Difference between revisions of "SCUMM/V5 opcodes"
Jestar jokin (talk | contribs) m (Fixed getActorX and getActorY return values, mention something about return = result) |
Jestar jokin (talk | contribs) m (or ORs, not ANDs) |
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===Operation=== | ===Operation=== | ||
result := result | result := result or value | ||
The variable pointed to by result is read, logically ORed with value, and the result written back. | The variable pointed to by result is read, logically ORed with value, and the result written back. | ||
==overRide ($58)== | ==overRide ($58)== |
Revision as of 03:34, 20 March 2009
SCUMM V5 opcodes
The following conventions are used in the encoding descriptions.
opcode | The instruction's opcode, with the appropriate bits set according to the parameters. |
result | A result pointer. (A standard word pointer, always a LE word.) |
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. |
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. A byte of $FF terminates the sequence. |
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. |
(term) | An optional term. |
actorFollowCamera ($52)
actorFromPos ($15)
actorSet ($13)
actorSetClass ($5D)
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)
arrayOp ($27)
parameters depend on auxilary opcode
Encoding
opcode $01 array[p8] opcode $02 dest[p8] src[p8] opcode $03 array[p8] index[p8] data[p8] opcode $04 result array[p8] index[p8] opcode $05 array[p8] size[p8]
Operation
Miscellaneous actions on Arrays (referred to by resource number).
Opcode | Meaning | Description |
$01 | load array | Ensures that the Array is loaded into memory. [I don't know what this does.] |
$02 | copy array | Creates a duplicate of src at resource number dest. The old Array at dest is lost. |
$03 | write entry | Writes the byte data at offset index of Array array. Out of bounds accesses cause undefined behaviour. |
$04 | read entry | Sets result to the byte of data at offset index of Array array. Out of bounds accesses cause undefined behaviour. |
$05 | create entry | Allocates or frees an Array. The Array array is initialised to size size; if size is zero, the Array is freed. |
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, resource number script, 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)
cutScene ($40)
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 ($2E)
one constant parameter
Encoding
opcode pointer[16]
Operation
pointer is dereferenced and the current thread suspended for that number of 1/60ths of a second. Note that pointer is an inline constant, not a parameter.
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)
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)-(right, bottom) in the colour colour.
The only part of auxopcode that is relevant are the parameter bits. The rest of the opcode is ignored.
drawObject ($05)
dummy ($67)
endCutScene ($C0)
equalZero ($28)
expression ($AC)
faceActor ($09)
findInventory ($3D)
findObject ($35)
freezeScripts ($60)
getActorCostume ($71)
getActorElevation ($06)
getActorFacing ($63)
getActorMoving ($56)
getActorRoom ($03)
getActorScale ($3B)
getActorWalkBox ($7B)
getActorWidth ($6C)
getActorX ($43)
getActorY ($23)
getAnimCounter ($22)
getClosestObjActor ($66)
getDist ($34)
getInventoryCount ($31)
getObjectOwner ($10)
getObjectState ($0F)
getRandomNumber ($16)
getScriptRunning ($68)
getVerbEntryPoint ($0B)
ifClassOfIs ($1D)
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)
isEqual ($48)
isGreater ($78)
isGreaterEqual ($04)
isLess ($44)
isNotEqual ($08)
isSoundRunning ($7C)
jumpRelative ($18)
non-standard encoding
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)
lights ($70)
loadRoom ($72)
loadRoomWithEgo ($24)
matrixOp ($30)
move ($1A)
multiply ($1B)
notEqualZero ($A8)
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)
panCameraTo ($12)
pickupObject ($25)
print ($14)
printEgo ($D8)
pseudoRoom ($CC)
putActor ($01)
putActorAtObject ($0E)
putActorInRoom ($2D)
quitPauseRestart ($98)
resourceRoutines ($0C)
roomOp ($33)
saveRestoreVerbs ($AB)
setCameraAt ($32)
setObjectName ($54)
setOwnerOf ($29)
setState ($07)
setVarRange ($26)
soundKludge ($4C)
startMusic ($01)
startObject ($37)
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:
7 | 6 | 5 | 4 0 |
P1 | Q | F | $0A |
startSound ($1C)
stopMusic ($20)
stopObjectCode ($00)
stopObjectScript ($6E)
stopScript ($62)
stopSound ($3C)
subtract ($3A)
animateActor ($11)
wait ($AE)
walkActorTo ($1E)
walkActorToActor ($0D)
walkActorToObject ($36)
All material © 2000-2002 David Given, unless where stated otherwise.
Table of Parameters
This is a work in progress and is missing opcodes.
This table shows a summary of the opcodes and their parameters in a concise fashion. The information has been gleaned from the descumm source code, so some instruction names might not match those listed above.
Currently it is missing:
comparisons (lessThan, greaterThanEqual, equalZero etc) drawObject do_resource do_if_state_code (comparisons) do_print_ego do_varset_code do_unconditional_jump loadRoomWithEgo do_cursor_command doSentence do_expr_code do_load_code_to_string (sub-opcode of 0x27) do_actorops do_pseudoRoom(buf) do_room_ops(buf) do_verbops(buf, opcode) setVarRange do_matrix_ops(buf, opcode)
Some instructions listed here are actually sub-opcodes, i.e. "WaitForCamera" is actually the "Wait" opcode with a sub-opcode representing "For Camera".
Argument types:
- V = variable
- B = byte
- W = word
- L = list
- J = jump (used by almost all boolean expressions, comparisons)
- D = delay; 24-bit constant (only used by delay instruction, funnily enough)
- A = ASCII (0-terminated string?); used by "setObjectName"
- V|B or V|W = either a variable or a byte/word
- None, if it does not take that argument.
If an instruction returns a value, the result pointer follows immediately after the opcode and before any arguments.
Instruction | Returns a Value | Arg 1 | Arg 2 | Arg 3 |
---|---|---|---|---|
actorFollowCamera | False | V|B | None | None |
actorFromPos | True | V|W | V|W | None |
animateCostume | False | V|B | V|B | None |
beginOverride | False | None | None | None |
breakHere | False | None | None | None |
chainScript | False | V|B | L | None |
classOfIs | False | V|W | L | J |
CopyString | False | V|B | V|B | None |
CreateString | False | V|B | V|B | None |
cutscene | False | L | None | None |
debug? | False | V|W | None | None |
delay | False | D | None | None |
delayVariable | False | V | None | None |
deleteVerbs | False | V|B | V|B | V|B |
dummy | False | None | None | None |
endCutscene | False | None | None | None |
endOverride | False | None | None | None |
faceActor | False | V|B | V|W | None |
findInventory | True | V|B | V|B | None |
findObject | True | V|W | V|W | None |
freezeScripts | False | V|B | None | None |
getActorCostume | True | V|B | None | None |
getActorElevation | True | V|B | None | None |
getActorFacing | True | V|B | None | None |
getActorMoving | True | V|B | None | None |
getActorRoom | True | V|B | None | None |
getActorScale | True | V|B | None | None |
getActorWalkBox | True | V|B | None | None |
getActorWidth | True | V|B | None | None |
getActorX | True | V|W | None | None |
getActorY | True | V|W | None | None |
getClosestObjActor | True | V|W | None | None |
getDist | True | V|W | V|W | None |
getInventoryCount | True | V|B | None | None |
getObjectOwner | True | V|W | None | None |
getObjectState | True | V|W | None | None |
getRandomNr | True | V|B | None | None |
GetStringChar | True | V|B | V|B | None |
getStringWidth | True | V|B | None | None |
getVerbEntryPoint | True | V|W | V|W | None |
isActorInBox | False | V|B | V|B | J |
isScriptRunning | True | V|B | None | None |
isSoundRunning | True | V|B | None | None |
lights | False | V|B | B | B |
loadRoom | False | V|B | None | None |
oldRoomEffect-fadein | False | V|W | None | None |
oldRoomEffect-set | False | V|W | None | None |
panCameraTo | False | V|W | None | None |
pickupObject | False | V|W | V|B | None |
putActor | False | V|B | V|W | V|W |
putActorAtObject | False | V|B | V|W | None |
putActorInRoom | False | V|B | V|B | None |
restoreVerbs | False | V|B | V|B | V|B |
saveLoadGame | True | V|B | None | None |
saveVerbs | False | V|B | V|B | V|B |
setCameraAt | False | V|W | None | None |
setClass | False | V|W | L | None |
setObjectName | False | V|W | A | None |
setOwnerOf | False | V|W | V|B | None |
setState | False | V|W | V|B | None |
SetStringChar | False | V|B | V|B | V|B |
soundKludge | False | L | None | None |
startMusic | False | V|B | None | None |
startObject | False | V|W | V|B | L |
startScript | False | V|B | L | None |
startSound | False | V|B | None | None |
stopMusic | False | None | None | None |
stopObjectCode | False | None | None | None |
stopObjectScript | False | V|W | None | None |
stopScript | False | V|B | None | None |
stopSound | False | V|B | None | None |
systemOps | False | B | None | None |
WaitForActor | False | V|B | None | None |
WaitForCamera | False | None | None | None |
WaitForMessage | False | None | None | None |
WaitForSentence | False | None | None | None |
walkActorTo | False | V|B | V|W | V|W |
walkActorToActor | False | V|B | V|B | B |
walkActorToObject | False | V|B | V|W | None |