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	unknown
800A08B0	7F07	unknown
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	unknown	jump to set string (7F0E-7F12 +7F77-7F78)
800A1078	7F1A	player's name	[02]
800A10D8	7F1B	speaker's name	[02]
800A1124	7F1C	a cute sort of pet-name	[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, usually an actor	[02]	800A1394-A2=1,A3=A0+280	used in ps/psz for sender's name
800A1468	7F26	string variable slot 3, usually an actor	[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, usually an actor	[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	unknown	[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	##
	unknown
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	unknown
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
-	interject x3?
-	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 have one captial, rest lower 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:
7F70	force CAPS
posibly make a 7F6F, forcing numerical values to capital letters
	that would mean just rewritting the script as opposed to hacking triggered code across dozens of binaries
  
+-+-+-+

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