Intended to work on cutting down some cutscenes in my mod, got sidetracked and started looking at the code for the game's cs parser
Valid commands range from 0x01 to 0x90, 0x03E8, and -1. A jump table is used to parse commands 0x01 to 0x90, and is located at 8010757C NTSC 1.0
I've only traced through the routine used to parse the cutscene command that handle's Rauru's actor, but I now realize why nobody has built a "master" list of actor ids yet. From what I can tell, the purpose of this set of routines is to simply set a pointer to the active command for an actor. The actor then listens for it when it's being processed.
What's more important though is that a number of ids reference the same function. For example, Rauru's cutscene id (0x27) uses the same routine as 17 other different ids, meaning that these ids should be are equivalent to one another
This is also means that some ids can't be used with one another, since you'll end up overriding the pointer before the actors can act on it