21 TUTOR: Opens the menu and should play a tutorial, but on fields without tutorials, lets you control the menu; quit the menu, and it comes straight back up again. The field file contains the PSX version of the tutorial ("insert a memory card into either slot..."), whereas the flevel LGP contains the PC version. So how are these accessed/referenced?
22 BTMD2: Battle mode: no victory celebration, celebration without music, etc.
28 KAWAI: Why after each KAWAI is there often a WAIT(1) followed by KAWAI(subop, 1)?
31 IFKEYON/
32 IFKEYOFF: How do these differ from IFKEY if IFKEY lets you check whether a key is down or up?
3C HMPMAX1/
3D HMPMAX2: How do these differ from HMPMAX3? [EDIT] They may not be - HMPMAX1 and HMPMAX2 are not used in the game
5C DMTRA/
5D CMTRA: Can't figure out argument usage for DMTRA (only used in blackbg4 anyway); CMTRA not used in the game which doesn't help figuring out args
5E SHAKE: (bank, bank, ?, ?, y-direction?, force, regularity): shakes the screen, but direction specification seems hit and miss
5F NOP: Can we assume this is as per a CPU NOP? Just a no-op command?
6D IDLCK: In some fields, come under an entity called "IDlock"; what IDs are they locking?
6E LSTMP: Often used before accessing a 16-bit value from the temporary bank, such as; LSTMP(6,20) followed by if(<6>[20] == 100)...
7E TLKON: Talk on? Doesn't seem to stop dialogs
7F RDMSD: Random seed?
9D SETX/
9E GETX/
9F SEARCHX: All unused in the game, and a hefty argument list
B2 MSPED: Second argument is..?
B4 TURNGEN: Generate turn? Differs from other turn opcodes how?
C6 SLIDR: Seems to combine with LADER
D4 SIN/
D5 COS: kuro_4 > mover > Script 0 only. (Bank[4]/Bank[4],Bank[4]/Bank[4],?S16,?S16,?S16,?U8)
DA AKAO2/
F2 AKAO: Even though they're seperate opcodes do they have different functions within each? Does one/either play sound and if so how does it differ to SOUND?
So those are a few that have been bugging me the most, as for the remainder I might stick up the understood arguments for each remaining opcode on its talk page if there's any demand for them. If you want to take a look at each you might find this little tool helpful as it dumps the locations of each opcode for the entire field set.
Unused opcodes (assuming the two fields my script analyser falls over on don't contain these):
3C HMPMAX13D HMPMAX255 WROW56 GWCOL (but
57 SWCOL *is* used)
5D CMTRA5F NOP61 SCRLO (on/off? but doesn't seem to stop scrolls)
94 XOR29D SETX9E GETX9F SEARCHXD7 SLDR2D9 PMJMP2EB STPLSEC LDPLSEE RTPAL2F4 MUSVMF7 CHMPHWhile I'm at it: check "yougan" (or whichever one it is where Yuffie steals your materia). I absolutely cannot find any script that removes the party's materia, and changing a gateway to replay that field and going through the field again removes only a certain subset of materia. Any ideas?
+++EDIT: Halkun+++
CRAP! I edited and accidently deleted this post. I lost the links. Sorry. I'm lame ;_;
EDIT: You are lame. Good thing I'm around. /Q