These opcodes load/store the current move track of an actor from/to a game var. Also check these opcodes when building the "only in scene" game var list in the editor.
The main use of these opcodes seems to be for implementing timers. For example, most (all?) areas on Desert Island contain an invisible actor (e.g. actor_19 in the School of Magic Classroom) that has a move script which has a chain of tracks and waits and a life script that continually saves the current track to a game var (var_80). This var is then used to drive the state of the Peddler as he travels around the island.
These opcodes load/store the current move track of an actor from/to a game var. Also check these opcodes when building the "only in scene" game var list in the editor.
The main use of these opcodes seems to be for implementing timers. For example, most (all?) areas on Desert Island contain an invisible actor (e.g. actor_19 in the School of Magic Classroom) that has a move script which has a chain of tracks and waits and a life script that continually saves the current track to a game var (var_80). This var is then used to drive the state of the Peddler as he travels around the island.
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