You know the dreads of disassembly! I assume these modern optimized shader instructions I've dealt with are even meaner than the ZT1 stuff, and more obfuscated. I have a nice prototype of the anim decompression code but it goes wrong on a few cases, which means debugging, debugging, debugging...
It was the first time ever I had to resort to disassembly and a debugger, and it's a total PITA, so kudos for doing that regularly for openZT and EMU stuff!