
$1A7134: Pointers to Music/SFX text data, plus other stuff
	-Maybe debug related?

$1AE294-$1BE094: For every tile in the overworld, gives the ID of the location text to use
	-255x255 tiles, remember

$1D978C: Some sort of pattern BG overlay distortions? two bytes each

$1D9824: Sets of coords/displacements for the path of moving tiles
	-Path 0x7 (start at $1D982C)
	(first segment uses target's coords/script params for a couple of these)
        +$00: X-target
	+$02: Y-target
	+$04: segment 'speed'
	+$06: segment length

	+$0A: X-displacement of anim from destination
        +$0C: Y-displacement of anim from destination

	Every 0xE bytes is a new segment

$1DA040: Several copies of an ASCII warning of when there are no empty save files


  $1DA270 - Window styles pointer table
-4 bytes per entry; max index 0x28
  +$00: Pointer to LZ77-compressed tile data

	Style IDs:
	0x00: Single big window
	0x01: Three panes covering a vertical strip
	0x02: Item menu/Shop welcome
	0x03: Two panes covering a vertical strip about a screen wide
	0x04: Gear Description
	0x05: Equipment menu
	0x06: Spell menu
	0x07: ?
	0x08: ?
	0x09: Status screen
	0x0A: Config menu
	0x0B: ?
	0x0C: Save screen (Top two pane rows), and Load menu (party/location info)

	0x22: Bestiary main screen

	EX Window style 0x6: 0x47CD00 - 0x47CDCF

	When decompressed:
		The first 0xC bytes are a header:
		+$06: Read when finding start of tile data; indexes to multiplier byte table at $1AE280
		+$08: Maximum width, in tiles
		+$09: Maximum height, in tiles
		After that comes a series of halfwords, representing Tile IDs.

		Each grabs a tile from VRAM; 


Tiles: each nybble is a horizontal pixel,
with four bytes/eight nybbles forming a row. There's 32 bytes in each tile, making an 8x8 grid.

$1DA529 - Three bytes indicating X-position of cursor in magic menu depending on 
	which spell in a row is selected
$1DA857 - Three bytes indicating X-coords to begin writing spell names on a row, for field Magic menu

$212B82 - Amount of HP healed by various overworld sources
	+$00: Inn
	+$02: Cottage
	+$04: Tent
	+$06: Sleeping Bag
$212B8A - As above, for MP

$216054 - Word table indicating coordinate changes for each direction

$21609A - Class Change-related; list of what classes each base class upgrades to
$216084 - Set of map speeds; used for NPC, event movement speed settings
$21608E - List of map sprite IDs for each class; used for the party leader

$2160C8 - List of text speeds corresponding to the four message speed settings, as halfwords

$221014 - Start of Door Data; also has params for door styles for tilesets

$226F98 - Indicates X-coord of where PC HP numbers (and the "/") are printed during battle

$22F5CC - When damage/healing numbers appear over a unit, the bytes here govern
	the number's relative height each frame

$22F764 - List of spiral coords? Used for spell animations



$2E1A98 - Palette data for the edges of dialog/menu boxes
	Default is 0x4544, a lightish blue

$3B16C0 - Stuff related to the aura/sprite tint from (de)buff spells
	$3B16C8 - start of tint colours?