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Figure out a method of dealing with the relative pointers system.

As far as I know, the games have a relative pointers system, and not an absolute one.
This means the pointers designate how much data to skip over. So in order to remedy this, we need to use simple math.

Here is the math that needs to be replicated in Assembly for the commands, but written in C.

u32 distance = label_offset - invoke_offset

I will probably figure it out myself, but in case anyone has any ideas I am leaving this issue open.

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