0x00 seems to be some form of magic number. "ika_en03"
0x08 is probably Ikachan position X
0x0C is probably Ikachan position Y

0x10 is Energy. 16-bit. Signed. LE.
0x12 is Exp. 16-bit. Signed. LE.
        Exp levelling is checked every frame by Ikachan.
0x14 is Level. 8-bit. Signed.
0x15 is a bitfield:
     0x01: Spike Hat
     0x02: Capacitor (NOTE: Having the Capacitor without the Spike Hat means
     you can only break sponge blocks using the Capacitor, and your appearance does not change.)
     0x08: UFO
     Thus, 0x0B is what you have at the end of the game
0x16 to 0x35 (0x20 bytes) contains flags. Least significant bit is the first flag, going up.
0x36 to 0x3F (0x0A bytes) is inventory. One byte per slot.
0x40 seems to be width/height (LE32) followed by the mapdata.
0x4B48 (for standard map size) is some sort of 24-byte-per-entry table.
It seems to be another representation for NPChar.
Some specific mappings:
0x00: NPChar 0x06 - 0x15 (0x10 bytes. 4 fixed points: X, Y, Xt, Yt)
0x10: 8 bytes of unknown data.
      One specific NPC is 00 00 00 00 90 FF FF FF
      The ID of that NPC is: 0x28 (40)
      (NOTE: I'm currently using this as "velocity". Unless you have a better idea?

0x4E6 in NPChar is unusual in Ika.rec (0x4F08)
(NPC ID 57. It's a crab. FFS, it's a CRAB!)
