0x00: ??? (Battle System Data)
0x02: 3D Model data (Battle Model, Battle Weapon Model, Character Data)
0x03: 3D Animation (Battle Model, Character Data)
0x04: Textures (Battle Background, Battle System Data)
0x05: Scripts (Battle Info)
0x06: Text (Battle Info)
0x07: AKAO Sequencer data (Battle Music, Battle System Data)
0x08: AKAO FM/Noise/Reverb (Battle Info, Battle System Data, Battle Weapon Model)
0x09: AKAO Audio, 4bit (Sony) ADPCM. (Battle Music, Battle System Data, Battle Sound Effects)
0x0a: Field tiles and camera
0x0b: Field walkmesh
0x0c: Battle Background Meshes (Battle Background)
0x10: Monster Stats (Battle Info)
0x11: ??? (Battle Info)
0x12: Contain CLUT and TPage for Models (Battle Info, Battle Weapon Model, Character Data)
0x14: ??? (Battle Info, Battle Weapon Model)
0x19: ??? (Character Data)
0x1a: Battle Background Configuration (Battle Background)
0x1b: Pointers to other 'DB'


WCHAR *TypeName[0x20] = { 
L"DB00: Texture (RAW)", 
L"DB01: Unknown", 
L"DB02: Object Mesh", 
L"DB03: Object Mesh Animation", 
L"DB04: Texture (TIM)", 
L"DB05: Event", 
L"DB06: String Table", 
L"DB07: AKAO Sequence", 
L"DB08: AKAO Call", 
L"DB09: AKAO Wavedata", 
L"DB0A: Tile Information", 
L"DB0B: Walk Mesh", 
L"DB0C: Battle Scene Mesh", 
L"DB0D: Font Table", 
L"DB0E: Unknown", 
L"DB0F: Unknown", 
L"DB10: Enemy Formation", 
L"DB11: Enemy", 
L"DB12: Object Mesh Setup", 
L"DB13: Unnamed", 
L"DB14: Data Linker", 
L"DB15: Unnamed", 
L"DB16: Sprite Animation", 
L"DB17: Sprite", 
L"DB18: AKAO Wavedata", 
L"DB19: Unnamed", 
L"DB1A: Unnamed", 
L"DB1B: NULL", 
L"DB1C: Unnamed", 
L"DB1D: Object Mesh Texture Setup", 
L"DB1E: Unnamed", 
L"DB1F: Unnamed" 
};
