DropTable begins at $D03A50 with 5 Bytes for each entry.
128 entries in total
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$D03A50 - Chest probability (first byte)
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one Byte:
7654 3210b
Bit 7: 1 = Chest runs away from you; 0 = Chest stands still
Bit 6: If set the chest appears always. Overrides Probability
Bit 0-5: Probability of a chest appearing. Divide by 64 to get percentage. e.g 08/64 = 12,5%

the formula for chest appearing:

randomValue = RandomRoutine[$C0/38A0]; // random number between 00 and FF
if( ($D03A50 AND 0x3F) >= ((randomValue AND 0x3F) + 1) ) {
  chestAppear();
}

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$D03A51 - Trap information (second byte)
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one Byte:
7654 3210b
Bit 4-7: agility needed to avoid trap multiplied by 2
Bit 0-3: analyze magic level needed to defuse trap

the formula for trap not activating:

agility = $7EE189 // character agility
if( (($D03A51 AND 0xF0)>>>1) >= agility ) {
  trapActivate();
}

the formula for analyze magic level needed:

if( ($D03A51 AND 0x0F) <= MIN(magicLevel,0x07) ) {
  defuse();
}
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$D03A52 - Money/Item and Probability for a rare drop (third byte)
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one Byte:
7654 3210b
Bit 0-2: Unused
Bit 3-5: Probability for a rare drop. Divide by 64 to get percentage.
Bit 6: Content of the normal drop: 1 = Item, 0 = Money
Bit 7: Content of the rare drop:   0 = Item, 1 = Money

the formula for rare drop:

rare = ($D03A52 AND 0x38)>>>3;
randomValue = RandomRoutine[$C0/38A0]; // random number between 00 and FF
if( (randomValue AND 0x3F) < rare ) {
  dropRare();
}
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$D03A53 - Amount of Money/Item ID (fourth byte)
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01-3E = Equipment
40-50 = Items
80 = talon orb works up to 9
81 = probably sword orb, but candy always appears
82 = axe orb up to 9
83 = lance orb up to 9
84 = whip orb up to 9
85 = bow orb up to 9
86 = boomerang orb up to 9
87 = javelin orb up to 9
88+ = candy
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$D03A54 - Rare Drop Contents ID/Amount of Money (fifth byte)
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same as fourth byte