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Difference between revisions of "SCUMM/V5 opcodes"

2,911 bytes added ,  03:07, 21 April 2009
Added some V3-4 specific info based on recent changes to script_v5.cpp incl. saveLoadVars and saveLoadGame, also general additions.
m (→‎resourceRoutines ($0C): clearHeap doesn't take an argument)
(Added some V3-4 specific info based on recent changes to script_v5.cpp incl. saveLoadVars and saveLoadGame, also general additions.)
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|result||A result pointer. (A standard word pointer, always a LE word.)
|result||A result pointer. (A standard word pointer, always a LE word.)
|-
|-
|var||A var pointer. Same as above, but is not written to. Because this is always a var, the opcode is not affected like with normal parameter/pointers.
|var||A 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[8]||An 8-bit constant (a byte).
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Small header games only support the parameters used with sub-opcode $01, e.g:
Small header games only support the parameters used with sub-opcode $01, e.g:
  opcode object[p16] xpos[p16] ypos[p16]
  opcode object[p16] xpos[p16] ypos[p16]
Accordingly, they have three parameter bits, and hence more possible opcodes.




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


==ifNotState ($2F)==
 
==ifNotState ($2F) (V3-4)==
This opcode is not present in SCUMM V5.


===Encoding===
===Encoding===
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==ifState ($4F)==
==ifState ($4F) (V3-4)==
This opcode is not present in SCUMM V5.


===Encoding===
===Encoding===
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==oldRoomEffect ($5C)==
==oldRoomEffect ($5C) (V4)==
This opcode/instruction is only present in SCUMM V4.


===Encoding===
===Encoding===
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==pickupObjectOld ($50)==
==pickupObjectOld ($50) (V4)==
This opcode is not present in SCUMM V5.


===Encoding===
===Encoding===
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|$25||Sound Pitch||Sets 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.)
|$25||Sound Pitch||Sets 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)==
==roomOps ($33)==
Line 1,271: Line 1,278:
|}
|}


==saveRestoreVerbs ($AB)==


===Encoding===  
==saveLoadGame ($22) (V3-4)==
opcode sub-opcode
This instruction is not present in SCUMM V5; its opcode is used for "getAnimCounter".


sub-opcodes:
===Encoding===
  $01 start[p8] end[p8] mode[p8]
  opcode result arg1[p8]
$02 start[p8] end[p8] mode[p8]
$03 start[p8] end[p8] mode[p8]


===Operation===
===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.
{| border="1" cellpadding="2" width=100%
{| border="1" cellpadding="2" width=100%
|- style="background:whitesmoke"
|- style="background:whitesmoke"
|Opcode||Meaning||Description
|Opcode||Meaning||Description
|-
|-
|$01||SO_SAVE_VERBS||For all verbs between start and end, sets the "saveid" to mode.  
|$00||Num. Available Slots||Returns the number of save slots available.
|-
|$20||Drive||In V3, returns the type of drive (0 = ???, 1 = A or B [floppy], 2 = hard drive).<br>In V4, sets the current drive (returns 1).
|-
|$40||Load Game||Loads a game from the given slot (returns 3 if successful, 5 otherwise).
|-
|-
|$02||SO_RESTORE_VERBS||For all verbs between start and end and matching mode, kills any existing verb, sets the saveid to 0 and generally inits the verb.
|$80||Save Game||Saves a game to the given slot (returns 0 if successful, 2 otherwise).
|-
|-
|$03||SO_DELETE_VERBS||For all verbs between start and end and matching mode, kills any existing verb.
|$C0||Test For Game||Tests if a save exists in the given slot (returns 6 if so, 7 otherwise).
|}
|}


==setCameraAt ($32)==
 
==saveLoadVars ($A7) (V3-4)==
This instruction is not present in SCUMM V5; its opcode is used as a dummy.


===Encoding===
===Encoding===
  opcode x[p16]
  opcode sub-opcode


===Operation===
sub-opcodes:
Sets the camera's x position.
$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


==setObjectName ($54)==
$02 (load) sub-sub-opcodes:
$01 resultA resultB
$02 arg1[p8] arg2[p8]
$03 filename[c]... $00
$04
$1F


===Encoding===
===Operation===
  opcode object[p16] name[c]... $00
{| border="1" cellpadding="2" width=100%
 
|- style="background:whitesmoke"
===Operation===
|Opcode||Meaning||Description
Sets the given object's name.
|-
 
|$01||SO_SAVE_VARS||Saves variables (for saving games?)
 
|-
==setOwnerOf ($29)==
|$02?||SO_RESTORE_VERBS||Loads variables (for saving games?)<br>(I have not verified that restore vars is $02, as the ScummVM code only compares to $01.)
 
|}
===Encoding===
 
  opcode object[p16] owner[p8]
{| border="1" cellpadding="2" width=100%
 
|- style="background:whitesmoke"
===Operation===
|Opcode||Meaning||Description
Sets the owner of the object.
|-
 
|$01||Write Vars||Writes a range of variables.
 
|-
==setState ($07)==
|$02||Write Strings||Writes a range of string variables.
 
|-
===Encoding===
|$03||Open File||Opens a file for writing.
  opcode object[p16] state[p8]
|-
 
|$04||Dummy||Does nothing.
===Operation===
|-
Sets the state of the object.
|$1F||Close File||Closes the last opened file.
 
|}
 
 
==setVarRange ($26)==
{| border="1" cellpadding="2" width=100%
non-standard encoding
|- style="background:whitesmoke"
 
|Opcode||Meaning||Description
===Encoding===
|-
|$01||Read Vars||Reads a range of variables.
|-
|$02||Read Strings||Reads a range of string variables.
|-
|$03||Open File||Opens a file for reading.
|-
|$04||Dummy||Does nothing.
|-
|$1F||Close File||Closes 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===
{| border="1" cellpadding="2" width=100%
|- style="background:whitesmoke"
|Opcode||Meaning||Description
|-
|$01||SO_SAVE_VERBS||For all verbs between start and end, sets the "saveid" to mode.
|-
|$02||SO_RESTORE_VERBS||For all verbs between start and end and matching mode, kills any existing verb, sets the saveid to 0 and generally inits the verb.
|-
|$03||SO_DELETE_VERBS||For 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]...
  opcode result number[8] values[8]...
or
or
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===Operation===
===Operation===
Marks the calling script as dead, to be later pruned from the thread pool. Cleans up residual arrays.
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 present in LSCR and SCRP files... when does $00 occur?


Is $00 correct?


==stopObjectScript ($6E)==
==stopObjectScript ($6E)==
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=Table of Parameters=
=Table of Parameters=
Please see the wiki page [[SCUMM/V5_opcodes/Table]].
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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