Difference between revisions of "SCUMM/V5 opcodes"

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|-
|-
|opcode||The instruction's opcode, with the appropriate bits set according to the parameters.
|opcode||The instruction's opcode, with the appropriate bits set according to the parameters.
|-
|aux||An aux opcode that stores parameter bits and no other information. (the base aux opcode is usually $01, but can differ for each instruction)
|-
|sub-opcode||An 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.
|-
|-
|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).
Line 20: Line 24:
|value[p16]||A 16-bit parameter. This is always encoded as a word LE, and may be a pointer or 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. A byte of $FF terminates the sequence.
|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[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)
|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)||An optional term.
|-
|-
|term...||One or more terms.
|term...||One or more terms.
Line 58: Line 60:
  opcode actor[p8] sub-opcode... $FF
  opcode actor[p8] sub-opcode... $FF


sub-opcode can be any of the following:
sub-opcodes:
$00 arg1[p8]
  $01 costume[p8]
  $01 costume[p8]
  $02 xspeed[p8] yspeed[p8]
  $02 xspeed[p8] yspeed[p8]
Line 70: Line 73:
  $0A
  $0A
  $0B index[p8] value[p8]
  $0B index[p8] value[p8]
  $0C colour[p8]
  $0C color[p8]
  $0D name[c]... $00
  $0D name[c]... $00
  $0E initframe[p8]
  $0E initframe[p8]
Line 78: Line 81:
  $13 zplane[p8]
  $13 zplane[p8]
  $14
  $14
  $15 animspeed[p8]
  $15  
  $16 mode[p8]
$16 animspeed[p8]
  $17 shadow[p8]


===Operation===
===Operation===
Line 110: Line 114:
|$0A||SO_ANIMATION_DEFAULT||Initializes the actor's animation frames.<br>Init frame = 1<br>Walk frame = 2<br>Stand frame = 3<br>Talk start frame = 4<br>Talk stop frame = 5
|$0A||SO_ANIMATION_DEFAULT||Initializes the actor's animation frames.<br>Init frame = 1<br>Walk frame = 2<br>Stand frame = 3<br>Talk start frame = 4<br>Talk stop frame = 5
|-
|-
|$0B||SO_PALETTE||Sets 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).
|$0B||SO_PALETTE||Sets the color at the given index to a new value (another entry in the color lookup table/CLUT). Index must be between 0 and 31 (the number of colors in a costume).
|-
|-
|$0C||SO_TALK_COLOR||Sets the actor's talk colour.
|$0C||SO_TALK_COLOR||Sets the actor's talk color.
|-
|-
|$0D||SO_ACTOR_NAME||Sets the actor's name to the given null-terminated string.
|$0D||SO_ACTOR_NAME||Sets the actor's name to the given null-terminated string.
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|$15||SO_FOLLOW_BOXES||Follows boxes, turns off Z-clipping, and puts actor somewhere if the actor is in the current room?
|$15||SO_FOLLOW_BOXES||Follows boxes, turns off Z-clipping, and puts actor somewhere if the actor is in the current room?
|-
|-
|$16||SO_ANIMATION_SPEED||Sets the animatino speed
|$16||SO_ANIMATION_SPEED||Sets the animation speed.
|-
|-
|$17||SO_SHADOW||Sets the shadow mode.
|$17||SO_SHADOW||Sets the shadow mode.
Line 136: Line 140:


===Variants===
===Variants===
In SCUMM V4, sub-opcode $11 (SO_ACTOR_SCALE) only takes one parameter, so X and Y scaling is done at a 1:1 ratio.
In SCUMM V3 and V4, the opcode values are slightly different.
 
{| border="1" cellpadding="2" width=50%
|- style="background:whitesmoke"
|Opcode||Meaning
|-
|$00||dummy
|-
|$01||SO_COSTUME
|-
|$04||SO_STEP_DIST
|-
|$05||SO_SOUND
|-
|$06||SO_WALK_ANIMATION
|-
|$07||SO_TALK_ANIMATION
|-
|$08||SO_STAND_ANIMATION
|-
|$09||SO_ANIMATION
|-
|$0A||SO_DEFAULT
|-
|$0B||SO_ELEVATION
|-
|$0C||SO_ANIMATION_DEFAULT
|-
|$0D||SO_PALETTE
|-
|$0E||SO_TALK_COLOR
|-
|$0F||SO_ACTOR_NAME
|-
|$10||SO_INIT_ANIMATION
|-
|$12||SO_ACTOR_WIDTH
|-
|$13||SO_ACTOR_SCALE
|-
|$14||SO_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.




Line 178: Line 225:
===Operation===
===Operation===
Starts the given animation for the given actor.
Starts the given animation for the given actor.
==arrayOp ($27)==
parameters depend on auxiliary 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).
{| border="1" cellpadding="2" width=100%
|- style="background:whitesmoke"
|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.
|}




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===Operation===
===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.
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.




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sub-opcode can be any of the following:
sub-opcode can be any of the following:
  $01
  $01
  $02
  ... $01 through $08 take the same arguments ...
$03
$04
$05
$06
$07
  $08
  $08
  $0A cursornum[p8] charletter[p8]
  $0A cursornum[p8] charletter[p8]
Line 248: Line 261:
  $0C cursor[p8]
  $0C cursor[p8]
  $0D charset[p8]
  $0D charset[p8]
  $0E colours[v16]...
  $0E colors[v16]...


===Operation===
===Operation===
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|$02||SO_CURSOR_OFF||Turns the cursor off.
|$02||SO_CURSOR_OFF||Turns the cursor off.
|-
|-
|$03||SO_USERPUT_ON||??? Becomes 1
|$03||SO_USERPUT_ON||Enables user input.
|-
|-
|$04||SO_USERPUT_OFF||??? Becomes 0
|$04||SO_USERPUT_OFF||Disables user input.
|-
|-
|$05||SO_CURSOR_SOFT_ON||Increments the cursor's state?
|$05||SO_CURSOR_SOFT_ON||Increments the cursor's state?
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|$06||SO_CURSOR_SOFT_OFF||Decrements the cursor's state?
|$06||SO_CURSOR_SOFT_OFF||Decrements the cursor's state?
|-
|-
|$07||SO_USERPUT_SOFT_ON||??? Incremented
|$07||SO_USERPUT_SOFT_ON||Increments "user input" counter (when greater than 0, user input is enabled).
|-
|-
|$08||SO_USERPUT_SOFT_OFF||??? Decremented
|$08||SO_USERPUT_SOFT_OFF||Decrements "user input" counter (when 0 or less, user input is disabled).
|-
|-
|$0A||SO_CURSOR_IMAGE||Changes the cursor image to a new one, based on image in a character set. Only used in Loom.
|$0A||SO_CURSOR_IMAGE||Changes the cursor image to a new one, based on image in a character set. Only used in Loom.
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|$0D||SO_CHARSET_SET||Initializes the given character set.
|$0D||SO_CHARSET_SET||Initializes the given character set.
|-
|-
|$0E||SO_CHARSET_COLORS||Initializes the character set data & colours to the given arguments? Must have 16 arguments?
|$0E||SO_CHARSET_COLORS||Initializes the character set data & colors to the given arguments? Must have 16 arguments?
|}
|}


===Variants===
===Variants===
In SCUMM V3, sub-opcode $0E performs a different function, possibly initializing a character set.
In SCUMM V3, sub-opcode $0E performs a different function, to load/initialize a character set.
 
opcode $0E arg1[p8] arg2[p8]




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==delayVariable ($2E)==
==delayVariable ($2B)==
one constant parameter
one constant parameter


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


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


The only part of auxopcode that is relevant are the parameter bits. The rest of the opcode is ignored.  
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.




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  $01 xpos[p16] ypos[p16]
  $01 xpos[p16] ypos[p16]
  $02 state[p16]
  $02 state[p16]
  $1F
  $FF


===Operation===
===Operation===
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|$02||Set State||Sets the state of the object, adds it to the drawing queue.
|$02||Set State||Sets the state of the object, adds it to the drawing queue.
|-
|-
|$1F||Draw||Does not change the object's position (or state?), still adds it to the drawing queue.
|$FF||Draw||Does not change the object's position (or state?), still adds it to the drawing queue.
|}
|}


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




Line 440: Line 456:
  $01 value[p16]
  $01 value[p16]
  $02
  $02
  $03
  ... $02 through $05 take the same arguments ...
$04
  $05
  $05
  $06 nested-opcode
  $06 nested-opcode
Line 481: Line 496:


===Operation===
===Operation===
  object := owner.inventory[index] ???
  object := owner.inventory[index]
Searches for all objects owned by owner (an actor or object), and returns the one at the given index (offset).




Line 500: Line 516:
===Operation===
===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.
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)==
==getActorCostume ($71)==
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===Operation===
===Operation===
Returns the actor's current X co-ordinate.
Returns the actor's current X co-ordinate.
===Variants===
In Indy3, actor is only one byte.
opcode result actor[p8]




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===Operation===
===Operation===
Returns the actor's current Y co-ordinate.
Returns the actor's current Y co-ordinate.
===Variants===
In Indy3, actor is only one byte.
opcode result actor[p8]




==getAnimCounter ($22)==
==getAnimCounter ($22)==
This opcode is used for saveLoadGame in SCUMM V3.


===Encoding===
===Encoding===
Line 602: Line 626:
===Operation===
===Operation===
Returns the actor's animation counter.
Returns the actor's animation counter.
===Variants===
This opcode is used for saveLoadGame in SCUMM V3.




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===Encoding===
===Encoding===
  opcode result actor[p16]
  opcode result object[p16]


===Operation===
===Operation===
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==getObjectState ($0F)==
==getObjectState ($0F)==
This opcode behaves differently in small header V5 games.


===Encoding===
===Encoding===
Line 650: Line 676:


===Variants===
===Variants===
In small header games, the encoding becomes:
In small header games, this opcode is used for the "ifState" instruction.
opcode object[p16] state[p8] target[16]
operation becomes
unless (getState(object) == state) goto target




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===Operation===
===Operation===
Returns the entry point for the response code/script for when the given verb is applied to the given object?
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.




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


===Operation===
===Operation===
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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) (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




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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.
==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.




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===Operation===
===Operation===
If the sub-opcode is 0, marks the end of an override section.
If the sub-opcode is 0, marks the end of an override section.<br>
If the sub-opcode is not 0, marks the beginning 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.<br>
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 this 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).




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==pickupObject ($25)==
==pickupObject ($25) (v5)==
This instruction is only present in SCUMM V5.


===Encoding===
===Encoding===
Line 957: Line 1,020:
===Variants===
===Variants===
In SCUMM V3 and V4, this opcode is used for drawObject.
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.




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sub-opcodes
sub-opcodes
  $00 xpos[p16] ypos[p16]
  $00 xpos[p16] ypos[p16]
  $01 colour[p8]
  $01 color[p8]
  $02 right[p16]
  $02 right[p16]
  $03 width[p16] height[p16]
  $03 width[p16] height[p16]
Line 973: Line 1,046:
  $07
  $07
  $08 offset[p16] delay[p16]
  $08 offset[p16] delay[p16]
  $15 string[c]... $FF
  $0F string[c]... $FF


===Operation===
===Operation===
Line 984: Line 1,057:
|$00||SO_AT||Sets the position of the text that follows.
|$00||SO_AT||Sets the position of the text that follows.
|-
|-
|$01||SO_COLOR||Sets the colour of the text.
|$01||SO_COLOR||Sets the color of the text.
|-
|-
|$02||SO_CLIPPED||Clips the text's right-hand side (for wrapping?).
|$02||SO_CLIPPED||Clips the text's right-hand side (for wrapping?).
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|$07||SO_OVERHEAD||Overhead-aligns the text.
|$07||SO_OVERHEAD||Overhead-aligns the text.
|-
|-
|$15||SO_TEXTSTRING||Prints the text string that follows. Terminated by $FF.
|$0F||SO_TEXTSTRING||Prints the text string that follows. Terminated by $FF.
|}
|}


Line 1,010: Line 1,083:


===Encoding===
===Encoding===
  opcode text[sf]
  opcode sub-opcode


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




Line 1,029: Line 1,102:


What does this actually do? We may never know.
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)==
==putActor ($01)==
Line 1,059: Line 1,135:
==resourceRoutines ($0C)==
==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).
{| border="1" cellpadding="2" width=100%
|- style="background:whitesmoke"
|Opcode||Meaning||Description
|-
|$01||SO_LOAD_SCRIPT||Loads the given script into memory.
|-
|$02||SO_LOAD_SOUND||Loads the given sound into memory.
|-
|$03||SO_LOAD_COSTUME||Loads the given costume into memory.
|-
|$04||SO_LOAD_ROOM||Loads the given room into memory.
|-
|$05||SO_NUKE_SCRIPT||Obliterates the given script from memory.
|-
|$06||SO_NUKE_SOUND||Obliterates the given sound from memory.
|-
|$07||SO_NUKE_COSTUME||Obliterates the given costume from memory.
|-
|$08||SO_NUKE_ROOM||Obliterates the given room from memory.
|-
|$09||SO_LOCK_SCRIPT||Locks the given script.
|-
|$0A||SO_LOCK_SOUND||Locks the given sound.
|-
|$0B||SO_LOCK_COSTUME||Locks the given costume.
|-
|$0C||SO_LOCK_ROOM||Locks the given room.
|-
|$0D||SO_UNLOCK_SCRIPT||Unlocks the given script.
|-
|$0E||SO_UNLOCK_SOUND||Unlocks the given sound.
|-
|$0F||SO_UNLOCK_COSTUME||Unlocks the given costume.
|-
|$10||SO_UNLOCK_ROOM||Unlocks the given room.
|-
|$11||SO_CLEAR_HEAP||Clears the heap.
|-
|$12||SO_LOAD_CHARSET||Loads the given character set into memory.
|-
|$13||SO_NUKE_CHARSET||Obliterates the given character set from memory.
|-
|$14||SO_LOAD_OBJECT||Loads 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):
{| border="1" cellpadding="2" width=100%
|- style="background:whitesmoke"
|Opcode||Meaning||Description
|-
|$20||Unknown||Does nothing, not used in-game.
|-
|$21||Unknown||Does nothing, not used in-game.
|-
|$23||CD Volume||Possibly changes the volume of CD tracks (Loom CD). Takes 1 byte.
|-
|$24||Sound Volume||Sets the loudness of a sound resource. Used in Indy3 and Zak. Takes 2 bytes (left/right volumes?).
|-
|$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)==
===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] startcolor[p8] endcolor[p8]
$09 loadflag[p8] loadslot[p8]
$0A effect[p16]
$0B redscale[p16] greenscale[p16] bluescale[p16] aux startcolor[p8] endcolor[p8]
$0C redscale[p16] greenscale[p16] bluescale[p16] aux startcolor[p8] endcolor[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===
{| border="1" cellpadding="2" width=100%
|- style="background:whitesmoke"
|Opcode||Meaning||Description
|-
|$01||SO_ROOM_SCROLL||Clamps the given arguments so scrolling does not extend past the width of the room or screen.
|-
|$03||SO_ROOM_SCREEN||Initialises a screen.
|-
|$04||SO_ROOM_PALETTE||Adjusts the room's palette. Aux opcode's initial value is $04.
|-
|$05||SO_ROOM_SHAKE_ON||Starts the room shaking.
|-
|$06||SO_ROOM_SHAKE_OFF||Ends the room shaking.
|-
|$07||SO_ROOM_SCALE||Sets the room's y scales? (slot is 1 greater than actual slot?)
|-
|$08||SO_ROOM_INTENSITY||Lightens/darkens the room's palette.
|-
|$09||SO_ROOM_SAVEGAME||Saves temporary state of the room/game?
|-
|$0A||SO_ROOM_FADE||If effect is 0, fades in the room. Otherwise, fades out with the given effect (taken from the high byte of effect).<br>1 = iris effect<br>2 = box wipe (upper-left to bottom-right)<br>3 = box wipe (upper-right to bottem-left)<br>4 = inverse box wipe.
|-
|$0B||SO_RGB_ROOM_INTENSITY||Lightens/darkens the room's palette, with different scales for red, green and blue. Aux opcode's initial value is $0B.
|-
|$0C||SO_ROOM_SHADOW||Lightens/darkens the shadow palette, with different scales for red, green, and blue.
|-
|$0D||SO_SAVE_STRING||Saves a string resource to the given file?
|-
|$0E||SO_LOAD_STRING||Loads a string resource from a given file?
|-
|$0F||SO_ROOM_TRANSFORM||Manipulates palettes, strings?
|-
|$10||SO_CYCLE_SPEED||Starts color 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 color[p16] index[p16]
... or for V3 games ...
opcode color[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 color slot" (palette entry? between 0 and 256) and an index:
opcode $04 color[p16] index[p16]
... or for V3 games ...
opcode color[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
{| border="1" cellpadding="2" width=100%
|- style="background:whitesmoke"
|Opcode||Meaning||Description
|-
|$08||||compose kMainVirtScreen over a screen buffer
|-
|$09||||call 0x110:0x20 _ax=0x601 _edx=2
|-
|$0A||||call 0x110:0x20 _ax=0x601 _edx=3
|-
|$0B||||clear screen 0x1C:0x45000 sizeof(640 * 320)
|-
|$0C||||call 0x110:0x20 _ax=0x601 _edx=0
|-
|$0D||||call 0x110:0x20 _ax=0x601 _edx=1
|-
|$10||||enable clearing of a screen buffer in drawBitmap()
|-
|$11||||disable clearing of a screen buffer in drawBitmap()
|-
|$12||||clear a screen buffer
|-
|$13||||enable palette operations (palManipulate(), cyclePalette() etc.)
|-
|$14||||disable palette operations
|-
|$15||||disable clearing of screen 0x1C:0x5000 sizeof(640 * 320) in initScreens()
|-
|$16||||enable clearing of screen 0x1C:0x5000 sizeof(640 * 320) in initScreens()
|-
|$1E||||Unknown
|}
==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.
{| border="1" cellpadding="2" width=100%
|- style="background:whitesmoke"
|Opcode||Meaning||Description
|-
|$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).
|-
|$80||Save Game||Saves a game to the given slot (returns 0 if successful, 2 otherwise).
|-
|$C0||Test For Game||Tests 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===
{| border="1" cellpadding="2" width=100%
|- style="background:whitesmoke"
|Opcode||Meaning||Description
|-
|$01||SO_SAVE_VARS||Saves variables (for saving games?)
|-
|$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.)
|}
{| border="1" cellpadding="2" width=100%
|- style="background:whitesmoke"
|Opcode||Meaning||Description
|-
|$01||Write Vars||Writes a range of variables.
|-
|$02||Write Strings||Writes a range of string variables.
|-
|$03||Open File||Opens a file for writing.
|-
|$04||Dummy||Does nothing.
|-
|$1F||Close File||Closes the last opened file.
|}


==roomOp ($33)==
{| border="1" cellpadding="2" width=100%
|- style="background:whitesmoke"
|Opcode||Meaning||Description
|-
|$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 ($AB)==
==saveRestoreVerbs ($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)==
==setCameraAt ($32)==
===Encoding===
opcode x[p16]
===Operation===
Sets the camera's x position.




==setObjectName ($54)==
==setObjectName ($54)==
===Encoding===
opcode object[p16] name[c]... $00
===Operation===
Sets the given object's name.




==setOwnerOf ($29)==
==setOwnerOf ($29)==
===Encoding===
opcode object[p16] owner[p8]
===Operation===
Sets the owner of the object.




==setState ($07)==
==setState ($07)==
===Encoding===
opcode object[p16] state[p8]
===Operation===
Sets the state of the object.




==setVarRange ($26)==
==setVarRange ($26)==
non-standard encoding
non-standard encoding


Line 1,094: Line 1,486:
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.
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===
descumm example:
  setVarRange(Var[178],9,[0,0,0,0,0,0,0,0,0]);
  setVarRange(Var[178],9,[0,0,0,0,0,0,0,0,0]);


Line 1,102: Line 1,494:
==soundKludge ($4C)==
==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 ($01)==
 
==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
 
{| border="1" cellpadding="2" width=100%
|- style="background:whitesmoke"
|Opcode||Meaning||Description
|-
|$00||Is Playing||Returns true if a CD audio track is currently playing.
|-
|$FC||Unpause CD||Unpauses the CD audio track.
|-
|$FD||Pause CD||Pauses the CD audio track.
|-
|$FE||Get CD Sound||Returns the current CD sound.
|-
|$FF||CD Volume||Might return the the current CD volume in FM-Towns Loom.
|-
|other||Track Length||Returns the track length in seconds.
|}




==startObject ($37)==
==startObject ($37)==
===Encoding===
opcode object[p16] script[p8] args[v16]...
===Operation===
Starts the object's script (OBCD blocks), passing the given arguments.




==startScript ($0A)==
==startScript ($0A)==
one parameter plus varargs, extra encoding in opcode
one parameter plus varargs, extra encoding in opcode


Line 1,125: Line 1,558:
|7||6||5||4  0
|7||6||5||4  0
|-
|-
|P1||Q||F||$0A
|P1||R||F||$0A
|}
|}
P1 = standard parameter bit<br>
R = indicates that the script is recursive<br>
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)==
==startSound ($1C)==
===Encoding===
opcode sound[p8]
===Operation===
Adds the given sound to the sound queue to be played.




==stopMusic ($20)==
==stopMusic ($20)==


===Encoding===
opcode


==stopObjectCode ($00)==
===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)==
==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)==
==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)==
==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).
{| border="1" cellpadding="2" width=100%
|- style="background:whitesmoke"
|Opcode||Meaning||Description
|-
|$01||Load String||Loads the inline null-terminated string into the resource slot given by stringID.
|-
|$02||Copy String||Creates a duplicate of the string at resource slot srcID into destID. The old string at destID is lost.
|-
|$03||Write Character||Writes char at the given index (offset) of the string resource located at slot stringID. Out of bounds accesses cause undefined behavior.
|-
|$04||Read Character||Reads 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 behavior.
|-
|$05||New String||Allocates or frees a string (Array), located at resource slot stringID. The string is initialised to size; if size is zero, the string is freed.
|}




Line 1,180: Line 1,687:
|}
|}


==wait ($AE)==


==verbOps ($7A)==


==walkActorTo ($1E)==
===Encoding===
opcode verbID[p8] sub-opcode... $FF


sub-opcodes:
$01 object[p16]
$02 name[c]... $00
$03 color[p8]
$04 hicolor[p8]
$05 left[p16] top[p16]
$06
$07
$08
$09
$10 color[p8]
$11
$12 key[p8]
$13
$14 stringID[p16]
$16 object[p16] room[p8]
$17 color[p8]


==walkActorToActor ($0D)==
===Operation===
 
{| border="1" cellpadding="2" width=100%
 
|- style="background:whitesmoke"
==walkActorToObject ($36)==
|Opcode||Meaning||Description
 
=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&#124;B or V&#124;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.
{| border="1" style="text-align:center" width=100% cellpadding=2
! Instruction
! Returns a Value
! Arg 1
! Arg 2
! Arg 3
|-
|-
|align="left" |actorFollowCamera
|$01||SO_VERB_IMAGE||Assigns an object (image) to a verb.
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |actorFromPos
|$02||SO_VERB_NAME||Assigns the in-line name to the verb slot.
|True
|V&#124;W
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |animateCostume
|$03||SO_VERB_COLOR||Sets the color of the verb.
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |beginOverride
|$04||SO_VERB_HICOLOR||Sets the highlight color of the verb.
|style="color:silver; background:whitesmoke" |False
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |breakHere
|$05||SO_VERB_AT||Sets the verb's top-left co-ordinates.
|style="color:silver; background:whitesmoke" |False
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |chainScript
|$06||SO_VERB_ON||Makes this verb active.
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|L
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |classOfIs
|$07||SO_VERB_OFF||Makes this verb inactive.
|style="color:silver; background:whitesmoke" |False
|V&#124;W
|L
|J
|-
|-
|align="left" |CopyString
|$08||SO_VERB_DELETE||Kills this verb.
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |CreateString
|$09||SO_VERB_NEW||Creates 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.
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |cutscene
|$10||SO_VERB_DIMCOLOR||Sets the dim color of the verb.
|style="color:silver; background:whitesmoke" |False
|L
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |debug?
|$11||SO_VERB_DIM||Dims this verb.
|style="color:silver; background:whitesmoke" |False
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |delay
|$12||SO_VERB_KEY||Sets the key code (maybe ASCII char?) associated with this verb.
|style="color:silver; background:whitesmoke" |False
|D
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |delayVariable
|$13||SO_VERB_CENTER||Centres the verb?
|style="color:silver; background:whitesmoke" |False
|V
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |deleteVerbs
|$14||SO_VERB_NAME_STR||Loads 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.
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|V&#124;B
|V&#124;B
|-
|-
|align="left" |dummy
|$16||Assign Object||Assigns an object from the given room to the verb (if the object's image index is not already assigned to the given object).
|style="color:silver; background:whitesmoke" |False
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |endCutscene
|$17||Set Back Color||Sets the background color of the verb?
|style="color:silver; background:whitesmoke" |False
|}
|style="color:silver; background:whitesmoke" |None
 
|style="color:silver; background:whitesmoke" |None
 
|style="color:silver; background:whitesmoke" |None
==wait ($AE)==
|-
 
|align="left" |endOverride
===Encoding===
|style="color:silver; background:whitesmoke" |False
opcode sub-opcode
|style="color:silver; background:whitesmoke" |None
 
|style="color:silver; background:whitesmoke" |None
sub-opcodes:
|style="color:silver; background:whitesmoke" |None
$01 actor[p8]
|-
$02
|align="left" |faceActor
$03
|style="color:silver; background:whitesmoke" |False
$04
|V&#124;B
 
|V&#124;W
===Operation===
|style="color:silver; background:whitesmoke" |None
{| border="1" cellpadding="2" width=100%
|-
|- style="background:whitesmoke"
|align="left" |findInventory
|Opcode||Meaning||Description
|True
|V&#124;B
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |findObject
|True
|V&#124;W
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |freezeScripts
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getActorCostume
|True
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getActorElevation
|True
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getActorFacing
|True
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getActorMoving
|True
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getActorRoom
|True
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getActorScale
|True
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getActorWalkBox
|True
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getActorWidth
|True
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getActorX
|True
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getActorY
|True
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getClosestObjActor
|True
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getDist
|True
|V&#124;W
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getInventoryCount
|True
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getObjectOwner
|True
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getObjectState
|True
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getRandomNr
|True
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |GetStringChar
|True
|V&#124;B
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getStringWidth
|True
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |getVerbEntryPoint
|True
|V&#124;W
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |isActorInBox
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|V&#124;B
|J
|-
|align="left" |isScriptRunning
|True
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |isSoundRunning
|True
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |lights
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|B
|B
|-
|align="left" |loadRoom
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |oldRoomEffect-fadein
|style="color:silver; background:whitesmoke" |False
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |oldRoomEffect-set
|style="color:silver; background:whitesmoke" |False
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |panCameraTo
|style="color:silver; background:whitesmoke" |False
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |pickupObject
|style="color:silver; background:whitesmoke" |False
|V&#124;W
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |putActor
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|V&#124;W
|V&#124;W
|-
|align="left" |putActorAtObject
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |putActorInRoom
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |restoreVerbs
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|V&#124;B
|V&#124;B
|-
|align="left" |saveLoadGame
|True
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |saveVerbs
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|V&#124;B
|V&#124;B
|-
|align="left" |setCameraAt
|style="color:silver; background:whitesmoke" |False
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |setClass
|style="color:silver; background:whitesmoke" |False
|V&#124;W
|L
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |setObjectName
|style="color:silver; background:whitesmoke" |False
|V&#124;W
|A
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |setOwnerOf
|style="color:silver; background:whitesmoke" |False
|V&#124;W
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |setState
|style="color:silver; background:whitesmoke" |False
|V&#124;W
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |SetStringChar
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|V&#124;B
|V&#124;B
|-
|-
|align="left" |soundKludge
|$01||SO_WAIT_FOR_ACTOR||If the given actor is moving, breaks and resumes at this instruction again.
|style="color:silver; background:whitesmoke" |False
|L
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |startMusic
|$02||SO_WAIT_FOR_MESSAGE||If the global variable VAR_HAVE_MSG (Var[3]) is not zero, breaks and resumes at this instruction again.
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|-
|align="left" |startObject
|$03||SO_WAIT_FOR_CAMERA||If the camera has not reached its destination x position, breaks and resumes at this instruction again.
|style="color:silver; background:whitesmoke" |False
|V&#124;W
|V&#124;B
|L
|-
|-
|align="left" |startScript
|$04||SO_WAIT_FOR_SENTENCE||If there is a sentence present?, breaks and resumes at this instruction again
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|L
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |startSound
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |stopMusic
|style="color:silver; background:whitesmoke" |False
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |stopObjectCode
|style="color:silver; background:whitesmoke" |False
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |stopObjectScript
|style="color:silver; background:whitesmoke" |False
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |stopScript
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |stopSound
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |systemOps
|style="color:silver; background:whitesmoke" |False
|B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |WaitForActor
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |WaitForCamera
|style="color:silver; background:whitesmoke" |False
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |WaitForMessage
|style="color:silver; background:whitesmoke" |False
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |WaitForSentence
|style="color:silver; background:whitesmoke" |False
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|style="color:silver; background:whitesmoke" |None
|-
|align="left" |walkActorTo
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|V&#124;W
|V&#124;W
|-
|align="left" |walkActorToActor
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|V&#124;B
|B
|-
|align="left" |walkActorToObject
|style="color:silver; background:whitesmoke" |False
|V&#124;B
|V&#124;W
|style="color:silver; background:whitesmoke" |None
|}
|}
===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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