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Difference between revisions of "SCUMM/V5 opcodes"

146 bytes added ,  07:57, 3 August 2010
Correct opcode for drawObject, some entries to do with aux opcode values.
m (fix table)
(Correct opcode for drawObject, some entries to do with aux opcode values.)
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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.
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|-
|aux||An aux opcode that stores parameter bits and no other information. (the base aux opcode seems to always be $01)
|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)
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|-
|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.
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Draws a solid box on the backbuffer from (left, top) to (right, bottom) in the given colour.
Draws a solid box on the backbuffer from (left, top) to (right, bottom) in the given colour.


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


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|$03||SO_ROOM_SCREEN||Initialises a screen.
|$03||SO_ROOM_SCREEN||Initialises a screen.
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|$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.
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|$05||SO_ROOM_SHAKE_ON||Starts the room shaking.
|$05||SO_ROOM_SHAKE_ON||Starts the room shaking.
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|$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.
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|-
|$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.
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|-
|$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.
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