$02BE40 - For making windows
	-sp = pointer to word of window params; width/height/Y-offs/X-offs
	-sp+$4 = Window top-left corner: X offset
	-sp+$8 = Window top-left corner: Y-offset
	-r0 = some WRAM pointer; contains index to region in VRAM to draw from, and WRAM to draw to?
	-r1 = (nothing)
	-r2 = window type; index to table at $081DA270
	-r3 = (nothing)
	
	Index with r2 to $081DA270 table; load pointer there, branch to $8014D80 to decompress contents
	to WRAM.
	Load params for window X/Y shifts
	Branch to $014CFC: given offset values, return starting offset in TSA to read window tile data from
	
	For horizontal size, window's max width from data+8; compare with input width+corner offset;
		-Use the smaller of the two
		-Do the same for height; read from data+9
	Now start reading the window data: every halfword is the ID of a tile from VRAM to copy over
	-Repeat for as much of the width/height as requested

$02CFDC - Called when entering main menu
	-Play music 0x0D (menu theme)
	-Also other stuff


$02DFBC - Main menu routine?
	$2E0D4 - check for A button pressed

$02EED8 - Spell menu-related routine; for writing spell MP cost, description,
	and locating the cursor's visual position
	$2EFB8 - Get position in spell list; divide by 3, save product and remainder
	Use this to find spell ID in that spot

	$2F5C0 - Get Y position in spell list, get Y-coord from lookup table
	Do the same for X coord; store both to stack

	$2FC4A - When trying to cast a spell from the field, check if enough MP to cast vs spell cost
	
	
$033560 - Routine for drawing Equipment menu windows; re-called when
	a piece of gear is changed

$034A3C - Called when loading list of possible equips for a slot
	-For each item in inventory, determines if it's correct item type
	-For armor, must be for the correct armor slot
	  -It does so by checking against the first text character in the armor's name text!

$03504C - Root routine for Config menu?

$03782C - Displaying one character's stuff for main menu
	r0 = BattleMem base offset
	r1 = character ID
	r2 = base X offset for displaying PC sprite
	r3 = base Y offset for displaying PC sprite and printing text data
	[sp] = if nonzero, don't show anything other than PC sprite

	$37964 - Class name
	$37986 - All HP-related printing ("HP", currHP, "/", maxHP)
	$379F2 - Printing "MP"
	$37A0A - Loading and printing current MP
	$37A28 - Printing "/"
	$37A3A - Loading and printing max MP

$037AA0 - Routine called to draw caster's box and contents when casting a field spell
	$037B9A - MP-related printing for the caster

$03848C - Base routine for drawing the Magic screen

$038918 - Base routine for drawing the Status screen
	-Uses window type 0x9
	-Writes all sorts of text, gets stats, checks for max level, draws sprite, etc...
	$39347

$039588 - Routine for printing spell names in field Magic menu
	$039694 - loads PC's spell level, caps at 0x7 and stores to [sp+0x14]
	$0396B6 - start of the main spell list loop
		-For spell levels above your spell level, print "Lv.X" text in gray

$03A300 - Routine for removing a piece of armor - also called when swapping
	-Determines offset of unit struct to remove from, puts equip. in inventory, zeroes out slot

$03B330 - Apply gradient settings to the screen?

$03B404 - Set gradient info for a region of a window
	r0 = BattleMem base offset
	r1 = Top Y-coord to start gradient
	r2 = Gradient length (also controls how sharply gradient descends)


$044B84 - Given an item ID and its type (item/weapon/armor), loads its sorting order

$0454E4	- Something to do with spell ID...
		-Determining usability; do you know this spell already, can your class cast it,
			do you have the requisite spell level...

$0456A4 - Small routine that determines if a given character's class can use a given spell

$04586C - Called when building some menu...New Game, maybe?
	Stores warrior GFX to memory and tile arrange
	Also loads menu color options

$07EA14 - Puts an item into inventory; r0 = [VarMem], r1 = ID, r2 = type,  r3 = quantity

$07EFBC - Count occurrences of given item in inventory
	r0 = VarMem base offset
	r1 = Item type
	r2 = Item ID

$07F028 - Remove item from inventory
	Cycles through inventory, searching for item that matches input item
	When found, subtracts quantity by input amount, erasing item if reduced to zero
	Returns 0x1 if item quantity exhausted, 0x0 otherwise
	-May be bugged? Adds to inventory pointer directly, but compares with 0x04...
		-Well, perhaps it's only called if the item exists in the first place,
		so it never comes up...

$07F11C - Add r1 amount of Gil to party total; cap at 999,999G
	7F13B