	-Spells-
$1BF058 - Animation data for Cure spell
$3DB3AC - LZ77-compressed graphical data for Cure spell animation
$3DB570 - Palette data for Cure spell animation

$1D69E4 - Tile data for Nul-spell's barrier (PC cast)
$1D6A5C - Tile data for Nul-spell's barrier (Monster cast)

$40A3C0 - Palette data for NulShock's barrier
$413F5C - Palette data for NulBlaze's barrier

Kill:
$4051FC - Tile data for Reaper
$4055C8 - Tile data for soul flame
$405838 - Tile data for skulls

	-Weapons-
Tile/Palette data table
0x22318C-0x223497
 +$0: Pointer to GFX/tile Data (compressed)
 +$4: Pointer to palette
	-First colour is transparent?
	-Next 8 used for weapon itself
	-Next 7? used for the swing trail (or 6 + 1 transparent?)
 +$8: Pointer to animation data to use?

	-Player Characters-
$1E056C - Class graphics pointer table #1
	-At $1E05CC is a pointer to 0x3AC210; shared tile arrangement data
	+$0: Character GFX sheet
	+$4: Palette
$1E0C40 - #2 (same as #1 - used for Load Game (moving between files))
$1E0D5C - #3 (same - used for Load Game)
$1E1010 - #4 (just unpromoteds - used for New Game menu)
$2230FC - #5 (not the same...used most often of all)
	+$0: Character GFX sheet
	+$4: Palette
	+$8: Tile arrangement; All use same pointer to 0x3AC210

$1E0CE4: Pointer to normal PC class tile arrangement, plus some other bytes
	-Read during loading of save games

$21D0AC - Class map sprite palettes pointer table?
	just a series of pointers, one for each class

$21D2F4 - Map sprite settings table; 12 bytes/3 values per
	+$0: Sprite Arrangement ID
	+$4: Sprite GFX ID
	+$8: Palette ID

	-Other/Unknown-
$222604 - Pointer Table for Battle BGs
	12 bytes/3 pointers per entry
	$0: Tile arrangement?

-About animation data...it is split up into chunks whose word-length is indicated by the first byte (leads to a table of lengths).