GetEmpire(1):UpdateAsteroidLists() is Updating the Asteroid List (i.e how many asteroid the empire has, which asteroids, if the empire is defeated and other stuff).
SetSpeedSwitchAvailable(true) is probably allowing to change the speed in-game, like the developers mode +/-.
WaitReal(1) is, I think, to stop everything. 1 should be 1 millisecond, not a second.
Message("04_01", true, 1.0, "Top") is probably Message(Text, Clickable???, Size, Position(Text Based))(I'm not certain about this, do some experiementation!
)
IsiOS() doesn't need any explanation.
SetSpeedSwitchAvailable: This just disables or enables the top left speed control. Levels disable it for the first few seconds during opening message displays for one reason - some levels have AI on both switches and timers which are only affected after the text has finished. Having a speed control at the start can thus give a player a head start. It's perhaps not the ideal fix but that's why you'll see this in levels (disabled in set up, enabled after the intro message).
There are many other availability messages too - note that these tend to match game settings although you could be evil and prevent the player planting flowers by disabling the button even though they could grow them according to the rules!
WaitReal(t) - waits t seconds of real time. This is
not game time, i.e. it is unaffected by the speed control. It's mainly used for message delays. WaitGame(t) is game time. Parameters are seconds. Nothing actually stops by the way, it just pauses further execution of that function. The game can still end as normal as long as scripting has been done correctly (i.e. the CheckConditions function is valid).
Message(<ID>, <AUTO DISPLAY TIME true/false>, <SIZE>, <LOCATION ["Top", "Left", "Center", possibly right and bottom]>) - you can add text to lang.csv. See my iOS scripting post.
Also, someone was setting zoom to 50. I have no idea if this is ok or not but it looks like a really low number to me. Crashing may be possible if the zoom is set beyond a sensible range (zooms tend to be in the high 100s or 1000s from memory). The camera code was reworked heavily a couple of times to suit the iPad and is probably not hugely flexible.