coolness - been working on a little of that myself, with IDA - as far as contributing goes, heres what i've already got - you may notice that the apps are reversed hex, which should be annoyingly familiar to all of us now
AirField_Magnitude
0x4C 52 E3 E5
AirField_Approach
0xEB 3C 42 10
Appearance_LODCurve
0x08 B0 53 0C
BeamApp_DisablePlaceHolder
0x35 8C 50
BeamApp_DupeFirstParticle
0xE7 CD B8 E8
BeamApp_LineAppearance
0xB9 B7 65 1C
Basicapp_TriTexture
0x2E 87 63 F8
Basicapp_QuadTexture
0xD5 5F 7B F8
Basicapp_MotionBlur
0xF1 67 14 E9
Basicapp_Color
0xE8 67 87
Basicapp_Alpha
0x16 90 FC
Basicapp_Size
0xA9 EB C2 F7
BasicApp_HtoVAspect
0x0E 63 DB 05
Basicapp_blendinfo
0x6C EB 06 15
Basic_app texname (the one we want
0X5933A21B +(00 + 0C or 0B?)
Basicapp_TexFrame
0x47 6F 5A 01
Basicapp_UseCommonTexFrame
0xEB 0E F6 E2 + (01?)
BasicApp_FlipTexU
0xE4 2E D5 F3 01
BasicApp_FlipTexv
0x5E 7F DC E8 01
Collidefield_Reflectivity
0x10 82 46 F2 (? 02 02)
CollideField_Width
0x51 DB 8B 11 13 (02 02?)
CollideField_Height
0x98 6C 33 11
ConeEmitter_MaxRadius
0x7F F0 36 F6
ConeEmitter_MinRadius
0x6B D1 73 1C
ConeEmitter_MinSpread
0x55 7F 0E 10
ConeEmitter_MaxSpread
0x41 5E 4B FA
CubeEmitter_Width
0x1C A1 22 FD
CubeEmitter_Height
0xCF F8 B0 EF
CubeEmitter_Depth
0xB2 4E B7 14
CubeEmitter_MinSpread
0x6B 00 82 E2
CubeEmitter_MaxSpread
0x7F 21 C7 08
FxMeshAppearance
0xCD CC 8C 3F
GravityField_Gravity
0xD4 8B 2B E0
MeshApp_MeshId
0x1C E4 7E 0B
MeshApp_MeshName
0xA8 DC DA 18
MeshApp_UseParticleTransform
0x12 C1 1F 00
MeshApp_ParticleTransform
0x58 4D 00 F0 05
Node_Name
0x(01?) CE A8 EF 03
Node_Lifespan
0x7D DE 7F F2 (03?)
Node_Transform
0xA1 59 3A E1 (05?)
Orientedapp_Width
0x2F 99 03 FA
ParticleApp_LifeName
0x90 A2 C7 0E
ParticleApp_Deathname
0x6C 6E B7 03
ParticleApp_UseDynamicRotation
0x55 3C 4C E3
ParticleApp_SmoothRotation
0xBE 6D 9A 04
RadialField_Radius
0x20 F6 28 FF
RadialField_Attenuation
0x68 31 43 1A
RadialField_Magnitude
0xB9 B3 64 00
RadialField_Approach
0xA5 5E CF F3
Rectapp_Scale
0xB8 03 A2 FB
Rectapp_width
0x5F 73 66 12
Rectapp_Length
0x?
Rectapp_CenterOnPos
0xC1 58 79 FB
Rectapp_ViewingAngleFade
0x0D BF FE F9
TurbulenceField_Magnitude
0xD1 C6 EA 1C
TurbulenceField_Approach
0x9A 0B 97 1B
what i'm frustrated with is the ALE cloning method - it produces working effects, but they only work for one copy, all further copies won't work unless the first copy in the series is fired first (yarg!) - also the flash effects are broken and break the effects when included in weapons entries. that's all i've got to say about it right now - p.s. ive used signed and unsigned CRCs in effect ini entries and neither fixed the described cloning problem