0x05B534: General encounter rate loading and encounter RNG check for encounters, including dungeons, rivers and sea
	-If r1 is 0x1 and map ID is above 0x87(?), encounter is guaranteed

  0x05B5CC: For OW encounters, does the RN check to see if an encounter will load this step
  0x05B5EA: WM encounter base routine; splits into several depending on whether you're on
	0x00: normal land
	0x01: river
	0x02: sea
	0x03: desert
	0x04: swamp

  0x5B626: Encounter loading for normal world map encounter
	r3 = world map quadrant ID

  0x5B630: Encounter loading for river encounters; loads just one fixed list

  0x5B638: Encounter loading for shipside WM encounter; loads just one fixed list

  0x5B640: Encounter loading for when walking on desert; loads slightly modified OW list to exclude watery creatures

  0x5B64E: Ditto for swamps

  0x5B65A: General world map(?) encounter loading; determines which encounter group to load
	generates a number out of 64

  0x5B76C: Normal dungeon encounter checking/loading: indexes table $82160D0 from room ID*8;
	Loads byte from that+$6; does some other calcs to check for an encounter:
	Indexes that byte-1 to pointer table at $216F70, and loads the pointer
		$6682C: Loads byte from variable mem+$3826 and increments if less than 0xF
		Generates a random number between 0 and 1023
		Loads (mem byte*2) -1 + Encounter rate ptr; if greater than random number, trigger encounter and reset step counter
		This means that for every step you take, your encounter rate changes up until the sixteenth step
		For all types, encounter rate increases with each step

		(Used for both OW and dungeon encounters)

  0x5B7C2: If r1 from the beginning was 0x1, an encounter is guaranteed; else roll for encounter chance

  0x5B7E2: For encounters, set battle BG ID depending on map ID using table
		-Unless map ID is 0xAE, WW Cove Undead Castle
		-In that case, if you're in a room use BG 0x1A (Castle); if not use 0x10 (Chaos Shrine)


  0x5B83E:Normal dungeon encounter loading; loads room/floor ID,
	and indexes to listing in table at $082177CC
	Or, if floor ID exceeds 0x86, you go here:
  0x5B85C: Soul of Chaos encounter loading; does a whoooole lot of special-casing

	-How do event battles work? Need to confirm those

0x69820: Big base encounter loading routine
	r0 = Battle BG ID
	r1 = Encounter ID

0x73448: Run at start of battle...initializes some display stuff, eg PCs' MP
0x73554: Run at start of battle; also does some GFX stuff (PC sprites?)
0x73830: Same;
0x74334: Same;

0x7471C: Run at start of battle; loads $4B74 (battle background ID)
	Does some other stuff related to that?

0x7494C: Run at start of battle; big monster handling
   Initialize monster group species/counts (ie with 0xFF/0x00)
   Zero out existing monster data region; do the same for another
   For all 9 monster slots, initialize ID as 0xFF
   0x749E0: Loads encounter type/configuration, stores to variable memory
	-Then branches to different routines depending on what the config is (0-6)

	$74AD0 - Routine for Config #2 (2 Large, 6 Small)
	-Store $0822372C to [sp+$24]	Seems to be a table of coordinates for each monster

	$74B06 - At any rate, here loads each monster in the encounter, handles where to put, rolls for amounts, etc
		For each monster, roll up stats etc
		Check if monster is a flyer
		repeat for the up to four monster types in this encounter

0x75074: Part of monster data initialization
	r2 = Monster ID
  0x075102 Part of a monster loading routine...if monster ID is 0x80-0x90 (SoC Bosses), load differently
  0x075340: Check for flyer, and if so, check Monster ID to see if is Cockatrice/Pyrolisk or other (draw shadow?)


0x076604: Generate a monster's data at start of battle
  0x07669C: Generating a monster's Luck: roll a number between 2 and 50
	-Then load monster's sprite size/type from table and store
	-Set up GFX stuff too
	-Load monster ID; if ID is NOT 0x72 or lower, 0x7E (Tiamat 2), 0x80-0xFF, add 20 to Luck

0x07672C: Generate a PC's data at start of battle
	r0 = Pointer to BattleMem starting offset
	r1 = PC unit ID
	r2,r3 = Starting X/Y coordinates

0x076A50 - Run at start of battle; calls $7494C to initialize encounter/monster data
	-...And that's literally it.

0x076A64 - For printing Ambush/Preemptive text; if already printed, decrement timer until it reaches 00
	Loading Initiative byte,for text display; checks if it is 0x2, or 0x1
		-Loads pointers to different text strings if is 0x1 or 0x2; if 0x00, skips all that
		$22A6A8 - Ambush
		$22A6BC - Preemptive attack
		-Prints to top bar if so, then calls $06EB90 (needed to display the top bar)
		-Sets a 0x3C timer, so the text bar stays up long enough to be read
		-If running the timer, return 0x01; else return 0x0
	-If neither Ambush nor Preemptive, set up a shorter timer;
	-when it runs out, branch to $6EA10 and return 0x1


0x078970: Encounter loading routine; stores Unit IDs of all possible monsters and PCs to memory, to prepare for order randomization
	Does some other memory initialization, then... 
  0x0789B6 - loads encounter ID from (BattleMem+$4B72)
   Determining if an encounter is a preemptive, normal, or ambush
  0x0789D8 - Loads the leader's (unboosted) AGL and LUK,
	gens a random number between 100 and 100 - (AGL + LUK)/8
	So, higher AGL/LUK means you can get higher values on average
		(since less of the 100 is up to chance)
	-Then subtract the battle's Surprise Chance from the result;
		-r <= 10: Ambush
		-11 <= r < 90: Normal
		-r => 90: Preemptive
		-Stores initiative byte to [BattleMem] + $48E7
	-Now, branch based on encounter type (from ID), to determine what battle music to play
		-Branch to $18AC28 to start playing the music!