VARIABLE		RAM	SIZE	COMMENT
GameStatus:		C000	1 H	
GameSubstatus:		C001	1 H	
ControlConfig:		C002	1 H	; Bit6: 1=Enable music/Player control
TickCounter:		C003	1 H	
WaitCounter:		C004	1 H	
TickInProgress:		C005	1 H	
ControlsTrigger:	C006	1 H	; 5 = Fire2 / M,  4 = Fire / Space, 3 = Right, 2 = Left, 1 = Down, 0 = Up
ControlsHold:		C007	1 H	; 5 = Fire2 / M,  4 = Fire / Space, 3 = Right, 2 = Left, 1 = Down, 0 = Up
Pause_1_F5_2:		C008	1 H	
TutorialStatus:		C009	1 H	
DemolHoldTime:		C00A	1 H	
UnusedVar1:		C00B	1 H	
DemoPlayId:		C00C	1 H	
DemoDataPointer:	C00D	2 H	; Pointer to presaved demo controls
SprShuffleOffset:	C00F	1 H	
SoundWorkArea:		C010	20 H	
SoundWorkAreaB:		C030	20 H	
SoundWorkAreaC:		C050	20 H	
SoundWorkAreaSfx:	C070	20 H	
SoundWorkArea2:		C090	60 H	; Sound work area backup
PGS_MixerVal:		C0F0	1 H	
RestoreSoundData:	C0F1	1 H	
SoundDataSaved:		C0F2	1 H	
flagSndDatRestored:	C0F3	1 H	
MusicToSet:		C0F4	1 H	; New music to play (fade out current one)
FadeStepCnt:		C0F5	1 H	
VolumeFadeVal:		C0F6	1 H	
UnusedVar2:		C0F7	1 H	
MuteSoundFlag:		C0F8	1 H	; 1 = Mute
RadioFreqOffset:	C0F9	1 H	; Value used to modify the radio noise SFX depending on radio frequency
UnusedVar3:		C0FA	1 H	
BigBossDeadSnd:		C0FB	1 H	
UnusedVar4:		C0FC	14 H	
ControlsTrig_:		C110	1 H	
ControlsHold_:		C111	1 H	
FKeysTrigger:		C112	1 H	; 0 0 RET F5 F4 F3 F2 F1
FKeysHold:		C113	1 H	; 0 0 RET F5 F4 F3 F2 F1
SprColAddress:		C114	2 H	
SprAttAddress:		C116	2 H	
MenuStatus:		C118	1 H	
MenuCnt:		C119	1 H	
UnusedVar5:		C11A	6 H	
GameVars:		C120	3 H	
PlayingFlag:		C123	1 H	
LeavedOuterHeaven:	C124	1 H	
RestoreGameFlag:	C125	1 H	
UnusedVar6:		C126	A H	
Room:			C130	1 H	; Also used as LogoTimer
Life:			C131	1 H	; LogoCnt
Class:			C132	1 H	; Logo end flag
NextRoomDirect:		C133	1 H	; 4=Right, 3=Left, 2=Down, 1=Up
SelectedWeapon:		C134	1 H	
SelectedItem:		C135	1 H	
PreviousRoom:		C136	1 H	
MaxLife:		C137	1 H	
RadioFreq:		C138	1 H	
Poisoned:		C139	1 H	
RescuedCnt:		C13A	1 H	; Rescued prisoners count (0-4)
EquipRemoved:		C13B	1 H	; The equipment and weapons have been removed by the enemy (captured)
DestructionTimerOn:	C13C	1 H	
DestructTimer:		C13D	1 H	
DestructTimerH:		C13E	1 H	
PrisonWall1Life:	C13F	1 H	; Snake prison wall energy
PrisonWall2Life:	C140	1 H	; GreyFox prison wall energy
MaxAmmoRatioF:		C141	1 H	; Bit 0=Max.Ammo, 1=Max.Rations
WeaponInUse:		C142	1 H	
PlayerMovSpeed:		C143	2 H	
UnusedVar7:		C145	B H	
byte_C150:		C150	1 H	; Unused?
GameMode:		C151	1 H	; 0=Playing,1=NextRoom,2=Weapons,3=Equipment,4=Radio,5=Lorry,6=Moving elevator,7=OpenDoor,8=Binoculars,9=Dead, A=Text window, B=Captured, C = Madnar moved:It's too late
Dificulty:		C152	1 H	
EquipRadioStatus:	C153	1 H	; Equip and radio status
SelectIdx:		C154	1 H	
MenuCursorXY:		C155	2 H	
CurrentTileSet:		C157	1 H	
IsolatedRoom:		C158	1 H	; Can't use binoculars. Shooting does not trigger the alarm
AreaMusic:		C159	1 H	
UnusedVar8:		C15A	1 H	
HeightParachuteCnt:	C15B	1 H	
ControlHoldWait:	C15C	1 H	
UnusedVar9:		C15D	1 H	
isOnBridge:		C15E	1 H	
RadioCallFlag:		C15F	1 H	; 1=Start incoming call, 2=Stop incoming call
IncomingCallTimer:	C160	1 H	
MapZone:		C161	1 H	; Values of 5 or more need the antenna
JumpRoomId:		C162	1 H	; 1 = From room 45, 2 = From room 46, others = 117
RadioCallFlagCopy:	C163	2 H	
RestoreSavedGame:	C165	1 H	; Set after loading tape data
TailDataByte:		C166	1 H	
DoNotAddEnemies:	C167	1 H	
TilesetBank:		C168	1 H	; 0=First bank of 256 tiles, 1=Second bank
CowardDuckSpeech:	C169	1 H	
AlertModeCopy2:		C16A	1 H	
UnusedVar10:		C16B	15 H	
PlayerControlMod:	C180	1 H	; 8=Intro scene, 7=Ladders climb, 6=ladders walk, 5=Air flow, 4=Parachute, 3=Dead, 2=Elevator, 1=Punch, 0=Walk
PlayerYdec:		C181	1 H	
PlayerY:		C182	1 H	
PlayerXdec:		C183	1 H	
PlayerX:		C184	1 H	
PlayerDirection:	C185	1 H	; 1=Up, 2 = Down, 3=Left, 4=Right
PlayerSpeedY:		C186	2 H	
PlayerSpeedX:		C188	2 H	
SnakeSprId:		C18A	1 H	
PlayerAnimation:	C18B	1 H	; 0=Normal, 1=Punch, 2=Water, 3=Parachute, 4=Deep water, 5=Ladder, 6=Dead, 7=Box
PlayerDirectionNew:	C18C	1 H	; 1=Up, 2=Down, 3=Left, 4=Right
PlayerAnimWaitCnt:	C18D	1 H	
StopPlayerFlag:		C18E	1 H	; 1=The player is not moving
PlayerFrameNum:		C18F	1 H	
PunchCnt:		C190	1 H	
DirectionMask:		C191	1 H	; Bitmask of the last pressed direction control
DirectionMaskOld:	C192	1 H	; Bitmask of the previous pressed direction control
ElevatorY:		C193	1 H	
ElevatorX:		C194	1 H	
ElevatorDir:		C195	1 H	; 1=up, 2=down
ElevatorStatus:		C196	1 H	
ElevatorLimitUp:	C197	1 H	
ElevatorLimitDown:	C198	1 H	
DamageDelayTimer:	C199	1 H	
BinoculStatus:		C19A	1 H	
BinocularDir:		C19B	1 H	
TimerBinocular:		C19C	1 H	
DeadTimer:		C19D	1 H	
SubMachGunTimer:	C19E	1 H	
BurstCnt:		C19F	1 H	
InAirFlow:		C1A0	1 H	; 1 = Snake is being pushed by the air floor in the roof
UnusedVar11:		C1A1	1E H	
BombOrderBuffer:	C1BF	10 H	
CurrentPal:		C1CF	31 H	; Color number, color data1, color data 2... #FF end
PlayerShotsList:	C200	1 H	
PlayerShot1Stat:	C201	3 H	
PlayerShot1Y:		C204	2 H	
PlayerShot1X:		C206	17A H	
MaxAmmoGun:		C380	2 H	
MaxAmmoSMG:		C382	2 H	
MaxAmmoGrenade:		C384	2 H	
MaxAmmonRocket:		C386	2 H	
MaxAmmoBomb:		C388	2 H	
MaxAmmoMine:		C38A	2 H	
MaxAmmoMissile:		C38C	2 H	
UnusedVar12:		C38E	2C H	
MaxRations:		C3BA	2 H	
UnusedVar13:		C3BC	14 H	
DoorsList:		C3D0	80 H	; 0=ID, 1=Open, 2=LogicOpen, 3=Type, 4=Cnt, 5=DrawY, 6=DrawX, 7=OpenOffY, 8=OpenNY, 9=OpenOffX, 10=OpenNX, 11=EnterOffY, 12=EnterNY, 13=EnterOffsetX, 14=EnterNY, 15=Destination room
DoorOpenArray:		C450	A0 H	; 0=Open/1=Closed status of all doors
UnusedVar14:		C4F0	C H	
IdDoorEnter:		C4FC	1 H	
OpenDoorStatus:		C4FD	1 H	
idxDoorOpen:		C4FE	1 H	
DoorsInRoom:		C4FF	1 H	; Number of doors in the room
Weapons:		C500	1C H	; WEAPONS INVENTORY
InvSupressor:		C51C	4 H	
WeaponsTaken:		C520	1 H	
SMG_Taken:		C521	1 H	
GrenadeL_Taken:		C522	1 H	
RocketL_Taken:		C523	1 H	
PBomb_Taken:		C524	1 H	
Mines_Taken:		C525	1 H	
Missiles_Taken:		C526	1 H	
SupressorTaken:		C527	1 H	
TextBoxEff_Cnt:		C528	1 H	
TextBoxEff_DY:		C529	1 H	
TextBoxEff_DX:		C52A	1 H	
TextBoxStepY:		C52B	1 H	
TextBoxStepX:		C52C	1 H	
TextBoxEff_NY:		C52D	1 H	
TextBoxEff_NX:		C52E	1 H	
TextBoxEff_Col:		C52F	1 H	
Equipment:		C530	1 H	; +0 Item ID, +1 tens/units, +2 hundreds, +3 unused
CigarsUnits:		C531	6F H	; EQUIPMENT INVENTORY
ItemsTaken:		C5A0	1 H	
BSuitTaken:		C5A1	1 H	
FlashLightTaken:	C5A2	1 H	
GogglesTaken:		C5A3	1 H	
GasMaskTaken:		C5A4	1 H	
CigarsTaken:		C5A5	1 H	
MineDetectTaken:	C5A6	1 H	
AntennaTaken:		C5A7	1 H	
BinocularTaken:		C5A8	1 H	
OxygenTaken:		C5A9	1 H	
CompassTaken:		C5AA	1 H	
ParachuTaken:		C5AB	1 H	
AntidoteTaken:		C5AC	1 H	
Card1Taken:		C5AD	1 H	
Card2Taken:		C5AE	1 H	
Card3Taken:		C5AF	1 H	
Card4Taken:		C5B0	1 H	
Card5Taken:		C5B1	1 H	
Card6Taken:		C5B2	1 H	
Card7Taken:		C5B3	1 H	
Card8Taken:		C5B4	1 H	
RationTaken:		C5B5	1 H	
TransmiTaken:		C5B6	1 H	
UniformTaken:		C5B7	1 H	
CardBoardBoxTaken	C5B8	1 H	
EquipBagTaken:		C5B9	1 H	
UnusedVar15:		C5BA	6 H	
SpawnedItems:		C5C0	1 H
SpawnItemData:		C5C1	F H
ItemsInTheRoom:		C5D0	30 H
GameDataArea:		C600	2 H	
AlertMode:		C602	2 H	
RoomAlert:		C604	1 H	
AlertRespawnTimer:	C605	1 H	
NumRespawnGuards:	C606	2 H	
EventCnt:		C608	1 H	
NumEnemies:		C609	1 H	
LaserRoomTimer:		C60A	1 H	
LaserRoomCnt:		C60B	1 H	
XY_AlertIcon:		C60C	3 H	
RoomAlertTrigged:	C60F	1 H	
OpenBigBossDoor:	C610	1 H	
UnusedVar16:		C611	3 H	
RedAlertFlag:		C614	2 H	
PowerSwitchOn:		C616	1 H	
UnusedVar17:		C617	9 H	
BossHindD_KO:		C620	1 H	
BossTank_KO:		C621	1 H	
Bulldozer_KO:		C622	1 H	
MetalGear_KO:		C623	1 H	
UnusedVar18:		C624	2 H	
ArnoldsCnt:		C626	1 H	
FireTrooper_KO:		C627	1 H	
REMOVE_FLAMES:		C628	4 H	
DoorBuild2LockedF:	C62C	1 H	
byte_C62D:		C62D	1 H	
NumBasementDogs:	C62E	1 H	
NoEnemiesRoom:		C62F	1 H	
MachGunStatus:		C630	1 H	
ShotGunnerStat:		C631	1 H	
AlertModeCopy:		C632	1 H	
SleepyGuardFlag:	C633	1 H	
Guard1ExitedLorry:	C634	1 H	
Guard2ExitedLorry:	C635	1 H	
Guard3ExitedLorry:	C636	1 H	
BigBossStat:		C637	1 H	
GuardSilencerCnt:	C638	1 H	
PowerSwitchOnCopy:	C639	1 H	
DesertGuardsTextF:	C63A	1 H	
PowerSwitchY:		C63B	1 H	
PowerSwitchX:		C63C	4 H	
RescuedArray:		C640	17 H	
JennifBrotherDead:	C657	9 H	
MadnarMoved:		C660	1 H	
JeniRocketF:		C661	1 H	
SchneiderCaptured:	C662	1 H	
JeniOpenDoorF:		C663	1 H	
SwitchOffMSXF:		C664	4 H	
AlertSignNotOnScreen:	C668	1 H	
AlertIconTimer:		C669	37 H	
SaveLoadMode:		C6A0	1 H	
SaveLoadStat:		C6A1	1 H	
FilenameFound:		C6A2	6 H	
Filename:		C6A8	6 H	
FilenameSize:		C6AE	52 H	
CollisionTiles:		C700	100 H	
RadioCmd:		C800	1 H	
RadioLedCnt:		C801	1 H	
RadioLedDelay:		C802	1 H	
ReplyRadioPerson:	C803	2 H	
AutoReplyDone:		C805	1 H	
ReplyRequested:		C806	79 H	
NumRadioPersons:	C87F	1 H
RadioPersonsDat:	C880	80 H
CaptureStatus:		C900	1 H	
CaptureTimer:		C901	1F H	
IntroSceneStatus:	C920	1 H	
IntroSceneCnt:		C921	1 H	
EndingStatus:		C922	1 H	
EndingCnt:		C923	5 H	
TempImpactInfo:		C928	D8 H	
GameProgressBuffer:	CA00	220 H	
GfxPitfallBuffer:	CC20	2C0 H	
SkipTextMode:		CEE0	1 H	
LorryMovTextF:		CEE1	2 H	
SkipTextF:		CEE3	D H	
TextId:			CEF0	1 H	
PrevGameMode:		CEF1	1 H	
TextWindowStatus:	CEF2	1 H	
TextPointer:		CEF3	2 H	
TextBoxType:		CEF5	1 H	
TextY:			CEF6	1 H	
TextX:			CEF7	1 H	
TextNY:			CEF8	1 H	
TextNX:			CEF9	1 H	
PendingTextFlag:	CEFA	1 H	
WaitTextCnt:		CEFB	1 H	
TextCharXY:		CEFC	2 H	
pTexBuffer:		CEFE	2 H	
PromptXY:		CF00	2 H	
flagTxtItem:		CF02	E H	
TextBuffer:		CF10	F0 H	
EnemyList:		D000	80 H	
EnemyListEntry1:	D080	80 H	
EnemyListEntry2:	D100	700 H	
EnemyListCopy:		D800	800 H	
RoomTileBuffer:		E000	500 H	
PasswordBuffer:		E500	C H	
PassKeysTrigger:	E50C	1 H	
KeyboardRow7:		E50D	1 H	
KeyboardRow6:		E50E	1 H	
KeyboardRow5:		E50F	1 H	
KeyboardRow4:		E510	1 H	
KeyboardRow3:		E511	1 H	
KeyboardRow2:		E512	1 H	
KeyboardRow1:		E513	1 H	
KeyboardRow0:		E514	1 H	
PassKeysHold:		E515	EB H	
SavedTilesBuffer:	E600	100 H	
BufferColor:		E700	8 H	
BufferGfx:		E708	F8 H	
SpritesColors:		E800	40 H	
BinocularSprCol:	E840	50 H	
GrenadTargetCol:	E890	B0 H	
SprElevatorCol:		E940	C0 H	
SprAttRAM:		EA00	10 H	
SprShootsAtt:		EA10	14 H	
GrenaTargetAtt:		EA24	4 H	
EnemySprAttRAM:		EA28	18 H	
SnakeAttrLow:		EA40	10 H	
SprElevatorAttr:	EA50	1B0 H	
TempData:		EC00	2 H	
TempData2:		EC02	2 H	
TempData3:		EC04	2 H	
MetatilesNX:		EC06	3A H	
DecodeTileBuf:		EC40	40 H	
ShotSpeed:		EC80	1 H	
ShotDirectionV:		EC81	1 H	
ShotDirectionH:		EC82	1 H	
TmpShootSpeedY:		EC83	2 H	
TmpShotCos:		EC85	1 H	
QuadranDegree:		EC86	46A H	
Stack:			F0F0	1 H	
BankIn60:		F0F1	1 H	
BankIn80:		F0F2	1 H	
BankInA0:		F0F3	1 H	
BankIn60Fixed:		F0F4	1 H	
BankIn80Fixed:		F0F5	1 H	
BankInA0Fixed:		F0F6	1 H	
MusicInDemoMode:	F0F7	1 H	
FKeysTriggerMen:	F0F8	1 H	
FKeysHoldMenu:		F0F9	1 H	
