Changes
From Final Fantasy Inside
Several more
| A1
| byte, byte
|Do [byte0?] at [byte1] frame intervals (byte1 definitely increases frequency of damage counter appearance during multi-hit actions)
|-
| A2
| byte
|Performs transformation a la Vincent's Limit Break set by AC and play animation script [byte] of new model
|-
| A3
| byte
| Plays Midi file Looks like it should change effect volume to [byte]/128, but in practice seems to mute them.
|-
| A4
|
|E.Skill charge effect (remains stationary on actor's position when called)
|-
| A5
|
|Summon charge effect (remains stationary on actor's position when called)
|-
| A6
|
|Return defending actor to original position (slightly different from FA)
|-
| A7
| A8
| byte, byte
|Wait for [byte0] frames then interpolate actor's current position back to original position in [byte1] frames
|-
| A9
|
|Used in idle animations*
|-
| AA
|
|Enables camera scripts.
|-
| AB
| word, word
|Move to position [word0, 0] relative to target of current action (word1 is ignored; used during "Cover")
|-
| AC
| byte
|Set character transformation to [byte]
|-
| AD
| byte, word, byte, byte
|Causes muzzle flashes, but not sure what the arguments mean
|-
| AE
|
|Removes target from battle and resets some things
|-
| AF
| B0
|
|No noticeable effect while used in a script
|-
| B1
|
|Almost identical to B0, still no effect
|-
| B2
|
| Duplicate of C9 (unused); could be considered a NOP
|-
| B3
| byte|If actor does not have Small, loop until B2 is found (never used)
|-
| B4
|
|If Back attack or Pincer attack, make actor face appropriate direction.
|-
| B5
| word, word, word, byte, word, word|Only used by Mu and Trick Play. Something about positioning.
|-
| B6
| byte
|Pause camera scripts and play animation [byte] one time
|-
| B7
|
|Forces Death Animation (actor is still present and can function)
|-
| B8
| B9
| byte
| Set camera Run init battle cam script index to [byte]
|-
| BA
| word
|Forces idle rotation to [word0]?
|-
| BB
|
| DUMMY; treated like animation script (might crash)
|-
| BC
| BE
| byte
| Queue sound to be played and target reaction in [byte] frames (for multiple strike actions[unless Frog status?])
|-
| BF
| C0
|
| DUMMY; treated like animation script (might crash)
|-
| C1
| CD
|
| Jump Destination (CE only); DUMMY; treated like animation script (might crash)
|-
| CE
| D2
|
| DUMMY; treated like animation script (might crash)
|-
| D3
|
| DUMMY; treated like animation script (might crash)
|-
| D4
| D9
|
| DUMMY; treated like animation script (might crash)
|-
| DA
| E0
|
|Limit charge effect (remains stationary on actor's position when called)
|-
| E1
| E6
|
|Magic charge effect (remains stationary on actor's position when called)
|-
| E7
| EF
|
| DUMMY; treated like animation script (might crash)
|-
| F0
|-
|}
NOTES:
A9 - This skips the next byte and causes it to play the animation in the byte afterwards before moving the script pointer to the third byte. It looks like this does some "clear state" action every time the idle script is executed, but the idle scripts all cause loops so this is executed after returning from any other animation. Most enemy idle scripts are
A9 C9 00 C1
while a few enemies and all playable character's idle scripts read
00 FE C0
They seem to translate to the same thing.