<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://alttp.run/hacking/index.php?action=history&amp;feed=atom&amp;title=RAM%3A_Bank_0x7E%3A_Page_0x04</id>
		<title>RAM: Bank 0x7E: Page 0x04 - Revision history</title>
		<link rel="self" type="application/atom+xml" href="http://alttp.run/hacking/index.php?action=history&amp;feed=atom&amp;title=RAM%3A_Bank_0x7E%3A_Page_0x04"/>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x04&amp;action=history"/>
		<updated>2026-04-16T08:23:02Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
		<generator>MediaWiki 1.28.0</generator>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x04&amp;diff=608&amp;oldid=prev</id>
		<title>Superskuj: Superskuj moved page Rom/Page 0x04 to RAM: Bank 0x7E: Page 0x04</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x04&amp;diff=608&amp;oldid=prev"/>
				<updated>2016-12-20T22:26:42Z</updated>
		
		<summary type="html">&lt;p&gt;Superskuj moved page &lt;a href=&quot;/hacking/index.php?title=Rom/Page_0x04&quot; class=&quot;mw-redirect&quot; title=&quot;Rom/Page 0x04&quot;&gt;Rom/Page 0x04&lt;/a&gt; to &lt;a href=&quot;/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x04&quot; title=&quot;RAM: Bank 0x7E: Page 0x04&quot;&gt;RAM: Bank 0x7E: Page 0x04&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_0x04&amp;diff=578&amp;oldid=prev</id>
		<title>Tatters: Created page with &quot;For a break down on how room data gets saved, see the SRAM Document. * {{$|0400 * {{$|0401 - Tops four bits: In a given room, each bit corresponds to a door being opened. If s...&quot;</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x04&amp;diff=578&amp;oldid=prev"/>
				<updated>2016-12-20T07:15:33Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;For a break down on how room data gets saved, see the SRAM Document. * {{$|0400 * {{$|0401 - Tops four bits: In a given room, each bit corresponds to a door being opened. If s...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;For a break down on how room data gets saved, see the SRAM Document.&lt;br /&gt;
* {{$|0400&lt;br /&gt;
* {{$|0401 - Tops four bits: In a given room, each bit corresponds to a door being opened.&lt;br /&gt;
If set, it has been opened by some means (bomb, key, etc.)&lt;br /&gt;
* {{$|0402}}[{{0x|01}}] = Certainly related to $0403, but contains other information I haven’t looked at yet.&lt;br /&gt;
* {{$|0403}}[{{0x|01}}] = Contains room information, such as whether the boss in this room has been defeated.&lt;br /&gt;
Loaded on every room load according to map information that is stored as you play the game.&lt;br /&gt;
Bit 0: Chest 1&lt;br /&gt;
Bit 1: Chest 2&lt;br /&gt;
Bit 2: Chest 3&lt;br /&gt;
Bit 3: Chest 4&lt;br /&gt;
Bit 4: Chest 5&lt;br /&gt;
Bit 5: Chest 6 / A second Key. Having 2 keys and 6 chests will cause conflicts here.&lt;br /&gt;
Bit 6: A key has been obtained in this room.&lt;br /&gt;
Bit 7: Heart Piece has been obtained in this room.&lt;br /&gt;
* {{$|0405}}[{{0x|01}}] = This never seems to be written (free ram?)&lt;br /&gt;
* {{$|0406}}[{{0x|02}}] = free ram&lt;br /&gt;
* {{$|0408}}[{{0x|02}}] = ????&lt;br /&gt;
* {{$|040A}}[{{0x|01}}] = Area Index for the Overworld. Although there are $C0 different possible values, the larger maps&lt;br /&gt;
seem to take up more of these values so that coordinate addresses can be more easily calculated,&lt;br /&gt;
and scrolling eliminated at times.&lt;br /&gt;
* {{$|040B}}[{{0x|01}}] = free ram&lt;br /&gt;
* {{$|040C}}[{{0x|02}}] = Map index for dungeons. If it = 0xFF, that means there is no map for that area.&lt;br /&gt;
There is a data table of values, probably depends on the entrance you go in how this gets selected.&lt;br /&gt;
Notably used in Ganon’s Tower for minibosses. Note that the value held here is the dungeon’s intuitive&lt;br /&gt;
index multiplied by 2. Hence this value is always even.&lt;br /&gt;
* {{$|040E}}[{{0x|01}}] = Contains the layout and starting quadrant info (from dungeon header)&lt;br /&gt;
* {{$|040F}}[{{0x|0?}}] = free ram.&lt;br /&gt;
* {{$|0410}}[{{0x|02}}] = -------- ----udlr Screen transition direction bitfield&lt;br /&gt;
559When the overworld is transitioning screens, only one of the &amp;quot;udlr&amp;quot; bits will be set.&lt;br /&gt;
* {{$|0412}}[{{0x|02}}] = Index used during screen transitions to gradually, over the course of several frames,&lt;br /&gt;
transmit data to vram. See variables $19 and $0118&lt;br /&gt;
* {{$|0414}}[{{0x|02}}] = BG2 properties in Hyrule Magic&lt;br /&gt;
Detailed description of CGADDSUB properties per type:&lt;br /&gt;
Note that both parallax modes are the same from the register standpoint&lt;br /&gt;
0 - &amp;quot;Off&amp;quot;&lt;br /&gt;
- Main: BG2, BG3, Obj; Sub: None; +/-: background&lt;br /&gt;
1 - &amp;quot;Parallaxing&amp;quot; - Main: BG2, BG3, Obj; Sub: BG1; +/-: background&lt;br /&gt;
2 - &amp;quot;Dark Room&amp;quot; - Main: BG2, BG3, Obj; Sub: BG1, BG1; +/-: background&lt;br /&gt;
3 - &amp;quot;On top&amp;quot;&lt;br /&gt;
- Main: BG1, BG2, BG2, Obj; Sub: None; +/-: background&lt;br /&gt;
4 - &amp;quot;Translucent&amp;quot; - Main: BG2, BG3, Obj; Sub: BG1; +/-: (1/2 +) back. BG1&lt;br /&gt;
5 - &amp;quot;Parallaxing 2&amp;quot; - Main: BG2, BG3, Obj; Sub: BG1; +/-: background&lt;br /&gt;
6 - &amp;quot;Normal&amp;quot;&lt;br /&gt;
- Main: BG2, BG3, Obj; Sub: BG1; +/-: background&lt;br /&gt;
7 - &amp;quot;Addition&amp;quot; - Main: BG2, BG3, Obj; Sub: BG1; +/-: (full +) back. BG1&lt;br /&gt;
* {{$|0416}}[{{0x|02}}] = -------- ----udlr Screen transition direction bitfield 2&lt;br /&gt;
When the overworld is transitioning screens, only one of the &amp;quot;udlr&amp;quot; bits will be set.&lt;br /&gt;
* {{$|0418}}[{{0x|02}}] = 0 - Overworld screen transition up&lt;br /&gt;
1 - Overworld screen transition down&lt;br /&gt;
2 - Overworld screen transition left&lt;br /&gt;
3 - Overworld screen transition right&lt;br /&gt;
Values greater than 3 should not show up&lt;br /&gt;
* {{$|041A}}[{{0x|02}}] = vvvvvvvv vvvvvvid&lt;br /&gt;
d - disable horizontal and vertical&lt;br /&gt;
i - inverts the direction of the floor movement, specified by $0310 / $0312&lt;br /&gt;
v - if any of these bits are set, the floor movement will be vertical. Otherwise it will be horizontal&lt;br /&gt;
* {{$|041C}}[{{0x|02}}] = ??? referenced in trick hidden walls&lt;br /&gt;
The value of this is used by various &amp;quot;Effect&amp;quot; settings in the dungeons&lt;br /&gt;
* {{$|041E}}[{{0x|02}}] = ???&lt;br /&gt;
* {{$|0422}}[{{0x|02}}] = X offset of the moving floor. (Also used to position the crystal maidens during the 3D sequence)&lt;br /&gt;
* {{$|0424}}[{{0x|02}}] = Y offset of the moving floor. &amp;quot;&amp;quot;&lt;br /&gt;
* {{$|0426}}[{{0x|02}}] = free ram&lt;br /&gt;
* {{$|0428}}[{{0x|01}}] = Mirror of $AD, which is &amp;quot;Collision&amp;quot; in Hyrule Magic. This is an independent flag that determines&lt;br /&gt;
how scrolling of the BGs occurs in the dungeon submodule.&lt;br /&gt;
* {{$|0429}}[{{0x|01}}] = free ram?&lt;br /&gt;
* {{$|042A}}[{{0x|02}}] = Used with Hidden walls? Maybe other uses. See Bank $01&lt;br /&gt;
560$042C}}[{{0x|02}}] = Types that use this index: moveable blocks, pots and other liftable objects, breakable floors,&lt;br /&gt;
and moles. Collectively the limit for these types of objects is 16 per room.&lt;br /&gt;
Notes about cracked floors so I don't go insane!&lt;br /&gt;
* The breakable floor that is first in the objectlist is the the one that will open up. *&lt;br /&gt;
( Do ctrl-B on a cracked floor among others in Hyrule Magic if you don't believe me).&lt;br /&gt;
Okay... so why does only one cracked floor open up?&lt;br /&gt;
It doesn't make any sense right? The tile type is 62 for all cracked floors post load.&lt;br /&gt;
* {{$|042E}}[{{0x|02}}] = Index of torches in the room (since blocks are loaded first this value gets updated after the fact.)&lt;br /&gt;
* {{$|0430}}[{{0x|02}}] = Flag that is nonzero when Link has triggered a floor switch and is still standing on it.&lt;br /&gt;
When he walks away from it, this flag will reset to zero.&lt;br /&gt;
* {{$|0432}}[{{0x|02}}] = number of star shaped switches in a room&lt;br /&gt;
* {{$|0434}}[{{0x|02}}] = free ram?&lt;br /&gt;
* {{$|0436}}[{{0x|01}}] = ????&lt;br /&gt;
* {{$|0437}}[{{0x|01}}] = ????&lt;br /&gt;
* {{$|0438}}[{{0x|02] -&lt;br /&gt;
* {{$|043A}}[{{0x|02] -&lt;br /&gt;
* {{$|043C}}[{{0x|02] -&lt;br /&gt;
* {{$|043E}}[{{0x|02] -&lt;br /&gt;
* {{$|0440}}[{{0x|02] -&lt;br /&gt;
* {{$|0442}}[{{0x|02] -&lt;br /&gt;
* {{$|0444}}[{{0x|02] -&lt;br /&gt;
* {{$|0446}}[{{0x|02] -&lt;br /&gt;
number of in-floor inter-room up-north staircases .............. (1.2.0x2D)&lt;br /&gt;
number of in-floor inter-room down-south staircases ....... (1.2.0x2E, 1.2.0x2F)&lt;br /&gt;
number of in-room up-north staircases ................................. (1.2.0x30)&lt;br /&gt;
number of in-room up-north staircases ................................. (1.2.0x31)&lt;br /&gt;
number of inter-pseudo-bg up-north staircases .................. (1.2.0x32)&lt;br /&gt;
number of in-room up-north staircases ................................. (1_2.0x33) (for use in water rooms)&lt;br /&gt;
number of activated water ladders ........................................ (1.2.0x35)&lt;br /&gt;
number of water ladders .......................................................... (1.2.0x36)&lt;br /&gt;
* {{$|0448}}[{{0x|02}}] = This is tracking variable for dungeon objects with the catch that&lt;br /&gt;
it is only used in rooms that have water objects (not 100% sure of this.)&lt;br /&gt;
But it seems to be the activator that converts normal inter-bg type staircases&lt;br /&gt;
to ones that let you jump into water, like in the Swamp Palace.&lt;br /&gt;
* {{$|044A}}[{{0x|02}}] = Something to do with in-room staircases, but I'm otherwise clueless&lt;br /&gt;
* {{$|044E}}[{{0x|02}}] = number of different kind of doors? (related to $0460 I think)&lt;br /&gt;
* {{$|0450}}[{{0x|02}}] = number of Type 0x14 (10 decimal in HM) doors. Also see $06D0&lt;br /&gt;
* {{$|0452}}[{{0x|02}}] = ???? seen used with bombable walls (the big ones) but otherwise, not sure&lt;br /&gt;
* {{$|0454}}[{{0x|02}}] = Seems to indicate the state of a large wall being bombed open. Ranges from 0x01 to 0x15&lt;br /&gt;
The numerical value probably is used to pick which section of the wall to bomb open.&lt;br /&gt;
* {{$|0456}}[{{0x|02}}] = Used by doors system? Not sure how exactly.&lt;br /&gt;
* {{$|0458}}[{{0x|02}}] = 0 - In a dark room, 1 - you're in a dark room and have the lantern&lt;br /&gt;
561$045A}}[{{0x|01}}] = Seems to be the number of torches that are lit in a dark room.&lt;br /&gt;
Torch objects during load can be set to be permanently lit, so this can affect how the&lt;br /&gt;
room's lighting behaves.&lt;br /&gt;
* {{$|045B}}[{{0x|01}}] = ????&lt;br /&gt;
* {{$|045C}}[{{0x|02}}] = ????&lt;br /&gt;
* {{$|045E}}[{{0x|02}}] = free ram&lt;br /&gt;
* {{$|0460}}[{{0x|02}}] = Number of Locked doors? (range 0 - 3?) Number of doors that have been loaded in the room?&lt;br /&gt;
* {{$|0462}}[{{0x|02}}] = ??? related to submodule 12 of modules 7 and 9&lt;br /&gt;
With staircases, indicates a value of 0 to 7 of which staircase it is.&lt;br /&gt;
* {{$|0466}}[{{0x|02}}] = Seems to be related to trap doors or switches somehow...&lt;br /&gt;
* {{$|0468}}[{{0x|02}}] = Flag that is set when trap doors are down.&lt;br /&gt;
* {{$|046A}}[{{0x|02}}] = Similar to $0490, this is Floor 2 in Hyrule Magic&lt;br /&gt;
* {{$|046C}}[{{0x|01}}] = &amp;quot;Collision&amp;quot; in Hyrule Magic.&lt;br /&gt;
* {{$|046D}}[{{0x|05}}] = free ram&lt;br /&gt;
* {{$|0470}}[{{0x|02] -&lt;br /&gt;
* {{$|0472}}[{{0x|02}}] = ???? related to watergate special routine&lt;br /&gt;
* {{$|0474}}[{{0x|02}}] = Limited use between Bank 0x01 and 0x07.&lt;br /&gt;
* {{$|0476}}[{{0x|02}}] = Pseudo bg level.&lt;br /&gt;
Indicates which &amp;quot;level&amp;quot; you are on, either BG1 or BG2. BG1 is considered 1 in many&lt;br /&gt;
cases. However, there is no need for BG1 necessarily. When Link can interact with BG1,&lt;br /&gt;
this value should match $00EE, I think.&lt;br /&gt;
This mostly applies to staircases in rooms that only use one BG to interact with.&lt;br /&gt;
* {{$|0478}}[{{0x|02}}] = ????&lt;br /&gt;
* {{$|047A}}[{{0x|02}}] = ????&lt;br /&gt;
* {{$|047C}}[{{0x|02}}] = Used with doors.&lt;br /&gt;
; checked first?&lt;br /&gt;
* {{$|047E}}[{{0x|02]&lt;br /&gt;
* {{$|0480}}[{{0x|02]&lt;br /&gt;
* {{$|0482}}[{{0x|02]&lt;br /&gt;
* {{$|0484}}[{{0x|02]&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
number of wall up-north spiral staircases ..................... (1.2.0x38)&lt;br /&gt;
number of wall down-north spiral staircases ................ (1.2.0x39)&lt;br /&gt;
number of wall up-north spiral staircases ..................... (1.2.0x3A)&lt;br /&gt;
number of wall down-north spiral staircases ................ (1.2.0x3B)&lt;br /&gt;
* {{$|0486}}[{{0x|02}}] = ????&lt;br /&gt;
* {{$|0488}}[{{0x|02}}] = ????&lt;br /&gt;
562$048A}}[{{0x|02}}] = Relates to the plane variables ($063C-$0640)&lt;br /&gt;
* {{$|048C}}[{{0x|02}}] = ????&lt;br /&gt;
* {{$|048E}}[{{0x|02}}] = Room index in dungeons?&lt;br /&gt;
* {{$|0490}}[{{0x|02}}] = In a dungeon room, provides the type of filler tiles (Floor 1 in Hyrule Magic)&lt;br /&gt;
* {{$|0492}}[{{0x|02}}] = ????&lt;br /&gt;
* {{$|0494}}[{{0x|02}}] = ????&lt;br /&gt;
* {{$|0496}}[{{0x|02}}] = number of chests in the room&lt;br /&gt;
* {{$|0498}}[{{0x|02}}] = number of big key lock blocks in the room&lt;br /&gt;
* {{$|049A}}[{{0x|02}}] = number of 1.3.0x1B objects&lt;br /&gt;
* {{$|049C}}[{{0x|02}}] = number of 1.3.0x1C objects&lt;br /&gt;
* {{$|049E}}[{{0x|02}}] = number of 1.3.0x1D objects&lt;br /&gt;
* {{$|04A0}}[{{0x|01]&lt;br /&gt;
* {{$|04A1}}[{{0x|01]&lt;br /&gt;
* {{$|04A2}}[{{0x|02]&lt;br /&gt;
* {{$|04A4}}[{{0x|02]&lt;br /&gt;
* {{$|04A6}}[{{0x|02]&lt;br /&gt;
* {{$|04A8}}[{{0x|02]&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
Countup timer that stops at 0xC0. While running, the floor that Link is on in a dungeon is displayed.&lt;br /&gt;
free ram, probably&lt;br /&gt;
number of in-wall inter-room up-north straight staircases ................. (1.3.0x1E, 0x26)&lt;br /&gt;
number of in-wall inter-room up-south straight staircases ................. (1.3.0x20, 0x28)&lt;br /&gt;
number of in-wall inter-room down-north straight staircases ............ (1.3.0x1F, 0x27)&lt;br /&gt;
number of in-wall inter-room down-south straight staircases ............ (1.3.0x21, 0x29)&lt;br /&gt;
* {{$|04AA}}[{{0x|02}}] = (conflict) Flag, that if nonzero, tells us to load using a starting point entrance value&lt;br /&gt;
rather than a normal entrance value.&lt;br /&gt;
* {{$|04AA}}[{{0x|01}}] = This is used when you die and choose to save &amp;amp; continue&lt;br /&gt;
It is the dungeon entrance to put Link into.&lt;br /&gt;
This variable is only used if you die in a dungeon, and is set to the&lt;br /&gt;
last dungeon entrance you went into.&lt;br /&gt;
* {{$|04AB}}[{{0x|01}}] = free ram&lt;br /&gt;
* {{$|04AC}}[{{0x|02}}] = When most tiles are changed in a particular overworld screen this value is incremented by 2&lt;br /&gt;
and $7EF800 and $7EFA00 are updated to contain the address of the modification and the&lt;br /&gt;
tile (map16) used replace it. This only comes into play when a warp between the DW or&lt;br /&gt;
the LW fails and you have to warp back.&lt;br /&gt;
* {{$|04AE}}[{{0x|01}}] = number of in-room up-south staircases ............ (1.3.0x33) (for use in water rooms)&lt;br /&gt;
* {{$|04B0}}[{{0x|02}}] = ???? Relates to object type 1.1.0x35&lt;br /&gt;
Which, by the way, seems to be unused... and buggy.&lt;br /&gt;
* {{$|04B2}}[{{0x|01}}] = Related to shovel, but not entirely clear yet how.&lt;br /&gt;
* {{$|04B4}}[{{0x|01}}] = see overworld module submodule 0&lt;br /&gt;
* {{$|04B5}}[{{0x|01}}] = ????&lt;br /&gt;
* {{$|04B6}}[{{0x|02}}] = Position in tile attribute buffer where trigger tile was hit?&lt;br /&gt;
563$04B7}}[{{0x|01}}] = ????&lt;br /&gt;
* {{$|04B8}}[{{0x|02}}] = Flag that indicates you are close to a big key door, and the text message saying you don’t have a key has&lt;br /&gt;
already triggered. It resets when you move away from the door.&lt;br /&gt;
Also works outdoors when a door tells you you can't enter with stuff following you.&lt;br /&gt;
* {{$|04BA}}[{{0x|02}}] = Index of overlay to load in a dungeon room (in response to an event, typically)&lt;br /&gt;
* {{$|04BC}}[{{0x|02}}] = Seems to be a toggle between two different states of holes in a room. (For rooms that can switch back&lt;br /&gt;
and forth?)&lt;br /&gt;
* {{$|04BE}}[{{0x|01}}] = Countdown timer for trinexx red dragon head palette transitioning&lt;br /&gt;
* {{$|04BF}}[{{0x|01}}] = Countdown timer for trinexx blue dragon head palette transitioning&lt;br /&gt;
* {{$|04C0}}[{{0x|01}}] = Relates to trinexx red dragon head palette transition state&lt;br /&gt;
* {{$|04C1}}[{{0x|01}}] = Relates to trinexx blue dragon head palette transition state&lt;br /&gt;
* {{$|04C2}}[{{0x|01}}] = Relates to giving of critical items after boss fights...&lt;br /&gt;
* {{$|04C3}}[{{0x|01}}] = free ram&lt;br /&gt;
* {{$|04C4}}[{{0x|01}}] = Number of credits left for opening minigame chests 0xFF if entirely disabled&lt;br /&gt;
* {{$|04C5}}[{{0x|01}}] = State dealing with Ganon's fight = 2 - you can hit him,&lt;br /&gt;
1 - he's translucent,&lt;br /&gt;
0 - he’s invisible.&lt;br /&gt;
* {{$|04C6}}[{{0x|01}}] = Trigger for special animations&lt;br /&gt;
0 - nothing&lt;br /&gt;
1 - Dark Palace entrance&lt;br /&gt;
2 - Skull Woods entrance (when it burns)&lt;br /&gt;
3 - Misery Mire entrance&lt;br /&gt;
4 - Turtle Rock entrance&lt;br /&gt;
5 - Ganon’s Tower entrance&lt;br /&gt;
* {{$|04C7}}[{{0x|01}}] = Appears to serve as a barrier variable for tag related logic in Dungeon rooms when set.&lt;br /&gt;
Also prevents traveling on staircases and other such things.&lt;br /&gt;
* {{$|04C8}}[{{0x|02}}] = Only used in peg puzzles as an index of which or how many peg tiles have been hammered down&lt;br /&gt;
In the case of the Light World Death Mountain peg puzzle it's an index of how many successful steps&lt;br /&gt;
have been completed, and is actually twice the number of pegs that have been hammered&lt;br /&gt;
In the case of the Dark World peg puzzle near the ruined Smithy house it's just the number of pegs&lt;br /&gt;
hammered so far&lt;br /&gt;
* {{$|04CA}}[{{0x|01}}] = When you are low on life, this is used as a timer&lt;br /&gt;
It loops between $1F down to $0. When it reaches zero, the low life beep happens&lt;br /&gt;
* {{$|04CB}}[{{0x|15}}] = free ram.&lt;br /&gt;
* {{$|04F0}}[{{0x|10}}] = Timers for Torches (byte entries). When lit, starts with a value of 0xFF and counts down to 0.&lt;br /&gt;
Setting it before the torch is lit is a bad idea - it will not cause a torch to light, nor will it brighten the&lt;br /&gt;
room. Note that this range indicates we can have up to 16 torches in an area.&lt;/div&gt;</summary>
		<author><name>Tatters</name></author>	</entry>

	</feed>