$2C90
// redraw first-person view

$49C7
// minute of the turn

$49C8 
// turn of the hour

$49C9
// hour of the day

$49CA
// day of the month

$49CB
// month of the year

$49CC
// elapsed years

$49E6
// 0 = indoors,  1 = outdoors

$49F0
// x-coordinate (previous)

$49F1
// y-coordinate (previous)

$49F2
// previous map id

$49FB
// area map  (0 = enabled,  1 = disabled)

$49FC
// game speed

$49FD
// color of sky

$49FE
// color of ceiling

$6B00
// character name

$6B15
// character intelligence

$6B16 
// character wisdom

$6B17
// character dexterity

$6B18
// character constitution

$6B19
// character charisma

$6B20
// character memorized spell table

$6B72
// character race

$6B73
// character class

$6B76
// character max hit points

$6B9A
// character saving throw 1

$6B9B
// character saving throw 2

$6B9C
// character saving throw 3

$6B9D
// character saving throw 4

$6B9E
// character saving throw 5

$6BA5
// character thief skill: open Locks

$6BA7 
// character thief skill: find/remove Traps

$6BAB
// character thief skill: climb walls

$6BB8
// morale and npc status (lower 7 bits: morale, bit 128: set if npc)

$6BBB
// character copper

$6BBD
// character silver

$6BBF 
// character electrum

$6BC1
// character gold

$6BC3
// character platinum

$6BC5
// character gems

$6BC7
// character jewelry

$6BC9
// character magic-user levels

$6BCA
// character cleric levels

$6BCB
// character thief levels

$6BCC
// character fighter levels

$6BCD
// character druid levels

$6BCE
// character monk levels

$6BCF
// character paladin levels

$6BD0
// character ranger levels

$6BD6
// character sex

$6BD8
// character alignment

$6C00
// character status  (0 = does not exist or is unconscious,  1 = okay,  128 + effect = has effect)

$6C0C
// character combat behavior  (0 = allied, controlled,  128 = allied, uncontrolled,  129 = enemy)

$6C19
// character current hit points

$6C1B
// character movement

$6DA8
// bitmask for classes trainable in a training hall

$6DB1
// currently selected character

$6DC1
// monster distance

$6DC6
// morale threshold (monsters start checking morale once this % of their strength is gone; 100 means monsters always fight to the death)

$6DC7
// last combat result  (0 = victory,  129 = ran away)

$6DC8
// number of monsters killed in last combat

$6DC9
// 255 = party cannot change X or Y coordinates by moving forward

$6DCA
// 1 = search mode on

$6DCB
// surprise for next combat (0 = neither side surprised, 1 = monsters surprise party, 2 = party surprises monsters, 3 = monsters and party surprise each other)

$6DCF
// charisma bonus of party spokesperson

$6DD2
// time you may be able to rest uninterrupted (in minutes, divided by 5, 0 means you cannot be interrupted)
     
$6DD3 
// percentual chance rest is interrupted

$6DD5
// 1 = party about to leave current map

$6DE1
// picture loading (255 = none)

$6DE2
// 1 = party about to enter temple

$6DE3
// 1 = next combat does not provide any items

$6E12
// disk number

$6E33
// 1 = party attacked allies during the last fight

$6E3E
// party size

$6E6C
// 1 = party about to enter shop

$6E6D
// shop buying price multiplier (16 is standard)

$6E70
// signed 8-bit ad hoc combat bonus to monster thac0 in next combat

$6E71
// signed 8-bit ad hoc combat bonus to party thac0 and damage in next combat

$6E72
// signed 8-bit ad hoc combat modifier to party movement in next combat

$6EF6
// unknown shop modifier (1 is standard)

$8000
// calling this starts a character-vs-character duel

$8001
// calling this starts a character-vs-monster duel

$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)
