I've taken a cursory look and this event editor is absolutely amazing! I did not realize how much FFII used movement commands though, that is literally at least 80% of event instructions if not more.
While this is an incredible step in the right direction it only brings to the forefront how little control there is when you don't have the map characters in front of you. You can poke around and guess a little, but without the knowledge of where each and every individual actor and sprite is it makes it kind of difficult. Though if I recall right there's a document already here somewhere on how to find what actors are in each map so that shouldn't be too much of a problem in the end.
Looking at the bank 2 deals and seeing that it looks for map pointers may lend itself to an eventual answer. For instance "Received Package" is 16 in that. But I have to say at times that the line placement is just random. In the middle of the starting cutscenes there's a Bank 2 reference for something like "Is everyone okay?" Maybe it's referenced later on? No idea why that would be randomly thrown in. And if you change the map, you change the text that goes with it. You figured that out already which is likely the cause for concern.
I was also really excited to see that you could board a ship and move it as you like! But then I tried it out and its clear they never got far with programming it. You go through anything and everything and there's no way to get off of it. It's little surprise it's used in that single solitary event.
EDIT: The map system is a little bit of a hassle, mainly because of how disjointed everything is and how the three main maps, Overworld, Underworld, and Moon are about in the middle to tail end of the maps. Using Phoenix's FFIV Tools as a reference to the maps makes that easier though.
EDIT 2: I spent a good deal of time deciphering what each of the visual effects were, testing them from the airship at the start of the game.
In the end not entirely sure how useful it is but eh... it's there.
It may be more appropriate to rename "Visual Effect" to simply "Cutscene" since that's more or less what the vast majority of these are.
Visual Effect 0 - Red Wings flying back to Baron
Visual Effect 1 - Red Wings landing at Baron
Visual Effect 2 - Bomb Ring (Without the fire and Bombs returning to wreak havoc)
Visual Effect 3 - Airships bombing Damcyan (Also changes the music) (If not used in the Overworld will produce a few glitch graphics)
Visual Effect 4 - Rydia battle? (Includes fighting Rydia, Titan, and the landslide in Mist, seems to freeze the game when not used in its appropriate spot only in a Map. It works surprisingly fine on the Overworld. It may have something to do with a Load Map instruction coming right after though. Regardless even that does not work in a normal map.)
Visual Effect 5 - ? (In a map it shows some sort of static wave on the player that quickly vanishes, also actors don't immediately appear until a few seconds later when the map is first accessed.)
Visual Effect 6 - Using Healing Pots graphic
Visual Effect 7 - Mist Dragon Gathering
Visual Effect 8 - Bomb's wreaking havoc from Bomb Ring
Visual Effect 9 - Prologue (Will lead to a black screen if used outside of its proper event? Not sure how this one works yet.)
Visual Effect 10 - Takes you to outside of Baron Town to the near East. I can't think of it's purpose.
Visual Effect 11 - As above, it seems.
Visual Effect 12 - Being bombarded.
Visual Effect 13 - Nothing, didn't do anything when used.
Visual Effect 14 - Agart Mountain being blown away.
Visual Effect 15 - Part of the Leviathan sequence.
Visual Effect 16 - Second part of Leviathan Sequence.
Visual Effect 17 - Ship being sucked in to whirlpool by Leviathan.
Visual Effect 18 - Kain's Red Wings meeting with Cecil.
Visual Effect 19 - Kain's Red Wings leaving.
Visual Effect 20 - Kain taking Cecil to the Tower of Zot.
Visual Effect 21 - The palette of the map slightly morphs and the text box turns orange.
Visual Effect 22 - The Enterprise caught between warring tanks and Red Wings.
Visual Effect 23 - Cid using the Enterprise to evade the Red Wings Underground.
Visual Effect 24 - Continuing to evade the Red Wings.
Visual Effect 25 - The map disappears beneath the actor's feet. Not sure when this is used.
Visual Effect 26 - A very slight screen tear that disappears as soon as it appears.
Visual Effect 27 - Nothing, it seems.
Visual Effect 28 - Nothing.
Visual Effect 29 - Nothing.
Visual Effect 30 - Screen shake and one explosion.
Visual Effect 31 - Lunar Whale Rising.
Visual Effect 32 - Boarding the Lunar Whale and going to the Moon.
Visual Effect 33 - Giant of Babil awakening and torching the countryside.
Visual Effect 34 - Tanks attacking the Giant of Babil
Visual Effect 35 - Tanks continuing to attack.
Visual Effect 35 - The Airships arrive and attack the Giant.
Visual Effect 36 - More attacks.
Visual Effect 37 - An airship moves out of formation
Visual Effect 38 - And moves toward the Giant.
Visual Effect 39 - The airship moves to the Giant and the screen darkens.
Visual Effect 40 - Nothing?
Visual Effect 41 - Caused all actors to vanish.
Visual Effect 42 - Neutralizing the Giant?
Visual Effect 43 - Not certain, maybe a ship flying away?
Visual Effect 44 - Ship Landing, then warped to the Lunar Whale on the Overworld.
Visual Effect 45 - Same as above?
Visual Effect 46 - Nothing?
Visual Effect 47 - Heading back to the Moon, with the ship entering the screen face forward.
Visual Effect 48 - Lunar Whale taking off, going to the Moon and landing in a specific spot.
Visual Effect 49 - Explosion which caused a strange minor screen glitch.
Visual Effect 50 - Mysidian Legend. (Like the prologue, will lead to a black screen might some of these work the way they do because it's at the end of their respective events?)
Visual Effect 51 - All actors disappear and the music gets quieter.
Visual Effect 52 - Seeing the moon through the Telescope.
Visual Effect 53 - The Lunar Whale returning to Mysidia.
Visual Effect 54 - Explosions to the side of the screen.
Visual Effect 55 - Mysidian Legend IN SPACE!
Visual Effect 56 - Moon goes flying off.
Visual Effect 57 - End Credits
Visual Effect 58 - Explosions on the center of the screen.
Visual Effect 59 - Bizarre. The map pans over a little, glitching the screen in the process and displays the text of Rosa meeting with Cecil in the Baron Castle Hallway, then resets the game.
Visual Effect 60 - Resets the game.
Visual Effect 61 - Decreases the volume of the music.
Visual Effect 62 - Nothing.
Visual Effect 63 - Same Rosa/Cecil conversation without the glitching.
Visual Effect 64 - Giant of Babil exploding, screen flashes black several times and then the screen darkens.
Visual Effect 65 - An NPC started to move strangely and then the system crashed.
Visual Effect 66 - Seems to be a Message Box 2 pointer.
Visual Effect 67 - All Actors vanished.
Visual Effect 68 - System crash.
Visual Effect 69 - Nothing.
Visual Effect 70 - System crash.
EDIT 3: I was looking at some of Phoenix's old notes and I found something that might be relevant in the "NPCs.txt".
"The speech data utilizes events numbers 01-03, which are event code EE message calls:
"Show bank 2 message [hex # xx after event call] from pointer [map#]"
For example, the Old Man wandering in the town of Baron has the following data (at 99EDE-99EEA):
FE 06 FF 03 FE 0B FF 02 FF 01 03 04 05
This translates to:
Data Meaning
-------- ------------------------
FE 06 If event flag 06 is set,
FF 03 load event 03 (i.e. message call EE 02 = message 05 of bank 2)
FE 0B (else) if event flag 0B is set,
FF 02 load event 02 (i.e. message call EE 01 = message 04 of bank 2)
FF 01 (else) load event 01 (i.e. message call EE 00 = message 03 of bank 2)
03 04 05 [Hex data following event call]
======================================================================================"
EDIT 4 - I decided to take a look into this issue trying to correlate things from one side to the other.
I used the Old Man from Baron as the test in this. 003 of Bank 2- "Why is the King training soldiers how to use the sword of the dark side?" This goes right with what is in the notes, that the Old Man has 03,04, and 05 as his text depending on the Flag that is set. This one is a prime example because he is set up so close to the beginning of the maps.
I see now! It's all based around maps. Town of Baron - Not coincidentally the first map, has Bank 2 listings from 000 to 011.
Mist's numbers also add up with what the dialogue editor seems to show. It's just done in a different fashion for whatever reason. Whereas the Baron folks used Events 00-03 many of the other NPC's use the later calls for their text.
It may take a while but it should be a simple matter now to decode the Bank 2 calls.
I think I'll have something soon. To start this.