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RLPA
type1 = 0;
type2 =
	0   X Translate
	1   Y Translate
	2   Z Translate
	3   X Rotate
	4   Y Rotate
	5   Z Rotate
	6   X Scale
	7   Y Scale
	8	Width
	9   Heightt
	a   ??
	b   ??
	c   ??
	d   ??
	e   ??
	f   ??

RLVC --> vertex colors, arg can be 0 - f
type1 = 0;
type2 =
	0	Top Left Red
	1	Top Left Green
	2	Top Left Blue
	3	Top Left Alpha
	4	Top Right Red
	5	Top Right Green
	6	Top Right Blue
	7	Top Right Alpha
	8	Bottom Left Red
	9	Bottom Left Green
	a	Bottom Left Blue
	b	Bottom Left Alpha
	c	Bottom Right Red
	d	Bottom Right Green
	e	Bottom Right Blue
	f	Bottom Right Alpha

this calls SetColorElement... except for Pictures (from disassembly) it seems ONLY to have an effect for arg = 0x10!  For this it's alpha

RLMC --> material colors	-> valid type1s 0 - 1f
type1 = 0;
type2 =
	0	MatColor Red
	1	MatColor Green
	2	MatColor Blue
	3	MatColor Alpha
	4	Forecolor Red
	5	Forecolor Green
	6	Forecolor Blue
	7	Forecolor Alpha
	8	Backcolor Red
	9	Backcolor Green
	a	Backcolor Blue
	b	Backcolor Alpha
	c	TevReg3 Red
	d	TevReg3 Green
	e	TevReg3 Blue
	f	TevReg3 Alpha
	10	TevKColor1 Red
	11	TevKColor1 Green
	12	TevKColor1 Blue
	13	TevKColor1 Alpha
	14	TevKColor2 Red
	15	TevKColor2 Green
	16	TevKColor2 Blue
	17	TevKColor2 Alpha
	18	TevKColor3 Red
	19	TevKColor3 Green
	1a	TevKColor3 Blue
	1b	TevKColor3 Alpha
	1c	TevKColor4 Red
	1d	TevKColor4 Green
	1e	TevKColor4 Blue
	1f	TevKColor4 Alpha

RLTP --> TPL Pallete	-> valid type1s 0 - 1f
type2 =	0;	TYPE2 MUST BE 0
type1 = 
	0	PaletteZero
	1	PaletteOne
	2	PaletteTwo
	3	PaletteThree
	4	PaletteFour
	5	PaletteFive
	6	PaletteSix
	7	PaletteSeven
	8	PaletteEight
	9	PaletteNine
	a	PaletteTen
	b	PaletteEleven
	c	PaletteTwelve
	d	PaletteThirteen
	e	PaletteFourteen
	f	PaletteFifteen

RLTS -> Texture SRT Array
type1 = number of the array to manipulate
type2 =
	0	XTrans
	1	YTrans
	2	Rotate
	3	XScale
	4	YScale

RLIM -> Independent Texture SRT Array
type1 = number of the array to manipulate
type2 =
	0	XTrans
	1	YTrans
	2	Rotate
	3	XScale
	4	YScale

RLVI -> Visibility
type1 = 0
type2 = 0
	set value to 1 to make visible and 0 to make invisible