boot/eaBootFile        $02A8-$030B  code    32/  100  EA - 1-block BASIC-vector hijack loader (directory file "ea", loads at $02A8)
boot/fastLoaderC000    $C000-$C3FF  code   864/ 1024  LOAD ($C000-$C3FF) - Electronic Arts fast loader / bootstrap, C64 side
boot/titleColorRam9800 $9800-$9BFF  code     0/ 1024  LOAD ($9800-$9BFF) - title picture colour RAM (1000 bytes, copied to $D800 by $C23F)
boot/titleScreenRam9C00 $9C00-$9FFF  code     0/ 1024  LOAD ($9C00-$9FFF) - title picture screen RAM (copied to $8C00 by $C23F; VIC bank 2, $D018=$38)
boot/titleBitmapA000   $A000-$BFFF  code     0/ 8192  LOAD ($A000-$BF3F) - title picture multicolour bitmap (8000 bytes, VIC bank 2, $D011=$3B, $D016=$D8)
game/tileRules0200     $0200-$03FF  code   137/  512  $0200-$03FF - terrain tile rule table and start-up code (track 18 sectors 15-16)
game/trainerPlaybook0200 $0200-$04FF  code     0/  768  $0200-$04FF - solo trainer playbook (track 29 sectors 6-8), loaded by the trainer setup overlay at $ECAA
game/scratchAndMessages0400 $0400-$07FF  code   259/ 1024  $0400-$07FF - manual-check answer table, status message strings and shared scratch area
game/mainProgram0800   $0800-$6EFF  code 23552/26368  $0800-$6EFF - main game program (tracks 22-27, sectors 0-17 each)
game/mapGenerator6F00  $6F00-$87FF  code  6189/ 6400  $6F00-$87FF - random battlefield generator and setup phase (track 31 sectors 0-16 + track 32 sectors 0-7)
game/comcenScreens6F00 $6F00-$87FF  code  5090/ 6400  $6F00-$87FF - comcen missile and drone screens (track 33 sectors 0-16 + track 32 sectors 8-15)
game/messages8800      $8800-$89FF  code     0/  512  $8800-$89FF - modem status message strings (track 29 sectors 9-10)
game/graphicsData9300  $9300-$9FFF  code     0/ 3328  $9300-$9FFF - screen address tables, fonts, terrain and unit graphics (track 28 sectors 0-12)
game/textEngineC000    $C000-$CFFF  code  2380/ 4096  $C000-$CFFF - text/glyph engine, status message system and unit pictures (track 30 sectors 0-15)
game/trainerAiE000     $E000-$EFFF  code  3946/ 4096  $E000-$EFFF - solo trainer: the computer opponent (track 35 sectors 0-15)
game/modemDriverE000   $E000-$EFFF  code  3253/ 4096  $E000-$EFFF - modem driver: bit-banged RS-232, Hayes control and the packet protocol (track 18 sector 7 + track 34 sectors 1-15)
game/trainerSetupEC00  $EC00-$EFFF  code   945/ 1024  $EC00-$EFFF - solo trainer setup: picks the opening play and seeds the AI (track 29 sectors 0-3)
game/droneAiEE00       $EE00-$EFFF  code   461/  512  $EE00-$EFFF - solo trainer: drone flight AI (track 29 sectors 4-5)
game/unitStartTemplatesF000 $F000-$F6FF  code     0/ 1792  $F000-$F6FF - unit start-position templates (track 18 sectors 8-14)
game/highMemoryFBB8    $FBB8-$FFD1  code   429/ 1050  $FBB8-$FFD1 - resident high memory: line walker, random numbers, arithmetic helpers
boot/c128BootSector    $0B00-$0BFF  code    78/  256  C128 auto-boot sector (track 1 sector 0, loaded by the C128 KERNAL to $0B00)
boot/c64CartridgeStub8000 $8000-$8076  code    94/  119  Pseudo-cartridge image copied to $8000 by the C128 boot sector (bytes $89-$FF of track 1 sector 0)
drive/driveBootstrap   $0600-$06FF  code    65/  256  1541 bootstrap sector (track 1 sector 17) - executed in the drive by DOS command "B-E 2 0 1 17"
drive/driveFastLoader  $0300-$05FF  code   630/  768  1541 fast loader (track 1 sectors 18-20, runs at $0300-$05FF in the drive)
