ADEA1 - BATTLE BACKGROUND DATA ------------------------------ AA BB CC DD EE FF GG HH II JJ KK LL MM NN OO PP QQ AA - Arrangement/Graphics. Corresponds to the arrangement pointer entry in the table at ADB3D, and the graphics pointer table is at AD9A1. BB - Palette. Corresponds to the palette pointer entry in the table at ADCD9. CC - Bits per pixel. Always 04 or 02. DD - UNKNOWN - Affects background flashing EE - UNKNOWN - Colors that will flash? buggy above 09... FF - UNKNOWN - Number of palettes to work with? GG - UNKNOWN HH - UNKNOWN - Palette changing speed: FF - very slow, 01 - very fast, 00 - no changing? II - Movement related (whole screen shift). Uses AF458. Highest observed value is 60 (0x3C). Theorized 10-byte entries. See AF458.txt for details. 00 = No movement 01 = 1:30 angle 02 = 10:30 angle 03 = 7:30 angle 04 = 4:30 angle 05 = Up/down oscillation 06 = 3:00 angle 07 = 9:00 angle 08 = 12:00 angle 09 = 6:00 angle 0A = 7:30 angle 0B = 10:30 angle 0C = 1:30 angle 0D = 4:30 angle 0E = 7:00 angle 0F = 8:00 angle JJ - Movement 1, uses AF908. KK - Movement 2, ditto LL - Movement 3, ditto MM - Movement 4, ditto NN - Animation #1 OO - Animation #2 PP - Animation #3 QQ - Animation #4