0xE78667 - 0xE7866A: Working memory 0xE7866B - 0xE7866E: Active memory 0xE7866F - 0xE78670: Secondary memory 0xE78671 - 0xE78674: Working memory storage 0xE78675 - 0xE78678: Active memory storage 0xE78679 - 0xE7867A: Secondary memory storage 0xE789E7 - 0xE79635: String storage space, divided into seventy 45-byte segments. 09 XX (YY YY YY 00): In a list of XX pointers, follow that which corresponds to the number in Working memory. 0B XX: Sets T/F flag to true if Working memory is XX. (Remember NOTE 1) 0E XX: Put XX into Secondary memory. 11: Creates a selection menu. The number of the choice is sent to Working memory. (See NOTE 3) 18 07 XX XX XX 00: Sets the T/F flag if the working memory is greater than or equal to XXXXXX. 18 07 XX XX XX 01: Sets working memory to 0, 1, or 2 if active memory is less than, equal to, or greater than XXXXXX, respectively. 1B 00: Copies all memory into its respective storage. 1B 01: Copies all storage into its respective memory. 1B 04: Swap data between Working memory and Active memory. 1D 09 XX XX: Takes XXXX dollars from the player; sets the T/F flag if the attempt to take money failed (if the player didn't have XXXX) 1F 52 XX: Allow the player to choose any XX-digit number. This number goes to working memory. If no number is chosen (by hitting B), both working a active memory are set to zero. NOTE 1: Working memory is also the T/F flag. 00000000 = False / 00000001 = True NOTE 2: All 'set flag if' codes will set the flag to false if the condition is not met (as opposed to leaving it alone). NOTE 3: If no selection is made in a menu (by hitting B), the working memory is set to 0; note that this also 'setting the false flag'. NOTE 4: For all CCs that look at 'character XX', using FF as XX will look at all characters in your party. THEORY 1: [1D 0C 01 01] puts the number of open spaces in Escargo Express into working memory THEORY 2: [1D 0E XX YY] gives character XX item YY, sets the T/F flag if successful - and messes with active memory somehow. O_O