Difference between revisions of "SCUMM/V5 opcodes"

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behaviour -> behavior
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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.
|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.
|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.
Line 14: Line 14:
|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 24: 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. (actually always shown as "value[v16]...")
|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.
Line 73: 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 81: Line 81:
  $13 zplane[p8]
  $13 zplane[p8]
  $14
  $14
  $15 animspeed[p8]
  $15  
  $16 mode[p8]
  $16 animspeed[p8]
  $17 shadow[p8]
  $17 shadow[p8]


Line 114: 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.
Line 134: Line 134:
|$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 140: 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 218: Line 261:
  $0C cursor[p8]
  $0C cursor[p8]
  $0D charset[p8]
  $0D charset[p8]
  $0E colours[v16]...
  $0E colors[v16]...


===Operation===
===Operation===
Line 251: Line 294:
|$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?
|}
|}


Line 336: Line 379:


===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.




Line 352: Line 395:
  $01 xpos[p16] ypos[p16]
  $01 xpos[p16] ypos[p16]
  $02 state[p16]
  $02 state[p16]
  $1F
  $FF


===Operation===
===Operation===
Line 363: Line 406:
|$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 632: 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




Line 678: Line 719:


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


===Operation===
===Operation===
Line 688: Line 729:




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


===Encoding===
===Encoding===
Line 694: Line 736:


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




==ifState ($4F)==
==ifState ($0F) (V3-4)==
This opcode is not present in SCUMM V5.


===Encoding===
===Encoding===
Line 703: Line 746:


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




Line 911: Line 954:




==oldRoomEffect ($5C)==
==oldRoomEffect ($5C) (V3-4)==
This opcode/instruction not present in SCUMM V5.


===Encoding===
===Encoding===
Line 918: Line 962:
sub-opcodes:
sub-opcodes:
  $03 effect[p16]
  $03 effect[p16]
$?? effect[p16]


===Operation===
===Operation===
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===Operation===
===Operation===
If the sub-opcode is 0, marks the end of an override section.<br>
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. The instruction is immediately followed by a "jumpRelative" instruction.<br.
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).




Line 964: Line 1,009:




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


===Encoding===
===Encoding===
Line 976: Line 1,022:




==pickupObjectOld ($50)==
==pickupObject ($50) (V3-4)==
This opcode/instruction is not present in SCUMM V5.


===Encoding===
===Encoding===
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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 1,010: 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?).
Line 1,055: 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.




Line 1,091: Line 1,140:
sub-opcodes:
sub-opcodes:
  $01 resID[p8]
  $01 resID[p8]
  ... $01 through $13 take the same arguments ...
  ... $01 through $10 take the same arguments ...
$10 resID[p8]
$11
$12 resID[p8]
  $13 resID[p8]
  $13 resID[p8]
  $14 room[p8] object[p16]
  $14 room[p8] object[p16]
Line 1,173: Line 1,225:
  $06
  $06
  $07 scale1[p8] y1[p8] aux scale2[p8] y2[p8] aux slot[p8]
  $07 scale1[p8] y1[p8] aux scale2[p8] y2[p8] aux slot[p8]
  $08 scale[p8] startcolour[p8] endcolour[p8]
  $08 scale[p8] startcolor[p8] endcolor[p8]
  $09 loadflag[p8] loadslot[p8]
  $09 loadflag[p8] loadslot[p8]
  $0A effect[p16]
  $0A effect[p16]
  $0B redscale[p16] bluescale[p16] greenscale[p16] aux startcolour[p8] endcolour[p8]
  $0B redscale[p16] greenscale[p16] bluescale[p16] aux startcolor[p8] endcolor[p8]
  $0C redscale[p16] bluescale[p16] greenscale[p16] aux startcolour[p8] endcolour[p8]
  $0C redscale[p16] greenscale[p16] bluescale[p16] aux startcolor[p8] endcolor[p8]
  $0D resID[p8] filename[c]... $00
  $0D resID[p8] filename[c]... $00
  $0E resID[p8] filename[c]... $00
  $0E resID[p8] filename[c]... $00
Line 1,192: Line 1,244:
|$03||SO_ROOM_SCREEN||Initialises a screen.
|$03||SO_ROOM_SCREEN||Initialises a screen.
|-
|-
|$04||SO_ROOM_PALETTE||Adjusts the room's palette.
|$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.
|$05||SO_ROOM_SHAKE_ON||Starts the room shaking.
Line 1,206: Line 1,258:
|$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.
|$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.
|$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.
|$0C||SO_ROOM_SHADOW||Lightens/darkens the shadow palette, with different scales for red, green, and blue.
Line 1,216: Line 1,268:
|$0F||SO_ROOM_TRANSFORM||Manipulates palettes, strings?
|$0F||SO_ROOM_TRANSFORM||Manipulates palettes, strings?
|-
|-
|$10||SO_CYCLE_SPEED||Starts colour cycling with delay? colIndex is between 0 and 16
|$10||SO_CYCLE_SPEED||Starts color cycling with delay? colIndex is between 0 and 16
|}
|}


Line 1,223: Line 1,275:
  opcode arg1[p16] arg2[p16] sub-opcode
  opcode arg1[p16] arg2[p16] sub-opcode


Small header games include an extra sub-opcode, $02 (SO_ROOM_COLOR), which adjusts the room's palette:
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]
  opcode $02 color[p16] index[p16]
  ... or for V3 games ...
  ... or for V3 games ...
  opcode colour[p16] index[p16] $02
  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 colour slot" (palette entry? between 0 and 256) and an index:
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 colour[p16] index[p16]
  opcode $04 color[p16] index[p16]
  ... or for V3 games ...
  ... or for V3 games ...
  opcode colour[p16] index[p16] $04
  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):
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):
Line 1,270: Line 1,322:




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


===Encoding===  
===Encoding===
  opcode aux start[p8] end[p8] mode[p8] sub-opcode
  opcode result arg1[p8]


sub-opcodes:
===Operation===
$01
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.
$02
$03


===Operation===
{| 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
===Encoding===
  $02 arg1[p8] arg2[p8]
  opcode object[p16] name[c]... $00
$03 filename[c]... $00
$04
$1F


===Operation===
===Operation===
Sets the given object's name.
{| border="1" cellpadding="2" width=100%
 
|- style="background:whitesmoke"
 
|Opcode||Meaning||Description
==setOwnerOf ($29)==
|-
 
|$01||SO_SAVE_VARS||Saves variables (for saving games?)
===Encoding===
|-
  opcode object[p16] owner[p8]
|$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.)
 
|}
===Operation===
 
Sets the owner of the object.
{| border="1" cellpadding="2" width=100%
 
|- style="background:whitesmoke"
 
|Opcode||Meaning||Description
==setState ($07)==
|-
 
|$01||Write Vars||Writes a range of variables.
===Encoding===
|-
  opcode object[p16] state[p8]
|$02||Write Strings||Writes a range of string variables.
 
|-
===Operation===
|$03||Open File||Opens a file for writing.
Sets the state of the object.
|-
 
|$04||Dummy||Does nothing.
 
|-
==setVarRange ($26)==
|$1F||Close File||Closes the last opened file.
non-standard encoding
|}
 
 
===Encoding===
{| border="1" cellpadding="2" width=100%
  opcode result number[8] values[8]...
|- style="background:whitesmoke"
or
|Opcode||Meaning||Description
  opcode result number[8] values[16]...
|-
 
|$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]...
or
  opcode result number[8] values[16]...
 
===Operation===
===Operation===
  for (i = 0; i < number; i++) {
  for (i = 0; i < number; i++) {
Line 1,359: Line 1,501:


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




Line 1,442: Line 1,584:




==stopObjectCode ($00)==
==stopObjectCode ($A0 or $00)==


===Encoding===
===Encoding===
Line 1,448: Line 1,590:


===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 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).




Line 1,502: Line 1,646:
|$02||Copy String||Creates a duplicate of the string at resource slot srcID into destID. The old string at destID is lost.
|$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 behaviour.
|$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 behaviour.
|$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.
|$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 1,552: Line 1,696:
  $01 object[p16]
  $01 object[p16]
  $02 name[c]... $00
  $02 name[c]... $00
  $03 colour[p8]
  $03 color[p8]
  $04 hicolour[p8]
  $04 hicolor[p8]
  $05 left[p16] top[p16]
  $05 left[p16] top[p16]
  $06
  $06
Line 1,559: Line 1,703:
  $08
  $08
  $09
  $09
  $10 colour[p8]
  $10 color[p8]
  $11
  $11
  $12 key[p8]
  $12 key[p8]
Line 1,565: Line 1,709:
  $14 stringID[p16]
  $14 stringID[p16]
  $16 object[p16] room[p8]
  $16 object[p16] room[p8]
  $17 colour[p8]
  $17 color[p8]


===Operation===
===Operation===
Line 1,576: Line 1,720:
|$02||SO_VERB_NAME||Assigns the in-line name to the verb slot.
|$02||SO_VERB_NAME||Assigns the in-line name to the verb slot.
|-
|-
|$03||SO_VERB_COLOR||Sets the colour of the verb.
|$03||SO_VERB_COLOR||Sets the color of the verb.
|-
|-
|$04||SO_VERB_HICOLOR||Sets the high colour of the verb.
|$04||SO_VERB_HICOLOR||Sets the highlight color of the verb.
|-
|-
|$05||SO_VERB_AT||Sets the verb's top-left co-ordinates.
|$05||SO_VERB_AT||Sets the verb's top-left co-ordinates.
Line 1,590: Line 1,734:
|$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.
|$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.
|-
|-
|$10||SO_VERB_DIMCOLOR||Sets the dim colour of the verb.
|$10||SO_VERB_DIMCOLOR||Sets the dim color of the verb.
|-
|-
|$11||SO_VERB_DIM||Dims this verb.
|$11||SO_VERB_DIM||Dims this verb.
Line 1,602: Line 1,746:
|$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).
|$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).
|-
|-
|$17||Set Back Colour||Sets the background colour of the verb?
|$17||Set Back Color||Sets the background color of the verb?
|}
|}


Line 1,737: Line 1,881:


=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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