Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex edit at $00EEB2 in the ROM map, you can replay the level without a problem.
These scripts point to the display lists, with properties and displacements applied.
04=Transparent pixels, no semi transparency. Allows perfect layering with other transparencies around it.
05=Semi transparency enabled. Layering must be handled with the order of drawn faces.
06=Semi transparency enabled. Layering must be handled with the order of drawn faces. This layer is always drawn behind layer 05, usually for shadows.
0x01 - TERMINATE GEOMETRY LAYOUT The ending command to close.
0x02 - BRANCH GEOMETRY LAYOUT Branches the current geo layout to another area within a RAM bank.
0201 0000 aabbbbbb
aa- RAM Bank
0x03 - END BRANCH Ends the current geometry layout branch and returns to the area following the 0x02 command.
0x04 - OPEN NODE If you don't understand nodes, this is basically like a sub-folder. Command is 4 bytes long.
0x05 - CLOSE NODE Used at the end of the data within the opened node. Command is 4 bytes long.
0x0B - START GEO LAYOUT Starts geometry layout with no parameters whatsoever. Seems to use a pre-set render area.
0x0E - SWITCH CASE Loads ASM in RAM that switches between the receding display lists within the node.
0E00 00aa 8029DB48
aa- Number of cases/display lists, starting at 01.
0E00 0002 8029DB48
Switches between the next 2 display lists, could be used for blinking.
0x13 LOAD DISPLAY LIST WITH POSITION OFFSET Loads display list with drawing layer and offsets the model on X/Y/Z axis. Command is 12 bytes long.
aa- Drawing layer
bbbb- Offset on X axis (16-bit coordinates)
cccc- Offset on Y axis (16-bit coordinates)
dddd- Offset on Z axis (16-bit coordinates)
ee- RAM Bank
1301 0000 008A 0000 0E 000A90
Loads a display list from 0xA90 in RAM Bank 0E as a solid model, and offsets it by 0x8A (138 coordinates) on the Y axis.
0x14 - BILLBOARD MODEL Billboards the model without needing the use of 0x21 in the behaviour script. Command is (uselessly) 8 bytes long.
1400 0000 0000 0000
0x15 - LOAD DISPLAY LIST Loads display list with drawing layer and no other properties. Command is 8 bytes long.
aa- Drawing Layer
bb- RAM Bank
15 04 0000 04 00B090
Loads display list on layer 04 (Transparent pixels) in 0xB090 of bank 04.
0x16 - START GEOMETRY LAYOUT WITH SHADOW Used at start of the geo layout, with shadow type, solidity, and size. Command is 8 bytes long.
aa- Shadow type
bb- Shadow solidity (00=Invisible, FF=Black)
cccc- Shadow scale
0x18 - LOAD POLYGONS IN RAM Used in some original objects to point to ASM in RAM, for misc. effects such as vertex rippling. Command is 8 bytes long.
aaaaaa- RAM Address
0x1D - SCALE MODEL UNIFORMLY Scales the receding data uniformly. Command is 8 bytes long.
0x20 - START GEO LAYOUT WITH RENDER AREA Starts the geometry layout with no shadow and a render area.
aaaa- Render distance?
If there are any questions or suggestions, please don't be shy. There may have been things that I didn't explain correctly, and there are definitely things that I missed.