Table at 80106BF4 contains sizes of commands and type
	type=2 means the command inserts text
	type=3 means  the command stores a value
	type=5 seems to be font attributes
Table at 80107CB8 list jumps to handle each type
0x60 entries total

800A05D8	7F00	close window
800A0614	7F01	open window
800A0650	7F02	clear screen; return to top of page
800A06AC	7F03	##
		malcovikian pause for # (milli?)seconds
800A0770	7F04	blue arrow page advance; restores original font properties on advance
800A07E8	7F05	rrggbb
	change font color
		rrggbb	color
800A0864	7F06	quick-advance on
800A08B0	7F07	quick-advance off
800A0964	7F08	xx	yyyy	[01]
	animation bank 0
		xx	slot # 0-9
			only slot 0 appears to be used
		yyyy	animation
			00FE	used throughout Resetti dialogs
				appears to be only used command
800A0984	7F09	xx	yyyy	[01]
	character animations; animation bank 4
	7F09 09 0001	hand over map
	7F09 09 0002	Pelly sets you up to save letters
		xx	slot # 0-9
			00	normal animation types; animations below are from this bank
			01	item-based actions
				0001	costume change
				0002	hand over item [02F9]
				0003	eat item
				0004	Nook hands over item(s) [07F1]
				000A	hand over collectable [10F3]
				000B	measure fish (collectable)?
				000C	eat fish (collectable)
				000D	take letter? [08B5/6] [08E1/2] part of post office script
				000E	take collectable [10F5]
			02	?	could unload certain text strings
			03	?
				00FF	[3A3B]
				0001	[3A38]
			04	player orientation?
				00FF	return to original rotation [3B0B]
				0001	turns the player toward speaker [3B06]
			05	
			06	
			07	part of one-minute remaining at new years
				0001
			08	?	could unload certain text strings
			09	always just preceed or follow selectmenus
		yyyy	animation
			00FD	reset K.K.'s animation
			00FE	
			00FF	reset to 'stock' animation
			0001	generic: furious
			0002	generic: startled or shock
			0003	generic: laughter
			0004	generic: surprise
			0005	generic: fuming mad
			0006	generic: !Eureka!
			0007	generic: bubbles
			0008	generic: chills
			0009	generic: sobbing
			000A	generic: happiness and flowers
			000B	generic: ? inquisitive
			000C	generic: idea
			000D	generic: cold gust of wind
			000E	generic: filled with joy
			000F	generic: brainstorming
			0010	generic: depressed
			0011	generic: heart torn asunder
			0012	generic: ready to pounce
			0013	generic: mellow
			0014	generic: lovey-dovey
			0015	generic: cheerful
			0016	generic: annoyance
			0017	generic: looks down
			0018	Rover: laughter
			0019	Rover: surprise
			001A	Rover: !Eureka!
			001B	Rover: shock
			001C	Rover: anger
			001D	Rover: smile
			001E	Rover: sad
			001F	Rover: ? inquisitive
			0020	Copper: salute
			0021	Resetti: fuming mad
			0022	Resetti: eyebrows furrowed (angry)
			0023	Resetti: cold gust of wind
			0024	Resetti: !Eureka!
			0025	Resetti: jaw-dropping stare
			0026	Resetti: stare.	white-eyed stare
			0027	Resetti: flailing wildly
			0028	K.K.: startled
			0029	Fortune Teller: spooky fortune telling
			002A	Resetti?: 
			
800A09A4	7F0A	xx	yyyy	[01]
	animation bank 5
		xx	slot # 0-9
			00	
				251D Copper hands you a map [18CA]
			01	
				0007 used when Copper hands you a map [18CA]
			02	
				0000 used when Copper hands you a map [18CA]
		yyyy	animation
800A09C4	7F0B	xx	yyyy	[01]
	animation bank 6
	no known instance in-game
		xx	slot # 0-9
		yyyy	animation
800A09E4	7F0C	xx	yyyy	[01]
	animation bank 9
	could be specific to snowman
		xx	slot # 0-9
			02	word-guessing games, igloo
				0001	generate furniture for sale	[1BBE]
				0002
				0003
				0004	generate wallpaper for sale	[1BC0]
				0005	generate carpet for sale	[1904]
				0006
				0007	[1BBD], generate item for sale
				0008
				0009	[1BBF]
				000A
				000B
				000C	[18D9] [18F3], card/name games (3 options)
				000D
				000E
				000F
				0010
				0011	[18F8], start of price line
			03	correct answer in word-guessing game
				0001	[190A], receive item
				0002	
				0003	
				0004	[18DE]
				0005	[1BAD], player trades item?
				0006	
				0008	[1BB6], hand over player's item in trade
				0009	[18F8], just before announcing price
				000A	
				000B	[190B], hand over purchased item
				000C	
				000D	take item	[1900] [1BB2]
				000E	[1BAD], hands over item
				000F	
				0010	
				0011	[1BB6], hand over character's item in trade
				0012	[18F8], just after item name
				0013	
				0014	[190B], take money?
				0015	
				0016	give money	[1BB2]
			04
			05	
				0001	[1BAD], start of all trade/purchase accepted
				0065	[1BAE], start of all trade/purchase denied
		yyyy	animation
800A0A04	7F0D	player list
800A0B14	7F0E	####
	jump to text#
800A0B34	7F0F	####
	when selectmenu option 1 used, stow text#
800A0B54	7F10	####
	when selectmenu option 2 used, stow text#
800A0B74	7F11	####
	when selectmenu option 3 used, stow text#
800A0B94	7F12	####
	when selectmenu option 4 used, stow text#
800A0D94	7F13	aaaa	bbbb
	randomize: display one of two messages from msg_txt

800A0DB4	7F14	aaaa	bbbb	cccc
	randomize: display one of three messages from msg_txt

800A0DD4	7F15	aaaa	bbbb	cccc	dddd
	randomize: display one of four messages from msg_txt
	
[note: with following three commands, be careful!]
800A0FCC	7F16	aaaa	bbbb
	load select_menu option menu w/ 2 fields
		aaaa	option 1 text index in select_txt table
		bbbb	option 2 text index in select_txt table
	
800A0FEC	7F17	aaaa	bbbb	cccc
	load select_menu option menu w/3 fields
		aaaa	option 1 text index in select_txt table
		bbbb	option 2 text index in select_txt table
		cccc	option 3 text index in select_txt table
	
800A100C	7F18	aaaa	bbbb	cccc	dddd
	load select_menu option menu w/4 fields
		aaaa	option 1 text index in select_txt table
		bbbb	option 2 text index in select_txt table
		cccc	option 3 text index in select_txt table
		dddd	option 4 text index in select_txt table

800A102C	7F19	jump to set string (7F0E-7F12 +7F77-7F78)
800A1078	7F1A	player's name	[02]
800A10D8	7F1B	speaker's name	[02]
800A1124	7F1C	catchphrase	[02]
800A1170	7F1D	year:	####Ye	[02]
800A11B4	7F1E	month:	#Mon	[02]
800A11F8	7F1F	day:	"weekday"	[02]		80136FC0
800A123C	7F20	day:	Day of month	[02]
800A1280	7F21	hours:	a/p.m.#H	[02]	80136FBE
800A12C4	7F22	minutes:	#Mi	[02]	80136FBD
800A1308	7F23	seconds:	#	[02]	80136FBC
800A141C	7F24	string variable slot 1	[02]
800A1444	7F25	string variable slot 2 in colour	[02]	800A1394: A2=1,A3=A0+280	used in ps/psz for sender's name
800A1468	7F26	string variable slot 3 in colour	[02]	800A1394: A2=2,A3=A0+281	used in ps for sender's town
800A148C	7F27	string variable slot 4	[02]
800A14B4	7F28	string variable slot 5	[02]
800A14DC	7F29	string variable slot 6 in colour	[02]	800A1394: A2=5,A3=A0+282
800A1500	7F2A	string variable slot 7	[02]	used in ps for sender's name
800A1528	7F2B	string variable slot 8	[02]
800A1550	7F2C	string variable slot 9	[02]
800A1578	7F2D	string variable slot 10	[02]
800A1730	7F2E	inserts last selected option from a menu	[02]
800A1774	7F2F	town name	[02]
800A17B8	7F30	random number between 0-99	[02]
800A1844	7F31	string variable slot 21	[02]	text controller + 100
800A186C	7F32	string variable slot 22	[02]	text controller + 10A
800A1894	7F33	string variable slot 23	[02]	text controller + 114
800A18BC	7F34	string variable slot 24	[02]	text controller + 11E
800A18E4	7F35	string variable slot 25	[02]	text controller + 128
800A15A0	7F36	string variable slot 11	[02]
800A15C8	7F37	string variable slot 12	[02]
800A15F0	7F38	string variable slot 13	[02]
800A1618	7F39	string variable slot 14	[02]
800A1640	7F3A	string variable slot 15	[02]
800A1668	7F3B	string variable slot 16	[02]
800A1690	7F3C	string variable slot 17	[02]
800A16B8	7F3D	string variable slot 18	[02]
800A16E0	7F3E	string variable slot 19	[02]
800A1708	7F3F	string variable slot 20	[02]
800A1954	7F40	insert gyroid greeting	[02]
800A19C4	7F41	unknown	[03]
800A19E4	7F42	unknown	[03]
800A1A04	7F43	unknown	[03]
800A1A24	7F44	unknown	[03]
800A1A44	7F45	unknown	[03]
800A1A64	7F46	unknown	[03]
800A1A84	7F47	unknown	[03]
800A1AA4	7F48	unknown	[03]
800A1AC4	7F49	unknown	[03]
800A1AE4	7F4A	unknown	[03]
800A1B4C	7F4B	unknown	[03]
	7F4B-7F4F are called via post office (?) in msg lines A-E
800A1B6C	7F4C	unknown	[03]
800A1B8C	7F4D	unknown	[03]
800A1BAC	7F4E	unknown	[03]
800A1BCC	7F4F	unknown	[03]
800A1BEC	7F50	rrggbb	##	[05]
	change font color for following characters
		rrggbb	color
		##	# following characters affected
800A1C24	7F51	##
	whisper; set(0) or unset(1) 0x1 flag in text controller+28C
800A1CA4	7F52	##	[04]
	sound effect maybe?
800A1CDC	7F53	##	[04]
	sound effect maybe?  seems to trigger the thing, but might require setting with 52?
800A1D14	7F54	##	[05]
	changes size of next character typed to screen
800A1D4C	7F55	opens typing dialog, used to insert player and town name
800A1DD0	7F56	xx yy	[06]
	best guess: play music x, [y might be transition time]
		xx	music values
			00	no music
			01
			02
			03
			04
			05
			06
			07	Resetti's music
		
800A1E38	7F57	####	[06]
	unknown	[one of these triggers return to normal music]
800A1EA0	7F58	##
	unknown	[one of these triggers return to normal music]
800A1F1C	7F59	##	[07]
	Sound Effect; 05 is springish sound effect in resetto's dialog
800A1F7C	7F5A	##	[04]
	resize font to ##
800A1FB4	7F5B	open dialog	[07]
	Prepares a jump to another dialog window, such as clock, letter, etc.
800A2000	7F5C	unknown	[03]
800A204C	7F5D	unknown	[03]
800A2098	7F5E	allow B to default selectmenu option
800A20E0	7F5F	unknown
800A2150	7F60	unknown
	
+-+-+-+

AC-only commands
7F62	seems they switch out 7F5E for it sometimes
7F63.####.####	randomize: select a string between #1 and #2, inclusive 
-
-
-
7F67.##	?
-
-
7F6A.####.####		randomize and interject: use string and return to caller
7F6B.####.####.####		interject x3
7F6C.####.####.####.####	interject x4
-
-
-
-
7F71	island name (AC only)
7F72	?	optional if(){} sort of wrapper?
7F73	?	always...  7F73 \n [close] 7F72 ...more text
7F74	forces next retrieved string to be lower-case
7F75	forces next retrieved string to be sentence-case
7F76	AM/PM
7F77.####	set string jump when selectmenu option 5 selected (like 7F0E-7F12)
7F78.####	set string jump when selectmenu option 6 selected
7F79.####.####.####.####.####	selectmenu x5 type
7F7A.####.####.####.####.####.####	selectmenu x6 type

7F7B is now the arbitrary limit (can lift to 7F80 by moving tables)

new commands:
7F6F.####	insert text ID# here; special formatting
those marked with '`' are not stock
	0xxx	'select_txt
	1xxx	furniture--really anything that can be placed in your house
	20xx	stationary
	21xx	bags of bells
	22xx	handheld items (tools, parasols, etc)
	23xx	fish
	24xx	clothes
	25xx	shells, and other assorted small items
	26xx	carpets
	27xx	wallpaper
	28xx	fruit
	29xx	plants
	2Axx	music
	2Bxx	garbage
	2Cxx	raffle tickets
	2Dxx	insects
	2Exx	gift bags
	2Fxx	turnips
	3xxx	'mail_txt
	4xxx	'(reserved for msg_txt)
	5xxx	'(reserved for msg_txt)
	6xxx	'(reserved for msg_txt)
	7xxx	'super_txt
	8xxx	'superz_txt
	9xxx	'maila_txt
	Axxx	'mailb_txt
	Bxxx	'mailc_txt
	Cxxx	'psz_txt
	Dxxx	string_txt
	Exxx	npc
	Fxxx	'ps_txt
7F70	force CAPS

  
+-+-+-+

Seemingly invalid codes used in AC script breaking AF
7F09	09	00	01
7F09	09	00	FE
one of these causes a lock when Rover goes to call Nook on the train
could use 7F5A.14 + 7F05.969696 + 7F52.88 instead