Fire Blazer's Battle Background Notes
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Pointer table at 0xBDCA00. I'm not sure of it's purpose but the data it points to is in some sort of format 
I'm unable to recognize. Not majorly important but if some problem happens with the backgrounds we could
always look into this.

0xBDCA64 -- Battle Background Pointer Table

Pointer table points to Graphic, Palette, and TSA data. 

At the above offset you will find pointers around the 2E/2F area and further up in the ROM. The data seems 
to follow a general pattern of "Graphic Data, TSA, Palette", in that order.

Around 0xBDCB20 it seems to jump around the offset ranges a little bit. It's possibly reusing data from 
before for things that might be the same graphics but with a tiny bit different TSA/palette or something: 
AKA recolors. I haven't tested though so I'm not sure.

At 0xBDCBA8 is a pointer to a forest background. The image can be viewed "normally" in a graphics editor 
but it can't be replaced "normally" because the TSA interferes-- the original image uses multiple palettes 
and so unless an image is built specifically to suit that TSA it won't look right. Something about this 
will have to be done. In addition the image only has about 8 pixels at the bottom and 0 pixels at the top 
for an increase in vertical size to take up more of the screen... for the best usage the TSA will have to 
be edited to allow a 240x160 image, probably, or at least something akin to that.

Notes about Graphics-

All data can be viewed in a program like GBA Graphics Editor although not all of the data normally appears 
through a search and most of the graphic data isn't recognizable due to the TSA.

Notes about Palettes-

All palettes are compressed palettes. The "Compressed ROM Palette" thing will have to be checked in NLZ-GBA 
Advance or GBA Graphics Editor for the palette to be viewed at all, however TSA makes the backgrounds use 
more than 16 colors so the images still won't look exactly like they are supposed to be.

Notes about TSA-

TSA is compressed using LZ77, of course. It manipulates both the graphical data and the palette data.

0x6AFB0
0x6AFF0
0x6B018

All of the above are pointers to the "Battle Background Pointer Table" that are in the game's assembly... 
on a side note this proves that I have the correct offset for the pointer table and that the set of 
pointers before it is something different.

0x6AD18

Pointer to that other pointer table mentioned all the way at the top; the addresses between the two are 
close but whether they are actually related or not I'm still not sure. I'm just kind of pointing stuff out.