For Crono's animation data referenced in the linked discussion, there was just one byte referencing an assembly frame for each frame in the animation. There's an entirely separate set of animation data specifying "frame lengths," which are hopefully so negligible a consideration that they might not even need changed.
So if the body has two animations, four frames each, then it should look like so:
First animation: 4 bytes for animation frames + FF + buffer 00 bytes to make sure it ends in a multiple of four.
Second animation: 4 bytes for animation frames + FF + buffer 00 bytes to make sure it ends in a multiple of four.
So that's...
First animation: 8 bytes (4 frame references, one FF terminator, three 00s)
Second animation 8 bytes (4 frame references, one FF terminator, three 00s)
Looking at the animation data for QZ's battle mask...
00249E30 00 FF 00 00 00 FF 00 00-00 00 00 00 00 FF 00 00 ................
00249E40 00 FF 00 00 01 FF 00 00-00 FF 00 00 00 FF 00 00 ................
00249E50 00 FF 00 00 00 FF 00 00-00 FF 00 00 00 00 00 00 ................
00249E60 00 FF 00 00 00 FF 00 00-01 FF 00 00 00 FF 00 00 ................
00249E70 00 FF 00 00 00 FF 00 00-00 FF 00 00 00 FF 00 00 ................
00249E80 00 00 00 00 00 FF 00 00-00 FF 00 00 01 FF 00 00 ................
00249E90 00 FF 00 00 00 FF 00 00-00 FF 00 00 00 FF 00 00 ................
00249EA0 00 FF 00 00 00 00 00 00-00 FF 00 00 00 FF 00 00 ................
00249EB0 01 FF 00 00 00 FF 00 00-00 FF 00 00 00 FF 00 00 ................
Something really fishy is going on. It needs a ton of animations involving only frame 00, and then two animations involving frame 01 from what I can see. There's an opportunity at address 0x249E80 to have an 8-frame animation if you need a longer one and don't want to worry too much about the effects of tinkering with this, but here's the question: do we have a way to tell the game to look at that address when King Zeal is hit/spellcasting/whatever?