#define GLD_2CALL 0x00 //C,D addr(2)
#define GLD_3CALL 0x01 //C,D addr(3)
#define GLD_2PTCALL 0x02 //C,D addr(2)
#define GLD_2JUMP 0x03 //C,D addr(2)
#define GLD_3JUMP 0x04 //C,D addr(3)
#define GLD_2PTJUMP 0x05 //C,D addr(2)
#define GLD_EQBYTE 0x06 //C,D addr(2)
#define GLD_NEQBYTE 0x07 //C,D addr(2)
#define GLD_EQZERO 0x08 //C,D addr(2)
#define GLD_NEQZERO 0x09 //C,D addr(2)
#define GLD_LTBYTE 0x0A //C,D addr(2)
#define GLD_GTBYTE 0x0B //C,D addr(2)
#define GLD_JUMPSTD 0x0C //C,D num#(2)
#define GLD_CALLSTD 0x0D //C,D num#(2)
#define GLD_3CALLASM 0x0E //C,D addr(3)
#define GLD_SPECIAL 0x0F //C,D num#(2)
#define GLD_2PTCALLASM 0x10 //C,D addr(2)
#define GLD_CHECKMAPTRIGGERS 0x11 //C,D bank(1) map#(1)
#define GLD_DOMAPTRIGGER 0x12 //C,D bank(1) map#(1) trig(1)
#define GLD_CHECKTRIGGERS 0x13 //C,D
#define GLD_DOTRIGGER 0x14 //C,D trig(1)
#define GLD_LOADVAR 0x15 //C,D valu(1)
#define GLD_ADDVAR 0x16 //C,D valu(1)
#define GLD_RANDOM 0x17 //C,D max#(1)
#define GLD_CHECKVER 0x18 //C,D
#define GLD_COPYBYTETOVAR 0x19 //C,D addr(2)
#define GLD_COPYVARTOBYTE 0x1A //C,D addr(2)
#define GLD_WRITEBYTE 0x1B //C,D addr(2) valu(1)
#define GLD_CHECKCODE 0x1C //C,D code(1)
#define GLD_WRITEVARCODE 0x1D //C,D code(1) Writes var to code
#define GLD_WRITECODE 0x1E //C,D code(1) valu(1)
#define GLD_GIVEITEM 0x1F //C,D item(1) amnt(1)
#define GLD_TAKEITEM 0x20 //C,D item(1) amnt(1)
#define GLD_CHECKITEM 0x21 //C,D item(1)
#define GLD_GIVEMONEY 0x22 //C,D what(1) amnt(3)
#define GLD_TAKEMONEY 0x23 //C,D what(1) amnt(3)
#define GLD_CHECKMONEY 0x24 //C,D what(1) amnt(3)
#define GLD_GIVECOINS 0x25 //C,D coin(2)
#define GLD_TAKECOINS 0x26 //C,D coin(2)
#define GLD_CHECKCOINS 0x27 //C,D coin(2) 0=[>] 1=[=] 2=[<]
#define GLD_GIVEPHONENUMBER 0x28 //C,D person(1)
#define GLD_TAKEPHONENUMBER 0x29 //C,D person(1)
#define GLD_CHECKPHONENUMBER 0x2A //C,D person(1)
#define GLD_CHECKTIME 0x2B //C,D time(1) 1=morn ... 4=nite
#define GLD_CHECKPOKE 0x2C //C,D poke(1)
#define GLD_GIVEPOKE 0x2D //C,D poke(1) levl(1) item(1) trnr(1) if(trnr==1){trname(2) pknick(2)}
#define GLD_GIVEEGG 0x2E //C,D poke(1) levl(1)
#define GLD_GIVEPOKEITEM 0x2F //C,D itm*(2) ptr= itm#(1) + "THIS IS MESSAGE TEXT" (used in letters)
#define GLD_TAKEIFLETTER 0x30 //C,D ltr*(2) ptr= itm#(1) + "THE MSG"
#define GLD_CHECKBIT1 0x31 //C,D bit#(2)
#define GLD_CLEARBIT1 0x32 //C,D bit#(2)
#define GLD_SETBIT1 0x33 //C,D bit#(2)
#define GLD_CHECKBIT2 0x34 //C,D bit#(2)
#define GLD_CLEARBIT2 0x35 //C,D bit#(2)
#define GLD_SETBIT2 0x36 //C,D bit#(2)
#define GLD_WILDOFF 0x37 //C,D
#define GLD_WILDON 0x38 //C,D
#define GLD_XYCOMPARE 0x39 //C,D tbl*(2)
#define GLD_WARPMOD 0x3A //C,D towp(1) tobk(1) tomp(1)
#define GLD_BLACKOUTMOD 0x3B //C,D bank(1) map#(1)
#define GLD_WARP 0x3C //C,D bank(1) map#(1) xval(1) yval(1)
#define GLD_MONEYTOTEXT 0x3D //C,D what(1) tvar(1)
#define GLD_COINSTOTEXT 0x3E //C,D tvar(1)
#define GLD_VARTOTEXT 0x3F //C,D tvar(1)
#define GLD_POKETOTEXT 0x40 //C,D poke(1) tvar(1)
#define GLD_ITEMTOTEXT 0x41 //C,D item(1) tvar(1)
#define GLD_LOCATIONTOTEXT 0x42 //C,D tvar(1)
#define GLD_TRAINERTOTEXT 0x43 //C,D trnr(1) grp#(1) textvar(1)
#define GLD_STRINGTOTEXT 0x44 //C,D str*(2) textvar(1)
#define GLD_ITEMNOTIFY 0x45 //C,D
#define GLD_POCKETISFULL 0x46 //C,D
#define GLD_LOADFONT 0x47 //C,D
#define GLD_REFRESHSCREEN 0x48 //C,D dummy(1)
#define GLD_LOADMOVESPRITES 0x49 //C,D
#define GLD_C1CELOADBYTE 0x4A //C,D byte(1)
#define GLD_3WRITETEXT 0x4B //C,D txt*(3)
#define GLD_2WRITETEXT 0x4C //C,D txt*(2)
#define GLD_REPEATTEXT 0x4D //C,D 0xFFFF
#define GLD_YESORNO 0x4E //C,D
#define GLD_LOADMENUDATA 0x4F //C,D menu*(2)
#define GLD_WRITEBACKUP 0x50 //C,D
#define GLD_JUMPTEXTFACEPLAYER 0x51 //C,D txt*(2)
#define GLD_JUMPTEXT 0x52 //C,D txt*(2)
#define GLD_CLOSETEXT 0x53 //C,D
#define GLD_KEEPTEXTOPEN 0x54 //C,D
#define GLD_POKEPIC 0x55 //C,D 0x00 if from var, else poke(1)
#define GLD_POKEPICYESORNO 0x56 //C,D
#define GLD_INTERPRETMENU 0x57 //C,D
#define GLD_INTERPRETMENU2 0x58 //C,D
#define GLD_LOADPIKADATA 0x59 //C,D
#define GLD_CLEARFIGHT 0x5A //C,D
#define GLD_LOADTRAINERSEEN 0x5B //C,D
#define GLD_LOADPOKEDATA 0x5C //C,D poke(1) level(1)
#define GLD_LOADTRAINER 0x5D //C,D group#(1) trainer(1)
#define GLD_STARTBATTLE 0x5E //C,D
#define GLD_RETURNAFTERBATTLE 0x5F //C,D
#define GLD_CATCHTUTORIAL 0x60 //C,D spr#(1)
#define GLD_TRAINERTEXT 0x61 //C,D text(1)
#define GLD_TRAINERSTATUS 0x62 //C,D stat(1) 0=deact 1=act 2=check
#define GLD_WINLOSSTEXT 0x63 //C,D win*(2) lose*(2)
#define GLD_TALKAFTER 0x64 //C,D
#define GLD_TALKAFTERCANCEL 0x65 //C,D
#define GLD_TALKAFTERCHECK 0x66 //C,D
#define GLD_SETLASTTALKED 0x67 //C,D person(1)
#define GLD_APPLYMOVEMENT 0x68 //C,D person(1) moves*(2)
#define GLD_APPLYMOVEOTHER 0x69 //C,D moves*(2)
#define GLD_FACEPLAYER 0x6A //C,D
#define GLD_FACEPERSON 0x6B //C,D targetperson(1) facingperson(1) if[tprs>fd]tprs=talkedto, if[fprs=fe]tprs=talkedto
#define GLD_VARIABLESPRITE 0x6C //C,D xxxx(1) sprite(1)
#define GLD_DISAPPEAR 0x6D //C,D person(1)
#define GLD_APPEAR 0x6E //C,D person(1)
#define GLD_FOLLOW 0x6F //C,D leader(1) follower(1)
#define GLD_STOPFOLLOW 0x70 //C,D
#define GLD_MOVEPERSON 0x71 //C,D person(1) xval(1) yval(1)
#define GLD_WRITEPERSONLOC 0x72 //C,D person(1)
#define GLD_LOADEMOTE 0x73 //C,D emot(1)
#define GLD_SHOWEMOTE 0x74 //C,D emot(1) person(1) time(1)
#define GLD_SPRITEFACE 0x75 //C,D person(1) dirc(1)
#define GLD_FOLLOWNOTEXACT 0x76 //C,D lead(1) folo(1)
#define GLD_EARTHQUAKE 0x77 //C,D time(1)
#define GLD_SWAPMAPS 0x78 //C,D map*(3)
#define GLD_CHANGEBLOCK 0x79 //C,D xval(1) yval(1) blok(1)
#define GLD_RELOADMAP 0x7A //C,D
#define GLD_RELOADMAPPART 0x7B //C,D
#define GLD_WRITECMDQUEUE 0x7C //C,D queue*(2)->[[queue=XXXXX (5byte)]]
#define GLD_DELCMDQUEUE 0x7D //C,D first cmd of resp queue(1)
#define GLD_PLAYMUSIC 0x7E //C,D music(2)
#define GLD_PLAYRAMMUSIC 0x7F //C,D
#define GLD_MUSICFADEOUT 0x80 //C,D nmusic(2) time(1)
#define GLD_PLAYMAPMUSIC 0x81 //C,D
#define GLD_RELOADMAPMUSIC 0x82 //C,D
#define GLD_CRY 0x83 //C,D cry(2)
#define GLD_PLAYSOUND 0x84 //C,D sound(2)
#define GLD_WAITBUTTON 0x85 //C,D
#define GLD_WARPSOUND 0x86 //C,D
#define GLD_SPECIALSOUND 0x87 //C,D
#define GLD_PASSTOENGINE 0x88 //C,D ptr(3)
#define GLD_NEWLOADMAP 0x89 //C,D type(1)
#define GLD_PAUSE 0x8A //C,D time(1)
#define GLD_DEACTIVATEFACING 0x8B //C,D time(1)
#define GLD_PRIORITYJUMP 0x8C //C,D place(2)
#define GLD_WARPCHECK 0x8D //C,D
#define GLD_PTPRIORITYJUMP 0x8E //C,D *place(2)
#define GLD_RETURN 0x8F //C,D
#define GLD_END 0x90 //C,D
#define GLD_RELOADANDRETURN 0x91 //C,D
#define GLD_RESETFUNCS 0x92 //C,D
#define GLD_POKEMART 0x93 //C,D dialog#(1) mart#(2)
#define GLD_ELEVATOR 0x94 //C,D floorlist(2)
#define GLD_TRADE 0x95 //C,D trade#(1)
#define GLD_ASKFORPHONENUMBER 0x96 //C,D number(1)
#define GLD_PHONECALL 0x97 //C,D caller(2)
#define GLD_HANGUP 0x98 //C,D
#define GLD_DESCRIBEDECORATION 0x99 //C,D type(1)
#define GLD_FRUITTREE 0x9A //C,D type(1)
#define GLD_SPECIALPHONECALL 0x9B //C,D type(1)
#define GLD_CHECKPHONECALL 0x9C //C,D
#define GLD_VERBOSEGIVEITEM 0x9D //C,D item(1)amt(1)
#define GLD_LOADWILDDATA 0x9E //C,D bank(1)map(1)
#define GLD_HALLOFFAME 0x9F //C,D
#define GLD_CREDITS 0xA0 //C,D
#define GLD_WARPFACING 0xA1 //C,D facing(1)bank(1)map(1)x(1)y(1)
#define GLD_STORETEXT 0xA2 //C,D text(2)bank(1)txtvar(1)
#define GLD_DISPLAYLOCATION 0xA3 //C,D location(1)