Most of these opcodes operate on texture IDs. Here's an example of some used in battle, identified by changing their y coordinates.
Note that the health bar is not tied to 0x2A, but instead appears to be tied to 0x3.
Init a texture. First operand is the ID.
Set a texture's x and y coordinate on the screen.
Set a texture's x coordinate on the screen.
Set a texture's y coordinate on the screen.
Does some weird movement with textures, possibly centering it on the location of another texture?
Reset a texture.
Sets whether to flip the texture. Flip the texture by setting value to 1.
Reset multiple textures at once.
No-op.
Sets whether to flip the texture. Does so by calculating andc
(AND with Complement) from the given input on the current value.
This is equivalent to current = current & ~input
. I think it's primarily used to disable flipping, whether it is enabled or not.