Reads str/mag for battle in unit data: 
-080a1466

Reads luck for battle in battle unit data:
-08028bb6
-08028c68
-08028d3e

Reads con for battle in battle unit data:
-08028b78

Reads str/mag in battle unit data for weapons:
-08028b58
 r0 determines what gets loaded

Random offsets:
-0801529d
-080c96a4
-080c9724
-080c97a4
-080c9824



Stat screen:
-graphics come from 03007d64
-TSA comes from 1C2340? 1DB238? 1DB704? 1EE154?
-Graphics offsets: 1958BC, 1D2B3C, 1D5844
-Weapon type icons: 080c96a4
-Weapon type icons, item icons and affinity written to: 06005c00-6000
-Weapon level map data written to: 06006000 <- 02022c60 (sub called by sub 080016ec-1808), lenght 0x200
--subroutine 080016ec
--weapon type icons written by 080bfa0c
---02024cac(0x1c) contains offsets that control graphics loading
----offsets written to 02024cac by: 080030a0
-----08004dbc-4e1e has subroutine that makes r0 from tile number to offset
Subroutine at 08004DBC called by:
-08004e46(r0=70-73, r0=0, r0=36, r0=6a, r0=7c)
--which is called by sub 08004e28 (icon number = r1)
---which is called by sub 08080360-412
----WIC by sub 08080424(desides weather to draw magic or weapons)
-----offset 083fcb30->02020140
-----offset 02003118: pointer to selected unit's data when checking stat screen
Subroutine 0801524c-8c

Weapon levels(before battle)
-read by in unit data: 080a163c(stored to 02020152)
					 : 080bffba(takes it to battle unit data)
					 : 0801636e(compares it to a value)
-read by in battle unit data: 0801636e (makes sure unit has high enough weapon level to use the weapon)
							: 08028e96 (gives S rank bonuses)
							: 080184dc-500 (subroutine returns 1 if magic levels, 0 if not)

08000414(ARM): writes map data of stat screen(weapon icons)
subroutine 080003e0-438
-data comes from 0200323c, written there by sub: 08004e28-76(r0 = map data offset, r1 = icon to draw)
--called by 08080360-412 //r1,r2 = position to draw to
---called by 08080424-c0

Weapon level background 0x06006800 (line: 9DA-9F8, relative to beg: 1da-1f8)
-comes from 02023460
--comes from 0200387e(line)
...
-----comes from 083fcb30(LZ77) stat screen background TSA(weapon leves)

Support list:
Map data in 06006220
-comes from 02022c60
--comes from 020033c4
---written by sub 08004e28-76 (54 writes it)
----called by sub 08080270-356 (no parameters)
-----called by sub 08080424-c0
Position desided by opcode 0808027c

Luck cap:
Speed cap loaded by:
-0807ff0c (stores it to sp+4) 
--subroutine 0807fd28-e2 loads it from the stack(r0 = 2, r1 = 5, r2 = 5, r3 = )

subroutine: 0807fdf0-080800a6(no parameters or return value)
-083FCA4C stat screen background TSA(stats) ) 
--0807ff3e controls luck bar lenght
--0807fd28 draws stat bar(r0 = identification number, r1 = horizontical position, r2 = vertical position, r3 = stat value, sp = stat value+boost, sp+4 = lenght of bar)


-08004e28(08080008) r0 = r4, r1 = icon value of horse/wywern/peg, r2 = 0x6000
-08004e28(08080098) r0 = 02003496, r1 = affinity icon value, r2 = 0x8c0
-08005ad4 r0 = 0200310c + 0x30, r1 = 0200327e, r2 = 3, r3 = 0, sp = 0, sp+4= 0202a5b4
-08005ad4
-08005b18(0808001e) r0 = r6 + 0x78, r1 = 0x18, r2 = 2, r3 = text offset, returns void
--08005574
--08005580
--08005718
-08005b18(08080040) r0 = r6 + 0x88, r1 = 0x17, r2 = 2, r3 = pointer to text
-08005b18(0808006a) r0 = r6 + 0x88, r1 = 0x18, r2 = 2, r3 = pointer to text
-080061d8(0807ffea) r2 = 08018450 return, r0 = 02003396, r1 = 2
--08006198, r3 = 0
-08006234 r0 = 0200351c, r1 = 0, r2 = statuc effect byte
-08012c60 r0 = 10f9("mag" text value) or 10f8("str" text value), returns 0202a5b4 and uncompresses the text to there
-08012c60 
-08013168 (Puts background TSA to place)
-08018450 r0 = pointer to the unit, returns aid?
-080184dc r0 = pointer to the unit, returns 1 if magic levels, 0 if not
-08018578(0807fffc) r0 = unit skills, returns icon value of horse/wywern/peg

-08018ad0 r0 = pointer to the unit, returns strenght/magic + weapon boost
--08016764 r0 = pointer to the unit, returns equipped weapon + uses or 0
--0801606c returns strenght/magic weapon boost 

-08018af0 r0 = pointer to the unit, returns skill with weapon boost
--08016764 r0 = pointer to the unit, returns equipped weapon + uses or 0
--08016098 r0 = weapon & uses, returns skill bonus

-08018b30 r0 = pointer to the unit, returns speed with weapon boost
--08016764 r0 = pointer to the unit, returns equipped weapon + uses or 0
--080160c4 r0 = weapon & uses, returns speed bonus

-08018b70(0807ff4c) r0 = pointer to the unit, returns defence with weapon boost
--08016764 r0 = pointer to the unit, returns equipped weapon + uses or 0
--080160f0 r0 = weapon & uses, return defence boost

-08018b90(0807ff70) r0 = pointer to the unit, returns resistance with weapon boost
--08016764 r0 = pointer to the unit, returns equipped weapon + uses or 0
--0801611c r0 = weapon & uses, return resistance boost


-08018bb8(0807ff30)  r0 = pointer to the unit, returns luck with boost
--08016764 r0 = pointer to the unit, returns equipped weapon + uses or 0
--08016148 r0 = equipped weapon + uses, returns luck bonus


-08018cc0 r0 = pointer to unit, returns text offset
--08012c60(uncompresses text) r0 = 0x112A or character(defined by byte 0x1b in unit data) name value, returns text offset

-08018cf0(08080034) r0 = pointer to unit data, returns pointer status effect text
--08012c60(uncompresses text) r0 = data from 08b92e88
-08018cf0(0808005e) r0 = pointer to unit data, returns pointer status effect text
-08026b24(0808008c) r0 = pointer to unit, returns affinity icon value
-0807fa48 uses offset 084049a0
-0807fbf0(0808009c) no parameters or return values, draws wins and losses
-0807fd28 (0807fe96 = draws strenght/magic)
-0807fd28 (0807fee2 = draws skill)
-0807fd28 (0807ff2c = draws speed)
-0807fd28 (0807ff48 = draws luck)
-0807fd28 (def)
-0807fd28 (res)
-0807fd28 (0807ffaa = draws move)
-0807fd28 (0807ffd8 = draws con)
-
, does something with offset 0200373c, offset to BG TSA and value 0x1000

How game draws a stat bar:
Loads pointer to unit and gets stat with weapon boost (each stat has own routine for this).
Stores the stat with boost to [sp].
Loads pure stat from unit data, puts it to r3.
Loads classes stat cap, removes 24 highest bytes and stores it to [sp+4].
Moves horizontical position to r1 and vertical to r2.
Stores a number to r0?

08016040: returns HP bonus
-called by 08018a80, 08018abc
--sub 08018a70-ac
--sub 08018ab0-cc

08016764 r0 = pointer to the unit, returns equipped weapon + uses or 0
-080161a4-37c r0 = pointer to the unit, r1 = 1st weapon & uses, returns 1 if weapon can be equipped else 0?, -320 tests weapon locks,320-342 test for silensing, rest for weapon level
--08017178

0807fbf0
-080a0550 r0 = character value, returns 0203e790+(character value*0x10)(=pointer to extra character data, including wins & losses)
--08018d38 r0 = character value, returns pointer to character data
-080054e0
-08012c60
-08005b18
-08005590
-080aad00
-080061d8
-080c57b4