First pointer:
- Divides second data to parts
- Points to offsets just after occurrences of 00 00 00 80 terminators

32 bit offsets; 0x30 in size total; not compressed

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Second Pointer:
- Controls graphics loading and frame length
- Compressed

Part 1: Normal attack
	Layered in front of the enemy
Part 2: Called with normal attack - mimicks sound effects and uses blank frames to keep the timing
	Layered behind the enemy
Part 3: Critical attack
	Layered in front of the enemy
Part 4: See mode 2; this is for critical attacks, however
	Layered behind the enemy
Part 5: Magic attack
Part 6: Critical magic attack
Part 7: Close range dodge
Part 8: Ranged dodge
Part 9: Standing "animation"
	Can have more than one frame - they actually play, too!
	Must have at LEAST one frame, or the game will crash, though
	These get to play about the first 16 frames of the animation before they are interrupted
Part 10: Standing "animation" 2
	Should be same as previous (could probably get more creative though)
Part 11: Ranged standing "animation"
	Can be the same as the previous two standing animations
Part 12: Dodged attack

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Third Pointer:
- Frame data
- Compressed

Normal frame: 
First word:
0-7: Amount of frames per animation frame
8-15: unused?
16-23: Frame number
24-31: (Values are hex) 86 = normal frame; 85 = command frame; 80 = terminator
second word: Pointer to graphics used in the animation frame (86 only)
third word: beginning offset of frame in 3rd/4th pointer (86 only)

Special frame 1:
0-7: Command type
8-15: 00
16-23: 00
24-31: 85 = special frame

Special frame 2:
00 00 00 80 - Terminator

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Third and fourth pointer:
- Three words per
- Compressed

- Third is for right to left display
- Fourth is for left to right display
- Rotation, position and H flip differs between
- X offset is in same direction for both sides

Normal OAM:
First word:
0-7: 0 is normal OAM
8-9: controls size, 0-3 = square (1x1), horizontal (2x1), vertical (1x2), invalid (won't display)
10: Ugly effect of some sort
11: causes M flag
12-23: unused?
24-25: size
	(0-3 = size x1, x2, x4 and x8 for 8 pixel based dimensions
	and x1, x1, x2, x4 for 16 pixel based dimensions)
26: vertical flip
27: horizontal flip
28-31: unused?
Second word:
0-2: The y coordinate of the upper left corner to display
3-7: The x coordinate of the upper left corner to display
8-15: unused?
16-31: The x coordinate - base is 0x94 on screen
Third word:
0-15: The y coordinate - base is 0x58 on screen
16-31: unused?
Changing previous frame:
First word:
0-7: 01
8-15: 0
16-31: FFFF
Second word:
0-15: dx
16-31: dmx
Third word:
0-15: dy
16-31: dmy

End animation frame:
01 00 00 00 - 00 00 00 00 - 00 00 00 00

Piercing OAM goes here, followed by another "end animation frame" sequence

Wait for HP depletion command "01 00 00 85" seems to be responsible for causing data
	after the first terminator to be appended to lower priority sprite memory

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Fifth pointer:
- Default palettes to use
- Compressed
- 4 of them; one for each "team"

Order by team:
Blue
Red
Green
Purple
