C05297-C052C6	decompression assembly (world map graphics)
				instructions are stored to RAM and executed there
C052C7-C0537B	decompression routine (world map graphics)

C0B5A4-C0B5EE	24-bit division, low byte of A is high byte of value,
				X is lower two bytes of value, high byte of A is the
				divisor
		
C0E803-C0F842	dialogue script-related
C0EA70	read event script pointer
C0EA87	read event script bank

C239CA-C23CB8	decompression routine (graphic sets)
C2418D-C2437A	decompression routine (tilesets)
C243DA-C2441C	decompression routine (solidity sets)
C24527-C24876	decompression routine (tilemaps)
C2AAF0-C2AC03	decompression routine (world map tilemap)

C403A0	read action script opcode

C42F5D-C4C4CD	dialogue script-related routines
C49561	load "Closed Garden" track for load game menu

C51E90-C51F2A	BRR sample pointers (52 samples, 3 bytes each)
C51F2B-C52064	BRR sample relative volumes, pitches
C52065-C52148	SPC data pointers (70 spcs, 3 bytes each)
C53FC9-C735D9	SPC data
C73903-C9A6DE	BRR sample data

CA0000-CA7FFF	world map sub-map graphics (uncompressed)
CAFA00-CAFFFF	cursor graphics (uncompressed)
CB0008-CB0207	sprite palette switch colors
CB030A-CB0409	sprite palette switches, last 4 colors, * 2 + 0xCB0008 (64 switches, 4 bytes each)
CB040A-CB0B09	palette set pointers (7 pointers each = 14 bytes each) (bank $CD)
CB0B0A-CB49DB	tilemap offsets, dynamic data (from 01,00 of location data @ CB73DC)
				3 bytes per offset, a string is terminated by FF
				2 strings are read: 1st for tilemap L1, 2nd for tilemap L2
				1st pointer of a string points to the compressed tilemap
				02-00	tilemap offset
				...the remaining pointers are tilemap mods, 6 bytes each
				00		mem addr (+ $7E2F00)
				01		compare value @ mem addr, skip mod if not within range
						d0-3	minimum value
						d4-7	maximum value
				02		d0-5	X coord of mod
						d6-7	bank offset, bits 2,3
				03		d0-5	Y coord of mod
						d6-7	bank offset, bits 0,1
						bank offset + $E0 = bank of tilemap mod
				05,04	pointer in bank of tilemap mod
CB49DC-CB73DB	exit destinations (2688 destinations, 4 bytes per field)
				00		dest X coord
				01		dest Y coord
						d6-d7	facing direction
				03,02	destination			
CB73DC-CB9F5F	location data (by location index @ 7E6028, 1114 items, 10 bytes each)
				01,00	tilemap pack (+ $CB0000 = dynamic data, terminated by FF)
				02		map pack (* 7 + $CD0750)
				03		palette set
				04		sprite palette last 4 colors switch, * 4 + 0xCB030A
				05		d0	(never used)
						d1	(only used by docking bay locations)
						d2	
						d3	
						d4	disable L1
						d7	can use wind drum
				07,06	exit field index pack (+ $CB0000)
				09,08	NPC map pointer (+ $CC0000)
CB9F60-CBFFBF	exit field index packs (2 bytes per pointer, packs are dynamic size)
				size is determined by # of exit tiles (either L1 or L2) in map
				01,00	& 0xFFF = entrance event (* 2 + 0xF80000 = pointer offset)
						the music and message box is set in the event script
				03,02	d0-10	exit destination index (& 0x7FF * 4 + $CB49DC)
						d11-13	runs a function based on this, but only if != 0
								therefore 7 possible different functions
								also if = 0x28, add 0x800 to index
						d14		must be set for exit to be active
						d15		...don't know
CBD9D2-CBE1C3	location tilemaps (compressed)
CBFFC0-CBFFFF	priority sets (4 bytes each)
				00		d0-d4	enable mosaic
				01		d0-d4	enable mainscreen
				02		d0-d4	enable subscreen
				03		d0-d4	color math
						d6		half intensity
						d7		minus subscreen
CC0000-CC05FF	monster pack collection (256 items, 6 bytes each)
				* 4 + $CC0600 = monster pack
CC0600-CC09FF	monster packs (256 items, 4 bytes each)
				* 3 + $CC0A00/CC0D00 = monster/NPC group
CC0A00-CC0CFF	monster group (256 items, 3 bytes each)
CC0D00-CC0FFF	NPC packs (256 items, 3 bytes each)
CC1000-CC1899	graphics packs (dynamic, each string terminated by FFFF)
				* 3 + $CD02D0 = offset of pointer
CC189A-CC6161	solidity sets (compressed, 2 bytes per tile)
				00		d0		SE quadrant
						d1		SW quadrant
						d2		NE quadrant
						d3		NW quadrant
						d4		N edge blocked
						d5		can slide against
						d6		W edge blocked
				01		d7		exit trigger enabled
CC6162-CCE20D	NPC maps (dynamic lengths)
CCE20E-CCF600	location tilemaps (compressed)
CCFC00-CCFC79	animation string pointers
CCFC7A-CCFFFF	animation strings
				00		d6,7	if clear, 4-byte length
						d6		unknown, 3-byte length if set
						d7		unknown, 1-byte length if set
						if d6/d7 clear: & 0x0F * 0x80 = offset of VRAM to draw to
				01,02	unknown if 00,d6/d7 set
				03,02	if d6/d7 clear: + $F70000 = offset of animation graphics
CD0000-CD00D7	tileset L1 pointers (72 items, 3 bytes each)
CD00D8-CD01AF	tileset L2 pointers (72 items, 3 bytes each)
CD01B0-CD023F	solidity set L1 pointers (bank $CC)(72 items, 2 bytes each)
CD0240-CD02CF	solidity set L2 pointers (bank $CC)(72 items, 2 bytes each)
CD02D0-CD060B	graphics pointers (276 items, 3 bytes each)

CD0750-CD0A3C	tileset packs (107 items, 7 bytes each)
				00		tileset L1 (* 2 + $CD01B0 = offset of pointer)
				01		tileset L2 (* 2 + $CD01B0 = offset of pointer)
				02		scrolling L2
						d0-d2	speed
						d3		enable scrolling
						d4-7	...
				03		& 0x0F = priority set
				04		animation index
						* 2 + CCFC00 = pointer's offset
				06,05	graphics pack (bank $CC)
CD0A3D-CD3550	sprite palettes
	CD1EB7	palette for Kevin			
CD3551-CDA314	palette sets (180 bytes each, 6 palettes p/set, 30 bytes p/palette)

CDBFDF-CDC9A7	location tilemaps (compressed)

CDDC3D-CDFFFF	action-script related

CE0000-CFD284	location tilesets (compressed)

CFD720-CFE5AB	location tilemaps (compressed)

D0D5DA	multiplication routine
		whatever's in A and X at the start of the routine,
		those will be multiplied and stored into $00:0F20
D10000-D111FF	monster stats (128 items, 36 bytes each)
				00		sprite
				01		palette
				04-02	pointer to action script
			
D12A40-D12B83	sprite mold pointers (2 bytes each, 162 items total)
				* 4 + $D50000 = offset of mold pack
				Duran, Kevin, Hawk, Angela, Carlie, Lise (the rest are NPCs)

D133D0-D13939	monster base HP levels (100 possible levels, 14 bytes each)
	(level - 1) * 14

D13EB0-
D16850- level data (4 bytes each)
			(((level - 1) * byte03) + byte02) = 0x48
			(((08 - 01) * 04) + 0x2C) = 0x48
			(0x48 * defense) / 100 = 0x33
			0x48 - 0x33

D1F450-D1F5DF	XP level multipliers (100 possible levels, 4 bytes each)
D1F5E0-D1F70F	XP won (100 possible levels, 3 bytes each)
				01,00	XP won
				02		don't know (never set)
	D1F61C	Dark Battum

D22B4A-D2C7B2	action script-related
D22B92-D2F617	dialogue script-related
D30010-D30091	3-byte pointers to data in banks $D2 and $D3
D30813-D3F101	dialogue script-related

D50000-D72FFF	mold packs and mold data for sprites
	D52581-D525..	mold pack for Kevin (2 bytes each)

D7C400-D7D5FF	sprite graphics, magic, etc. (uncompressed)
D7DC00-D7E1FF	graphics, Kevin, wolf head (uncompressed)
D7F600-D7FA..	numeral graphics, etc. (uncompressed)

D80000-E3DFFF	sprite graphics (uncompressed)

E60000-E7CBFF	magic, attack effect graphics (uncompressed)

// SD3 world map tilemaps are drawn on 8x8 tile basis
E80000-E801FF	pointers to world map tilemap chunks
E80200-E803FF	pointers to holy land tilemap chunks
E80400-E88947	world map tilemap chunks (compressed)
E88948-E8A598	holy land tilemap chunks (compressed)

E8B000-E8BD83	location tilemaps (compressed)

E8E800-E8EFFF	world map mini-map (uncompressed)
E8F000-E8FFFF	battle numerals, symbols (2bpp, uncompressed)

// SD3 Mode7 GFX are drawn in 8bpp linear format
E90000-E90001	pointer to holy land animated GFX
E90002-E90003	pointer to world map animated GFX
E90004-E9291E	world map GFX (compressed)
E9291F-E92E9B	holy land animated GFX (compressed)
E92E9C-......	world map animated GFX (compressed)
E96080-......	world map palettes

E9F100-E9F17F	world map solidity (256 subtiles, 4 bits each)
				d3	 	can land on
E9F180-E9F1FF	holy land solidity (256 subtiles, 4 bits each)
E9F400-E9F7FF	world map location zone destinations (256 zones, 4 bytes each)
				0,1		X,Y,F coord of destination
				3,2		& 0xFFF = destination

EA0000-EFFFFF	location tilemaps (compressed)

F00000-F6FFFF	location graphics (compressed)
F70000-F77FFF	animated graphics (uncompressed)

F7E8C4-F7FC8F	item effect graphics (uncompressed)

F7FC90-F7FFFF	location tilemaps (compressed)

F80000-F80BFF	event script pointers to bank F9 (indexes 0-1535)
F80C00-F813FF	event script pointers to bank FA (indexes 1536-2559)
F81400-F817FF	event script pointers to bank FB (indexes 2560-3071)
F81800-F81FFF	event script pointers to bank F8 (indexes 3072-4095)
F82000-F827FF	...
F82800-F887AA	event scripts (indexes 3072-4095)

F887AB-F897FF	EMPTY BYTES

F94000-F95FFF	title screen BG clouds (uncompressed)

F90000-F9F3FF	event scripts (indexes 0-1535)
FA0000-FAFFFF	event scripts (indexes 1536-2559)
FB0000-FB7CB4	event scripts (indexes 2559-3071)

FB7CB5-FB7FFF	EMPTY BYTES

FBD65B-FBFFFF	action script-related

FC0000-FCAE88	location tilemaps (compressed)

FCF500-FD41FF	uncompressed graphics

FE2E00-FE4DFF	event script pointers
FE2F00-FE8F7B	letter characters, symbols (uncompressed)
FE4E00-FE55FF	event script bank indexes (+ $F8)
FEA6F5-......	title screen FG graphics (compressed)
FEFA60-......	title screen BG graphics (compressed)