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from the move map: if the tile is >=0 (? might want further investigation)
from the range map: if the tile is non 0
Range Display Type bitfield:
&0x01 | Move Squares are Blue
&0x02 | Range Squares are Red
&0x04 | Range Squares are Green
&0x10 | Range Squares are Blue
/!\ if you don't specify Range square color, you'll want the range map to be empty, otherwise you'll get rainbow tiles (tm). (May apply to move tiles too?)
ROUTINES:
0801DA98 | DisplayMoveRangeGraphics | Creates relevant 6C and sets relevant stuff in game data
Arguments: r0 = type bitfield (see above)
Returns: nothing
0801DACC | HideMoveRangeGraphics | Deletes relevant 6C and all that stuff