$043C28 - Checks if you already have a stack of the to-buy item in inventory
		Checker is $044C3C
		(also, inventory is about 176 slots)
$043C52 - When buying, checks if your current + to-buy quantities equal 99
$043F20 - When increasing how much of an item you'll buy by 10, checks if the total will exceed 99
$044014 - When increasing how much of an item you'll buy by 1, checks if the total will exceed 99

$044BCC - Checks if an item to be bought already exists among your units' equipped gear
$044C3C - When buying an item, checks if the item to be bought already exists in your inventory

$044F7C - Part of routine that sends a bought spell to your spellbook
		-Finds the spell's spell level first

$045404	-Part of routine for determining a spell's usability when selected in a shop

$454E4 - Routine for drawing PC's learned spell icons when buying magic
	$045552 - When a spell is selected for purchase, this part of the routine determines which
	bubbles to draw to represent PC's learned spells, based on spell ID:
		0x00 = empty
		0x01 - 0x20 = White
		0x21 on = Black

$045F9C - Big routine for displaying the window when selecting something to buy and everything in it
	-First thing is to set up the window itself
 -$046166 - For displaying the item's name
 -$046194 - For displaying 'gil'
 -$0461A4 - For displaying how many of the item you want to buy
 -$0461C2 - For displaying the price (item price*number you want to buy)

 -$0461F4 - Determines if what you're trying to buy is armor, weapons or something else

 -$046264 - For displaying a weapon's ATK and ACC when selected in shop
	-First writes "ATK", and ATK vlue
	-Next writes "ACC", and the ACC value

$0465F0 - When selling a weapon, loads ATK/ACC from ROM and stores those values to RAM
		-Two consecutive words (could reduce to 3 halfwords...)
$046630 - As above for armor - loading defence and weight
$046710 - Prints 'gil' beside the item's price
$046720 - Loads and prints the quantity of the item you're going to sell
$04673C - Calculates and prints the amount of gil that's worth (number*sale price)

$04675A - Prints "Stock"
$04676E - Prints how many of the item you have in inventory
$04678A - Checks again what kind of item you're selling;
	If you're selling an Item, skip the following:
	$46798 - Prints "Equipped"
	$467AC - Prints how many of that equipment is equipped among the party
$0467CA - Sorts between what type you're selling
	And goes through the relevant stats-printing routines
	0x01 = Item	$46908
	0x02 = Weapon	$46830("ATK" + [atk], "ACC" + [acc])
	0x03 = Armor	$468A8 

$046830 - And here's where those values are loaded again for printing
	-Stores the value first, then the text

$047076 - Routine for determining a spell's level (when shopping)
	-Subtract by 1
		-If ID was 0x0, set to 0x1E instead
	-Strip lowest 5 bits
	-Subtract original ID by this
		-If result is negative, add 3
	-Divide by 4
	-Add 1

$047430-ish
	Routine for storing a shop item's data from ROM to RAM
	Finds item type, then price
		-Note: The pointers to the item/armor/weapon tables aren't the normal 'base' pointers!
		They're pre-offset to price data so it is indexed to without having to add the price offset each time