@von Ozbourne You inglourious basterd! That's it!!! It's all there!!! If I start zeroing out code from 0xA5B1E onwards un 0xA78AE, it stops the crowd animation from running. If I adjust values I can change the tile, palette, and position of each animation instance. After an hour of getting no work done, here is what I surmised.
There seems to be a repeated 8-byte pattern for 7568 bytes, so 946 entries. From what I can tell, each 8-byte cluster works like this…
Byte 1–2 = X-Position, in pixels, +4.
Byte 3–4 = Y-Position, in pixels.
Byte 5 = Tile Row if over 15?
Byte 6 =Tile Row & Column
Byte 7 = Palette & Horizontal Flip
Byte 8 = unknown… help!
OK, If I'm right, that would mean that entry 0xA5CC6…
0028 0018 0065 2000
…indicates the outstretched GREY arm of an audience member near the top left. If I change it to the following:
0058 0048 0066 2800
…we should get the RED outstretched arm (horizontally flipped) of an audience member appearing somewhere around the top-left face-off circle. OK, let me go run the code…
It's a BINGO!!! I mean, it's close enough. Severed red arm in the corner. Obviously my counting is off, but the principle is there. We can now move animation around!
EDIT. I've put up a new thread to try and share these findings. Please come add to it if you can!