// TODO: Write/read all untyped... data to/from ROM
  int untypedGamestate[] = {
    0, // Previous time, to keep track of game time/framerate.
    0, // Player position x.
    0, // Player position y.
    0, // Player R color value.
    0, // Player G color value.
    255, // Player B color value.
  };
  int untypedValues[][3] = {
    // ID, Type, Value
    {0, 0, 0}, // Move up button value 
    {1, 0, 1}, // Move right button value
    {2, 0, 2},  // Move down button value
    {3, 0, 3},  // Move left button value
    {4, 3, 1},  // True/1
    {5, 3, 0},  // False/0
    {6, 4, 0},  // Current millis since game start
    {7, 2, 0},  // Gamestate previous time
    {8, 2, 1},  // Gamestate player x
    {9, 2, 2},  // Gamestate player y
    {10, 2, 3}, // Gamestate player r color
    {11, 2, 4}, // Gamestate player g color
    {12, 2, 5}, // Gamestate player b color
    {13, 3, 1}, // Move player up after button press boundary check
    {14, 1, 0}, // System config screen width
    {15, 1, 1}, // System config screen height
    {16, 3, 3}, // Move player down after button press boundary check
    {17, 3, 5}, // Move player left after button press boundary check
    {18, 3, 7}, // Move player right after button press boundary check
  }
  int untypedCalculations[][5] = {
    // ID, ending, valueLeftID, calculationRightID, calculationOperator
    {0, 0, 9, 1, 1}, // Current player y position - 1
    {1, 1, 4, 0, 0}, // True/1
    {2, 1, 0, 0, 0}, // Up button
    {3, 1, 2, 0, 0}, // Down button
    {4, 1, 5, 0, 0}, // False/0
    {5, 1, 9, 0, 0}, // Current player y position
    {6, 0, 15, 1, 1} // screenheight - 1
    {7, 0, 9, 1, 0}, // Current player y position + 1
    {8, 1, 3, 0, 0}, // Left button
    {9, 1, 1, 0, 0}, // Right button
    {10, 1, 8, 0, 0}, // Current player x position
    {11, 0, 8, 1, 0}, // Current player x position + 1
    {12, 0, 8, 1, 1}, // Current player x position - 1
    {13, 0, 14, 1, 1} // screenwidth - 1
  }
  int untypedInstructions[][10] = {
    // ID, rootInstruction, conditionCalculationLeftID, conditionCalculationRightID, conditionOperator, conditionSuccesValueLeftID,
    // conditionSuccessCalculationRightID, hasFailedCondition, conditionFailedValueLeftID, conditionFailedCalculationRightID
    {0, 1, 2, 1, 0, 13, 0, 0, 0, 0}, // move player up when up button is pressed.
    {1, 0, 5, 4, 1, 9, 0, 0, 0, 0}, // move the player up when the boundary is not reached.
    {2, 1, 3, 1, 0, 16, 0, 0, 0, 0}, // move player down when down button is pressed. 
    {3, 0, 5, 6, 1, 9, 7, 0, 0, 0} // move the player down when the boundary is not reached.
    {4, 1, 8, 1, 0, 17, 0, 0, 0, 0}, // move player left when left button is pressed.
    {5, 0, 10, 4, 1, 8, 12, 0, 0, 0}, // move the player left when the boundary is not reached.
    {6, 1, 9, 1, 0, 18, 0, 0, 0, 0}, // move player right when right button is pressed.
    {7, 0, 10, 13, 1, 8, 11, 0, 0, 0}, // move the player right when the boundary is not reached.
  };