$06B8D8 - In-battle: Related to targeting
	-Checks if your currently selected target is alive/targetable?
	-If so, determines their coords to place the targeting hand at?

$06C26C - Called while hovering over equipment in Item submenu
	-Sets up stuff for this item's usage
	-If currently selected and selected-this-frame items are the same, calc some animation stuff for target?
	-Load selected item's type and sub-ID, store to battle data
	-Load equip's associated spell and store to battle data
	-Depending on bits in $02001DF8 (held key), modify effective cursor position
	-..Usually get target's coordinates for targeting, store to their anim data

$06C366 - Loads equipped wpn/armor's spell cast

$06C670 - Called while hovering over equips in Equip menu
	-Given cursor position after input, call $6C7DC to get item type+ID to battle data
	-Calc cursor coordinates and store
	$06C7DB

$06C7DC - Given location of cursor in equipment submenu and character ID,
	loads equipment's ID from PC data, stores to character's battle data along with item type

$06C9D4 - For equip change submenu
	Gets current item target, loads up their anim data struct
	-Also gets cursor position for currently selected item after key inputs
	-If cursor position changes, redraw item description
	-Also check if A or B were pressed, and handle appropriately
	$06CBD3

$06CBD4 - Called when trying to change equipment
	Builds and sorts list of valid swappable items for the given slot
	r1 = Given equip slot (0 for weapon to 4 for gloves)
	Loads equipping character's class ID to know which equip bit to check
	Initializes BattleMem+$4B30 (equippable gear) list with 0xFF
	Then splits into several different routines depending on which equipment slot is being checked....
	....Generally, for each item in inventory:
		checks for nonzero quantity (eg in case someone else is using it this round)
		checks if the item is of the proper type (weapon, armor etc)
			-For armors, this is done by checking first character in the name text!	
		then check if the class can use that armor
		For each item that satisfies this check, increment BattleMem+$4B70 and add on the item's position
			to list at BattleMem+$4B30
	If more than one item is valid to be swapped, sort in the following priority:
		-Defence/Attack
		-Weight/Accuracy
		-Sorting Order
		-Position in inventory
	...Only going to the next criterion in case of a tie.
	Finally, add an 0xF0 (nothing) to the end of the swap list.

$06D1E0 - In-Battle: Unknown, but runs constantly while in the Magic menu
	-Root Spell Menu Loop?
	-Prints user's spell list to Magic menu?
	-From user's battle data, get cursor position, and from there currently selected spell ID
	-When selecting a spell, also checks spell usability
		-If spell cannot be cast, don't go into spell selection and play an 'error' sound

$06DB50 - In-battle: runs constantly in item menu; determines stuff for current item selected like name,
	description, etc; if selection just changed handles that

$06EC5C - For each party member, check HP
	(if less than 20% of max HP, tint yellow)
	(if zero, tint grey)
	...and print current, max HP, plus the little slash

$06ED50 - Checks status of all party members, reprints names (or status effects if statused/dead)

$06EFD0 - In-battle: prints the names and quantities of all monster (species) currently alive

$06F08C - In-battle: Loads a piece of equipment's cast spell
	-Well, cycles through all currently visible items, skipping key items
	-If is item and has no spell attached, grey out text and make unselectable
	-Else if is equipment and effective amount = 0, grey out
	-If is Key Item, or item and effective amount = 0, don't display text at all

$06F1D8 - In-Battle: Spell Menu population and usability determination
	-Loops through all currently visible spells to get their names, determine if they can be cast, etc

$06F2F0 - In-Battle: For Spell menu, loads a spell's MP Cost, Usage, Spell Level
	-Checks if user has enough MP, sufficient Spell Level, not Silenced
	-And that the spell can be used in battle
	-Returns 0x0 or 0x1 based on these checks
	-Called by $06F1D8 routine
	-Called by $06D1E0 routine (unknown purpose) at $6D438

$06F360 - In-Battle: For spell menu, redraws the little box in the lower right
	-Called whenever the cursor is moved
	-Prints current and max MP, "MP", "MP Cost", spell MP cost if any, etc

$06F470 - In-Battle: Root Equip menu display routine (whether accessed through Item or Equip commands)
	-Writes names of all (visible) equipped gear; if unarmed write "Hands"
	-Then writes "ATK", "ACC", "DEF", "EVA", followed by your values in those stats

$06F68C - In-Battle: For Equip menu, something to run when trying to change equips?
	-Prints text of all compatible equipment for that slot, followed by 'Remove'
	-Well, does some bookkeeping before that

$06F7E4 - In-Battle: Another Equip change routine
	-Prints name of currently equipped weapon/armor
	-Then compares its ATK+ACC / DEF+EVA with the prospective replacement's

$06FC8C - Some equipment slot-related routine
	-Called when swapping equipment
	-Gets ID of currently selected unit...
	-Also gets cursor position in re-equip menu, to find which item to swap in
		-What it loads isn't an Item ID but an inventory position!
	-Depending on gear type (weapon/shield/armor etc), index to appropriate spot in unit's memory
	-Play sound effect - if swapping is successful, a confirm tone, else a little buzz
	-Then removes new item from inventory, puts old item (if any) back in, adds new item to the equip slot

$06FDFC - Called when opening/scrolling battle menus
	-Accepts a text pointer as input...for displaying text in the top bar?
	-Yep, seems to load text string to stack, go through a (custom?) printing routine once per line

$06FEC8 - Called when using an item/gear from inventory during battle
	-If using an item, stores item ID/type/inventory position to a little struct
	in memory (four bytes per PC)

0x72CB0 - Very small routine...returns ((r1+1)/r3) - r2
	-Seems to be related to inbattle item menu routines
	-Strangely, seems to be called with predefined arguments to return 0x55

0x72D90: Unused?
	Given position of item in inbattle inventory, gets its item type and subID, then
	gets text table base pointer, then loads description text pointer from there

0x72DC8: Called when hovering over an item in inventory;
	Given item type in r1, ID in r2,
	Loads proper text entry pointer table base pointer using Item type from $02000010 area;
	Indexes to with item's sub ID, and loads third text pointer (description)

0x72DE8: In-battle; called when trying to change equipment
	Given item position in inventory, loads item type+ID, gets text pointers, loads first pointer (name 1)

$072E20 - Called when opening/scrolling item/equip menu
	-Given item ID and type, load text pointer table offset, index to text pointers, load name 1

$072E40 - Gets an item's current amount? Called for in-battle Item menu
	-Total amount minus # of other party members using it?

$072E90 - Given item's inventory position, load its type (unused)
$072EB0 - Given item's inventory position, load its sub-ID (unused)

$072ED0 - Given 'current PC item selection' struct offset, loads from it position in inventory
	of item to be selected; using these, from inbattle inventory load the item's type and ID
	and store back to this struct

$072EF4 - Similar to above, but item position is direct params; also appears to be unused

$072F20 - Unused?
	-Given an item ID and type, load associated spell (armor/weap use normal data table, items use their dedicated table)
	-Load this spell's targeting byte if possible; else return 0xFF

$072FA4 - Loads a weapon/armor/item's cast spell byte, given type/ID
$072FF8 - Loads a weapon/armor/item's cast spell byte, given inventory position (UNUSED)

$073060 - Called when hovering over a spell in the Spell menu
	-Loads active character's selected/casting spell ID
	-From there indexes to spell description text pointer, and calls $06FDFC to print to top bar

$073098 - Inbattle; called when hovering over a piece of equipment to swap in
	Finds cursor position in re-equip menu, uses that to find inventory position of prospective piece
	Finds piece's type/ID, uses that to find description text pointer; branch to print to top bar

$07310C - In-battle equip change submenu; called when moving cursor or exiting submenu
	Loads inventory position of selected piece, unless you're trying to go beyond the end of the list
	In that case subtract cursor position until a valid item in the list is found.
	Return this inventory position.

$073158 - Called when selecting armor pieces for equip changing
	-Calculates new Defence/Evade values
	-Depending on armor type loads ID of currently equipped piece
	-Temporarily stores prospectiv piece in its place, calcs what Defence and Evade would be
	-Stores these values to the stack, and puts the currently equipped piece back

$0731E4 - Same, but for Weapons/Attack/Acc

$073240 - Called when exiting out of an inbattle submenu
	Prints MP for all party members, greying out if HP=0

$07329C - Given a Class ID, returns the class's equip bit (UNUSED)

$077040 - In-battle: Run continuously while in Magic menu
	r0 = OtherMem + $59CC
	r1 = Battle Data of active PC
	Loads active PC's (prospective) spell to cast; loads targeting byte
	-Check OtherMem + $59DC; depending on value (00 to 03) branch:
		$00: When entering magic menu
		-Store 0x03 to BattleMem+$4C8C, 0x00 to +$4C8F; increment OtherMem+$59DC
		$01: Call $06D1E0 (root magic menu handler)
			-This will get selected spell ID, store target coords...basic handling
			-$01 here is run when sitting in magic menu itself
		$02: When a spell is selected and targeting is to be displayed
			-Branch to $0779B4 (does stuff based on targeting byte)
			-Increment OtherMem+$59DC; then do a round of $03's calcs
		$03: Run when targeting;

$077180 - In-battle: Run continuously in Item menu
	Similar structure as $077040
		$00: When entering Item menu
		$01: While in Item menu
		$02: When entering targeting
		$03: While in targeting
		$04: While in Equipped Items submenu
			-Call $06C26C (handle selected item spell-getting, targeting)
			-If selected item and item selected on previous frame are different,
			redraw item description

$077550 - In-battle: Run continuosly in Equip menu
	$00: When entering Equip menu
		-Store 0x00 to +$4C8F, +$51C8; 0x0D to $4C8C; switch to $01 for next time
	$01: While in Equip menu
		-Handle stuff for equip at current cursor position (item type/ID, cursor coords)
		-If cursor position changed this frame, redraw as needed
	$02: While in Equip change submenu
		-Jump to $06C9D4 (handle cursor/ IID / description for equip change)
		-If returned 0x0, exit immediately
		-If returned 0x1, A was pressed - equip will change
		-If returned 0x2, B was pressed - exit submenu

$077850 - In-battle: Run continuously while Attack selected
	-General targeting routine for items, spells, attacks
	r0 = Offset of PC's 'current Attack target' byte
	r1 = Targeting byte (physical attack = 02)
	-Go to different code depending on targeting (01-10)
	$02: Check if your target is targetable (place cursor on them if so)
		-If not, retarget?

0x77BD8 -Run continuously when an active PC is waiting for orders
	-Load active unit ID; advance to their battle data
	-Load BattleMem+$4C8C; if not 0xFF, return 0x0 and exit
	-Else, load BattleMem+$51DF; use byte there to index to one of 13 routines

	$00: Branch to $076CAC (handles much stuff related to new active unit)
		-If returns 0x0 (unit not ready for commands), skip to end; else store 0x01 to +$51DF
	$01: Branch to $076E9C (??; if BattleMem+$5355 is zero, just return 0x0)
		-If returned 0x0: branch to $078714 (determines where in menus active unit is?)
		-If about to enter a submenu(?), branch depending on type
	$02: Jump further depending on type of action selected
		-For Attack/Magic/Item/Equip jump to their normal bookkeeping routines
		-For Flee, just store 0x0A to BattleMem+$51DF
	$06: Decrement halfword at OtherMem+$59D4; until it reaches -1, just exit afterwards
	-Once it does, store 0x0 to BattleMem+$51DF
	$0A: For Flee (or when any command has been input?);
		-Change this PC's sprite to the running animation?
		-Remove targeting arrow from Flee? and from current target..?
		-Change active unit to next in line

$078714 - Run continuously while in battle menus
	Load active unit's battle data + $45 (position in action menu)
	-Loads current input keys pressed; check for A, B and directional keys
		-If pressed A, store 'cursor position' into prospective action in battle data
		-And go into the appropriate submenu
	-If pressed a up/down/A/B, change cursor value, branch to $18ABFC to play sound (exact inputs depend on button)
	-Recalculate cursor visual position

$07880C - Appears to be unused