I'd like people who read through to comment on anything confusing or unclear. If there's any issues, I can try to clarify or fix anything.
TBH I've read like 2-3 times the guide on wiki trying to understand 'whats all about', it just doesnt click, doesnt ring a bell ... nothing. Its like you read an answer, but it doesn't make any sense unless you know the question.
Now I'm reading old topics, trying to find hidden gems and found this:
How does FF5 decide what magic animations to display? Logic would dictate it's linked to the Spell Number (S#), which can be found in Jorgur's Hacking Guide here on the site. As it turns out, this is indeed the case. It also makes sense that it'd be some sort of lookup table, and this is also the case.
I started my search by tracing a variable I came across during my examinations of C1 Fxn A; $2722. This variable, during the magic routine, holds S# ($2723 holds the Effect Number). It's important to note $2722 is not dedicated; this variable holds other animation values when not being used by the magic system. I followed this value backwards to the menu selection and forwards to a function around C1/A847, which led me to the lookup table for spell animations.
The table starts at D8/38EC, and each set of data is five bytes:
And suddenly it all started to make a sense, pieces started to click to each other - I knew the question :)
But seriously that is a great intro for your guide, it really gives a goal and purpose not just bunch of knowledge piled around. If it is one thing that I learned in my MA study, it will be: 'asking the right question is more important then having the answer'
Now on the topic:
I've done a lot of work on understanding how sprites are accessed
I'm very interesting in your finding. I'm particularly interested in monsters, but anything is good.
I strongly believe that Square had used other instruments given to artists that know a little or no asm to create scripts, graphic, animation, battle system data, monster data, music, ... Let say something like 'RPG Maker'. The things is that in order to give flexibility to artists, you must create complex system behind that feeds with their work. Thats why we often see a complicated system coded, while in the game we barely touch the surface of it. TBH I expect that we will see the same with organizing Sprites (as part of animation or static picture)