SCUMM/V5 opcodes

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SCUMM V5 opcodes

The following conventions are used in the encoding descriptions.

TermDescription
opcodeThe instruction's opcode, with the appropriate bits set according to the parameters.
auxAn aux opcode that stores parameter bits and no other information. (the base aux opcode is usually $01, but can differ for each instruction)
sub-opcodeAn aux opcode that indicates a specific function to perform (e.g. the "wait" instruction has sub-opcodes to "wait for message", "wait for actor" etc), as well as storing parameter bits if necessary.
resultA result pointer. (A standard word pointer, always a LE word.)
varA variable pointer. Same as above, but is not written to. Because this is always a variable, the opcode is not affected like it would be with a normal parameter (described below).
value[8]An 8-bit constant (a byte).
value[16]A 16-bit constant (a word LE).
value[p8]An 8-bit parameter. This may be encoded as a word LE if it's a pointer, or a byte if it's a constant.
value[p16]A 16-bit parameter. This is always encoded as a word LE, and may be a pointer or constant.
value[v16]A variable number of word LE parameters. These are encoded as a sequence of aux[8] param[p16]; param; aux contains the parameter bit to describe param (and is always $01, ignoring the parameter bits). A byte of $FF terminates the sequence. (actually always shown as "value[v16]...")
value[o]The offset word for parameter value. This is only encoded if needed, but always at the position indicated. If not specified, the offset word occurs immediately after the parameter.
value[c]An ASCII character. Because some instructions use null-terminated strings and some use $FF, the exact format of a string is described in the instruction. Almost always appears as "value[c]..."
term...One or more terms.

Of course, due to the non-orthogonality of the opcodes, there are lots of exceptions.


actorFollowCamera ($52)

Encoding

opcode actor[p8]

Operation

Sets the camera to follow the given actor?


actorFromPos ($15)

Encoding

opcode result x[p16] y[p16]

Operation

Returns the actor located at the given co-ordinates.


actorOps ($13)

parameters depend on auxiliary opcode; terminated by $FF

Encoding

opcode actor[p8] sub-opcode... $FF

sub-opcodes:

$00 arg1[p8]
$01 costume[p8]
$02 xspeed[p8] yspeed[p8]
$03 sound[p8]
$04 walkframe[p8]
$05 starttalk[p8] endtalk[p8]
$06 standframe[p8]
$07 arg1[p8] arg2[p8] arg3[p8]
$08
$09 elevation[p16]
$0A
$0B index[p8] value[p8]
$0C colour[p8]
$0D name[c]... $00
$0E initframe[p8]
$10 width[p8]
$11 xscale[p8] yscale[p8]
$12
$13 zplane[p8]
$14
$15 
$16 animspeed[p8]
$17 shadow[p8]

Operation

Miscellaneous actions on actors.

OpcodeMeaningDescription
$00dummyA dummy case, does nothing (in ScummVM).
$01SO_COSTUMESets the actor's costume.
$02SO_STEP_DISTSets the actor's walking speed for x and y.
$03SO_SOUNDAssociates a sound with the actor (footsteps?)
$04SO_WALK_ANIMATIONSets the current frame of the walking animation.
$05SO_TALK_ANIMATIONSets the start and stop frames of the talking animation.
$06SO_STAND_ANIMATIONSets the current frame of the standing animation.
$07SO_ANIMATIONUnknown; seems to be unused in ScummVM.
$08SO_DEFAULTInitializes actor.
$09SO_ELEVATIONSets the actor's elevation to the given value.
$0ASO_ANIMATION_DEFAULTInitializes the actor's animation frames.
Init frame = 1
Walk frame = 2
Stand frame = 3
Talk start frame = 4
Talk stop frame = 5
$0BSO_PALETTESets the colour at the given index to a new value (another entry in the colour lookup table/CLUT). Index must be between 0 and 31 (the number of colours in a costume).
$0CSO_TALK_COLORSets the actor's talk colour.
$0DSO_ACTOR_NAMESets the actor's name to the given null-terminated string.
$0ESO_INIT_ANIMATIONSets the current frame of the initial animation.
$10SO_ACTOR_WIDTHSets the actor's width.
$11SO_ACTOR_SCALESets the actor's X and Y scales.
$12SO_NEVER_ZCLIPTurns off all Z-clipping for the actor.
$13SO_ALWAYS_ZCLIPForces the actor's Z-clipping for the given Z-plane?
$14SO_IGNORE_BOXESIgnores boxes, turns off Z-clipping, and puts actor somewhere if the actor is in the current room?
$15SO_FOLLOW_BOXESFollows boxes, turns off Z-clipping, and puts actor somewhere if the actor is in the current room?
$16SO_ANIMATION_SPEEDSets the animation speed.
$17SO_SHADOWSets the shadow mode.

Variants

In SCUMM V3 and V4, the opcode values are slightly different.

OpcodeMeaning
$00dummy
$01SO_COSTUME
$04SO_STEP_DIST
$05SO_SOUND
$06SO_WALK_ANIMATION
$07SO_TALK_ANIMATION
$08SO_STAND_ANIMATION
$09SO_ANIMATION
$0ASO_DEFAULT
$0BSO_ELEVATION
$0CSO_ANIMATION_DEFAULT
$0DSO_PALETTE
$0ESO_TALK_COLOR
$0FSO_ACTOR_NAME
$10SO_INIT_ANIMATION
$12SO_ACTOR_WIDTH
$13SO_ACTOR_SCALE
$14SO_IGNORE_BOXES

Also in V3 and V4, sub-opcode $13 (SO_ACTOR_SCALE) only takes one parameter, so X and Y scaling is done at a 1:1 ratio.


actorSetClass ($5D)

Encoding

opcode object[p16] classes[v16]...

Operation

Makes object inherit from all of the given classes. A class of "0" will clear all of the object's existing class data.


add ($5A)

Encoding

opcode result value[p16]

Operation

result := result + value

The variable pointed to by result is read, value is added to it, and the result written back.


and ($17)

one parameter, uses result

Encoding

opcode result value[p16]

Operation

result := result and value

The variable pointed to by result is read, logically ANDed with value, and the result written back.


animateActor ($11)

Encoding

opcode actor[p8] anim[p8]

Operation

Starts the given animation for the given actor.


breakHere ($80)

no parameters

Encoding

opcode

Operation

Deschedules the currently running thread. Execution continues at the next instruction when the thread's next timeslot comes around.


chainScript ($42)

one parameter plus varargs

Encoding

opcode script[p8] args[v16]...

Operation

Replaces the currently running script with another one. The current script is terminated immediately and the new script (determined by the given script ID), is executed in the same thread. The new script has its local variables initialised to the list args. Uninitialised variables have undefined values.


cursorCommand ($2C)

parameters depend on auxiliary opcode

Encoding

opcode sub-opcode

sub-opcode can be any of the following:

$01
... $01 through $08 take the same arguments ...
$08
$0A cursornum[p8] charletter[p8]
$0B index[p8] x[p8] y[p8]
$0C cursor[p8]
$0D charset[p8]
$0E colours[v16]...

Operation

Miscellaneous actions on cursors & charsets.

OpcodeMeaningDescription
$01SO_CURSOR_ONTurns the cursor on.
$02SO_CURSOR_OFFTurns the cursor off.
$03SO_USERPUT_ONEnables user input.
$04SO_USERPUT_OFFDisables user input.
$05SO_CURSOR_SOFT_ONIncrements the cursor's state?
$06SO_CURSOR_SOFT_OFFDecrements the cursor's state?
$07SO_USERPUT_SOFT_ONIncrements "user input" counter (when greater than 0, user input is enabled).
$08SO_USERPUT_SOFT_OFFDecrements "user input" counter (when 0 or less, user input is disabled).
$0ASO_CURSOR_IMAGEChanges the cursor image to a new one, based on image in a character set. Only used in Loom.
$0BSO_CURSOR_HOTSPOTChanges the hotspot of a cursor. Only used in Loom.
$0CSO_CURSOR_SETChanges the current cursor. Must be between 0 and 3 inclusive.
$0DSO_CHARSET_SETInitializes the given character set.
$0ESO_CHARSET_COLORSInitializes the character set data & colours to the given arguments? Must have 16 arguments?

Variants

In SCUMM V3, sub-opcode $0E performs a different function, to load/initialize a character set.

opcode $0E arg1[p8] arg2[p8]


cutScene ($40)

Encoding

opcode args[v16]...

Operation

??? If required, runs a script passing the given arguments. Cutscene data given by the first argument?


debug ($6B)

one parameter, no result

Encoding

opcode param[p16]

Operation

Passes the parameter to the interpreter's debugger. What this does is entirely platform-specific (and may do nothing).


decrement ($C6)

no parameters, uses result

Encoding

opcode result

Operation

result := result - 1

Reads the variable pointed to by result, decrements it, and writes it back.


delay ($2E)

one constant parameter

Encoding

opcode param[24]

Operation

Suspends the current thread for the appropriate number of 1/60ths of a second. Yes, that really is a 24-bit LE constant.


delayVariable ($2B)

one constant parameter

Encoding

opcode var

Operation

var is dereferenced and the current thread suspended for that number of 1/60ths of a second.


divide ($5B)

one parameter, uses result

Encoding

opcode result value[p16]

Operation

result := result / value

The variable pointed to by result is read, divided by value, and the result written back. If value is zero, the result is undefined (and the interpeter may halt with an error).


doSentence ($19)

Encoding

opcode verb[p8] objectA[p16] objectB[p16]

Operation

Performs a verb sentence action, e.g. "Use monkey on hydrant". If verb is $FE, the current sentence script is stopped, status cleared etc.


drawBox ($3F)

two parameters, does not use result, supplementary opcode byte with three more subsequent parameters

Encoding

opcode left[p16] top[p16] auxopcode[8] right[p16] bottom[p16] colour[p8]

Operation

Draws a solid box on the backbuffer from (left, top) to (right, bottom) in the given colour.

The only part of auxopcode that is relevant are the parameter bits. The rest of the opcode is ignored. However, the aux opcode's initial value is $05.


drawObject ($05)

Encoding

opcode object[p16] sub-opcode

sub-opcodes:

$01 xpos[p16] ypos[p16]
$02 state[p16]
$FF

Operation

OpcodeMeaningDescription
$01Draw AtMoves the given object to the given co-ordinates, and adds it to the drawing queue.
$02Set StateSets the state of the object, adds it to the drawing queue.
$FFDrawDoes not change the object's position (or state?), still adds it to the drawing queue.

Variants

Small header games (v3 and v4) only support the parameters used with sub-opcode $01, e.g:

opcode object[p16] xpos[p16] ypos[p16]

Accordingly, they have three parameter bits, and hence more possible opcodes.


dummy ($A7)

Encoding

opcode

Operation

V5 specific - The KIXX XL release of Monkey Island 2 (Amiga disk) used this opcode as a dummy, in order to remove copy protection and keep level selection.

Variants

In SCUMM V3 and V4, this opcode is used for the saveLoadVars instruction.


endCutScene ($C0)

Encoding

opcode

Operation

Ends the cutscene, performing cleanup if necessary.


equalZero ($28)

jumps

Encoding

opcode var target[16]

Operation

unless (var == 0) goto target

Target is a byte offset (measured from after this instruction), which will be added to the instruction pointer.


expression ($AC)

Encoding

opcode result subopcode... $FF

sub-opcodes:

$01 value[p16]
$02
... $02 through $05 take the same arguments ...
$05
$06 nested-opcode

Operation

Expression mode operates on a stack. Values are pushed on, and operators are applied to the top two items on the stack.

OpcodeMeaningDescription
$01ValuePushes a value onto the top of the stack.
$02Addstack[top - 1] + stack[top]
$03Subtractstack[top - 1] - stack[top]
$04Multiplystack[top - 1] * stack[top]
$05Dividestack[top - 1] / stack[top] (if stack[top] is 0 an error occurs)
$06Nested OpcodeAn entire instruction that returns a result, such as getActorScale. This is interpreted like a normal opcode, but the result is pushed onto the expression stack. (The opcode is passed the special "VAR_RESULT" parameter for "result")


faceActor ($09)

Encoding

opcode actor[p8] object[p16]

Operation

Dereferences actor, tells actor to face object (presumably based on X/Y co-ordinates).


findInventory ($3D)

Encoding

opcode result owner[p8] index[p8]

Operation

object := owner.inventory[index]

Searches for all objects owned by owner (an actor or object), and returns the one at the given index (offset).


findObject ($35)

Encoding

opcode result x[p8] y[p8]

Operation

Returns the first "touchable" local object at the given co-ordinates. Will not match on the bottom or right-hand edges of an object.


freezeScripts ($60)

Encoding

opcode flag[p8]

Operation

Freezes all scripts (by setting the high bit on each script's status). If flag is >= $80, all freeze resistent scripts will also be frozen. If flag is 0, all scripts are unfrozen. Freezing effects are cumulative - i.e. if script A is frozen twice, and unfrozen once, it will still be frozen until it is unfrozen a second time. A script's frozen status is indicated by the high bit.


getActorCostume ($71)

Encoding

opcode result actor[p8]

Operation

Returns the actor's current costume.


getActorElevation ($06)

Encoding

opcode result actor[p8]

Operation

Returns the actor's current elevation.


getActorFacing ($63)

Encoding

opcode result actor[p8]

Operation

Returns the current direction the actor is facing.


getActorMoving ($56)

Encoding

opcode result actor[p8]

Operation

Returns the actor's moving status (0 or 1).


getActorRoom ($03)

Encoding

opcode result actor[p8]

Operation

Returns the room the actor currently occupies?


getActorScale ($3B)

Encoding

opcode result actor[p8]

Operation

Returns the actor's current scale.

Variants

In Indy3, this opcode is used for waitForActor.


getActorWalkBox ($7B)

Encoding

opcode result actor[p8]

Operation

Returns the actor's walkbox.


getActorWidth ($6C)

Encoding

opcode result actor[p8]

Operation

Returns the actor's width.


getActorX ($43)

Encoding

opcode result actor[p16]

Operation

Returns the actor's current X co-ordinate.

Variants

In Indy3, actor is only one byte.

opcode result actor[p8]


getActorY ($23)

Encoding

opcode result actor[p16]

Operation

Returns the actor's current Y co-ordinate.

Variants

In Indy3, actor is only one byte.

opcode result actor[p8]


getAnimCounter ($22)

Encoding

opcode result actor[p8]

Operation

Returns the actor's animation counter.

Variants

This opcode is used for saveLoadGame in SCUMM V3.


getClosestObjActor ($66)

Encoding

opcode result actor[p16]

Operation

Returns the object closest to the actor. Items that are more than 255 units (pixels in newer games, characters in older games) away from the actor will not be detected.


getDist ($34)

Encoding

opcode result objA[p16] objB[p16]

Operation

Returns the distance between two actors/objects (objA and objB).


getInventoryCount ($31)

Encoding

opcode result actor[p8]

Operation

Returns the number of items in an actor's inventory?


getObjectOwner ($10)

Encoding

opcode result object[p16]

Operation

Returns the owner of an object.


getObjectState ($0F)

Encoding

opcode result object[p16]

Operation

Returns the state of the object.

Variants

In small header games, this opcode is used for the "ifState" instruction.


getRandomNumber ($16)

Encoding

opcode result seed[p8]

Operation

Returns a new random number based on the given seed.


getScriptRunning ($68)

Encoding

opcode result script[p8]

Operation

Returns 1 if the given script is running, 0 if it's not.


getStringWidth ($67)

Encoding

opcode result strptr[p8]

Operation

Gets the length of the string pointed to by strptr (either a variable or direct byte), stores the returned value in result.


getVerbEntryPoint ($0B)

Encoding

opcode result object[p16] verb[p16]

Operation

Returns the entry point for the response code/script for when the given verb is applied to the given object? i.e. gets the start of the script to run for the specific user interaction.


ifClassOfIs ($1D)

jumps

Encoding

opcode value[p16] args[v16]... target[16]

Operation

unless (value.class is one of [args.class]) goto target

Compares the value's class with all classes given in args.

Target is a byte offset (measured from after this instruction), which will be added to the instruction pointer.


ifNotState ($2F) (V3-4)

This opcode is not present in SCUMM V5.

Encoding

opcode object[p16] state[p8] target[16]

Operation

unless (getState(object) != state) goto target


ifState ($0F) (V3-4)

This opcode is not present in SCUMM V5.

Encoding

opcode object[p16] state[p8] target[16]

Operation

unless (getState(object) == state) goto target


increment ($46)

no parameters, uses result

Encoding

opcode result

Operation

result := result + 1

Reads the variable pointed to by result, increments it, and writes it back.


isActorInBox ($1F)

Encoding

opcode actor[p8] box[p8] target[16]

Operation

Unless the actor's co-ordinates are within the bounds of the given box, jump to target.

Target is a byte offset (measured from after this instruction), which will be added to the instruction pointer.


isEqual ($48)

Encoding

opcode var value[p16] target[16]

Operation

unless (value == var) goto target

Target is a byte offset (measured from after this instruction), which will be added to the instruction pointer.


isGreater ($78)

Encoding

opcode var value[p16] target[16]

Operation

unless (value > var) goto target

Target is a byte offset (measured from after this instruction), which will be added to the instruction pointer.


isGreaterEqual ($04)

Encoding

opcode var value[p16] target[16]

Operation

unless (value >= var) goto target

Target is a byte offset (measured from after this instruction), which will be added to the instruction pointer.


isLess ($44)

Encoding

opcode var value[p16] target[16]

Operation

unless (value < var) goto target

Target is a byte offset (measured from after this instruction), which will be added to the instruction pointer.


isNotEqual ($08)

Encoding

opcode var value[p16] target[16]

Operation

unless (value != var) goto target

Target is a byte offset (measured from after this instruction), which will be added to the instruction pointer.


isSoundRunning ($7C)

Encoding

opcode result sound[p8]

Operation

Returns 1 if sound is running, returns 0 if sound is not running or if the given sound is 0.


jumpRelative ($18)

jumps

Encoding

opcode target[16]

Operation

PC := PC + target

The inline constant target is read as a signed word and added to the program counter after the instruction has been read. Therefore, if target is zero, the instruction will do nothing; if target is -3, an infinite loop will result.


lessOrEqual ($38)

jumps

Encoding

opcode var value[p16] target[16]

Operation

unless (value <= var) goto target

Target is a byte offset (measured from after this instruction), which will be added to the instruction pointer.


lights ($70)

Encoding

opcode arg1[p8] arg2[8] arg3[8]

Operation

If arg3 is 0, the "current lights" variable is set to arg1. If arg3 is 1, the size of the "flashlight" light is determined by arg1 and arg2, for width and height in stripes (which are equivalent to 8 pixels each; see SCUMM/Technical Reference/Image resources).


loadRoom ($72)

Encoding

opcode room[p8]

Operation

Loads the given room into memory.


loadRoomWithEgo ($24)

Encoding

opcode object[p16] room[p8] x[16] y[16]

Operation

Places the Ego actor in room at object's position. If x is not -1, Ego will start moving towards the given x and y co-ordinates. If object is not in the given room an error will occur. (I think...)


matrixOp ($30)

Encoding

opcode sub-opcode

sub-opcodes:

$01 box[p8] val[p8]
$02 box[p8] val[p8]
$03 box[p8] val[p8]
$04

Operation

This instruction manipulates boxes.

OpcodeMeaningDescription
$01setBoxFlagsSets the box's flags to the given value.
$02setBoxScaleSets the box's scale.
$03setBoxScaleSets the box's scale to ((val - 1) OR $8000).
$04createBoxMatrixInitializes the matrix of boxes, by determining the distances and shortest paths between boxes.

Variants

SCUMM V3 only has the one instruction, which behaves like setBoxFlags:

opcode box[p8] val[8]


move ($1A)

Encoding

opcode result value[p16]

Operation

result := value

Value is moved into result.


multiply ($1B)

Encoding

opcode result value[p16]

Operation

result := result * value

The variable pointed to by result is read, multiplied by value, and written back.


notEqualZero ($A8)

Encoding

opcode var target[16]

Operation

unless (var != 0) goto target

Target is a byte offset (measured from after this instruction), which will be added to the instruction pointer.


oldRoomEffect ($5C) (V3-4)

This opcode/instruction not present in SCUMM V5.

Encoding

opcode sub-opcode

sub-opcodes:

$03 effect[p16]
$?? effect[p16]

Operation

Performs like sub-opcode SO_ROOM_FADE of the roomOps instruction (fade in if effect != 0, otherwise fade out).

This information may not be correct; descumm says if the sub-opcode is 3, to "set" the effect, but if the sub-opcode is anything else to fade in with the given effect.

Variants

FM-Towns SCUMM V3 performs a different effect, not fully implemented in ScummVM. At the moment ScummVM just forces a redraw of the screen background.


or ($57)

one parameter, uses result

Encoding

opcode result value[p16]

Operation

result := result or value

The variable pointed to by result is read, logically ORed with value, and the result written back.


override ($58)

Encoding

opcode sub-opcode

sub-opcodes:

$00
$01 $18 target[16]

Operation

If the sub-opcode is 0, marks the end of an override section.
If the sub-opcode is not 0, marks the beginning of an override section. The instruction is immediately followed by a "jumpRelative" instruction.
Overrides are used by cutscenes; if a cutscene is skipped (if the user presses the ESC key), the script will jump by the given target (offset from the beginOverride instruction).


panCameraTo ($12)

Encoding

opcode x[p16]

Operation

Starts the camera panning to the given x co-ordinate.


pickupObject ($25) (v5)

This instruction is only present in SCUMM V5.

Encoding

opcode object[p16] room[p8]

Operation

Adds the given object (located in the given room) to the Ego actor's inventory.

Variants

In SCUMM V3 and V4, this opcode is used for drawObject.


pickupObject ($50) (V3-4)

This opcode/instruction is not present in SCUMM V5.

Encoding

opcode object[p16]

Operation

Adds the given object (located in the given room) to the Ego actor's inventory. If object < 1, an error is raised. If the object is not found or the object is already in the inventory, this function ends gracefully.


print ($14)

Encoding

opcode actor[p8] sub-opcode

sub-opcodes

$00 xpos[p16] ypos[p16]
$01 colour[p8]
$02 right[p16]
$03 width[p16] height[p16]
$04
$06
$07
$08 offset[p16] delay[p16]
$0F string[c]... $FF

Operation

Sets text properties and displays dialogue.

OpcodeMeaningDescription
$00SO_ATSets the position of the text that follows.
$01SO_COLORSets the colour of the text.
$02SO_CLIPPEDClips the text's right-hand side (for wrapping?).
$03SO_ERASEErases characters (not used in ScummVM).
$04SO_CENTERCentres the text.
$06SO_LEFTLeft-aligns the text.
$07SO_OVERHEADOverhead-aligns the text.
$0FSO_TEXTSTRINGPrints the text string that follows. Terminated by $FF.

Variants

In SCUMM V3, text function $06 sets the height of the text:

$06 height[p16]

In Loom CD (SCUMM V4), there is an additional text function $08 (SO_SAY_VOICE), which plays a portion of the CD audio track.

$08 offset[p16] delay[p16]


printEgo ($D8)

Encoding

opcode sub-opcode

Operation

Exactly the same as print, except the actor is implicitly Ego. See the entry for "print" for further explanation.


pseudoRoom ($CC)

Encoding

opcode val[8] res[8]... $00

Operation

forall (res) {
 if (res >= $80) {
  _resourceMapper[res & $7F] := val
 }
}

What does this actually do? We may never know.

It looks like res values always have the high bit set, e.g. 0x01 becomes 0x81.


putActor ($01)

Encoding

opcode actor[p8] x[p16] y[p16]

Operation

Puts the actor at the given co-ordinates.


putActorAtObject ($0E)

Encoding

opcode actor[p8] object[p16]

Operation

Puts the actor at the given object's position. If the object can not be found, a default position is returned (the centre of the screen in ScummVM).


putActorInRoom ($2D)

Encoding

opcode actor[p8] room[p8]

Operation

Puts the actor in the given room.


resourceRoutines ($0C)

Encoding

opcode sub-opcode

sub-opcodes:

$01 resID[p8]
... $01 through $10 take the same arguments ...
$10 resID[p8]
$11
$12 resID[p8]
$13 resID[p8]
$14 room[p8] object[p16]

Operation

resID is unique only within the resource type (e.g. script 11 will not conflict with sound 11).

OpcodeMeaningDescription
$01SO_LOAD_SCRIPTLoads the given script into memory.
$02SO_LOAD_SOUNDLoads the given sound into memory.
$03SO_LOAD_COSTUMELoads the given costume into memory.
$04SO_LOAD_ROOMLoads the given room into memory.
$05SO_NUKE_SCRIPTObliterates the given script from memory.
$06SO_NUKE_SOUNDObliterates the given sound from memory.
$07SO_NUKE_COSTUMEObliterates the given costume from memory.
$08SO_NUKE_ROOMObliterates the given room from memory.
$09SO_LOCK_SCRIPTLocks the given script.
$0ASO_LOCK_SOUNDLocks the given sound.
$0BSO_LOCK_COSTUMELocks the given costume.
$0CSO_LOCK_ROOMLocks the given room.
$0DSO_UNLOCK_SCRIPTUnlocks the given script.
$0ESO_UNLOCK_SOUNDUnlocks the given sound.
$0FSO_UNLOCK_COSTUMEUnlocks the given costume.
$10SO_UNLOCK_ROOMUnlocks the given room.
$11SO_CLEAR_HEAPClears the heap.
$12SO_LOAD_CHARSETLoads the given character set into memory.
$13SO_NUKE_CHARSETObliterates the given character set from memory.
$14SO_LOAD_OBJECTLoads the given object from the given room resource.

Variants

FM-Towns games add the following sub-opcodes (these are not confirmed nor implemented in ScummVM):

OpcodeMeaningDescription
$20UnknownDoes nothing, not used in-game.
$21UnknownDoes nothing, not used in-game.
$23CD VolumePossibly changes the volume of CD tracks (Loom CD). Takes 1 byte.
$24Sound VolumeSets the loudness of a sound resource. Used in Indy3 and Zak. Takes 2 bytes (left/right volumes?).
$25Sound PitchSets the pitch of a sound resource. Used in Indy3 and Zak. Takes 1 byte (pitch = "foo" - "center" semitones. Center is at $32 in the sound resource.)


roomOps ($33)

Encoding

opcode sub-opcode

sub-opcodes:

$01 minX[p16] maxX[p16]
$03 b[p16] h[p16]
$04 red[p16] green[p16] blue[p16] aux index[p8]
$05
$06
$07 scale1[p8] y1[p8] aux scale2[p8] y2[p8] aux slot[p8]
$08 scale[p8] startcolour[p8] endcolour[p8]
$09 loadflag[p8] loadslot[p8]
$0A effect[p16]
$0B redscale[p16] greenscale[p16] bluescale[p16] aux startcolour[p8] endcolour[p8]
$0C redscale[p16] greenscale[p16] bluescale[p16] aux startcolour[p8] endcolour[p8]
$0D resID[p8] filename[c]... $00
$0E resID[p8] filename[c]... $00
$0F resID[p8] aux start[p8] end[p8] aux time[p8]
$10 colindex[p8] delay[p8]

Operation

OpcodeMeaningDescription
$01SO_ROOM_SCROLLClamps the given arguments so scrolling does not extend past the width of the room or screen.
$03SO_ROOM_SCREENInitialises a screen.
$04SO_ROOM_PALETTEAdjusts the room's palette. Aux opcode's initial value is $04.
$05SO_ROOM_SHAKE_ONStarts the room shaking.
$06SO_ROOM_SHAKE_OFFEnds the room shaking.
$07SO_ROOM_SCALESets the room's y scales? (slot is 1 greater than actual slot?)
$08SO_ROOM_INTENSITYLightens/darkens the room's palette.
$09SO_ROOM_SAVEGAMESaves temporary state of the room/game?
$0ASO_ROOM_FADEIf effect is 0, fades in the room. Otherwise, fades out with the given effect (taken from the high byte of effect).
1 = iris effect
2 = box wipe (upper-left to bottom-right)
3 = box wipe (upper-right to bottem-left)
4 = inverse box wipe.
$0BSO_RGB_ROOM_INTENSITYLightens/darkens the room's palette, with different scales for red, green and blue. Aux opcode's initial value is $0B.
$0CSO_ROOM_SHADOWLightens/darkens the shadow palette, with different scales for red, green, and blue.
$0DSO_SAVE_STRINGSaves a string resource to the given file?
$0ESO_LOAD_STRINGLoads a string resource from a given file?
$0FSO_ROOM_TRANSFORMManipulates palettes, strings?
$10SO_CYCLE_SPEEDStarts colour cycling with delay? colIndex is between 0 and 16

Variants

SCUMM V3 (non-PC Engine) encodes the arguments before the sub-opcode:

opcode arg1[p16] arg2[p16] sub-opcode

Small header games (V3 and V4) include an extra sub-opcode, $02 (SO_ROOM_COLOR), which adjusts the room's palette:

opcode $02 colour[p16] index[p16]
... or for V3 games ...
opcode colour[p16] index[p16] $02

In small header games, sub-opcode $04 (SO_ROOM_PALETTE) affects the shadow palette, and only accepts two arguments, a "room colour slot" (palette entry? between 0 and 256) and an index:

opcode $04 colour[p16] index[p16]
... or for V3 games ...
opcode colour[p16] index[p16] $04

In FM-Towns games, sub-opcode $0A performs a different function and has its own sub-opcodes (some unknown and all not yet implemented in ScummVM):

opcode $0A sub-opcode
OpcodeMeaningDescription
$08compose kMainVirtScreen over a screen buffer
$09call 0x110:0x20 _ax=0x601 _edx=2
$0Acall 0x110:0x20 _ax=0x601 _edx=3
$0Bclear screen 0x1C:0x45000 sizeof(640 * 320)
$0Ccall 0x110:0x20 _ax=0x601 _edx=0
$0Dcall 0x110:0x20 _ax=0x601 _edx=1
$10enable clearing of a screen buffer in drawBitmap()
$11disable clearing of a screen buffer in drawBitmap()
$12clear a screen buffer
$13enable palette operations (palManipulate(), cyclePalette() etc.)
$14disable palette operations
$15disable clearing of screen 0x1C:0x5000 sizeof(640 * 320) in initScreens()
$16enable clearing of screen 0x1C:0x5000 sizeof(640 * 320) in initScreens()
$1EUnknown


saveLoadGame ($22) (V3-4)

This instruction is not present in SCUMM V5; its opcode is used for "getAnimCounter".

Encoding

opcode result arg1[p8]

Operation

The slot is determined by taking the lower 5 bits of arg1. The upper 3 bits determine an aux opcode, that performs an action described in the table below.

OpcodeMeaningDescription
$00Num. Available SlotsReturns the number of save slots available.
$20DriveIn V3, returns the type of drive (0 = ???, 1 = A or B [floppy], 2 = hard drive).
In V4, sets the current drive (returns 1).
$40Load GameLoads a game from the given slot (returns 3 if successful, 5 otherwise).
$80Save GameSaves a game to the given slot (returns 0 if successful, 2 otherwise).
$C0Test For GameTests if a save exists in the given slot (returns 6 if so, 7 otherwise).


saveLoadVars ($A7) (V3-4)

This instruction is not present in SCUMM V5; its opcode is used as a dummy.

Encoding

opcode sub-opcode

sub-opcodes:

$01 sub-sub-opcode... $00
$02 sub-sub-opcode... $00

$01 (save) sub-sub-opcodes:

$01 resultA resultB
$02 arg1[p8] arg2[p8]
$03 filename[c]... $00
$04
$1F

$02 (load) sub-sub-opcodes:

$01 resultA resultB
$02 arg1[p8] arg2[p8]
$03 filename[c]... $00
$04
$1F

Operation

OpcodeMeaningDescription
$01SO_SAVE_VARSSaves variables (for saving games?)
$02?SO_RESTORE_VERBSLoads variables (for saving games?)
(I have not verified that restore vars is $02, as the ScummVM code only compares to $01.)
OpcodeMeaningDescription
$01Write VarsWrites a range of variables.
$02Write StringsWrites a range of string variables.
$03Open FileOpens a file for writing.
$04DummyDoes nothing.
$1FClose FileCloses the last opened file.
OpcodeMeaningDescription
$01Read VarsReads a range of variables.
$02Read StringsReads a range of string variables.
$03Open FileOpens a file for reading.
$04DummyDoes nothing.
$1FClose FileCloses the last opened file.


saveRestoreVerbs ($AB)

Encoding

opcode sub-opcode

sub-opcodes:

$01 start[p8] end[p8] mode[p8]
$02 start[p8] end[p8] mode[p8]
$03 start[p8] end[p8] mode[p8]

Operation

OpcodeMeaningDescription
$01SO_SAVE_VERBSFor all verbs between start and end, sets the "saveid" to mode.
$02SO_RESTORE_VERBSFor all verbs between start and end and matching mode, kills any existing verb, sets the saveid to 0 and generally inits the verb.
$03SO_DELETE_VERBSFor all verbs between start and end and matching mode, kills any existing verb.


setCameraAt ($32)

Encoding

opcode x[p16]

Operation

Sets the camera's x position.


setObjectName ($54)

Encoding

opcode object[p16] name[c]... $00

Operation

Sets the given object's name.


setOwnerOf ($29)

Encoding

opcode object[p16] owner[p8]

Operation

Sets the owner of the object.


setState ($07)

Encoding

opcode object[p16] state[p8]

Operation

Sets the state of the object.


setVarRange ($26)

non-standard encoding

Encoding

opcode result number[8] values[8]...

or

opcode result number[8] values[16]...

Operation

for (i = 0; i < number; i++) {
 *result + i := values[i];
}

This sets a number of variables to the given parameters. The starting variable is given as "result", and the number of variables to modify is given as "number". This is followed by the same number of values, which will be put into the variable locations. The values are constants, and can be either 16-bit, if the highest bit of the opcode is set, i.e. $A6; or 8-bit, if the highest bit of the opcode is not set, i.e. $26. Note that all values are affected by the opcode's high bit; you can't mix 8 and 16-bit values.

descumm example:

setVarRange(Var[178],9,[0,0,0,0,0,0,0,0,0]);

This sets variables 178 to 186 (inclusive) to 0.


soundKludge ($4C)

Encoding

opcode items[v16]...

Operation

If the first item is -1, the existing sound queue is processed. Otherwise, the list of items is added to the queue.

Variants

In SCUMM V3 and V4 (small header) games, this opcode is used for the WaitForSentence instruction.


startMusic ($02)

Encoding

opcode music[p8]

Operation

Adds the music in to the queue to be played.

Variants

In FM-Towns (SCUMM V3) games, this instruction performs different functions (some kind of Audio CD status query function; some partially implemented in ScummVM):

opcode result sub-opcode
OpcodeMeaningDescription
$00Is PlayingReturns true if a CD audio track is currently playing.
$FCUnpause CDUnpauses the CD audio track.
$FDPause CDPauses the CD audio track.
$FEGet CD SoundReturns the current CD sound.
$FFCD VolumeMight return the the current CD volume in FM-Towns Loom.
otherTrack LengthReturns the track length in seconds.


startObject ($37)

Encoding

opcode object[p16] script[p8] args[v16]...

Operation

Starts the object's script (OBCD blocks), passing the given arguments.


startScript ($0A)

one parameter plus varargs, extra encoding in opcode

Encoding

opcode script[p8] args[v16]...

Operation

Spawns a new thread running the code in script script. The new script has its local variables initialised to the list args. Uninitialised variables have undefined values.

The opcode carries extra information:

7654 0
P1RF$0A

P1 = standard parameter bit
R = indicates that the script is recursive
F = indicates that the script is freeze resistant (a call to freezeScripts will skip this script, unless the "force freeze" bit of the freezeScripts opcode is set).


startSound ($1C)

Encoding

opcode sound[p8]

Operation

Adds the given sound to the sound queue to be played.


stopMusic ($20)

Encoding

opcode

Operation

Stops all sounds.


stopObjectCode ($A0 or $00)

Encoding

opcode

Operation

Marks the calling script as dead, to be later pruned from the thread pool. Cleans up residual arrays. Should always be the last instruction in a script.

$A0 is used in local and global scripts (LSCR and SCRP blocks in the V5 resource files), $00 is used in room entry, room exit, and verb/object scripts (ENCD, EXCD, VERB blocks).


stopObjectScript ($6E)

Encoding

opcode script[p16]

Operation

Marks the given object script as dead, to be later pruned from the thread pool. Cleans up residual arrays.


stopScript ($62)

Encoding

opcode script[p8]

Operation

Marks the given script as dead, to be later pruned from the thread pool. Cleans up residual arrays.


stopSound ($3C)

Encoding

opcode sound[p8]

Operation

Stops the given sound.


stringOps ($27)

parameters depend on sub-opcode

Encoding

opcode sub-opcode

sub-opcodes:

$01 stringID[p8] string[c]... $00
$02 destID[p8] srcID[p8]
$03 stringID[p8] index[p8] char[c]
$04 result stringID[p8] index[p8]
$05 stringID[p8] size[p8]

Operation

Miscellaneous actions on strings (Arrays, referred to by resource number).

OpcodeMeaningDescription
$01Load StringLoads the inline null-terminated string into the resource slot given by stringID.
$02Copy StringCreates a duplicate of the string at resource slot srcID into destID. The old string at destID is lost.
$03Write CharacterWrites char at the given index (offset) of the string resource located at slot stringID. Out of bounds accesses cause undefined behaviour.
$04Read CharacterReads a byte (character) at the given index (offset) of the string resource located at slot stringID, and writes it to result. Out of bounds accesses cause undefined behaviour.
$05New StringAllocates or frees a string (Array), located at resource slot stringID. The string is initialised to size; if size is zero, the string is freed.


subtract ($3A)

Encoding

opcode result value[p16]

Operation

result := result - value

The variable pointed to by result is read, value is subtracted from it, and the result written back.


systemOps ($98)

Encoding

opcode sub-opcode

sub-opcodes:

$01
$02
$03

Operation

OpcodeMeaningDescription
$01SO_RESTARTRestarts the game.
$02SO_PAUSEPauses/unpauses the game.
$03SO_QUITQuits the game.


verbOps ($7A)

Encoding

opcode verbID[p8] sub-opcode... $FF

sub-opcodes:

$01 object[p16]
$02 name[c]... $00
$03 colour[p8]
$04 hicolour[p8]
$05 left[p16] top[p16]
$06
$07
$08
$09
$10 colour[p8]
$11
$12 key[p8]
$13
$14 stringID[p16]
$16 object[p16] room[p8]
$17 colour[p8]

Operation

OpcodeMeaningDescription
$01SO_VERB_IMAGEAssigns an object (image) to a verb.
$02SO_VERB_NAMEAssigns the in-line name to the verb slot.
$03SO_VERB_COLORSets the colour of the verb.
$04SO_VERB_HICOLORSets the highlight colour of the verb.
$05SO_VERB_ATSets the verb's top-left co-ordinates.
$06SO_VERB_ONMakes this verb active.
$07SO_VERB_OFFMakes this verb inactive.
$08SO_VERB_DELETEKills this verb.
$09SO_VERB_NEWCreates a verb in the slot for the given verbID. If the slot is 0 (verb doesn't already exist), will add it to the next unusued slot; if this exceeds the global maximum number of verbs an error will be raised.
$10SO_VERB_DIMCOLORSets the dim colour of the verb.
$11SO_VERB_DIMDims this verb.
$12SO_VERB_KEYSets the key code (maybe ASCII char?) associated with this verb.
$13SO_VERB_CENTERCentres the verb?
$14SO_VERB_NAME_STRLoads the given string resource into the verb's slot. If either the string resource or verb slot is not found (0), the verb resource is nuked.
$16Assign ObjectAssigns an object from the given room to the verb (if the object's image index is not already assigned to the given object).
$17Set Back ColourSets the background colour of the verb?


wait ($AE)

Encoding

opcode sub-opcode

sub-opcodes:

$01 actor[p8]
$02 
$03
$04

Operation

OpcodeMeaningDescription
$01SO_WAIT_FOR_ACTORIf the given actor is moving, breaks and resumes at this instruction again.
$02SO_WAIT_FOR_MESSAGEIf the global variable VAR_HAVE_MSG (Var[3]) is not zero, breaks and resumes at this instruction again.
$03SO_WAIT_FOR_CAMERAIf the camera has not reached its destination x position, breaks and resumes at this instruction again.
$04SO_WAIT_FOR_SENTENCEIf there is a sentence present?, breaks and resumes at this instruction again

Variants

In Indy3 (non-Macintosh), this opcode only acts as SO_WAIT_FOR_MESSAGE and omits the sub-opcode.

opcode


walkActorTo ($1E)

Encoding

opcode actor[p8] x[p16] y[p16]

Operation

Sets the actor to begin walking to the given position.


walkActorToActor ($0D)

Encoding

opcode walker[p8] walkee[p8] distance[8]

Operation

Walks walker towards walkee's position by the given distance. Walker and walkee are both actors.


walkActorToObject ($36)

Encoding

opcode actor[p8] object[p16]

Operation

Sets the actor to begin walking to the given object's position.

Variables

A number of variables are reserved for use by the SPUTM/SCUMM engine. Here is a list of known variables and their corresponding numbers, taken from the ScummVM source code.

VAR_RESULT = 0; // descumm claims var 0 is the result var (for expressions)
VAR_KEYPRESS = 0; // script_v5_.cpp claims var 0 is for keypresses...
VAR_EGO = 1;
VAR_CAMERA_POS_X = 2;
VAR_HAVE_MSG = 3;
VAR_ROOM = 4;
VAR_OVERRIDE = 5;
VAR_MACHINE_SPEED = 6;
VAR_ME = 7;
VAR_NUM_ACTOR = 8;
VAR_CURRENT_LIGHTS = 9;
VAR_CURRENTDRIVE = 10;
VAR_TMR_1 = 11;
VAR_TMR_2 = 12;
VAR_TMR_3 = 13;
VAR_MUSIC_TIMER = 14;
VAR_ACTOR_RANGE_MIN = 15;
VAR_ACTOR_RANGE_MAX = 16;
VAR_CAMERA_MIN_X = 17;
VAR_CAMERA_MAX_X = 18;
VAR_TIMER_NEXT = 19;
VAR_VIRT_MOUSE_X = 20;
VAR_VIRT_MOUSE_Y = 21;
VAR_ROOM_RESOURCE = 22;
VAR_LAST_SOUND = 23;
VAR_CUTSCENEEXIT_KEY = 24;
VAR_TALK_ACTOR = 25;
VAR_CAMERA_FAST_X = 26;
VAR_SCROLL_SCRIPT = 27;
VAR_ENTRY_SCRIPT = 28;
VAR_ENTRY_SCRIPT2 = 29;
VAR_EXIT_SCRIPT = 30;
VAR_EXIT_SCRIPT2 = 31;
VAR_VERB_SCRIPT = 32;
VAR_SENTENCE_SCRIPT = 33;
VAR_INVENTORY_SCRIPT = 34;
VAR_CUTSCENE_START_SCRIPT = 35;
VAR_CUTSCENE_END_SCRIPT = 36;
VAR_CHARINC = 37;
VAR_WALKTO_OBJ = 38;
VAR_DEBUGMODE = 39;
VAR_HEAPSPACE = 40;
VAR_RESTART_KEY = 42;
VAR_PAUSE_KEY = 43;
VAR_MOUSE_X = 44;
VAR_MOUSE_Y = 45;
VAR_TIMER = 46;
VAR_TIMER_TOTAL = 47;
VAR_SOUNDCARD = 48;
VAR_VIDEOMODE = 49;
VAR_MAINMENU_KEY = 50;
VAR_FIXEDDISK = 51;
VAR_CURSORSTATE = 52;
VAR_USERPUT = 53;
VAR_V5_TALK_STRING_Y = 54;
VAR_SOUNDRESULT = 56;
VAR_TALKSTOP_KEY = 57;
VAR_FADE_DELAY = 59;
VAR_NOSUBTITLES = 60;
VAR_SOUNDPARAM = 64;
VAR_SOUNDPARAM2 = 65;
VAR_SOUNDPARAM3 = 66;
VAR_INPUTMODE = 67; // 1 is keyboard, 2 is joystick, 3 is mouse
VAR_MEMORY_PERFORMANCE = 68;
VAR_VIDEO_PERFORMANCE = 69;
VAR_ROOM_FLAG = 70;
VAR_GAME_LOADED = 71;
VAR_NEW_ROOM = 72;


Table of Parameters

Please see the wiki page SCUMM/V5_opcodes/Table for a concise rendition of the above information (with a few omissions dues to the complexity of the instructions).

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