For opcode 83, basically it's the bank number, then the pointer in that bank. It assumes the data pointed to is a script. It's a three byte pointer to anywhere in the rom. If this is the case, then most of what interaction 72 does is redundant. Furthermore, opcode 83 actually puts the starting address of the script plus whatever else fits into C300. For example, the wall crushing event in Seasons(the one that's broken), is set up in a manner that when bit 20 is set(by obtaining the decoy rupee), it will then bankswitch to bank 14 01 48, or 50801, and excecute the script from there. There's the element that closes the door, the part where the Armos statues disappear, and finally, interaction 65 is set which starts the crushing walls ASM.
What seems to be missing is a call ASM opcode that has the same 3 byte addressing, and of course there is no "call script on x" native command. Perhaps FF could be retooled to switch between jmp condition and jmp ASM.
Knowing that months ago would've been great.
Also, I FINALLY found out what's causing the maps to not work! However, I will be doing my own thing to make it work to allow more flexibility. Basically, the game only wrote the new pointers to the FFxx spots in the memory after loading the original ones, and I wasn't pulling the data based on those pointers. Oh well!