolution
SetMousePos
SetMouseLimits
fix_cursor
Set_new_gfx_filename
set_whirly_cursor_gfx
set_cursor_gfx [https://tcrf.net/Prerelease:Zombieville_(1997) I wonder if this can be set to display the unused ?

mouse cursor graphic as seen in the E3 video.]

print_icon
Quit_Engine
Load_game_stub
Load_for_foot_offsets
Check_for_other_gfx_users
Load_gfx_if_required
Load_inventory
Save_inventory
initialise_gfx_system
gun_with_inventory_item
throw_object
radius_with_environment_handler
OBJECTS_set_manufactured_shared
OBJECTS_manufacture_ammo There are no objects to manufacture

ammo for Mp5, Colt [Revolver] & M60 here.

OBJECTS_manufacture_ammo_shotgun
OBJECTS_manufacture_ammo_pistol
OBJECTS_manufacture_ammo_m16
OBJECTS_manufacture_medi_kit
drop_object
set_gun_view
gun_with_environment_handler
translate_lights_to_index
save_new_ZLD
DATAVERS_read_Holding_data
write_Holding_data
write_object_data
process_walk_cycle
load_offsets
read_foot_offsets
OBJECTS_Check_validity
DATAVERS_read_object_files
turn_object_180_degrees
Check_for_return
DATAVERS_initialise_objects
turn_object_180_degrees
Check_for_return
DATAVERS_initialise_objects
Print_description
Remove_object_from_scene
obtain_object
pick_up_object
Object_error
look_at_object
get_can_see
Check_for_pickup
Use_weapon
object_interactions
Set_anim
SET_NEW_ANIMATION
find_objects_in_sight
calculate_sight_view_volume
Object_shot
find_free_light_g
check_light_source
turn_work
turn_player_to_object
move_if_required
process_friendlies
process_moving_objects
process_special_cases
shut_engine_down_due_to_death It is unknown what 'death' refers

to, whether due to Matt's in-game death or some sort of fatal program error

Hang_about
Handle_dudes
die Was this intended to show how

many times Matt Black dies?

process_animate_objects
create_vector
The_reaper There is no reaper in the game so
it's unknown what this would exactly 

refer to...

Jobs_done Is it?
set_ANIM_foot_offsets
Life
update_offscreen_Objects
Clip
process_characters_and_clip
CHAR_CheckForHumanDeath
key_pressed
centre_and_print
print_menu
count_choices
multi_choice_input_editor Was this a remnant of the

inhouse level editor?

get_width_and_depth
print_choice
calculate_size
centre_and_print_game
cursor_input
print_game_menu
Add_to_print_q
Update_print_q
Print_text_string
zvdecode
solve_for_u How nice of you of solving it for us!
first_order_difference
calculate_3d_movement_adders
get_collision_colour
can_move
position_update
collision_for_real_objects
update_adders
move_real_objects
move_objects
initialise_projectile
calculate_trajectory
initialise_projectile_routines
translate_lights
DATAVERS_read_mix_zld Someone please look into this

on how exactly it reads the ZLD files.

DATAVERS_get_new_zld
DATAVERS_LoadZLD
DATAVERS_convert_slevel_1
DATAVERS_convert_scamera_1
DATAVERS_convert_sroom_1
DATAVERS_convert_LIGHT_1
PLAYER_screw_Character_round Not sure what exactly this does
shift_character
PLAYER_do_collisions
player_can_move
move_player
player_turn
player_turn_90_degrees
player_finish_animation
player_hit_wall
player_walk
init_hit_frames
player_hit
process_players_character
Decompress_image
Update_mask_for_animation
Decompress_image_character I believe this is the key to

see how ZV decompresses sprites for every character.

print_animation_frame
update_running_animation
play_animation_background
ANIMATE_Set_frame_delay
update_running_animation_CHAR
ANIMATE_update_frame_info
ANIMATE_play_anim_char_initialise
ANIMATE_prepare_for_print
ANIMATE_play_animation_character
ANIMATE_ResetAnims
service_sample
Pick_random_anim
Random_anim
play_speech
Speech_init
Set_speech_buffers
initialise_conversation_structure
read_conversation_file
initialise_and_read_conversation
convert_filenames
Add_conversion_filename
find_floorplan_conversion
Free_conversation_mallocs
expunge_conversation
get_menu_choice
check_menu_position
put_conversation_menu
get_word Is this referring to reading

the conversation texts inside the .cnv files?

Bug_words Is this referring to reading words

with texts containing language symbols?

Move_to_next_word
Set_word_length_and_update_offset
Retype_or_bug_words [https://tcrf.net/Zombieville_(1997)#Unused_Graphics Or is this referring to the unused Notepad

graphic where players could write their own notes?]

Do_letters
put_conversation_text
Move_Character_Conv
initialise_converse_task
initialise_conversation_task
control_animation
control_anim
Anim_handler
initialise_conversation_chunk
sound_finished
menu_address
initialise_current_event_and_timeout
activate_mainiacs Not sure who(m) is/are the maniac(s) in ZombieVille
Copy_and_create_object
Npc_give
open_a_door
check_for_status_change
PC_give_object
Npc_take
Npc_no_talk
Npc_attack
Npc_massattack
Npc_bothattack
CONV_ShootWithinConversation This is believed to allow Matt to

immediately shoot characters after talking with them (i.e. Quickdraw the General)

Npc_special
do_conv_path
Npc_leave
Npc_leave_game
Npc_Die
PC_Scouses_off Is PC referring to "Player Character"?
Bug This doesn't seem to be called. Perhaps

that there's no bugs in Zombieville

Npc_change_status
PC_Shoots_NPC
parse_special_case_bits
Random_anim_handler
swap_anim
Swap_anims
handle_interchange
play_conversation
setup_chat
Ezekials_Bodge_in_a_subroutine It's unknown what kind of subroutines

these characters would find themselves in. Ezekial seems to be only one to be calling this function...

Fatties_Bodge_in_a_subroutine
Doggy_Bodge_in_a_subroutine
Margie_Bodge_in_a_subroutine
Roadhouse_Bodge_in_a_subroutine
converse
door_handler
Pass_value
lock_handler
door_collisions
load_doors_and_objects
Draw_Objects
DOOR_OutsideDoorposts
Door_collisions_Fatty
Auto_animate_door
Run_off_frame_doors
draw_doors
DOOR_DoorCursorCollision
draw_a_block_line
draw_a_line
break_debugger
tricksies What kind of tricksies

Zombieville would pull off?

gradient_palette
load_frame_n
load_frame
update_lights
calculate_lighting
y_height_from_zbuffer
VectToAngle
get_nvector_f
get_nvector_ff
Vectangle
Calculate_direction_offset
hello_globalise Is this a remnant of early

development or a inside joke for global variables?

find_object_angle2
get_cam_angle
get_relative_angle
Generate_camera_relative_angle
new_frame_new_direction
make_vector
find_object_angle
f_frameinf
f_process_for_camera
CAM_AdjustStartPos
CAM_CheckSurroundingMapPixels
S_rotate
Sort_points
rotate_into_y
SHADOW_Prepare
scan_map_for_open_legs
get_navroom
fill_zombie_database Oh shoot! There's a

database for zombies?

zombies_in_motion
update_zombie_positions
check_zombie_positions
frag_path
set_zombie_targets
reset_zombies
nudge_zombies
set_janitor_in_motion
coax_first_floor_janitor
stop_zombies Tell them that it's hammer time!
scale_to_p_buf
bedlam_down_buttons
Panel_handler
PANEL_SwapIcons
Tidy_up_panel
initialise_panel
print_panel
copy_unlit_button
start_speaker_music
refresh_speaker_music
stop_all_speaker_music
setup_dictaphone_record
write_dictaphone_record
get_dictaphone_header
update_dictaphone_structure
load_dictaphone_gfx
remove_dictaphone_mallocs
Fast_Forward
quit_conv
Play_or_stop
Rewind_tape
initialise_dictaphone_conversation
Play_tape
run_dictaphone_system
Dictaphone_loop
grab_secret_fatty Not entirely sure if this is

actually referring to a secret in-game or a method that stops Matt in his tracks.

unlock_fatty
Remove_armaments
Process_loop_bits
Update_anims_if_required
Seq_path_work
Seq_anim_work
Seq_wait_work
seq_work
Seq_setup_turn
Seq_setup_wait
seq_setup
SEQ_initialise_Zombie_state
SEQ_set_insitu
SEQ_remove_insitu
SEQ_initialise
SEQ_Frag_rubbish
SEQ_Check_for_status_change_all
SEQ_Check_for_status_change
play_waiting_game Please tell me what this is

about. I'll wait..

trace_lline2_shfted
printone
DrawSprite2d
Texture
DrawBackground
DeltaDo
AddDelta
ScrCpy
std_refresh
do_everything The best function in the game.
conv_refresh
reset_lists
Update
MakeConv
CalcProgram
Lighting
Zoom
height_fix
read_simples
write_simples
read_complex
write_complex
seek_sfx_s
seek_sfx_c
play_simple
play_complex
Cutscene_handler
fade_pallet
xf_open_read
xf_close
xf_fread
xf_fredirect
cross_fade_video
xfade_write_tables
set_up_fade_table
set_up_colour_transform
get_combo_index
get_pallette_index
set_up_diff_table
FredScalarProd
FredIsInPoly What does this mean?
CheckFarmhouse
CheckGasStation
set_Humvee_returns
Check_for_Humvee_in_view
time_set
time_copy
time_add
time_add_s
time_compare
set_nuclear_countdown
set_timer_event
get_timer_events
force_timer_events
check_for_timer_events
pause_for_timer
set_watch_frame_numbers
draw_watch_hands
show_time
Conversation_Specials_Handler
read_isolated
SP_IsoMemorySetup
play_isolated
seek_sfx_i
Snapshot_Fatty
Draw_Special_Sprite What is considered as

the special sprite?

Grab_SPC_background
Draw_SPC_background
setup_greyscale
convert_to_greyscale
convert_to_greyscale_index
brighten_greyscale_index
set_teleport_pallet
do_teleport_out
do_teleport_in
Teleport_handler
reduce_half_and_index_gsbuffer
draw_photo_i
copy_photo_to_screen
blur_and_fade_gti
bw_photo_i
SP_GetScreenShotFilename
SP_WriteTiffHeader
SP_SetTiffTag
SP_CreateTiffTags
SP_WriteTiffData
SP_Converttobit
SP_WriteTiffImage
SP_ScreenShot
SP_ghostify_pallet
SP_invert_pallet
SP_WhiteScreen
SP_FindAndResetDorling
SP_BodgeBuckmaster
SP_BuckmasterDies
SP_FattyDiesWhenMargieDies For some reason, the game

automatically kills Matt Black

if you kill Margie (the truck driver) in her garage with no

rhyme or reason (even when you kill all spawned zombies).

SP_RemoveJanitor
SP_TurnOffIntercom
SP_RemoveDoggy
SP_BodgeForProblematicFiles
Play_sfx
translate_SFX_name_to_offset
Set_fx
play_periodic_sfx
initialise_sfx_spatial_info
Set_sfx_spatial_info
Set_sfx_source_v
Set_sfx_source_g
InitPrint
DisinitPrint
OpenFontFile
check_mouse
read_volume_levels
do_init_for_game
Static_gfx_load
systemSetup
get_last_file_TYPE
spool_file_to_save
parse_directory_and_Write
Save_data_files
Save_Complete_game
Write_data_file
parse_file_and_Write_Data
Write_data_files
Load_Complete_game
LDSV_BackupFloorplan
LDSV_RestoreFloorplan
SplatSprite
Grab_bar_graphics
draw_face_buttons
Update_face_screen
Load_Face
face_loop
Refresh_title
setup_title
alloc_memory
dealloc_memory
title_loop
Grab_Piccy
Splat_Piccy
Piccy_to_screen
LoadHeaders
InitGamePanel
DeInitGamePanel
gfxprintf
nfontlenf
draw_basic
find_string
scan_cheat_buffer_for_codes
Handle_strings
HandleKey
ReadLn
LoadGame
Load_game
SaveGame
Save_game
Start_game
BogusGnuDepack
VolumeWithin
PutEye
write_volume_levels
ClearLabels
Music_Volume
write_wait_structure
write_visible_object
write_monster_type
write_armed_monster_type
write_friendly_type
write_moving_type
write_special_case_type
write_medical_type
write_radius_type
write_main_character_type There's only one main character

in Zombieville and that is Matt Black.

Was there multiple playable characters at one point?

What kind of type(s) Matthew Black could be before release?

write_ammunition_type
write_gun_type
write_gfx_record
write_Object
init_wait
Check_for_initialisation
DATAVERS_read_wait_structure
DATAVERS_read_gfx_record
DATAVERS_read_monster_record
DATAVERS_read_monster_armed_record
DATAVERS_read_friendly_type
DATAVERS_read_moving_type
DATAVERS_read_special_case_type
DATAVERS_read_medical_type
DATAVERS_read_radius_type
DATAVERS_read_ammunition_type
DATAVERS_read_main_character_type
DATAVERS_read_gun_type
dummy_routine
dummy_routine_v
dummy_routine
dummy_routine
vector_grab_int
find_routine_index_void
vector_grab_void_int
find_empty_path_structure
DATAVERS_read_visible_object
DATAVERS_read_object_record
DATAVERS_convert_VISIBLE_OBJECT_
DATAVERS_convert_PATH_RECORD_
DATAVERS_convert_WAIT_STRUCTURE_HEADER_
DATAVERS_convert_WAIT_STRUCTURE_
DATAVERS_convert_GAME_SFX_
DATAVERS_convert_OBJECT_BIT_PACK_
DATAVERS_convert_OBJECT_GFX_
DATAVERS_convert_MAIN_CHARACTER_RECORD_
DATAVERS_convert_MONSTER_UNARMED_
DATAVERS_convert_ARMED_MONSTER_
DATAVERS_convert_TALKING_CHARACTERS_
DATAVERS_convert_ANIMATING_OBJECTS_
DATAVERS_convert_SUB_SYSTEMS_
DATAVERS_convert_MEDICINE_
DATAVERS_convert_RADIUS_WEAPONS_
DATAVERS_convert_AMMO_
DATAVERS_convert_GUNS_
set_language_strings
error_exit
mattblk_conversion
INV_HandleMultiWeaponChoice
INV_set_weapon
INV_ArmFattyWithBestWeapon
INV_ArmFattyWithSpecificWeapon
INV_CheckWeaponValidity
INV_FixGunDamage
INV_CompareWeapons
INV_Get_Weapon_Number
INV_AddAmmo
Reload Was it originally intended

for Matt Black to reload weapons after firing X amount of times?

Reload_weapons
INV_swap_item_with_holding
INV_check_for_health
INV_add_object_to_inv
INV_place_in_inventory
scan_inventory_for_object
scan_inventory_for_type
INV_validate_screen
Dos_interupt
Setup_for_DOS_interupt
Eject_CD
CD_unhappy
print_cd_message
wait_for_CD
wait_for_correct_CD
allocMSCDmem
CD_init
Nowt
activate_monster
line_of_sight_to_player
radius_check_to_player
activate_armed_monster
line_of_sight_to_player_armed
radius_check_to_player_armed
MONSTER_Get_safe_place
MONSTER_find_gfx_file
MONSTER_Fix_object_height
MONSTER_Spawn_zombie
Monster_hit
turn_monster_to_player
attack_player_with_hands
handle_player_collision
MONSTER_move_monster
Blast_monsters_through_floor
Activate_monster_tasks
Check_for_Monster_activation
process_monsters
MONSTER_Check_for_activation
MONSTERS_Activate_everything
MONSTERS_ActivateJustZombies
ARMED_MONSTER_shoot_player
ARMED_MONSTER_Wander_or_turn
ARMED_MONSTER_monster_find_player_in_sight
ARMED_MONSTER_decide_what_to_do
ARMED_MONSTER_Active
ARMED_MONSTER_process_armed_monsters
PARTICLE_Skelly
PARTICLE_Palette_spread
PARTICLE_Set_external_variables
PARTICLE_Initialise_internal_variables
PARTICLE_get_clip_structure_ID
PARTICLE_Set_Clip_List
PARTICLE_mud_gush
PARTICLE_Blood_gush
PARTICLE_Add_particle
PARTICLE_Set_particle_group
PARTICLE_Update_particle
PARTICLE_Generate_child
PARTICLE_Process_internal
PARTICLE_Process
PARTICLE_Delta
PARTICLE_Set_blood_clut
PARTICLE_Blood_pool
PARTICLE_Blood_jet
PARTICLE_Mud_bath
PARTICLE_FireFountain_FX
PARTICLE_initialise
ADD_TO_FREE_LIST
ADD_TO_VISIBLE_LIST
ITEMLIST_Get_free_object
ITEMLIST_setup_free_object_list
ITEMLIST_find_object_id
ITEMLIST_Remove_from_item_list
ITEMLIST_insert_in_item_list
VMMinfo
virtual_memory
DOSallocmem
DOSfreemem
largest_extended_block
largest_DOS_block
largest_block
grab_extended
grab_DOS
FREE_OBJECT
MEM_InitMemLists
grab_memory
free_memory
zv_malloc_size
zv_malloc
zv_test_malloc
reset_mem_pool
FREE_POINTER
collapse_blocks_list
collapse_allocs_list
defrag_memory
MEM_Remove_gfx_file
MEM_Remove_GFX_and_tidy
frag_offscreen_doors
frag_offscreen_objects
frag_offscreen_characters
frag_offscreen