- Nuke plays different anims depending on who the caster is!

Data in Chunks is organized into words
Chunks, sorted by their first byte:
---------------------------------------
0x01:
	0x8 Bytes long
	Execute previous Chunk immediately?
	And do some bookkeeping too?
	Repeat until that previous command says go (for timed fades, etc...)

0x02:
Something to do with sound..?
	$00: Which $1F130 test to run
	$04: Value to check test against

0x05:
	-Used to handle spells like Blind that play an effect on individual targets before proceeding with 'main' effect
	-Loops for all 9 monsters or all 4 PCs, depending on who the target is
	-For each target, 
	$04: Mode byte; indexes to a routine jump table
		$1F130
		Run for each target to determine if that target will have the effect played	
		0x00: Return 0x1
		0x01: Return 0x1 for all living targets
		0x02: If caster is a monster, return 0x0; if a PC, return 0x1
		0x03: If target(s) is/are monster(s), return 0x0; if targets are PC, return 0x1
		0x04: Return 0x1 only on targets who are effected by the spell? (for Kill, etc?)
		0x05: (same as 0x01)
		0x06: Depending on Encounter ID, returns a variable:
			$0: ID = 0x7B (Chaos)
			$1: ID = 0x75,78 (Kraken-2, Marilith battles)
			$2: ID = 0x73,7A (Lich-2, Lich battles)
			$3: ID = 0x74,79 (Marilith-2, Kraken battles)
			$4: ID = 0x76,77 (Tiamat-2,Tiamat battles)
			$5: ID = 0x7C,0x7D,0x7F (Miniboss battles)
			$6: Everything Else
			$7: 0xFF < ID 0x101 (Soul of Chaos boss battles)
			If this number matches the target ID, return 0x0
	$08: Some number that becomes the Param1 of a 0x7 Chunk - delay between each iteration
	$0C: Number of subsequent chunks to load
		(these next chunks are applied to every valid target)
		After loading those chunks, a 0x7 Chunk is created, and the delay set to $08's value

what do 0x7 chunks do..?

0x07, Delay?
	0x4: Delay in frames?

0x08, Play Sound:
	0xC Bytes
	$04: Sound delay, in frames(?), from the start of the animation
	$08: Sound Effect ID

0x0A, Animate tiles basic?
	0x1C Bytes
	$04: Spawn Delay
	$08: TSA/animation pointer? Affects how the tile GFX are loaded and animated
	$0C: More TSA/animation stuff?
	$10: Origin point of GFX:
		0x00: Top-left corner of screen
		0x01: Center of screen
		0x02: Mid-left of screen
		0x03: Just above caster?
		0x04: Caster
		0x05: First enemy/target?
		0x06: Target?
		0x07: Caster?
		0x08: Top-left corner of screen?
	$14: Y-displacement (positive is down), hw
	$16: X-displacement (positive is right), hw
	$18: Same deal as $14 in Chunk 0x17...a zoom factor??

0x0B, (used for Kill)

0x0D, Animate tile from target?
	0x20 bytes
	$04: Spawn delay
	$08: TSA/animation pointer
	$0C: Origin point type
	$10: Y-displacement
	$12: X-displacement
	$14: ??
	$18: ??
	$1C: ?? (zero?)

0x13, Animate tile 
	0x28 bytes
	$04: Delay (frames)
	$08: TSA/animation pointer
	$0C: Origin
	$10: Y-offset (hw)
	$12: X-offset
	$14: Some zoom factor? Same as $14 in Chunk 0x17
	$20: ??
	$24: If non-0x1, tile stops animating...
	$26: If 0x1, tile is drawn beneath PC sprites

0x17, Animate moving tile:
	$04: Spawn delay, in frames, from the start of the animation
	$08: Some ROM pointer that affects how the GFX tiles are loaded
	$0C: Origin point of moving tile, to be modified by coordinates

	$10: Displacement from the origin for the GFX tile to emerge from
		$10-11: Y-coord
		$12-13: X-coord (both are signed)
	$14: Something...I just don't know what...has to do with the displacement coords
	$18:
	$19-1A:
	$1B: Layer to draw on? (in front of/behind sprites)
	$1C: Path?? Only values below 0x1F are accepted; indexes to a jump table of routines
		$00: Move in a circle?
		$02: Spiral outwards?
		$05: Wobble downwads (fast)
		$06: Wobble down-right (slow)
		$12: Sway up+down then change
		$16: Move to left edge of screen...or mid-left at least?
		$18: Move to right edge of screen
	$20: Parameter relating to the $1C param


0x24: Restore normal brightness
	0x0C bytes long
	$04: Delay
	$08: Light speed

0x26: Tint spell GFX
	0x18 bytes long
	$04: Delay
	$08: ?
	$0C: ?           0xC and 0xC makes a faded tint...

0x27: Darken screen
	0x18 bytes long
	$04: Delay (before beginning)
	$08: Colour (only red?)
	$0C: Intensity
	$10: Flags?
		0x00: Fade BG
		0x01: Fade PCs
		0x02: Fade Monsters
		0x04: Fade spell animation
		0x05: Fade everything?
	$14: Fade speed (frames)