Load from Portrait ID # * 28 + basepointer = portrait data pointer

Each entry in the table contains 7 words
(FE 6 only has 4):

1st is mug pointer
	Null for special cases
	Portraits that don't have this specified are "cards", except in FE 6
	One giant 32x4 tile image
	Compressed in FE 7
	Not compressed in FE 8; mug data is preceded by a 4 byte header that seems to always be
		0x00100400
	FE 6 has 8 trailing tiles after the 32x4 data for the closed mouth frame
2nd is chibi pointer
	Null for special cases
	Incomplete portraits have all but this specified
	In FE 6, even incomplete portraits have this specified to at least point to garbage, because null
		pointers indicate cards
	4x4 tile image
	Compressed for FE 7 and FE 8 but not for FE 6
3rd is mug/chibi palette pointer
	Also used in special cases
	Not compressed
4th is mouth frame pointer
	Order is smiling open, half, closed and then normal open, half, and closed
	Arranged vertically in 4x2 tile pieces (6 pieces)
	Null for special cases
	Not compressed
	In FE 6, this word is not a pointer, but a struct:
	1st byte - X offset from center to outer edge of mouth frames
	2nd byte - Y offset from top to bottom of mouth frames
	3rd byte - Unknown boolean
	4th byte - Padding
5th is generic portrait pointer
	Usually null
	10x9 tile image
	Compressed
6th is a set of 4 bytes containing coordinate data (formated as tile count offset)
	1st byte - X offset from center to outer edge of mouth frames
	2nd byte - Y offset from top to bottom of mouth frames
	3rd byte - X offset from center to outer edge of blinking frames
	4th byte - Y offset from top to bottom of blinking frames
	All the above are 0 for special cases
7th is eye control word 
	Usually 1
	1 - Normal
	6 - Closed; makes closed eye frame the only frame used
