ACTIVE MEMORY: 0x7E8667 - 0x7E866A: Working memory 0x7E866B - 0x7E866E: Argumentary memory 0x7E866F - 0x7E8670: Secondary memory STORAGE MEMORY: 0x7E8671 - 0x7E8674: Working memory storage 0x7E8675 - 0x7E8678: Argumentary memory storage 0x7E8679 - 0x7E867A: Secondary memory storage 0x7E89E7 - 0x7E9635: String storage space, divided into seventy 45-byte segments. (Not totally proven) (See the lexicon for code uses) 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 : Note: I could swear I found out what it did to active memory. Forget what though. >_<