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		<title>RAM: Bank 0x7E: Page 0x03 - Revision history</title>
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		<updated>2026-04-15T18:48:56Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x03&amp;diff=688&amp;oldid=prev</id>
		<title>Superskuj at 03:19, 29 December 2016</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x03&amp;diff=688&amp;oldid=prev"/>
				<updated>2016-12-29T03:19:52Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x03&amp;amp;diff=688&amp;amp;oldid=606&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Superskuj</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x03&amp;diff=606&amp;oldid=prev</id>
		<title>Superskuj: Superskuj moved page Rom/Page 0x03 to RAM: Bank 0x7E: Page 0x03</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x03&amp;diff=606&amp;oldid=prev"/>
				<updated>2016-12-20T22:26:03Z</updated>
		
		<summary type="html">&lt;p&gt;Superskuj moved page &lt;a href=&quot;/hacking/index.php?title=Rom/Page_0x03&quot; class=&quot;mw-redirect&quot; title=&quot;Rom/Page 0x03&quot;&gt;Rom/Page 0x03&lt;/a&gt; to &lt;a href=&quot;/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x03&quot; title=&quot;RAM: Bank 0x7E: Page 0x03&quot;&gt;RAM: Bank 0x7E: Page 0x03&lt;/a&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='1' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='1' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 22:26, 20 December 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan='2' style='text-align: center;' lang='en'&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Superskuj</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x03&amp;diff=577&amp;oldid=prev</id>
		<title>Tatters: Created page with &quot;* {{$|0300}}[{{0x|01}}] = Link's state changes? Happens when using boomerang. * {{$|0301}}[{{0x|01}}] = When non zero, Link has something in his hand, poised to strike. (Ice R...&quot;</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x03&amp;diff=577&amp;oldid=prev"/>
				<updated>2016-12-20T07:15:14Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;* {{$|0300}}[{{0x|01}}] = Link&amp;#039;s state changes? Happens when using boomerang. * {{$|0301}}[{{0x|01}}] = When non zero, Link has something in his hand, poised to strike. (Ice R...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;* {{$|0300}}[{{0x|01}}] = Link's state changes? Happens when using boomerang.&lt;br /&gt;
* {{$|0301}}[{{0x|01}}] = When non zero, Link has something in his hand, poised to strike. (Ice Rod, Hammer)&lt;br /&gt;
Bit 6 being set indicates that magic powder is being sprinkled&lt;br /&gt;
551$0302}}[{{0x|01}}] = ????&lt;br /&gt;
* {{$|0303}}[{{0x|01}}] = In conjunction with the above variable when set to 0x13, matching the above variable,&lt;br /&gt;
the cape transformation is complete.&lt;br /&gt;
0x01 - Bombs&lt;br /&gt;
0x02 - Boomerang&lt;br /&gt;
0x03 - Arrows&lt;br /&gt;
0x04 - Hammer&lt;br /&gt;
0x05 - Fire Rod&lt;br /&gt;
0x06 - Ice Rod&lt;br /&gt;
0x07 - Bug catching net&lt;br /&gt;
0x08 - Flute&lt;br /&gt;
0x09 - Torch&lt;br /&gt;
0x0A - Magic Powder&lt;br /&gt;
0x0B - Bottle&lt;br /&gt;
0x0C - Book of Mudora&lt;br /&gt;
0x0D - Cane of Byrna&lt;br /&gt;
0x0E - Hookshot&lt;br /&gt;
0x0F - Bombos Medallion&lt;br /&gt;
0x10 - Ether Medallion&lt;br /&gt;
0x12 - Quake Medallion&lt;br /&gt;
0x13 - Cape&lt;br /&gt;
0x14 - Magic Mirror&lt;br /&gt;
* {{$|0304}}[{{0x|01}}] = related to the magic cape transformation (a flag probably)&lt;br /&gt;
* {{$|0305}}[{{0x|01}}] = (Potentially) Debug variable only seen in Bank 07.&lt;br /&gt;
If not equal to 0x01, it will cause $1E and $1F to not be zeroed out every frame&lt;br /&gt;
* {{$|0308}}[{{0x|01}}] = Bit 7 is set when Link is carrying something.&lt;br /&gt;
Bit 1 set when Link is praying?&lt;br /&gt;
* {{$|0309}}[{{0x|01}}] = 0: nothing.&lt;br /&gt;
1: picking up something.&lt;br /&gt;
2: throwing something or halfway done picking up something&lt;br /&gt;
* {{$|030A}}[{{0x|01}}] = Step counter used with $030B. Also, $030A-B seem to be used for the opening of the desert palace&lt;br /&gt;
* {{$|030B}}[{{0x|01}}] = Animation timer for throwing and picking up items like rocks or signs&lt;br /&gt;
* {{$|030C}}[{{0x|01}}] = ??? free ram?&lt;br /&gt;
* {{$|0310}}[{{0x|02}}] = The Y velocity of a moving floor (Mothula's room)&lt;br /&gt;
* {{$|0312}}[{{0x|02}}] = The X velocity of a moving floor (Mothula's room)&lt;br /&gt;
* {{$|0314}}[{{0x|01}}] = The index (the X in $0DD0 for example) of the sprite that Link is &amp;quot;touching&amp;quot;&lt;br /&gt;
* {{$|0315}}[{{0x|01}}] = Seems to be a flag that is set to 0 if Link is not moving, and 1 if he is moving.&lt;br /&gt;
However it doesn't seem to get reset to zero.&lt;br /&gt;
* {{$|0316}}[{{0x|02}}] = ???? bunny stuffs?&lt;br /&gt;
552$0318}}[{{0x|02}}] = related to moving floor&lt;br /&gt;
* {{$|031A}}[{{0x|02}}] = related to moving floor&lt;br /&gt;
* {{$|031C}}[{{0x|01}}] = tells us the actual graphic/state to use on the given step of a spin attack&lt;br /&gt;
* {{$|031D}}[{{0x|01}}] = step counter for the spin attack&lt;br /&gt;
* {{$|031E}}[{{0x|01}}] = used as an offset for a table to retrieve values for $031C. The offset comes in increments of four,&lt;br /&gt;
depending on which direction Link is facing when he begins to spin. This makes sense, given that he&lt;br /&gt;
always spins the same direction, and allows for reusability between the different directions, each one&lt;br /&gt;
being a sub set of the full sequence.&lt;br /&gt;
* {{$|031F}}[{{0x|01}}] = Countdown timer that when it's set causes Link's sprite to blink, i.e. flash on and off&lt;br /&gt;
* {{$|0320}}[{{0x|02}}] = Bitfield for interaction with moving floor tiles&lt;br /&gt;
uuuuuuuu uuuummmm&lt;br /&gt;
m - Moving floor&lt;br /&gt;
u - free ram&lt;br /&gt;
* {{$|0322}}[{{0x|01}}] = ????&lt;br /&gt;
* {{$|0323}}[{{0x|01}}] = Mirror of $2F, which is an indicator for which direction you are facing.&lt;br /&gt;
Only used in the rendering of Link's OAM data in Bank 0x0D&lt;br /&gt;
* {{$|0324}}[{{0x|01}}] = A flag telling a medallion spell it's okay to proceed with the effect.&lt;br /&gt;
If set to 1, the effect will wait until it is set to 0 to activate.&lt;br /&gt;
* {{$|0325}}[{{0x|01}}] = free ram, with the caveat that it is cleared in a few locations in Bank 0x08&lt;br /&gt;
* {{$|0326}}[{{0x|02}}] = ???? collision related?&lt;br /&gt;
* {{$|0328}}[{{0x|02}}] = ???? collision related?&lt;br /&gt;
* {{$|032A}}[{{0x|01}}] = seems to be nonzero when you hit a button to swim faster. zero otherwise&lt;br /&gt;
* {{$|032B}}[{{0x|02}}] = ???? collision related?&lt;br /&gt;
* {{$|032D}}[{{0x|02}}] = ???? collision related?&lt;br /&gt;
* {{$|032F}}[{{0x|02}}] = ???? collision related?&lt;br /&gt;
* {{$|0331}}[{{0x|02}}] = ???? collision related?&lt;br /&gt;
* {{$|0333}}[{{0x|01}}] = Stores the tile type that the lantern fire or fire rod shot is currently interacting with.&lt;br /&gt;
* {{$|0334}}[{{0x|02}}] = ???? collision related?&lt;br /&gt;
* {{$|0336}}[{{0x|02}}] = ???? collision related?&lt;br /&gt;
* {{$|0338}}[{{0x|02}}] = ???? collision related?&lt;br /&gt;
* {{$|033A}}[{{0x|02}}] = ???? collision related?&lt;br /&gt;
* {{$|033C}}[{{0x|02}}] = ???? collision related?&lt;br /&gt;
* {{$|033E}}[{{0x|02}}] = ???? collision related?&lt;br /&gt;
553$0340}}[{{0x|01}}] = ????&lt;br /&gt;
* {{$|0341}}[{{0x|02}}] = Bitfield for interaction with deep water and ??? tiles&lt;br /&gt;
uuuuuuuu ffffwwww&lt;br /&gt;
f - ??? (waterfall maybe?)&lt;br /&gt;
u - free ram&lt;br /&gt;
w - deep water&lt;br /&gt;
* {{$|0343}}[{{0x|02}}] = Bitfield for interaction with normal tiles&lt;br /&gt;
uuuuuuuu uuuunnnn&lt;br /&gt;
n - normal tile&lt;br /&gt;
u - free ram&lt;br /&gt;
* {{$|0345}}[{{0x|01}}] = Set to 1 when we are in water. 0 otherwise. Note this does not mean we are in shallow water.&lt;br /&gt;
This means we are submerged.&lt;br /&gt;
* {{$|0346}}[{{0x|02}}] = Exclusively used in Bank 0x0D for the purposes of drawing Link. This value gets bitwise ORed in&lt;br /&gt;
to supply the palette bits of Link's sprite. It's only intended to take on one of two values:&lt;br /&gt;
0x000E, or 0x0000.&lt;br /&gt;
0x0E00 indicates that palette 7 is being used, and&lt;br /&gt;
0x0000 indicates that palette 0 is being used.&lt;br /&gt;
Sometimes Link's palette swaps so that Link won't turn translucent when color addition is active.&lt;br /&gt;
An example of this would be in the Flute Boy's meadow when he disappears. See $0ABD for more info.&lt;br /&gt;
* {{$|0348}}[{{0x|02}}] = Bitfield for interaction with icy floor tiles&lt;br /&gt;
uuuuuuuu jjjjiiii&lt;br /&gt;
i - icy tile 1&lt;br /&gt;
j - icy tile 2 (distinction is not quite understood right now)&lt;br /&gt;
u - free ram&lt;br /&gt;
* {{$|034A}}[{{0x|01}}] = Flag indicating whether Link is moving or not. (I think)&lt;br /&gt;
* {{$|034B}}[{{0x|01}}] = Debug variable, as it is never read, and only written to in the equipment screen code&lt;br /&gt;
* {{$|034C}}[{{0x|02}}] = Bitfield for the top of water staircase tile interactions&lt;br /&gt;
uuuuuuuu uuuussss&lt;br /&gt;
s - water staircase&lt;br /&gt;
u - free ram&lt;br /&gt;
* {{$|034E}}[{{0x|01}}] = Definitely related to Cane of Somaria and how Link is displayed when on a Somaria platform&lt;br /&gt;
554$034F}}[{{0x|01}}] = If nonzero, Link does the harder stroke while swimming. This is triggered by pressing the A, B, or Y&lt;br /&gt;
buttons while swimming, but ends shortly. It has no bearing on his swimming speed, though.&lt;br /&gt;
* {{$|0350}}[{{0x|01}}] = free ram, though it would need to be reclaimed from the game engine&lt;br /&gt;
as it's currently used in several places as an apparent debug variable&lt;br /&gt;
Water/Grass drawing variables:&lt;br /&gt;
* {{$|0351}}[{{0x|01}}] = Value that if set to 1, draws the water ripples around Link's body while standing in water.&lt;br /&gt;
The drawing, of course, uses sprites.&lt;br /&gt;
If the value is 2, then a patch of tall grass is drawn around Link instead.&lt;br /&gt;
Any value other than 2 (besides 0) produces the water effect.&lt;br /&gt;
* {{$|0352}}[{{0x|02}}] = Used exclusively during writing Link's OAM data (Bank 0x0D) as an offset into&lt;br /&gt;
the OAM buffer ($0800)&lt;br /&gt;
* {{$|0354}}[{{0x|01}}] = Used exclusively during writing Link's OAM data for currently unknown purposes&lt;br /&gt;
* {{$|0355}}[{{0x|01}}] = Secondary water grass timer. Increments when $0356 reaches 9. Starts at 0 and reaches 3.&lt;br /&gt;
* {{$|0356}}[{{0x|01}}] = Primary water/grass timer. Starts at zero and resets at 9.&lt;br /&gt;
* {{$|0357}}[{{0x|02}}] = Bitfield for interaction with thick Grass / warp tiles&lt;br /&gt;
uuuuuuuu wwwwgggg&lt;br /&gt;
g - bits are for thick grass tiles&lt;br /&gt;
w - bits are for warp tiles (blue on OW, orange in dungeons)&lt;br /&gt;
u - free ram&lt;br /&gt;
* {{$|0359}}[{{0x|02}}] = Bitfield for interaction with shallow water tiles&lt;br /&gt;
uuuuuuuu uuuuwwww&lt;br /&gt;
w - water tiles&lt;br /&gt;
u - free ram&lt;br /&gt;
* {{$|035B}}[{{0x|02}}] = Bitfield for interaction with destruction aftermath tiles (bushes, rockpiles, etc)&lt;br /&gt;
uuuuuuuu uuuuaaaa&lt;br /&gt;
a - aftermath tiles&lt;br /&gt;
b - free ram&lt;br /&gt;
* {{$|035D}}[{{0x|02}}] = Used exclusively during writing Link's OAM data (bank 0x0D). Bitwise ORed in for some&lt;br /&gt;
of the OAM data.&lt;br /&gt;
* {{$|035F}}[{{0x|01}}] = Seems to be a flag indicating that the boomerang is in play. It shows up in many places so far&lt;br /&gt;
Not even sure why it needs this flag... maybe hackish coding by Nintendo?&lt;br /&gt;
555$0360}}[{{0x|01}}] = A flag that when nonzero causes Link to be electrocuted when touching an enemy.&lt;br /&gt;
This seems counterintuitive to me, but whatever.&lt;br /&gt;
* {{$|0361}}[{{0x|01}}] = free ram&lt;br /&gt;
* {{$|0362}}[{{0x|01}}] = ????&lt;br /&gt;
* {{$|0364}}[{{0x|0?}}] = ???? (relates to Link's sprites's object priority somehow?)&lt;br /&gt;
* {{$|0366}}[{{0x|02}}] = Flag stating that Link is about to read something (assuming he's facing north)&lt;br /&gt;
Used with telepath tiles (dungeon), and signs (overworld)&lt;br /&gt;
* {{$|0368}}[{{0x|0?}}] = ????&lt;br /&gt;
* {{$|036A}}[{{0x|01}}] = ????&lt;br /&gt;
* {{$|036C}}[{{0x|01}}] = Action index when interacting with tiles, like pots, rocks, or chests.&lt;br /&gt;
0 - ???&lt;br /&gt;
1 - Picks up a pot or bush.&lt;br /&gt;
2 - Starts dashing&lt;br /&gt;
3 - Grabs a wall&lt;br /&gt;
4 - Reads a sign.&lt;br /&gt;
5 - Opens a chest.&lt;br /&gt;
6 - ???&lt;br /&gt;
7 - ???&lt;br /&gt;
* {{$|036D}}[{{0x|01}}] = Detection bitfield for vertical ledge tiles&lt;br /&gt;
dddduuuu&lt;br /&gt;
- d bits are for ledge tiles facing down&lt;br /&gt;
- u bits are for ledge tiles facing up&lt;br /&gt;
* {{$|036E}}[{{0x|01}}] = Detection bitfield for horizontal ledge tiles and up + horizontal ledge tiles&lt;br /&gt;
ddddhhhh&lt;br /&gt;
- h bits are for ledge tiles facing left or right&lt;br /&gt;
- d bits are for ledge tiles facing up + left or up + right&lt;br /&gt;
* {{$|036F}}[{{0x|01}}] = Detection bitfield for down + horizontal ledge tiles&lt;br /&gt;
uuuudddd&lt;br /&gt;
- d bits are for ledge tiles facing down + left or down + right&lt;br /&gt;
- free ram&lt;br /&gt;
* {{$|0370}}[{{0x|01}}] = Bitfield for interaction with unknown tile types&lt;br /&gt;
bbbbaaaa&lt;br /&gt;
556a - type 0x4C and 0x4D tiles (Overworld only)&lt;br /&gt;
b - type 0x4E and 0x4F tiles (Overworld only)&lt;br /&gt;
* {{$|0371}}[{{0x|01}}] = Countdown timer for frames it will take Link to become tired pushing against something solid.&lt;br /&gt;
Once counted down, his appearance will look flushed and like he's dragging ass.&lt;br /&gt;
Resets once you stop pushing or moving.&lt;br /&gt;
* {{$|0372}}[{{0x|01}}] = Flag indicating whether Link will bounce off if he touches a wall.&lt;br /&gt;
* {{$|0373}}[{{0x|01}}] = Putting a non-zero value here indicates how much life to subtract from Link.&lt;br /&gt;
(quick reference: 0x08 = one heart)&lt;br /&gt;
* {{$|0374}}[{{0x|01}}] = Countdown timer for when Link is about to dash. When it reaches 0 he starts dashing. starts as 0x1D&lt;br /&gt;
* {{$|0375}}[{{0x|01}}] = This is the timer that is used to count down how long it takes before Link can jump off a ledge.&lt;br /&gt;
It is typically set to 19 (0x13) frames, though I don't believe it decrements every frame.&lt;br /&gt;
* {{$|0376}}[{{0x|01}}] = bit 0: Link is grabbing a wall.&lt;br /&gt;
* {{$|0377}}[{{0x|01}}] = ????&lt;br /&gt;
* {{$|0379}}[{{0x|01}}] = ???&lt;br /&gt;
* {{$|037A}}[{{0x|01}}] = ??? related to picking up bombs (see Bank 07)&lt;br /&gt;
* {{$|037B}}[{{0x|01}}] = ???? related to cape transformation&lt;br /&gt;
* {{$|037D}}[{{0x|01}}] = ???? related to link's bedspread&lt;br /&gt;
* {{$|037F}}[{{0x|01}}] = Walk through walls and anytime warping in outdoors.&lt;br /&gt;
* {{$|036C - Indicates which type action Link is engaging in via the A button. Opening chest..., pulling, dashing, etc.&lt;br /&gt;
* {{$|0379 - Flag, if set, A button isn’t read.&lt;br /&gt;
* {{$|037A - Puts Link in various positions, 1 - shovel, 2 - praying, etc... cane of somaria&lt;br /&gt;
* {{$|037B}}[{{0x|0?}}] = If nonzero, disables Link's ability to receive hits from sprites. (But not pits)&lt;br /&gt;
* {{$|037E}}[{{0x|01}}] = 0 - Hookshot is not dragging Link anywhere.&lt;br /&gt;
1 - hookshot is dragging Link somewhere&lt;br /&gt;
* {{$|037F}}[{{0x|01}}] = Apparently if zero, all tile attributes are $00 (nothing)&lt;br /&gt;
* {{$|0380}}[{{0x|02}}] = (Possibly of size 5 instead)&lt;br /&gt;
* {{$|0385}}[{{0x|0A}}] = special effect ???&lt;br /&gt;
* {{$|0394}}[{{0x|0A}}] = special effect ???&lt;br /&gt;
* {{$|039F}}[{{0x|0A}}] = Special Effect Timers&lt;br /&gt;
* {{$|03A4}}[{{0x|0?}}] = Referenced in receive item initializer&lt;br /&gt;
557$03B1}}[{{0x|05}}] = countdown timer for special objects&lt;br /&gt;
(not that there are only 5 of these whereas there's usually 10 slots for special objects)&lt;br /&gt;
* {{$|03B6}}[{{0x|04}}] = 16-bit values relating to bomb doors&lt;br /&gt;
* {{$|03BA}}[{{0x|04}}] = 16-bit values relating to bomb doors&lt;br /&gt;
* {{$|03BE}}[{{0x|02}}] = 8-bit values relating to bomb doors&lt;br /&gt;
* {{$|03C0}}[{{0x|02}}] = Reserved for rock debris special object (0x08)&lt;br /&gt;
* {{$|03C2}}[{{0x|02}}] = Reserved for rock debris special object (0x08)&lt;br /&gt;
* {{$|03C4}}[{{0x|01}}] = Reserved for rock debris special object (0x08) and maybe bombs too.&lt;br /&gt;
* {{$|03C5}}[{{0x|05}}] = Special Object ram.&lt;br /&gt;
* {{$|03CA}}[{{0x|05}}] = Special Object ram.&lt;br /&gt;
* {{$|03CF}}[{{0x|03}}] = Special Object ram.&lt;br /&gt;
* {{$|03D2}}[{{0x|03}}] = Special Object ram.&lt;br /&gt;
* {{$|03D5}}[{{0x|06}}] = Special Object ram.&lt;br /&gt;
* {{$|03DB}}[{{0x|06}}] = Special Object ram.&lt;br /&gt;
* {{$|03E1}}[{{0x|03}}] = Special Object ram.&lt;br /&gt;
* {{$|03E4}}[{{0x|02}}] = tiles that bombs are touching on the floor&lt;br /&gt;
* {{$|03E9}}[{{0x|01}}] = Flag that seems to set when moving gravestones are in play and puzzle sound is playing.&lt;br /&gt;
* {{$|03EA}}[{{0x|0A}}] = special effect ???&lt;br /&gt;
* {{$|03EF}}[{{0x|01}}] = Normally zero. If set to nonzero, it forces Link to the pose where he is holding his sword up.&lt;br /&gt;
One example of where this is used is right after Ganon is defeated.&lt;br /&gt;
* {{$|03F0}}[{{0x|01}}] = ????&lt;br /&gt;
* {{$|03F3}}[{{0x|01}}] = ????&lt;br /&gt;
* {{$|03F4}}[{{0x|01}}] = Seems related to Cane of Somaria somehow&lt;br /&gt;
* {{$|03F5}}[{{0x|02}}] = The timer for Link's tempbunny state.&lt;br /&gt;
When it counts down he returns to his normal state.&lt;br /&gt;
When Link is hit it always falls to zero.&lt;br /&gt;
Is always set to 0x100 when a yellow hunter (transformer) hits him.&lt;br /&gt;
If Link is not in normal mode, however, it will have no effect on him.&lt;br /&gt;
The value is given in frames, so if the value written is 0x80, you will be a bunny for 128 frames&lt;br /&gt;
* {{$|03F7}}[{{0x|01}}] = Flag indicating whether the &amp;quot;poof&amp;quot; needs to occur for Link to transform into the tempbunny.&lt;br /&gt;
* {{$|03F8}}[{{0x|0?}}] = Flag set if you are near a &amp;quot;pull for rupees&amp;quot; sprite&lt;br /&gt;
* {{$|03FA}}[{{0x|02}}] = Relates to Link's OAM routine in Bank 0D somehow.&lt;br /&gt;
Appears to be the 9th bit of the X coordinate of some sprite(s).&lt;br /&gt;
558$03FC}}[{{0x|01}}] = ????&lt;br /&gt;
* {{$|03FD}}[{{0x|01}}] = ???? related to bombs seemingly&lt;br /&gt;
* {{$|03FE}}[{{0x|02}}] = free ram.&lt;/div&gt;</summary>
		<author><name>Tatters</name></author>	</entry>

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