This thread will be my notes on opcode usage in FF8's script files and what I'm currently trying to figure out. I'll list everything the wiki doesn't have a page for. I'll remove things from this thread as I add them to the wiki.
UPDATED 3-13-2014
BATTLE
Some battle flags are still unknown
2^0 (+1): unknown, used with the +128 flag in some boss fights, also used in every deep sea research ruins battle
2^3 (+8): unknown, used in bahamut's room, probably for the bahamut battle. When used on +0 battles, prevents XP and items from being earned
2^5 (+32): unknown, used in the scripted fights at Dollet
2^6 (+64): unknown? Used in Laguna Pandora flashback and in Bahamut's room. Also used in some X-ATM battles
2^7 (+128): unknown, used in oilboyle, abaddon, minotaur/sacred and bahamut's "ruby dragon" fights. Also used in the missile base if you choose to fight everybody
2^8 (+256): unknown, used exclusively while trying to board lunatic pandora from Esthar
CTURNL and CTURNR
These functions seem to do the same thing given the same inputs. They both pause script execution while running. L and R don't appear to mean Left or Right (I've tried near rotations, far rotations, and 120 degree rotations (half circle). They always rotate the shortest angle)
EFFECTPLAY2
The first 2 parameters are almost definitely volume controls, but I haven't played much with them. Many sounds have 127 as the first parameter and either 127 or 128 as the second parameter.
It's also unknown why the channel number is a power of 2 rather than just an integer, but this isn't really important.
CLEAR
My suspicion is that this will "reset" the game's memory (temporary variables). It's used in a bunch of debug rooms and in start0 right before it sets up a new game. The problem with testing this is that I don't know very many of the game's variables, so I wouldn't know how to tell what data is being cleared. (Maybe myst6re knows some of them?).
MESMODE and message channels
There seem to be five usable message channels (from 0-4) in FF8's scripts. MESMODE has three options (0-2). Some channels have different behaviors than other channels even when MESMODE sets them to be the same (for example, channel 1 mode 1 stays on the screen while channel 0 mode 1 does not).
UNKNOWN17
This function's only parameter is a field map ID. It is always used in a script before one of the MAPJUMP functions. Maybe it's a preloader?