0x05661C - Another movement handling routine
	$568CC: If map type isn't 0x0, check map ID here for Soul Chaos hardcoding
		-If map is 0x8E, Trespassers, and next tile ID is 0x09 to 0x0E,
		you'll get an encounter guaranteed
		-If map ID is 0xA9, Shimmering Walkways, and tile low ID is 0x0, 0x1D, 0xDD or 0xED, teleport to map entrance?
		-If map ID is 0xAE, Undead Castle, and tile low ID is 0x1, 0x12 or 0x13, set transport mode to Canoe
		-If map ID is 0x7B, Whisperwind Cove Entrance, and tile low ID is 0x13, set transport mode to Canoe


0x05789C - Routine for handling stuff that happens when you move
	Return 0x1 if this movement is legal, 0x0 if illegal
	-0x57948: From stack loads coords of next tile
		Also puts MapMem in r0
		Anyway branches to 0x066BB8 to load NPC data? Finds first NPC with coords matching destination
			-If sprite has bit 0x20 set in data+0x88, and +0x8A is zero, movement is blocked
	
	
	-0x57A64: Check if current map is >0x87 (EG Shrine Boss Room - or Shrine Cave B1?)
		If it is a SoC normal floor, branch to 0x66A08

	-0x57C72: Checking if you're moving from an 'exterior' tile to an 'interior' one; if so set 'in a room' flag

0x059D30: Handling coordinate stuff when starting to move?
	r0 = MapMem +$90B4
	r1 = VarMem +$8 (party coords)
	r2 = Direction to move
	r3 = Movement speed
	sp = Number of tiles to move
	sp+4 = MapMem +$BE0
	-Given direction, calcs coordinate shift to make
	-Stores some info to MapMem +$90B8 region (initial coords, move speed...)
	-Gets destination X-coord, and something from MapMem+$C00 lsl 0x4
	-Then divides dest by unknown

0x066A08: Some checking done when moving in a Soul of Chaos dungeon map...

0x066BB8: Given coords, MapMem pointer, tries to find a sprite/NPC object at that location
	-Calcs offsets of sprite data table in memory, and separately offset+0x74; 0xAC bytes per entry
	-If sprite [entry+0x74+0x14] has bit 0 set AND:
		-1st coord set (current pos?) matches OR
		-2nd coord set (pos to move to?) matches
	-Then return

0x06858C: Given coords and map data pointer, gets ID of current tile

0x06919C - Given a tile ID, if the map type is 0x0 and current tile's properties's low byte is 0x6 (forest)...
	...return 0x1; else return 0x0

0x0692CC - Given a tile ID, loads that tile's corresponding properties halfword (multiply ID by two)