$00 => END
$01 => IN TEXT MODE:  End of quote ([EOQ])(close dialog window and open a new one)
$02 => BRK
$03 => IN TEXT MODE:  line break
$04 XX => IN TEXT MODE:  Pause ([P $XX])
$05 XX => IN TEXT MODE:  05-shift
$06 XX => IN TEXT MODE:  06-shift
$07 XX => ???
$08 => The character you're talking to speaks.
$09 => IN TEXT MODE:  Hero's name ("Maxim", if you didn't change it)
$0A XX YY => 0A-pointer (relative)
$0B => IN TEXT MODE:  Selection Cursor (replaces $01 as EOQ byte). See $10
$0C => IN TEXT MODE:  "?" + line break
$0D => IN TEXT MODE:  "!" + line break
$0E => IN TEXT MODE:  "," + line break
$0F => IN TEXT MODE:  "." + line break
$10 XX (P1 P1, ...) => In combination with $0B
                       $XX: number of choices
                       After $XX, there are $XX 2-bytes pointers 
                       to the replies.
$11 => BRK
!$12 XX YY (P1 P1, ...) => ???
                           $YY = the number of pointers
$13 XX => Character $XX speaks spontaneously
$14 XX ... ? => ???
                ($14 FF => 2-bytes long instruction)

  Important memory location for this instruction:
  $22:   defines - the test that will be performed
                 - what to do with the result of the test
         $22 = #$FF => end of instruction
         $22 = bxxxxxxxx
  $1267: holds the result of the test
         if condition is met => $1267 = #$FF
         else                => $1267 = #$00


  What it does:

  $1267 = #$00

  label Start

  $22 = next script byte = b????????

  if $22 == $FF:
      End (return to script parser)

  if $22 == b11??????:

      if $22 == b11000???:
           => (...) XX XX YY YY Jump to label Start

           Load the next 2 script bytes = an item number
           - if item is in the Scenario Inventory:
               A = quantity of the item = #$0001
               Carry flag clear
           - if item is not in the Scenario Inventory
             but is in the (regular) Inventory:
               A = quantity of the item (in the Inventory)
               Carry flag clear
           - if item is not in the Scenario Inventory
             and is not in the (regular) Inventory:
               A = quantity of the item = #$0000
               Carry flag set
           $54 = quantity of the item
           $55 = #$00

           [$56, $57] = next 2 script bytes ([first, second])

           $1267 = #$00
           - if $22 == b11000 000:
               if [$54, $55] == [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11000 001:
               if [$54, $55] <> [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11000 010:
               if [$54, $55] >= [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11000 011:
               if [$54, $55] < [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11000 100:
               if [$54, $55] > [$56, $57]:
                 $1267 = #$FF
           Jump to label Start

      if $22 == b11001???:
           => (...) XX YY YY Jump to label Start

           Load the next script byte = a character number
           X = start address of the character data in the RAM 
               (in bank $7E)
           [$54, $55] = current HP of the character

           [$56, $57] = next 2 script bytes ([first, second])

           $1267 = #$00
           - if $22 == b11001 000:
               if [$54, $55] == [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11001 001:
               if [$54, $55] <> [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11001 010:
               if [$54, $55] >= [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11001 011:
               if [$54, $55] < [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11001 100:
               if [$54, $55] > [$56, $57]:
                 $1267 = #$FF
           Jump to label Start

      if $22 == b11010???:
           => (...) XX YY YY Jump to label Start

           Same as if $22 == b11001???, but with MP 

      if $22 == b11011???:
           => (...) XX YY YY Jump to label Start

           Load next script byte (but don't do anything with it)
           $54 = #$FF
           $57 = #$FF

           [$56, $57] = next 2 script bytes ([first, second])

           $1267 = #$00
           - if $22 == b11011 000:
               if [$54, $55] == [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11011 001:
               if [$54, $55] <> [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11011 010:
               if [$54, $55] >= [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11011 011:
               if [$54, $55] < [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11011 100:
               if [$54, $55] > [$56, $57]:
                 $1267 = #$FF
           Jump to label Start

      if $22 == b11100???:
           => (...) XX YY Jump to label Start

           $1267 = #$00
           Load the next script byte = a character number
           X = start address of the character data in the RAM 
               (in bank $7E)
           $54 = next script byte = a spell number
          If the spell is in the spell list of the character:
            $1267 = #$FF

      if $22 == b11101???:
           => (...) XX YY Jump to label Start

           Load the next script byte = a character number
           X = start address of the character data in the RAM 
               (in bank $7E)
           $54 = level of the character
           $55 =#$00
           $56 = next script byte
           $57 =#$00

           $1267 = #$00
           - if $22 == b11101 000:
               if [$54, $55] == [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11101 001:
               if [$54, $55] <> [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11101 010:
               if [$54, $55] >= [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11101 011:
               if [$54, $55] < [$56, $57]:
                 $1267 = #$FF
           - if $22 == b11101 100:
               if [$54, $55] > [$56, $57]:
                 $1267 = #$FF
           Jump to label Start

      if $22 == b11110???:
           => (...) XX YY Jump to label Start

           ...

      if $22 == b11111???:
           => (...) XX YY Jump to label Start

           ...

  if $22 == b00??????:
             01
             10

      if $22 == b??01????:
           => (...) XX YY Jump to label Start

           ...

      if $22 == b??10????:
           => (...) PP PP Jump to label Start

           ...

      if $22 == b??11????:
           => (...) PP PP Jump to label Start

           ...

      if $22 == b??00????:
           => (...) XX Jump to label Start

           ...



!#$15 XX YY YY => If the event flag number#$XX is set 
                => JUMP TO [script start offset + #$ZZYY]
                (compare with opcode $6A)
#$16 XX YY ZZ => (EXIT) go to map number #$XX;
                        jump to part #$YY of the script (?);
                        "screen at position" #$ZZ (???)
#$17 XX => ...
          $XX:
          - $00 => rest (at an inn)
#$18 XX => Enter shop menu
          $XX: shop number (Elcid's item shop, Narvick's spell shop, ...)
#$19 => Enter church menu
#$1A XX => Set event bit number #$XX
          (event bits determine what happens on the map, 
           what the NPCs say, ...)
#$1B XX => Clear event bit number #$XX
#!$1C XX YY => JUMP TO [script start offset + #$YYXX]
#$1D XX YY => ?
#$1E XX YY => ?
#$1F XX YY => ?
#$20 XX YY => Get $YY copies of item number $00XX
#$21 XX YY => Get $YY copies of item number $01XX
#$22 XX YY => Get #$YYXX GOLD
#$23 XX YY => Party member $XX learns the spell $YY
             $XX:
             - $00 => Maxim
             - $01 => Selan
             $YY:
             - $00 => Flash
             - $01 => Bolt
             Notes:
             - works only if the party member can learn the spell.
             - the spell is added in the first free "spell slot" 
               of the character's data.
#$24 XX YY => ?
#$25 XX YY => ? (remove item from inventory?)
#$26 XX YY => ?
#$27 XX YY => dummy?
#$28 => ?
#$29 XX YY ZZ => Randomly increases a "pot. stat+" of character $XX by max $ZZ?
                (used in the script of map $AA (Divine Shrine))
                $XX:
                - $00 => Maxim?
                - $01 => Selan?
                - $02 => Guy?
                - $03 => Artea?
                $YY:
                - $00 => pot. max HP+?
                - $01 => pot. max MP+?
                - $02 => pot. STR+?
                - $03 => pot. AGL+?
                - $04 => pot. INT+?
                - $05 => pot. GUT+?
                - $06 => pot. MGR+?
#$2A XX YY ZZ => dummy?
#$2B XX => Character $XX joins the party
#$2C XX => Character $XX leaves the party
#$2D XX => Character $XX appears (?)
#$2E XX => Character $XX disappears (?)
#$2F XX YY ZZ => ?
#$30 XX YY => Instantly move character $XX 
              to pre-defined location $YY
#$31 XX YY => Character $XX turns (during conversation)
             $YY:
             - $01 => N
             - $02 => S
             - $03 => W
             - $04 => E
#$32 XX YY => Character $XX stands still
             $YY:
             - $05 => S
             - $06 => N
             - $07 => E
             - $08 => W
#$33 XX YY => Character $YY "parcours le trajet" number $XX
#$34 XX YY => Change the sprite of character $XX 
             ($YY = new sprite number)
#$35 XX YY ZZ => ?
#$36 XX => ?
#$37 XX => Pause (duration: $XX)
#$38 XX => ? (it seems to make a pause, like opcode $37.
              it seems that XX is the duration of the pause
              in seconds. The pauses seem longer with 
              opcode $38 than with opcode $37)
#$39 => dummy?
#$3A XX YY => Show part of the map at coord x = #$XX
                                            y = #$YY
              ("move the camera")
              (compare with opcode $3B)
#$3B XX => Show part of the map at pre-defined position XX 
           ("move the camera")
           (compare with opcode $3A)
#$3C => All party members walk to Maxim and "hide behind" him 
       (like after a cutscene)
#$3D XX => ? (when I tested it, it instantly "hid" the other 
              party members behind Maxim)         
#$3E => ?
#$3F => ?
#$40 => ?
#$41 XX YY => ?
#$42 => same as $00
#$43 XX YY => ?
#$44 XX YY ZZ => ?
#$45 XX YY ZZ => ?
#$46 XX YY ZZ => ?
#$47 XX => "think on/off"
          $XX:
          - $10 => on
          - $00 => off

          Ex.:
          47 10 
          13 10 06 E5 20 06 C2 20 B0 20 8F 03 96 20 89 A2 
          6E C0 C7 A5 8A 2E 21 3F 01 
             <$13><$10>How can he be
             so insensitive...!?[EOQ]
          ...
          47 00 
          (actually, what this opcode does is defining the 
           border type for the text boxes. XX = $20 is 
           another valid value)
#$48 XX YY => ?
#$49 XX => ?
#$4A XX => ? (related to  the appearance of text in text boxes)
#$4B XX => Select music for battle? (see also $6F)
          $19 => Boss Battle Theme
          $1B => Sinistral Battle Theme
#$4C XX => Sound? ($XX: sound number)
#$4D XX => ? (sound-related?) (can EXIT)
#$4E => ?
#$4F XX => dummy?
#$50 => ?
#$51 => ?
#$52 XX => ?
#$53 XX => Boss battle with boss party number $XX
#$54 XX => ? (related to the door in "Tia, are you home?")
#$55 XX => ?
#$56 => Stop earthquake (screen stops shaking). See opcode $5A.
       Maybe has a more general use.
#$57 => ?
#$58 XX => Fade to black
          $XX: ? ($18 after "Would you...go?"/"Yes, sir.")
#$59 XX => Luminosity
           $XX:
           ... (it seems that each(?) bit has a specific function)
#$5A XX YY ZZ => Make an earthquake (screen starts shaking)
#$5B XX YY => ?
#$5C => BRK
#$5D => BRK
#$5E XX => ? (EXIT)
#$5F XX => dummy?
#$60 XX YY => ?
#$61 => Maxim speaks spontaneously (also: Erim in the intro)
#$62 => Selan
#$63 => Guy
#$64 => Artea
#$65 => Dekar
#$66 => Tia
#$67 => Lexis
#$68 XX YY => Character $XX use sprite $YY (used in map pre-scripts)
           $YY:
           - $00 => Maxim
           - $01 => Selan
           - $02 => Guy
           - $03 => Artea
           - $04 => Tia
           - $05 => Dekar
           - $06 => Lexis
           - $07 => Maxim (= $00?)
           - $08 => Maxim (= $00?)
           - $09 => Maxim (= $00?)
           - $0A => boy
           - $0B => girl
           - $0C => man - blue
           - $0D => woman - blonde
           - $0E => man - blonde
           - $0F => woman - green
           - $10 => man - old
           - $11 => woman - old
           - $12 => king
           - $13 => queen
           - $14 => prince
           - $15 => princess
           - $16 => retainer
           - $17 => maid
           - $18 => knight
           - $19 => man - red (soldier)
           - $1A => captain
           - $1B => carpenter
           - $1C => woman - brown (Bunny girl)
           - $1D => Maxim - carry
           - $1E => Maxim - push
           - $1F => Maxim - fall
           - $20 => Selan - carry
           - $21 => Selan - push
           - $22 => Selan - fall
           - $23 => Guy - carry
           - $24 => Guy - push
           - $25 => Guy - fall
           - $26 => Red Mimic
           - $27 => Artea - push
           - $28 => Red Mimic
           - $29 => Dekar - carry
           - $2A => Dekar - push
           - $2B => Dekar - fall
           - $2C => Red Mimic
           - $2D => Red Mimic
           - $2E => Red Mimic
           - $2F => Tia - carry
           - $30 => Tia - push
           - $31 => Tia - fall
           - $32 => priest
           - $33 => Maxim (= $00?)
           - $34 => man - elf
           - $35 => woman - elf
           - $36 => boy - elf
           - $37 => girl - elf
           - $38 => Erim
           - $39 => Berty
           - $3A => Bart
           - $3B => Hilda
           - $3C => Jaffy
           - $3D => Lemmy
           - $3E => ?
           - $3F => Leefa
           - $40 => Kirmo
           - $41 => Marla
           - $42 => woman - mer
           - $43 => man - mer
           - $44 => woman - Narvick
           - $45 => Jessy
           - $46 => man - red - fallen
           - $47 => phantom fish
           - $48 => crown
           - $49 => ship (like the one in Portravia)
           - $4A => Dual Blade
           - $4B => bomb
           - $4C => Arek
           - $4D => small shadow (for Dual Blade?)
           - $4E => large shadow (for Arek)
           - $4F => Maxim - wedding
           - $50 => Selan - wedding
           - $51 => Hilda - fallen
           - $52 => Tia - fallen
           - $53 => Guy - fallen
           - $54 => Artea - fallen
           - $55 => man - blue - fallen
           - $56 => woman - blonde - fallen
           - $57 => Dekar - surprised
           - $58 => dealer
           - $59 => ?
           - $5A => Lemmy - cry - front
           - $5B => Lemmy - cry - right
           - $5C => oracle
           - $5D => girl - fallen
           - $5E => man - old - fallen
           - $5F => baby (Jeros)
           - $60 => woman - green - rock
           - $61 => ruby icon
           - $62 => vane (of engine)?
           - $63 => engine?
           - $64 => dove
           - $65 => toy snake
           - $66 => priphea
           - $67 => ?
           - $68 => Maxim - fallen
           - $69 => Selan - fallen
           - $6A => wedding clothes 1
           - $6B => wedding clothes 2
           - $6C => ruby apple
           - $6D => Iris
           - $6E => man - scientist
           - $6F => woman - scientist
           - $70 => ?

           - $71 => Excerion - Ship
           - $72 => Excerion - Submarine
           - $73 => Excerion - Airship
           - $74 => Idura
           - $75 => Camu
           - $76 => Follower
           - $77 => Pierre
           - $78 => Daniele
           - $79 => Amon
           - $7A => Gades
           - $7B => Daos
           - $7C => Erim (alternate sprite! unused!)
           - $7D => ruby apple - broken
           - $7E => Gem
           - $7F => Peeble
           - $80 => Evil Fish

           - $90 => Deadly Sword

           - $A0 => Skeleton
           - $A1 => Iron Gorem
           - $A2 => Wood Gorem
           - $A3 => Mad Gorem
           - $A4 => Mimic
           - $A5 => Orc
           - $A6 => Cobalt
           - $A7 => Zombie
           - $A8 => Mummy

           - $B0 => Ochi Warrior

           - $C0 => Red Dragon

           - $D0 => Venge Ghost

           - $E0 => Venus Fly

           - $E9 => Spinner
           - $EA => Coridras
           - $EB => Armour Nail
           - $EC => Red Plant
           - $ED => Sly Fox
           - $EE => Brinz Lizard
           - $EF => Dragonian
           - $F0 => Blue Mimic
           - $F1 => Sword
           - $F2 => Shield
           - $F3 => Helmet
           - $F4 => Armor
           - $F5 => Ring
           - $F6 => Gem
           - $F7 => Staff
           - $F8 => Jar
           - $F9 => Tiara
           - $FA => (Excerion when it lands on Doom Island)
           .
#$69 XX => ?
!$6A XX YY YY => If the event flag number#$XX is clear 
                => JUMP TO [script start offset + #$ZZYY]
                (compare with opcode $15)
#$6B => ?
#$6C XX YY ZZ => character $XX moves; 
                $YY: horizontally
                     $01 => $80(?): right
                $ZZ: vertically
$6D XX YY => display text like "Main programmer"
$6E XX YY => display text like "Akihiro Suzuki"
#$6F XX => Change map music
          $00 => "The Earth" (Overworld Theme)
          $01 => "Theme of Castle"
          $02 => "Theme of Town"
          $03 => "Theme of Village"
          $04 => "Golden Slumber"
          $05 => "Theme of Tower"
          $06 => "Main Theme"
          $07 => "Jimmy and Tommy"
          $08 => "Theme of Labyrinth"
          $09 => "The Turret Forgotten"
          $0A => "The Last Duel"
          $0B => "Pufifia"
          $0C => Nothing???
          $0D => "Judgment Day"
          $0E => Nothing???
          $0F => "Wedding ceremony"
          $10 => "Rice Shower"
          $11 => "The Sorrow of Parting"
          $12 => "Azure Ocean"
          $13 => "Theme of Mons"
          $14 => "Mousse"
          $15 => "Theme of Port Town"
          $16 => "Despair"
          $17 => "Theme of Cave"
          $18 => "Battle Theme #1" (Regular Battle Theme)
          $19 => "Battle Theme #2" (Boss Battle Theme)
          $1A => "Four Master"
          $1B => "Battle Theme #3" (Sinistral Battle Theme)
          $1C => "Daos' Theme"
          $1D => "Triumph"
          $1E => "Gate of Journey"
          $1F => "Rexas Labs"
          $20 => "Deep Blue"
          $21 => "The Whole Silent World"
          $22 => "Big Shot"
          $23 => "The Game"
          $24 => "Got It!"
          $25 => ??? (some cheerful jingle)
          $26 => "Tricked"
          $27 => "In Spring"
          $28 => "In Summer"
          $29 => "In Autumn"
          $2A => "In Winter"
          $2B => "Estpolis 1 Opening Motif"
          $2C => "The Fortress of Doom"
          $2D => "Ending"
          $2E => "Ending Motif"
          $2F => "Theme of Shrine"
          $30 => Nothing???
          $31 => Nothing???
          $32 => "Hidecka"
          $33 => "Key Treasure"
          $34 => "Comradeship"
          $35 => "Skill Item"
          $36 => "Treasure"
          $37 => "The Mystery Lady"
          $38 => "For the Savior"
          $39 => "Over the Sky"
          $3A => "Shudder"
          $3B => "Mysterious Tone"
          $3C => (Capsule Monster "normal" evolution)
          $3D => "The Land Nobody Knew"
          $3E => (Capsule Monster evolution to Master)
          $3F => Nothing???
          $40 => Nothing???
          $41 => Nothing???
          $42 => Nothing???
#$70 => map music off
#$71 => ?
#$72 => ? (sound-related)
#$73 XX YY => display an animation
             $XX: animation
             - $01 => Erim turns into a ball of energy
             - $1C => Dual Blade warps in
             Animation is displayed at pre-defined position $YY
             (compare with opcode $C6)
#$74 XX => Select the background for battles on that map
          (used in the pre-script of dungeon maps)
          XX:
          $00 => Desert
          $01 => Mountain - inside
          $02 => 3 Towers - outdoor?
          $03 => Sea
          $04 => Grass
          $05 => Shrine
          $06 => ?
          $07 => Mountain - outdoor?
          $08 => Fortress of Doom
          $09 => Labyrinth
          $0A => Tower
          $0B => Cave 1
          $0C => Cave 2
          $0D => Cave River
          $0E => Cave 3
          $0F => Cave Waterfall
          $10 => Cave 4 (only the palette seems to differ between 
                         Cave 1, 2 and 3)
          $11 => Cave Chasm?
          $12 => Cave Lava
          $13 => Cave Lava Chasm?
          $14 => Cave 5
          $15 => 3 Towers - indoor
          $16 => Castle
          $17 => Tower - no window?
          # 
#$75 => ?
#$76 => ?
#$77 XX => ?
#$78 => ?
#$79 => ?
#$7A XX YY => The current "frame" of character #$XX is now 
              his/her "frame" number $YY
              (faces West, walk North, rises arms, ...)
#$7B XX YY => ???
#$7C XX => Set a "ship byte" (ZST $0015F2 - SNES $7E:09DF)
          $XX:
          - $00 => no sub, no air
          - $01 => sub, no air
          - $02 => sub, air
#$7D XX => Set a "ship byte" (ZST $001601 - SNES $7E:09EE)
          - $00 => Ship at positition defined by X pos. and Y pos
          - $01 => Ship at Treadool
#$7E XX => Set a "ship byte" (ZST $0015F3 - SNES $7E:09E0)
          $XX:
          - $FF => ship is not on the map
          - $00 => ship is on the map
#$7F XX => Set a "ship byte" (ZST $0015F4 - $7E:09E1)
          - $FF => Party is in the ship when exits town
          - $00 => Party is not in the ship when exits town
#$80 XX => Set a "ship byte" (ZST $0015F5 - SNES $7E:09E2)
          Sprite for the ship when party 
          exits town
#$81 XX => A Capsule Monster joins your party
          + calls the Capsule Monster naming screen
          $XX:
          - $00 => JELZE
          - $01 => FLASH
          - $02 => GUSTO
          - $03 => ZEPPY
          - $04 => DARBI
          - $05 => SULLY
          - $06 => BLAZE
#$82 => ?
#$83 XX => ? (EXITS)
#$84 => ?
#$85 XX YY => ?
#$86 XX YY => Character $XX moves
             $YY:
             - $00 => Walks W
             - $01 => ? (nothing?)
             - $02 => Walks N without moving (like against wall)
             - $04 => Walks W without moving (like against wall)
             - $64 => "sur place"
             - $65 => "sur place" ?
             - $66 => N
#$87 XX YY => ?
#$88 => ?
#$89 XX => ?
#$8A => ?
#$8B XX YY ZZ => ?
#$8C XX YY ZZ => ?
                 (is used when Maxim receives an item.
                 $ZZ = the number of the sprite that Maxim 
                       holds)
#$8D X1 X2 X3 X4 X5 X6 => Wave-warping animation of the Sinistrals.
                          Animation is diplayed at pre-defined position $X2
                          Used in combination with other opcodes 
                          ($8F, $90, ... ?)
#$8E XX YY ZZ => ?
#$8F XX YY ZZ => ?
#$90 XX YY ZZ => ?
#$91 XX YY => ? (affects the last event flag)
#$92 XX => ? (affects the last event flag)
#$93 XX YY ZZ => ?
#$94 XX YY ZZ =>
#$95 XX YY ZZ => ?
#$96 XX YY ZZ => ?
#$97 => ?
#$98 XX YY => Character $XX thunder-warps (at the position $YY?)
#$99 XX => ?
#$9A XX => ?
#$9B X1 X2 X3 X4 X5 => ? (related to the palettes or brightness)
                         (could be used for a dance floor!)
                         (*imagines Daos singing "Murder on the 
                           Dance Floor"*)
#$9C XX YY ZZ => ?
#$9D XX => ?
#$9E XX => open a dialog window 
          $XX: top to bottom
          - $05 => "Welcome to Elcid!" ("low")
          - $06 => "Receives Gades' Sword." ("high")
#$9F XX YY ZZ => ?
#$A0 X1 X2 X3 X4 X5 X6 => ?
#$A1 XX YY 
#$A2 XX => ? (can EXIT)
#$A3 XX YY => Character $XX... moves? >_>
#$A4 => Pixelization of the screen for a very short time
        (like if someone feels dizzy?)
        Used after boss battle (if not, the screen remains black)
#$A5 => used when you lost a boss battle ($A5 (00) (00))
       => you're at the "load-a-game screen".
#$A6 => ?
#$A7 XX => ?
#$A8 XX => $A8 00: leave items and all at level 1 (before entering the Ancient cave)
          $A8 01: take back items and stats (after exiting the Ancient cave)
          .
#$A9 XX YY => ?
#$AA => ?
#$AB XX => ? (probably used to check if you have enough dragon eggs for a wish)
#$AC XX YY => ?
#$AD => ? (see script of the Egg Dragon Shrine)
#$AE XX => ?
#$AF XX YY => Character #$XX flickers
              #YY: related to the "frequency"...
                $11 => very high freq.
                $22
                ...
                $FF => low freq.
#$B0 XX => ?
#$B1 XX YY => ? (affects character number $XX)
#$B2 XX YY => ?
#$B3 XX => ? (seems to make the party members face a given direction)
#$B4 XX YY ZZ => ?
#$B5 => ?
#$B6 XX YY => ?
#$B7 XX => ?
#$B8 => ? (can EXIT)
#$B9 XX => Fill IP bar of party member $XX
          $XX:
          - $00 => Maxim
          - $01 => Selan
#$BA XX => ?
#$BB => Show the current report (like the report you can see 
       after the end of the game)
#$BC => ? (EXIT)
#$BD XX YY => ?
#$BE XX => same as $77
#$BF XX YY ZZ => ?
#$C0 XX YY ZZ => ?
#$C1 XX YY => ?
#$C2 X1 X2 X3 X4 X5 X6 => ?
#$C3 X1 X2 X3 X4 X5 X6 => ?
#$C4 XX YY => Scroll the screen from current position to position x = #$XX
                                                                  y = #$YY 
              (first horizontally, then vertically)
#$C5 => ?
#$C6 XX YY => ? (Displays animation #$XX on sprite #$YY?)
               (compare with opcode $73)
#$C7 => ?
#$C8 X1 X2 X3 X4 X5 X6 X7 => ?
#$C9 X1 X2 X3 X4 X5 X6 X7 => ?
#$CA XX YY ZZ => ?
#$CB XX => ?
#$CC => ?




(EXIT: exits the L2SASM program (by example with BRL $009DB0))





Flow-control instructions:

$12 ...

$1C XX YY => JUMP TO [script start offset + #$YYXX]

$14 ...

$15 XX YY ZZ => If the event flag number #$XX is set 
                => JUMP TO [script start offset + #$ZZYY]
                (compare with opcode $6A)

$6A XX YY ZZ => If the event flag number #$XX is clear 
                => JUMP TO [script start offset + #$ZZYY]
                (compare with opcode $15)




"Enter text mode" instructions:

$08
$13 XX
$61
$62
$63
$64
$65
$66
$67
$6D XX YY
$6E XX YY
$9E XX

"Exit text mode" instructions:

$00
$01
$0B




Script data format:

Offset + $0000:
50 48 

Offset + $0002:
6 pointers (2 bytes) to subscripts








<$13>PWell, I'll think
about it, only if you
beat me! Of course,
that won't happen![EOQ]

K<$19>t.
S<$02><$15>emel<$02>panvt,
o<$17><$13>PI...I give up...I'll
never roll out
another earthquake,
so please forgive me.[EOQ]

*****

<$13><$1A>Silence! Advance not a
single step more![EOQ]

3Maxim<$1A>K<$1B>S!<$15>em

panv<$13><$1A>Arrrrrgh![EOQ]

*****

<$13>)You overestimate yourself!
Now you shall see my
real power, in your face![EOQ]

3yourselfK<$1B>S"<$15>em8[EOQ]

panv<$13>)Si...Sir Daos!![EOQ]

*****

<$13>PThat is my purpose as
well. For our enemy
is he who possesses
Dual Blade![EOQ]

K<$1B>S#<$15>emry
panv8[EOQ]

<$13>PYou are str...strong,
Maxim. What is it that
gives you strength to
battle on?[EOQ]

*****

<$13>PI will have my revenge
on you and Dual Blade!
I am Master of Terror!
No one can challenge me![EOQ]

K<$1B>S$<$15>em<$0B><$10>panv8[EOQ]

aThis is the end, Daos.[EOQ]

*****

<$13>PNow then! I'll show
you my gelatin
gestures![EOQ]

K<$1B>S&o<$17>anv<$15>fo<$1F><$02><$13>PWhat power and ability!
I have to admit you're the
world's best warrior![EOQ]

********************

Map $03

Event Byte: $15 => I saw Tia buying a strange looking fish.
            $16 => Did you really eat that strange looking 
                   fish Tia bought? Whew, what a guy!

********************

offset $3B21B: $13 51 06 D2

13 51 41 00

********************

"JUMP" opcodes (all of them?):

Search "A06B" in Output.dis
=>

00/A06B: 82 58 03     BRL $00A3C6
(Implementation of L2SASM opcode $12)

00/A285: 82 3E 01     BRL $00A3C6
(?)

00/A290: 82 33 01     BRL $00A3C6
(Implementation of L2SASM opcode $15)

00/A2A4: 82 1F 01     BRL $00A3C6
(Implementation of L2SASM opcode $6A)

00/A3C6: 20 D0 C0     JSR $C0D0
(Implementation of L2SASM opcode $1C)