Graphical stuff will mainly be the few monster classes with graphics having different animations and non-implimented graphics. Hopefully there are some surprises.
Oh yeah and New Bark Town might not have had anything do with anything...
...might I direct you to fe7snd/agbfe3/m4adata/goldex3c.mid. Anyone with half a brain will realize this is a song from Pokemon Gold, that Keitaro, the person to discover it in the first place, had used as a test...
Don't ask me why or what Keitaro "used it as a test" means? Uploading files? Or trying out the mid2agb and other utilities? I still want to hold by my theory of it being a test tune (dev kits usually come with some assests like this).
As far as the FE8 soundtrack goes, the actual directory with the bulk of it in is absent from the fe7snd stuff...(it may have been on another part of the network)
1 ;///////////////////////////////////////////////////////////////////////
2
3 ;is000 ‚–‰j
4
5 s009 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_map_pl2, 1, 309, 53, 10, 20 ;AGBFE3 MAP@—ŽlŒ‰Š@
6
7 s010 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_map_pl3, 1, 310, 46, 10, 20 ;AGBFE3 MAP@—ŽlŒ’†Š@
8
9 s011 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_map_pl4, 1, 311, 55, 10, 20 ;AGBFE3 MAP@’jŽlŒ‰Š
10
11 s012 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_map_pl11, 1, 312, 48, 10, 20 ;AGBFE3 MAP ’jŽlŒ’†Š
12
13 s013 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_map_pl12, 1, 313, 54, 10, 20 ;AGBFE3 MAP ‹’ŒŠ
14
15 s016 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_map_pl10, 1, 316, 47, 10, 20 ;AGBFE3 Ÿ—˜‹‚
16
17 s017 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_map_pl6, 1, 317, 64, 10, 20 ;AGBFE3 ‚o‚k“G(‹Œ“ƒEˆ)
18
19 s018 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_map_pl8, 1, 318, 59, 10, 20 ;AGBFE3 ‚o‚k“ƒEˆ(‹Œ“G)
20
21 s023 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_map_cp4, 1, 323, 63, 10, 20 ;AGBFE3 ‚b‚o“ƒE’n‰
22
23 s024 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_map_cp8, 1, 324, 68, 10, 20 ;AGBFE3 ‚b‚o“G
24
25
26
27 s025 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_btl_pl_normal, 0, 325, 51, 10, 20 ;AGBFE3 ƒoƒgƒ‹`’ʏ‚o‚k
28
29 s026 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_btl_cp_normal, 0, 326, 62, 10, 20 ;AGBFE3 ƒoƒgƒ‹`’ʏ‚b‚o
30
31 s027 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_btl_boss1, 0, 327, 49, 10, 20 ;AGBFE3 ƒoƒgƒ‹ƒ{ƒX
32
33 s028 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_btl_boss2, 0, 328, 54, 10, 20 ;AGBFE3 ƒoƒgƒ‹’†ƒ{ƒX
34
35 s029 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_btl_boss4, 0, 329, 59, 10, 20 ;AGBFE3 ƒoƒgƒ‹ƒŠƒIƒ“
36
37 s030 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_btl_boss5, 0, 330, 49, 10, 20 ;AGBFE3 ƒoƒgƒ‹–‚‰
38
39 s085 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_btl_boss5_2, 0, 330, 49, 10, 20 ;AGBFE3 ƒoƒgƒ‹–‚‰iƒCƒ“ƒgƒ‚‚j
40
41 s032 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_btl_dance, 0, 332, 47, 10, 20 ;AGBFE3 ƒoƒgƒ‹—x‚Žq‚o‚k
42
43 s033 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_btl_staff_a, 0, 333, 62, 10, 20 ;AGBFE3 ƒoƒgƒ‹`A
44
45 s034 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_btl_staff_b, 0, 334, 49, 10, 20 ;AGBFE3 ƒoƒgƒ‹`B
46
47 s035 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_btl_class_chg, 0, 335, 48, 10, 20 ;AGBFE3 ƒNƒ‰ƒXƒ`ƒFƒ“ƒW
48
49
50
51 s037 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_evt_start, 1, 337, 46, 10, 20 ;AGBFE3 AGBFE3 ‚n‚oƒCƒxƒ“ƒgƒXƒ^[ƒg
52
53 s038 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_evt_enemy, 1, 338, 51, 10, 20 ;AGBFE3 ƒCƒxƒ“ƒg “GoŒ
54
55 s039 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_evt_yorokobi, 0, 339, 54, 10, 20 ;AGBFE3 ƒCƒxƒ“ƒg Š‚
56
57 s040 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_evt_04, 0, 340, 57, 10, 20 ;AGBFE3 ƒCƒxƒ“ƒg “{‚
58
59 s041 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_evt_11, 0, 341, 58, 10, 20 ;AGBFE3 ƒCƒxƒ“ƒg@”‚‚
60
61 s042 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_evt_14, 0, 342, 68, 10, 20 ;AGBFE3 ƒCƒxƒ“ƒg@Šy‚‚iƒRƒ~ƒJƒ‹j
62
63 s044 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_evt_lyon, 0, 344, 63, 10, 20 ;AGBFE3 ƒCƒxƒ“ƒg`ƒŠƒIƒ“
64
65 s047 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_evt_05, 0, 347, 49, 10, 20 ;AGBFE3 ƒCƒxƒ“ƒg I”—p
66
67 s048 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_evt_meet1, 0, 348, 54, 10, 20 ;AGBFE3 ƒCƒxƒ“ƒg@’‡Š“‚
68
69 s084 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_evt_meet1, 1, 348, 54, 10, 20 ;AGBFE3 ƒCƒxƒ“ƒg@’‡Š“‚
70
71 s049 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_evt_win_good, 1, 349, 53, 10, 20 ;AGBFE3 ƒGƒ“ƒfƒBƒ“ƒOŸ—˜A”e
72
73 s050 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_evt_win_bad, 1, 350, 50, 10, 20 ;AGBFE3 ƒCƒxƒ“ƒg@Ÿ—˜iBad•ҁj
74
75
76
77 s052 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_select, 0, 352, 60, 10, 20 ;AGBFE3 oŒ‚€”
78
79 s060 = .\agbfe3_new\bgm\bgm_mura\bgm_sys_fase_pl, 0, 360, 60, 10, 20 ;AGBFE3 –‚•ƒ}ƒbƒvƒNƒŠƒA‚e‚e
80
81 s061 = .\agbfe3_new\bgm\bgm_mura\bgm_sys_fase_cp, 0, 361, 51, 10, 20 ;AGBFE3 –‚•ƒ}ƒbƒvŏŠKƒNƒŠƒA‚e‚e
82
83 s062 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_gameover, 0, 362, 53, 10, 20 ;AGBFE3 ƒQ[ƒ€ƒI[ƒo[
84
85 s063 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_ff_dead, 0, 363, 53, 10, 20 ;AGBFE3 ƒQ[ƒ€ƒI[ƒo[–•Ž€–SŽž
86
87
88
89
90
91
92
93 ;//Žg—p‚–’A‚‚‚‚Žg‚‚‚‹
94
95 ;s070 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_pro_map1, 1, 370, 90, 10, 20 ;ƒ}ƒbƒvƒvƒƒ[ƒO‰Š
96
97 ;s071 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_pro_map2, 1, 371, 90, 10, 20 ;ƒ}ƒbƒvƒvƒƒ[ƒO’†Š
98
99 ;s072 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_pro_map3, 1, 372, 90, 10, 20 ;ƒ}ƒbƒvƒvƒƒ[ƒOŒŠ
100
101 ;s073 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_evt_sage, 1, 373, 80, 10, 20 ;ƒCƒxƒ“ƒg`‚‚‚‚́i“™j
102
103 ;s074 = .\agbfe3_new\bgm\bgm_mura\agbfe3_bgm_map_cp1, 1, 374, 95, 10, 20 ;AGBFE3 MAP ‚b‚o‰Š
I just noticed something on the branching promotion screen. Pressing the R button will display the classes attack animation. This in the final version?

Last but not least I put up
a video of the start of Chapter 6 watch those civians die. Wonder why they dropped it, guess it was too evil or was too much underminding the player (what is funner, a survive 6 turns map where the boss gets owned by a sage in the end or find and kill the boss hiding in the fog in a race against time to stop a load of civians getting eaten by a spider?)