$0483A0 - Routine called during Load Game: at start and when switching between files to load
	r1 = Save Slot
	r2 = Base Save Data offset
	-Stores Class GFX/Palette table #2 to stack
	-Makes a type $C window at (0,6)
	-Advances to selected save slot in memory
	-Then writes all four party member's basic data, one after the other
		-Name, "Lv." + level, "HP" + HP, "MP" + MP
	-Then messes with params and stack a little (investigate this!)
	-Next, for each character...
		-load class ID; use that to get class GFX ptr and decompress
		-Then load tile arrangement data
		-Load character's status byte; depending on value display dead/kneeling/normal pose
		-Find corresponding offset in spritesheet, and draw
		-Write palette data to palette also
		-If character is petrified, branch to $3AE08 to greyscale-ify palette
		-do some more ?? graphical/data stuff
		-Advance in palette pointer 0x20 bytes, and in VRAM by 0x120
		-And in class data by 0x48; if not last character, loop
	-Copy finalized palettes from palette RAM back into WRAM
	-Several storings of palette and VRAM pointers to memory...
	-Anyway, get save slot's offset; go to +$5B4 in save data (map ID)
		-If 0xD4, this is a Game Clear file; write that text in gold
	-Otherwise, branch to $489D0 - determine location text from map byte, print as appropriate
	-Prints "Gil", then "Time", then the colon between the hour/minute counts
	-Loads Gil amount from save file and prints it
	-Loads seconds played from save file:
		-First divides by 3600 to get hours, prints
		-Then takes remainder of 3600 division, divides by 60 to obtain minutes, prints
	-Goes to +$728 in save file (event flags?), loads to r3
	-Sets r1 to 0xA8, r2 to 0x82 (coords)
	-Branches to $488D0 (display crystal images, light or dark as needed)


$048730 - Routine for displaying a character's data while in file load menu
	r0 = Some memory pointer...
	r1 = Character's data pointer
	r2 = Base X coord
	r3 = Base Y coord
	$0487FC - For displaying "MP"
	$04881A - For printing character's MP total

$049064 - Base Load Game routine?
	-Loads class graphics data among other things
		-Stored class GFX/Palette ptrs to stack memory

$04E588 - Big routine called when starting a New Game
	$4E608 - For each party member, sets up their initial stats
		-Won't start with a shield, helmet or glove
		$4E678 - loads info from class starting data to store to PC data
	$4E794 - If in New Game+, don't do the following:
		$4E79E: Initialize monster bestiary data (slain counts/entry viewed bits)
	-Sets starting gold, initializes step counter and game timer,
	sets starting world map position, initializes options...


$065204 - Run at game start, and when entering game select screen
	-Initializes world map stuff - coords etc

$07EC1C - Routine run at game start
	-Initializes a lot of stuff in VarMem

$07F084 - Routine run at game start
	-Initialize inventory, setting every slot to empty

$07F168 - Run when exiting from FF1
	-Sets VarMem's base offset (at 0x02000584) to 0x0, among other things

$07F198 - Run when selecting FF1 to play
	-Sets VarMem's base offset, among other things
