I got it! There was a messed up loop index. Anyway the fixed version is uploaded.
I should take a stab with Geiger's to find whether the game uses a table or some other math formula to locate those base addresses so we can find the others.
Would be much appreciated

Unrelated question, is the way spell animations are stored well known? I have done a bit of deciphering on them, and want to know if it would be new useful information to post what I have. It might be lengthy..
That would also be quite awesome! Not sure how long it'll be before I get to doing spell animation previews but it is on my list of things I'd love to see FF4kster capable of one day.
The bits in bold may be of some use?
In terms of FF4kster becoming compatible with other versions of FF4 I assume this is for? If so, being able to detect the version of the ROM dynamically is certainly half the battle. The other half though is knowing what to do with that information; what are the differences between the versions in terms of where and how things are stored. If someone expands the ROM for example, it's great to be able to detect it, but at the same time, not much good unless I know how they've jiggered around the data...
On a tangential note - do you happen to know anything at all about world map graphics? Like, where the graphical data and/or tile assembly data are?
This is currently a huge glaring hole in the map-related portions of FF4kster. Having a functioning world map editor would just be the icing on the cake but from what I understand we're missing a few key components.