##Places or moves a map sprite on the world map.
WM_PUTSPRITE, 0xB7, 20, -game:FE7 -indexMode:8
##The ID to give this object on the world map.
##All items shown at once must have a unique ID.
	MapObjectID, 4, 2
##Position of the sprite on the world map (in pixels).
	Position, 8, 4, -coordinates:2 -preferredBase:10
##The class of the map sprite to display.
	ClassID, 12, 1
##This parameter handles the map sprite's palette,
##its walking speed, and whether the camera follows it.
	SpriteProperties, 13, 1
##ID that separates sprites with same class.
	MapSpriteID, 14, 1
	Unknown, 15, 1
	Unknown2, 16, 4

##Removes a map sprite from the world map.
WM_REMSPRITE, 0xB8, 12, -game:FE7 -indexMode:8
##The unique object ID of the map sprite to
##remove from the world map.
	MapObjectID, 4, 2
	Unknown, 8, 4



##Places or moves a map sprite on the world map.
WM_PUTSPRITE, 0x9E60, 12, -game:FE8 -indexMode:8
##The ID to give this object on the world map.
##All items shown at once must have a unique ID.
	MapObjectID, 4, 2
##The class of the map sprite to display.
	ClassID, 6, 1
##The palette for this map sprite.
	Allegiance, 8, 1
	Unknown, 10, 2

##Removes a map sprite from the world map.
WM_REMSPRITE, 0xA040, 8, -game:FE8 -indexMode:8
##The unique object ID of the map sprite to
##remove from the world map.
	MapObjectID, 4, 2

##Displays the main lord (see 'WM_HIDELORD')
WM_SHOWLORD, 0xA140, 8, -game:FE8 -indexMode:8
	0, 2, 2, -fixed
	Unknown, 4, 2
	0, 6, 2, -fixed

##Hides the main lord's sprite (see 'WM_SHOWLORD')
WM_HIDELORD, 0xA240, 8, -game:FE8 -indexMode:8
	0, 2, 2, -fixed
	0, 4, 2, -fixed
	0, 6, 2, -fixed

WM_FADEINSPRITE, 0xA340, 8, -game:FE8 -indexMode:8
	Value1, 2, 2
	Value2, 4, 2
	Value3, 6, 2 

WM_FADEOUTSPRITE, 0xA440, 8, -game:FE8 -indexMode:8
	Value1, 2, 2
	Value2, 4, 2
	Value3, 6, 2  

WM_WAITFORSPRITELOAD, 0xA520, 4, -game:FE8 -indexMode:8


WM_PUTSPRITE, 0xA760, 12, -game:FE8 -indexMode:8
	ID, 2, 2
	ClassID, 4, 2
	Allegiance, 6, 2
	Position, 8, 4, -coordinates:2 -preferredBase:10

WM_PUTMOVINGSPRITE, 0xA8C0, 24, -game:FE8 -indexMode:8
	Value1, 2, 2
	ClassID, 4, 2
	Acceleration, 6, 2
	StartPosition, 8, 4, -coordinates:2 -preferredBase:10
	EndPosition, 12, 4, -coordinates:2 -preferredBase:10
	Time, 16, 2
	Flags, 18, 2
#Flags are: 0x1 = don't disappear until overwritten, 0x3 = Fade to black at ending position
	Delay, 20, 2
#Always 0
	Value11, 22, 2
		
WM_MOVESPRITETO, 0xA980, 16, -game:FE8 -indexMode:8
	Value1, 2, 2
	Value2, 4, 2
	Value3, 6, 2
	Value4, 8, 2
	Location ID, 10, 2
	Time, 12, 2
	Delay, 14, 2

WM_SPAWNLORD, 0xC360, 12, -game:FE8 -indexMode:8
#Always 0
	Value1, 2, 2
	Value2, 4, 2
	CharacterID, 6, 2
	MapLocation, 8, 2
#Always 0
	Value5, 10, 2