$158C4 - Set or unset (event) flag in bitfield
	r0 = bitfield offset
	r1 = flag to modify
	r2 = 0 to unset, 1 to set

$0158E8 - Given ID and bitfield's offset, checks if the given event has been triggered
	Returns 0x01 if it has, 0x00 if not	
	-Used for chests, crystals, probably other things too!

$0488D0 - Display the four crystal images in a row, light or dark depending on event state
	Goes in Fire, Earth, Wind, Water order
	-r0 = WRAM pointer
	-r1 = base X-coord
	-r2 = base Y-coord
	-r3 = pointer to main event flags
	Has a weird looping structure
	If a crystal is determined to have been lit, set a bunch of flags and store stuff, then go back
	If not, just move to check the next crystal
		Weird thing is after a success, has to check against first, second etc in sequence

$07ED48 - Set current MP of character in r1 to r2, capped at max MP
	-Used by the evil fairies in WW Cove's Fairy Village

$07EDB0 - Restores MP, up to the cap
	For Inns, Tents/Cottages, and the WW Cove Fairy Village
	r0 = VarMem base pointer
	r1 = character ID
	r2 = amount to restore MP by

$07EDFC - Sets HP, up to the cap
	Used by the WW Cove Fairy Village
	r0 = VarMem base pointer
	r1 = Character ID
	r2 = New value for HP

$07EE34 - Restores HP, up to the cap
	For Inns, Tents/Cottages, and the WW Cove Fairy Village
	r0 = VarMem base pointer
	r1 = character ID
	r2 = amount to restore HP by

$07F100 - Subtract Gil, down to zero
	r0 = VarMem base pointer
	r1 = Price
	Loads party gold; subtracts price from it, truncating at 0 if negative, and stores back

$07F11C - Add Gil
	r0 = VarMem base pointer
	r1 = Gil to add
	Adds Gil to party total, up to 999,999