##Unconditional GOTO (jumps to LABEL *ConditionalID*)
GOTO, 0x1C, 8, -game:FE6 -indexMode:8
	ConditionalID, 4, 2

##Label (target for conditional branches)
LABEL, 0x1B, 8, -game:FE6 -indexMode:8
	ConditionalID, 4, 2



##Unconditional GOTO (jumps to LABEL *conditional ID*)
GOTO, 0x45, 8, -game:FE7 -indexMode:8
	ConditionalID, 4, 2

##Label (target for conditional branches)
LABEL, 0x44, 8, -game:FE7 -indexMode:8
	ConditionalID, 4, 2



##Unconditional GOTO (jumps to LABEL *conditional ID*)
GOTO, 0x920, 4, -game:FE8 -indexMode:8
	ConditionalID, 2, 2

##Label (target for conditional branches)
LABEL, 0x820, 4, -game:FE8 -indexMode:8
	ConditionalID, 2, 2

#The CHECK_ commands store the results of their checks to MemorySlot 0xC.
#Some are boolean checks (they store 0 or 1), and others store ints.

##Returns (MemorySlot 0xC) a value for the current game mode:
##returns 0x1 for Prologue-C8, 0x2 for Eirika Mode, and 0x3 for Ephraim Mode.
CHECK_MODE, 0x1920, 4, -game:FE8 -indexMode:8

##Returns (MemorySlot 0xC) the boolean value for Difficult Mode.
CHECK_HARD, 0x1922, 4, -game:FE8 -indexMode:8

##Returns (MemorySlot 0xC) the current turn number
CHECK_TURNS, 0x1923, 4, -game:FE8 -indexMode:8

##Returns (MemorySlot 0xC) the amount of enemies on the map
CHECK_ENEMIES, 0x1924, 4, -game:FE8 -indexMode:8

##Returns (MemorySlot 0xC) the amount of NPCs on the map
CHECK_OTHERS, 0x1925, 4, -game:FE8 -indexMode:8

##Returns (MemorySlot 0xC) a value indicating whether the player
##is in a skirmish or dungeon (used for the 'Retreat' menu command).
CHECK_SKIRMISH, 0x1926, 4, -game:FE8 -indexMode:8

##Returns (MemorySlot 0xC) a value indicating whether
##tutorials are enabled (i.e. Easy Mode) or not.
CHECK_TUTORIAL, 0x1927, 4, -game:FE8 -indexMode:8

##Returns (MemorySlot 0xC) the player's current amount of gold.
CHECK_MONEY, 0x1928, 4, -game:FE8 -indexMode:8

##Returns (MemorySlot 0xC) the Event ID associated with the current event.
CHECK_EVENTID, 0x1929, 4, -game:FE8 -indexMode:8

##Returns (MemorySlot 0xC) the Mode byte;
##likely checks to see if the player is in the postgame.
CHECK_POSTGAME, 0x192A, 4, -game:FE8 -indexMode:8

##Returns (MemorySlot 0xC) the Chapter Number associated with the current map.
CHECK_CHAPTER_NUMBER, 0x1921, 4, -game:FE8 -indexMode:8

# These commands compare two memory slots and branch to LABEL *ConditionalID* if the condition is met

##command:Branch if EQual
##Branches if the values in the two given MemorySlots are equal.
BEQ, 0xC40, 8, -game:FE8 -indexMode:8
	ConditionalID, 2, 2
	MemorySlot1, 4, 2
	MemorySlot2, 6, 2

##command:Branch if Not Equal
##Branches if the values in the two given MemorySlots are different.
BNE, 0xC41, 8, -game:FE8 -indexMode:8
	ConditionalID, 2, 2
	MemorySlot1, 4, 2
	MemorySlot2, 6, 2

##command:Branch if Greater than or Equal
##Branches if the value in MemorySlot1 is bigger
##or equivalent to the one in MemorySlot2
BGE, 0xC42, 8, -game:FE8 -indexMode:8
	ConditionalID, 2, 2
	MemorySlot1, 4, 2
	MemorySlot2, 6, 2

##command:Branch if Greater Than
##Branches if and only if the value in MemorySlot1
##is bigger than the one in MemorySlot2
BGT, 0xC43, 8, -game:FE8 -indexMode:8
	ConditionalID, 2, 2
	MemorySlot1, 4, 2
	MemorySlot2, 6, 2

##command:Branch if Less than or Equal
##Branches if the value in MemorySlot1 is smaller
##or equivalent to the one in MemorySlot2
BLE, 0xC44, 8, -game:FE8 -indexMode:8
	ConditionalID, 2, 2
	MemorySlot1, 4, 2
	MemorySlot2, 6, 2

##command:Branch if Less Than
##Branches if and only if the value in MemorySlot1
##is smaller than the one in MemorySlot2
BLT, 0xC45, 8, -game:FE8 -indexMode:8
	ConditionalID, 2, 2
	MemorySlot1, 4, 2
	MemorySlot2, 6, 2