Difference between revisions of "SCUMM/Technical Reference/Script resources"
Jestar jokin (talk | contribs) (Added info to v3/4 script blocks, clarified table entries & other bits.) |
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== Object Scripts V5+ (OBCD) == | == Object Scripts V5+ (OBCD) == | ||
These are scripts that correspond to VERB actions. VERBs are predefined activities at the bottom of the screen, e.g. "Open", "Look", "Give" etc. For each named object in a room, the game designer could define responses to the players actions. Starting with version 5, the whole code can be found in an [[Object resources|Object Resource]]. | These are scripts that correspond to VERB actions. VERBs are predefined activities at the bottom of the screen, e.g. "Open", "Look", "Give" etc. For each named object in a room, the game designer could define responses to the players actions. A single VERB block contains the code for all possible player actions on the object. Starting with version 5, the whole code can be found in an [[Object resources|Object Resource]]. | ||
OBCD | OBCD | ||
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Block name 4 bytes ("VERB") | Block name 4 bytes ("VERB") | ||
Block size 4 bytes | Block size 4 bytes | ||
offset table variable | offset table variable { | ||
verb 1 byte (0xFF is default) | |||
offset 2 bytes | |||
table end 1 byte(must be | } | ||
table end 1 byte (must be 0x00) | |||
object code variable | object code variable | ||
OBNA | |||
Block name 4 bytes ("OBNA") | |||
Block size 4 bytes | |||
object name null-terminated string | |||
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OC | OC | ||
Block size 4 bytes | Block size 4 bytes (LE) | ||
Block name 2 bytes ("OC") | Block name 2 bytes ("OC") | ||
Object ID 1 byte ( | Object ID 2 bytes (LE) | ||
unknown 3 bytes | |||
image width / 8 1 byte | |||
unknown 5 bytes | |||
height & 0xF8 1 byte | |||
name offset 1 byte | |||
offset table variable { | |||
verb 1 byte (0xFF is default) | |||
offset 2 bytes | |||
} | |||
table end 1 byte (must be 0x00) | |||
object name null-terminated string | |||
object code variable | |||
This block contains all object data except for the actual image bitmap. Compare this to V5+ objects, where metadata is split into seperate CDHD and OBNA blocks. | |||
Image width is given in strips, which are 8 pixels wide. Name offset is the absolute offset of object name (or, if you prefer, the position after table end). | |||
The offset table is a variable block like that used in the VERB block in later games, which contains the verb identifier (1 byte) and the absolute offset (2 bytes). The table end is marked with 0x00. Next is the object's name, which is a standard null-terminated string. After this follows the actual object code. Note that unlike other script types, because there are multiple entry points (one for each supported verb), there are also multiple exit points (or "stopObjectCode" instructions). | |||
Revision as of 14:40, 15 May 2009
SCUMM/Technical Reference → Script resources
Scripts control the internal logic of the games. They exist in different flavours:
- global scripts
- local scripts
- room entry scripts
- room exit scripts
- object scripts
Starting with Scumm V5, the blockname contains 4 bytes and the block size is BE including the 8 bytes for the header. Older games just have a 2 bytes blockname and the block size is in LE without the 6 bytes for the header.
Global Scripts (SC or SCRP)
Global scripts are limited to 200 and stored in the LF or LFLF container. The id and the offset is stored in the directory of scripts in the game index file.
Block name 2 ("SC") or 4 ("SCRP") bytes Block size 4 bytes Script code variable
Local Scripts (LS or LSCR)
Local scripts are stored within a room. For games until version 6, the first byte after the blockname contains the id of the script. IDs for local scripts always start at 200.
Block name 2 ("LS") or 4 ("LSCR") bytes Block size 4 bytes ID 1 byte Script code variable
For v7 and v8 games the script id is stored in 2 bytes and starts with 2000.
Block name 4 bytes ("LSCR") Block size 4 bytes ID 2 bytes Script code variable
Room Entry Scripts (EN or ENCD)
This block contains special code when a room is entered.
Block name 2 ("EN") or 4 ("ENCD") bytes Block size 4 bytes Script code variable
Room Exit Scripts (EX or EXCD)
This block contains special code when the player leaves a room
Block name 2 ("EX") or 4 ("EXCD") bytes Block size 4 bytes Script code variable
Object Scripts V5+ (OBCD)
These are scripts that correspond to VERB actions. VERBs are predefined activities at the bottom of the screen, e.g. "Open", "Look", "Give" etc. For each named object in a room, the game designer could define responses to the players actions. A single VERB block contains the code for all possible player actions on the object. Starting with version 5, the whole code can be found in an Object Resource.
OBCD Block name 4 bytes ("OBCD") Block size 4 bytes
CDHD Block name 4 bytes ("CDHD") Block size 4 bytes (25) obj id 2 bytes ... see Object Resource
VERB Block name 4 bytes ("VERB") Block size 4 bytes offset table variable { verb 1 byte (0xFF is default) offset 2 bytes } table end 1 byte (must be 0x00) object code variable
OBNA Block name 4 bytes ("OBNA") Block size 4 bytes object name null-terminated string
Object Scripts in V3/4 (OC)
In Version 3 and 4 the code can be found in the OC block:
OC Block size 4 bytes (LE) Block name 2 bytes ("OC") Object ID 2 bytes (LE) unknown 3 bytes image width / 8 1 byte unknown 5 bytes height & 0xF8 1 byte name offset 1 byte offset table variable { verb 1 byte (0xFF is default) offset 2 bytes } table end 1 byte (must be 0x00) object name null-terminated string object code variable
This block contains all object data except for the actual image bitmap. Compare this to V5+ objects, where metadata is split into seperate CDHD and OBNA blocks.
Image width is given in strips, which are 8 pixels wide. Name offset is the absolute offset of object name (or, if you prefer, the position after table end).
The offset table is a variable block like that used in the VERB block in later games, which contains the verb identifier (1 byte) and the absolute offset (2 bytes). The table end is marked with 0x00. Next is the object's name, which is a standard null-terminated string. After this follows the actual object code. Note that unlike other script types, because there are multiple entry points (one for each supported verb), there are also multiple exit points (or "stopObjectCode" instructions).