CRAYON SHIN CHAN GG

661	Checks compression type (see below)
136D	Screen location for "Push Start" 1
1374	Screen location for "Push Start" 2
F1A0	Graphics "Shin-chan/Masao-kun Wins"
26C61	Tilemaps for game mode graphics
2CBE0	Mini-game title graphics
2EC4E	Tilemaps for mini-game title graphics
4D3FC	Start of "Omake" graphics (compressed)
4DD87	Start of compression table
4E073	Story Mode text
55286	Toy Hunt sign graphics
5C2B8	Story Mode font (compressed)
60294	Graphics "Push Start (compressed)
60A88	Start of title graphics (0000-1FFF, compressed)
614D7	Start of compression table (0000-1FFF)
6151D	Start of title graphics (2000+, compressed)
61DE7	Start of compression table (2000+)

622DA	Mini-game font
642DC	Mini-game text
66C00	Quantum Battle graphics
68950	Graphics "Push Button 2"

Text font decompression (story mode)
font location: $5C2B8
first 4 bytes tell if next 2 bytes in sequence are same as last
3 = new, 0 = same as previous (little endian)
two sets, four pairs in each
eg
33 33 33 33 = all different
30 33 33 33 = first is zero
30 03 33 30 =
 1 zero, 2 new, 3 new, 4 same as 3
 1 new, 2 new, 3 same as 2, 4 new

byte pairs:
take first two bytes (eg 20 20)
XOR with the next two bytes (eg 5C 5C)
paste the result in

so:
20 (0010 0000)
5C (0101 1100)
equals
7C (0111 1100)

Title screen
same compression routine
starts at $6002D
first 4 bytes tell where the zeroes will be in the pre-list (little-endian)
eg AB = 1010 1011, reversed means YYNY NYNY

Title screen tilemap starts at $61DFE (2 bytes per tile)

Game selection tilemap starts around $2ECBA (2 bytes per tile)

COMPRESSION TYPES
0	nothing but zeroes (LDIR blast direct to VRAM)
1	no compression (LDIR blast direct to VRAM, no 4-byte header)
2	partial compression (no XOR, only zeroes removed)
3	full compression (XOR and zeroes removed)

eg AD = 10101101 = 1, 3, 2, 2 (little endian)
