 _____ _            _____ _                     _                        __   _____  _____  ______                     
|_   _| |          /  __ \ |                   | |                      / _| |____ |/ __  \ |  _  \                    
  | | | |__   ___  | /  \/ |__   __ _ _ __ ___ | |__   ___ _ __    ___ | |_      / /`' / /' | | | |___   ___  _ __ ___ 
  | | | '_ \ / _ \ | |   | '_ \ / _` | '_ ` _ \| '_ \ / _ \ '__|  / _ \|  _|     \ \  / /   | | | / _ \ / _ \| '__/ __|
  | | | | | |  __/ | \__/\ | | | (_| | | | | | | |_) |  __/ |    | (_) | |   .___/ /./ /___ | |/ / (_) | (_) | |  \__ \
  \_/ |_| |_|\___|  \____/_| |_|\__,_|_| |_| |_|_.__/ \___|_|     \___/|_|   \____/ \_____/ |___/ \___/ \___/|_|  |___/
                                                                                                                       
-- RAM MAP --

The Chamber of 32 Doors is an SA-1 ROM with a main game consisting of 32 sublevels, clearing these rooms opens up Chaos Mode (randomized rooms).


VANILLA ATTRIBUTES:
  $010B - Sublevel number (low byte)
  $010C - Sublevel number (high byte)
  $0DBE - Lives
  $1F29 - Blue Switch Palace Switch

CUSTOM ATTRIBUTES:
       RAM ADDRESS   NAME               DESCRIPTION
  $40:
      $0F3A         RoomCount         The count of doors entered/rooms completed
      $0F3B         DeathCount        The count of deaths
      $0F3C         CurrentStreak     Number of rooms in a row without a death, set to 0 on death
      $0F3D         TopStreak         The highest streak of this current run
      $0F3E         RoomLivesCap      Set at room entry (gamemode 14) - lives cannot exceed this value in the current room unless the sublevel ID is > $100 (or $010C = 01 as it is coded), allowing you to only gain lives in bonus rooms
      $0F3F         RevisitMode       Set to $01 to enable the same room to be encountered in chaos mode
      ...
      $0F42         RoomTableIndex    The index of the table that is being used for random room generation
      $0F43         BonusIndex        The next bonus room index from BonusTable in %randomize_door_exit, wraps back to 
      $0F44         LevelIndex
      $0F45
      $0F46
      $0F47         
      ...
      $1F27         GameMode          The green switch palace flag, used as game mode flag ($00: normal mode, $01: random mode)
      ...
      $4000         HighRoomCount     The high score of the RoomCount
      $4001         LowDeathCount     The lowest death count of a run (for now...)
      $4002         HighTopStreak     The high score of the TopStreak
      $4003         CommentIndex      The level number of the comment message
      $4004         RunCount          The total amount of GameMode >0 runs
      $4005         ModeComplete      The (linear) completion of each mode increments this counter so $00: never cleared  $01: cleared standard $02: cleared random32 $03: cleared random33
      $4006         SavedLives        A Mirror of the Current Lives at $0DBE so that you have them
      $4009         
      $400A         
      $400B
      $400C
      $400D
      $400E
      $400F
      ...
      $4100         RoomAttemptsTable      The start point of the 32 byte "visited table" that tracks the levels you have visited in Random Modes (>0)
      $4200         TotalAttemptsTable     The cumulative attempts, currently only 8 bit so will overflow at 255 - will be implimented in next project
      