Okay. This is interesting. I came back to GFs to finish old stuff.
I got the all vertices working [Can't really show the image, as 500 dots on still image doesn't show anything, but it's working alright, trust me]
and started to inspect the polygon data. As I wrote above, there are some data types. Example: 09 00 4c 01 is 4c01 polygons of type 0x09.
Problem is there's no normal/casual face indices data. For example battle stages have it like it should be normally:
00 00 01 00 02 00 which is: 1 2 3
Therefore example:
12 00 00 01 24 00
12 00 01 01 25 00
is:
f 18 256 36
f 18 257 37
I took the smallest object I could find (Some leviathan rock or idk) and inspected it. See for yourself:

Polygon makes no sense. There's no raising byte pattern. I couldn't understand. The only portion of data that used shared bytes is the one selected on blue. We know there's 12 vertices, so the face can only refference from 1 to 12 [0 to 11 for battle stages]. What do we see here? Nothing like this, only some 08,10,18,30. I put everything to Excel, sorted out and deleted repeating numbers. I got this:
1 0
2 8
3 10
4 18
5 20
6 28
7 30
8 38
9 40
10 48
11 50
12 58
Exactly 12 different bytes. This is something I see for first time, but I gave it a try. Manually rewritten the faces to OBJ file, so the final file from the binary one is:
v 0 0.506 0
v -0.5445 0.016 0.177
v -0.215 0.183 -0.296
v 0 0.191 0.463
v 0.305 0.355 0.0975
v 0.3365 -0.1285 -0.463
v -0.5445 -0.286 -0.177
v 0 -0.286 -0.5725
v -0.058 -0.286 0.754
v 0.3365 -0.286 0.754
v 0.463 -0.286 -0.177
v 0 -0.2995 0
f 1 2 3
f 1 4 3
f 1 5 4
f 1 6 5
f 1 3 6
f 7 8 3
f 7 3 2
f 9 7 2
f 9 2 4
f 10 9 4
f 10 4 5
f 11 10 5
f 11 5 6
f 8 11 6
f 8 6 3
f 12 8 7
f 12 7 9
f 12 9 10
f 12 10 11
f 12 11 8
Saved and put into 3DS Max:

Working mesh (with a hole in the back, probably mistake, I did it manually]
I don't think this is bitfield, because the hierarchy is:
0, 8, 10, 18:
00000000
00001000
00010000
00011000
Has anyone seen something like this? EDIT>
Oh! I see now! It's based on 8! Every next number is +8, so:
0x48= 72/8= 9+1= f 10So, the maximum possible face count is: 8192
That's all for Polygon type 9...
EDIT2-
the background continues spinning on every other stage. So... we still don't know how the engine manages that ah?
Now we know, there's global byte that controls stage spinning and bitfield variable that controls battle stage effect. Everything is coded. I'll make sure to publish all my notes next month.