So that is a GBA game (0282 if going by most numbering systems). Pokemon clone I had missed as well in my usual lists of such things (the GBA had a lot of good ones that blow pokemon out of the water as far as I am concerned -- medabots, robopon, demi kids dark version, jade cocoon, metal walker, custom robo, various dragon quest/dragon warrior spinoffs, monster rancher at a stretch...) which is interesting in and of itself but enough of that.
GBA games, like most pre DS cartridge based consoles, map the cartridge to memory. In the case of the GBA then with very very few exceptions (flash carts and the
https://mgba.io/2015/10/20/dumping-the-undumped/ with them functioning like older consoles) all the cartridge is visible in memory at all times, this is not as common in older consoles where you get bank switching (see mappers on the NES, memory bank controllers/mbcs on the GB/GBC, special chips to some extent on the SNES though hiROM/loROM is probably closer for many purposes, and equivalents for other consoles) to swap out segments of memory to allow more to be visible (16 bit console does mean 16 bits easily manipulated for the purposes of addresses and 2^16 bits also has to include all your normal memory, video memory, audio, inputs and whatever else).
Anyway the main place you will find the cartridge visible in the GBA is the 0800 0000 through 09FF FFFF region (32 megabytes/256Mbit) though as most games are 16 megs or less that is all in the 0800 0000 through 08FF FFFF region. This leads to a rule of thumb for many hackers of "GBA pointers start with 08" and the rest is the address within the ROM (no dumper added headers for GBA games) give or take accounting for endianness. Those wanting to use the upper 16 megs for their hack purposes can use 09 quite happily on any game (no complicated mapper or MBC conversions) or perhaps for the purposes of their programming can add 08000000 to the address (the 01?? ???? address from your hex editor will make it up to 09 in that scenario). Only thing stopping you from doing that is some flash carts prefer ROMs under 16 megs so if you can reasonably include in the under 16 megs size then don't go there.
Of course this is not the whole story. Two main exceptions will be in memory and mirrors -- as well as 08 through 09 you also have 0A through 0B and 0C through 0D that function as lower wait states (you don't care if you get the data/want to leave something else for priority) that I am actually going to struggle to cite an example for, oh and you can change the priorities if you really want (though I have even fewer examples of this in the wild). In memory usually sees compression and fast code uses. Compression is fairly obvious and anything decompressed will be in normal memory (
http://problemkaputt.de/gbatek.htm#gbamemorymap ) and thus have to be referenced there accordingly, though as memory is tight (more on that shortly) it is only there as long as it needs to be. Fast memory -- while the GBA carts are actually really fast memory (one of the reasons for the expense of GBA flash carts and reason DS slot carts can't run GBA games) then sometimes you gotta go faster still (and possibly faster still) so have to copy code to memory, or indeed the hyper fast 32 kilobytes of memory on the ARM CPU itself. Naturally any pointers within the code will reference this.
So yeah you have the 08 thing and it is so common that I actually often do search for 08 in my hex editor and if I encounter a field of them spaced generally the relevant number of bytes apart (0808 0808 is a valid pointer, perhaps more expected then some others as most times files/sections like to be on nice divisible numbers/aligned values, especially for certain types of compression. While it is very common it does not have to be end to end -- sometimes sizes, padding, markup and other things I mentioned in pointers in an earlier post will be in play) then I will take a look to see what it is for while it might not be something I care about if I do know what it is I can eliminate that from a search if nothing else. You can read tea leaves as well a bit if you want -- sprites are usually going to be tile sized so the pointer values will be evenly spaced for the most part, text naturally tends to be rather more variable so that will be reflected and probably be smaller (especially if the pointers are also used as new line indicators) than music tracks that also vary.
This is not everything about GBA pointers (I barely mentioned pointer maths for instance, though I rarely encounter some kind of set a base pointer and move from there, and did not mention anti cheat pointers -- see round robin, mirrored values, shifting location, dynamic allocation but that is also a programming feature* for which memory leak would be a better search) but enough that you are going to be hard to be surprised by anything there.
*rarely seen outside of anti cheat as it is more commonly associated with C++ which would only really appear on the 3ds. The general idea though is so the computer does not have to load all possibly memory at all times it will have the program ask for a section and then release when it is done, if you went straight into the game that is one thing, if you first messed around in the options menu then the menu code might not have been released before you start a new game and thus the game's code will be found in a different location to last boot, repeat for all the other rarely used options that might need a section of memory called and hopefully released afterwards (not releasing leads to leaks if you load up a new instance of that function). You can further randomise this as a security measure and that is what gives us ASLR that the Switch peeps have to handle for their cheats and PC types have had to handle since... some point in Windows XP but might have been earlier still (security ideas in consoles take their time to filter down from things where it matters and they are pioneered first).
Older consoles don't necessarily swap out the entire visible section of cart, instead you will tend to have a fixed section and a smaller variable window to somewhere else. You might also encounter data duplicated across banks so it will always have the same code visible (or maybe just enough code to handle it in the exceptions caused by landing somewhere it did not "expect"). A famous example from a post 16 bit device is actually Final Fantasy 7 on the PS1 -- it had three discs but each was the same game (you can do it with a disc swap if you want) but for the video cutscenes (PS1 not exactly having the grunt to hold many minutes of video compared to today where you could hold possibly hours of standard def video on a 700 meg CD and still have room for the game). Go find the equivalent of gbatek for whatever console you are looking at (so emulator documentation/source code, homebrew dev kits or maybe leaked SDKs, ROM hacking centric sites collecting it all for hopefully obvious reasons) and you can figure out what goes for that one.
When things shift to file level (pretty much anything based on a floppy disc, optical media or are the DS or newer for cartridges) then outside of the file system itself and some quirks with developers hiding things (see audio on the PS1 with a lot of Square (Enix) games) things) then it becomes more of the file level stuff I mentioned elsewhere (though
https://gbatemp.net/threads/translation.615331/#post-9879975 has a nice overview too). Older things based on tapes are more likely to be all in memory, and relative jumps for pointers and maths thereupon is way more common in limited devices as it makes the numbers being thrown around somewhat easier to handle with the limitations (even on the GBA you can't just create any 32 bit number you like in single raw instructions/as immediates, though your assembler might handle it for you, so you might have to shift things around, plays with inverts and whatever else to generate the number over the course of a couple of instructions, it is far worse for an 8 bit CPU).
Anyway the asides are piling up so I will cut it off there.