BATTLE BACKGROUND DATA ---------------------- 0xADEA1 17-byte entries [AA BB CC DD EE FF GG HH II JJ KK LL MM NN OO PP QQ] AA - Graphics and arrangement. Corresponds to a graphics pointer from the AD9A1 table, as well as an arrangement pointer from the ADB3D table. BB - Palette. Corresponds to a palette pointer from the ADCD9 table. CC - Bits per pixel. Always 04 or 02. DD - UNKNOWN (Related to the direction/style of cycling?) This byte gets stored into 7EADD7, which is parsed at C2/C988. Code branches: 01 = C2/CA3B 02 = C2/C9A5 03 = C2/CAD9 Otherwise, C2/CBA5. EE - Palette cycle #1: First 7E0240 palette. FF - Palette cycle #1: Last 7E0240 palette. GG - Palette cycle #2: First 7E0240 palette. HH - Palette cycle #2: Last 7E0240 palette. The format of all of these is the same. Some examples: 08 --> 2 * 08 = 10 --> 7E0240 + 10 --> Palette at 7E0250 0F --> 2 * 0F = 1E --> 7E0240 + 1E --> Palette at 7E025E Typical values are between 00 and 0F. II - Palette changing speed. High values are slow and low values are fast. 00 means no cycling. JJ - Scrolling movement #1. KK - Scrolling movement #2. LL - Scrolling movement #3. MM - Scrolling movement #4. The scrolling movement bytes use the AF458 table. See AF458.txt for details. NN - Distortion #1. OO - Distortion #2. PP - Distortion #3. QQ - Distortion #4. The distortion bytes use the AF908 table. See AF908.txt for details. The scrolling movements and distortions are cycled through in some way. Details are still being researched. .