You can't use 0x01 for other games. I know what all of them do, and is really per game predefined stuff. Few of them are per game engine, but still do something game specific.
For example 2C, 2D are hooks for Onimusha IPU program, to add 4QW to packet. You can notice how specific hooks are even by game list. Some of them just target different region.
0x0A - Triace (Force correct value on decryption runtime)
0x0B - Triace, interesting. Star Ocean don't need it
0x12 - Disney's Finding Nemo hook
0x13 - 0x16 - Snowblind hacks (custom name

)
0x1B - 0x1E - Street Racing Syndicate hook
0x1F - 0x22 - Ford vs. Chevy
0x0F - 0x11, and 0x3B doing the same but "probing" for conditions, and answering in different addresses. Fix for messy gta CTheScripts::ClearSpaceForMissionEntity. PS4 emulator do this too.
0x2F - 0x32 Singstar's hooks
The net command 0x01 is very interesting, is defined as:
Code:
2x uint32_t Params (addr, func_id)
What i understand is it means the value in the memory address is going to be "managed" by a logic function implemented inside the emulator
That mean when Emotion Engine PC register hit correct address, then execution of virtual machine is halted, and PPC part is done. After that game back to execution from next address, unless hook specify different PC on PPC side.
This is literally same logic as hooks done only on EE side. But there we usually add jump to below 0x100000 memory, do what need to be done, and jump back to where we hooked. For example hook like that is done in God Hand official config.
Only difference between hook like that, and 0x01 is that 0x01 can do also PPC specific stuff there, even run predefined emulator function (Max Payne).