The party's sprites, placing a scene's actors, and the actor table.
The colour buffer: palettes moved toward target colours.
The fade overlay drawn on the ground beside an actor.
Showing a found item, and Reveal's sparkles on hidden things.
Using an item on the field.
The map's markers: chests and Psynergy stones.
Random encounters, and each scene's music, place name and backdrop.
Finding and running a scene's events: talking, touching, searching.
Using Psynergy on the field.
The actor a field action aims at, and the helpers that follow it.
Window transitions and dissolves between scenes.
What every part of object.c shares: its includes and the macros and types more than one part uses.
The debug palette editor.
Running a field scene until the party leaves it, and its entrance.
Scene changes: exits, returns from battle, the main loop, entering.
Speaker definitions: portraits and idle lines by sprite.
Field requests and each step of the leader: exits, encounters, damage.