$02BF80 - For writing text to the screen
	[sp+00]: Colour tint
			$0: White
			$1: Gray
			$2: Yellow
			$3: Green
			$4: Dark Blue
			$B: Black
	[sp+0x04]: Alignment
			$1: Left-aligned
			$3: Right-aligned
	[sp+0x08]: Unread?

	-r0 = some WRAM pointer (where to store the assembled tiles?)
	-r1 = Text pointer
	-r2 = X-coord
	-r3 = Y-coord

$02C0C4 - ?? Unknown Routine
$02C200 - ?? Unknown Routine

$02C440 - For writing numbers to the screen, such as battle stats in the status screen
	[sp+00]: Colour
			$0: White
			$1: Gray
			$2: Yellow
			$3: Green
			$4: Dark Blue
			$B: Black
	[sp+0x04]: Number of digits to print?
		(or alignment)
	[sp+0x08]: Digit writing flags:
			$01: Don't add leading zeroes
			$02: Shift a few pixels to the right?
			$04: Huge font
			$08: Shift way to the left?
			$10: ?
			$20: ?
			$40: ?
			$80: ?
			
	-r0 = Some WRAM pointer
	-r1 is the number to use
	-r2 and r3 are coordinate inputs; r2 = X, r3 = Y
	-Divides number by 10 until remainder is zero; determines how many digits to write to the screen

$02CABC - Alternative text-writing routine? Accepts 1-byte characters
	Used occasionally for some very short strings
	[sp+00]: Colour 
	-r0 = WRAM pointer
	-r1 = Text pointer
	-r2 = X-coord
	-r3 = Y-coord

$0489D0 - Write current location text depending on current map
	-r0 = WRAM pointer
	-r1 = Pointer to location byte, coordinate data
	-r2 = X-coord
	-r3 = Y-coord
	If current map is 0x0, overworld:
		-Load 0x1AE294, text ID for overworld tile
		-Using pixel coords, calculate which tile the party's on and index
		-But, if party is on the ship, dump all that and use pointer to "Sea"
	Otherwise:
		-Go to +$598 in save file; branch to $065398 to find text pointer
	In either case, start storing text data to stack, checking for 0xA byte
		-Store following text to "second row" spot if one found
	Then print both rows of text, one after another
	
$065398 - Utility routine for finding name text of current map given map ID
	-If map ID is 0x77 or below, index to main map params +$0C name pointer and return that
	-If map ID is between 0x78-0x7B (SoC entrances), load pointers at 0x220D78,7C,80,84 depending
	-Otherwise...get base save data + 0x144
	-Load 0x8214CA4 and 0x220D78, load some save file data
		-Branch to $192270 to figure out which dungeon and which floor number to print
	
$06E630 - Some utility routine related to drawing windows, writing text..?
	depending on input, provides one of several ROM pointers and then does stuff with data loaded from there

$071C8C: Appends a number as text to a text string in memory
	r0 = BattleMem pointer
	r1 = Pointer to stack before pushing; contains text
	r2 = Number to append
	Copies text encoding of "0123456789" to stack from ROM;
	Copies eight bytes of 0xFF to stack+$18;
	Determines length of text string from r1 (minus 00 terminator)
	Branch to $15838 (convert number to decimal, digits stored as bytes in stack)

	Now, reads these digits from the stack top-down; for each digit, load up the text encoding for that number
	from the stack, and add to the text string to be printed
	Then, store an 0x0 at the end of the extended string

$072990 - Wrapper for $02C440 - does some extra bookkeeping beforehand
	-Sets text to right-aligned
	-Sets [sp+0x08] input to 0x01 ORR input [sp+0x08]; no leading zeroes
	-Sets the stack parameters, loads the WRAM pointer from BattleMem+$4C88

$0729D8: Appends one string to another
	Given some offset in stack, finds length of text string stored therein (may be 0-length)
	r1 = offset of string in ROM to copy
	-Advance to the end of that string, and copy the ROM string over

$192354 - Copies a text string from [r1] to [r0], stopping at an 00 terminator
	-Tries to to ldmia/stmia, if the offsets are word-aligned
$1923A0 - Given offset of text data in r0, finds length of text string (excluding terminator at end)