$2E10
// redraw first-person view

$4BC7
// minute of the turn

$4BC8
// turn of the hour

$4BC9
// hour of the day

$4BCA
// day of the month

$4BCB
// month of the year

$4BCC
// elapsed years

$4BE6
// 0 = indoors,  1 = outdoors

$4BF0
// previous party x-coordinate

$4BF1
// previous party y-coordinate

$4BF2
// previous map id

$4BFB
// area map  (0 = enabled,  1 = disabled)

$4BFC
// game speed

$4BFD
// color of sky

$4BFE
// color of ceiling

$6803 
// calling this does ... some graphical routine?

$7C00
// character name

$7C15
// character intelligence

$7C16
// character wisdom

$7C17
// character dexterity

$7C18
// character constitution

$7C19
// character charisma

$7C20
// character memorized spell table

$7C72
// character race

$7C73
// character class

$7C76
// character max hit points

$7C9A
// character saving throw 1

$7C9B
// character saving throw 2

$7C9C
// character saving throw 3

$7C9D
// character saving throw 4

$7C9E
// character saving throw 5

$7CA0
// character hit dice

$7CA5
// character thief skill: pick pocket

$7CA6
// character thief skill: open locks

$7CA7
// character thief skill: find/remove traps

$7CA8
// character thief skill: move silently

$7CA9
// character thief skill: hide in shadows

$7CAA
// character thief skill: hear noise

$7CAB
// character thief skill: climb walls

$7CAC
// character thief skill: read languages

$7CB8
// morale and npc status (lower 7 bits: morale, bit 128: set if npc)

$7CBB
// character copper

$7CBD
// character silver

$7CBF
// character electrum

$7CC1
// character gold

$7CC3
// character platinum

$7CC5
// character gems

$7CC7
// character jewelry

$7CC9
// character magic-user levels

$7CCA
// character cleric levels

$7CCB
// character thief levels

$7CCC
// character fighter levels

$7CCD
// character druid levels

$7CCE
// character monk levels

$7CCF
// character paladin levels

$7CD0
// character ranger levels

$7CD6
// character sex

$7CD8
// character alignment

$7CE4
// character import from hillsfar status

$7D00
// character status  (0 = does not exist or is not okay,  1 = okay,  128 + effect = has effect)

$7D0C
// character combat behavior  (0 = allied, controlled,  128 = allied, uncontrolled,  129 = enemy)

$7D19 
// character current hit points

$7D1B
// character movement

$7EA8
// bitmask for classes trainable in a training hall

$7EB1
// currently selected character

$7EC6
// morale threshold (monsters start checking morale once this % of their strength is gone; 100 means monsters always fight to the death)

$7EC7 
// last combat result (0 = victory, 1 = ran away if $7EE6 = 1, 128 = lost if $7EE6 = 1, 129 = ran away if $7EE6 = 0)

$7EC9
// 255 = party cannot change X or Y coordinates by moving forward

$7ECA
// 1 = search mode on

$7ECB
// surprise for next combat (0 = neither side surprised, 1 = monsters surprise party, 2 = party surprises monsters, 3 = monsters and party surprise each other)

$7ED2
// time you may be able to rest uninterrupted (in minutes, divided by 5, 0 means you cannot be interrupted)

$7ED3
// percentual chance rest is interrupted

$7ED5
// 1 = party about to leave current map

$7EE1
// picture loading (255 = none)

$7EE2
// 1 = party about to enter temple

$7EE3
// 1 = next combat does not provide any items

$7EE6 
// 1 = party losing in next combat does not end game

$7F12
// disk number

$7F3E
// party size

$7F3F
// remainder after division

$7F6C 
// 1 = party about to enter shop

$7F6D
// shop buying price multiplier (16 is standard)

$7F70
// signed 8-bit ad hoc combat bonus to monster thac0 in next combat

$7F71
// signed 8-bit ad hoc combat bonus to party thac0 in next combat

$7F72
// signed 8-bit ad hoc combat modifier to party movement in next combat

$7FF6
// unknown shop modifier (1 is standard)

$B200
// play a sound

$C01E
// move party forward

$C04B
// x-coordinate (current)

$C04C
// y-coordinate (current)

$C04D
// party facing (0 = north, 1 = east, 2 = south, 3 = west)

$C04E
// door/wall of current square

$C04F
// event number of current square (upper 1-3 bits are often flags)

