SCUMM/V5 opcodes

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Revision as of 07:28, 26 March 2009 by Jestar jokin (talk | contribs) (→‎SCUMM V5 opcodes: Not many left! (Also reformatted))
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SCUMM V5 opcodes

The following conventions are used in the encoding descriptions.

Term Description
opcode The instruction's opcode, with the appropriate bits set according to the parameters.
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.
value[8] An 8-bit constant (a byte).
value[16] A 16-bit constant (a word LE).
value[p8] An 8-bit parameter. This may be encoded as a word LE if it's a pointer, or a byte if it's a 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[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)
(term) An optional term.
term... One or more terms.

Of course, due to the non-orthogonality of the opcodes, there are lots of exceptions.


actorFollowCamera ($52)

Encoding

opcode actor[p8]

Operation

Sets the camera to follow the given actor?


actorFromPos ($15)

Encoding

opcode result x[p16] y[p16]

Operation

Returns the actor located at the given co-ordinates.


actorOps ($13)

parameters depend on auxiliary opcode; terminated by $FF

Encoding

opcode actor[p8] sub-opcode... $FF

sub-opcode can be any of the following:

$01 costume[p8]
$02 xspeed[p8] yspeed[p8]
$03 sound[p8]
$04 walkframe[p8]
$05 starttalk[p8] endtalk[p8]
$06 standframe[p8]
$07 arg1[p8] arg2[p8] arg3[p8]
$08
$09 elevation[p16]
$0A
$0B index[p8] value[p8]
$0C colour[p8]
$0D name[c]... $00
$0E initframe[p8]
$10 width[p8]
$11 xscale[p8] yscale[p8]
$12
$13 zplane[p8]
$14
$15 animspeed[p8]
$16 mode[p8]

Operation

Miscellaneous actions on actors.

Opcode Meaning Description
$00 dummy A dummy case, does nothing (in ScummVM).
$01 SO_COSTUME Sets the actor's costume.
$02 SO_STEP_DIST Sets the actor's walking speed for x and y.
$03 SO_SOUND Associates a sound with the actor (footsteps?)
$04 SO_WALK_ANIMATION Sets the current frame of the walking animation.
$05 SO_TALK_ANIMATION Sets the start and stop frames of the talking animation.
$06 SO_STAND_ANIMATION Sets the current frame of the standing animation.
$07 SO_ANIMATION Unknown; seems to be unused in ScummVM.
$08 SO_DEFAULT Initializes actor.
$09 SO_ELEVATION Sets the actor's elevation to the given value.
$0A SO_ANIMATION_DEFAULT Initializes the actor's animation frames.Init frame = 1Walk frame = 2Stand frame = 3Talk start frame = 4 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).
$0C SO_TALK_COLOR Sets the actor's talk colour.
$0D SO_ACTOR_NAME Sets the actor's name to the given null-terminated string.
$0E SO_INIT_ANIMATION Sets the current frame of the initial animation.
$10 SO_ACTOR_WIDTH Sets the actor's width.
$11 SO_ACTOR_SCALE Sets the actor's X and Y scales.
$12 SO_NEVER_ZCLIP Turns off all Z-clipping for the actor.
$13 SO_ALWAYS_ZCLIP Forces the actor's Z-clipping for the given Z-plane?
$14 SO_IGNORE_BOXES Ignores 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
$17 SO_SHADOW Sets the shadow mode.

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.


actorSetClass ($5D)

Encoding

opcode object[p16] classes[v16]...

Operation

Makes object inherit from all of the given classes. A class of "0" will clear all of the object's existing class data.


add ($5A)

Encoding

opcode result value[p16]

Operation

result := result + value

The variable pointed to by result is read, value is added to it, and the result written back.


and ($17)

one parameter, uses result

Encoding

opcode result value[p16]

Operation

result := result and value

The variable pointed to by result is read, logically ANDed with value, and the result written back.


animateActor ($11)

Encoding

opcode actor[p8] anim[p8]'

Operation

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).

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.


breakHere ($80)

no parameters

Encoding

opcode

Operation

Deschedules the currently running thread. Execution continues at the next instruction when the thread's next timeslot comes around.


chainScript ($42)

one parameter plus varargs

Encoding

opcode script[p8] args[v16]...

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.


cursorCommand ($2C)

parameters depend on auxiliary opcode

Encoding

opcode sub-opcode

sub-opcode can be any of the following:

$01
$02
$03
$04
$05
$06
$07
$08
$0A cursornum[p8] charletter[p8]
$0B index[p8] x[p8] y[p8]
$0C cursor[p8]
$0D charset[p8]
$0E colours[v16]...

Operation

Miscellaneous actions on cursors & charsets.

Opcode Meaning Description
$01 SO_CURSOR_ON Turns the cursor on.
$02 SO_CURSOR_OFF Turns the cursor off.
$03 SO_USERPUT_ON ??? Becomes 1
$04 SO_USERPUT_OFF ??? Becomes 0
$05 SO_CURSOR_SOFT_ON Increments the cursor's state?
$06 SO_CURSOR_SOFT_OFF Decrements the cursor's state?
$07 SO_USERPUT_SOFT_ON ??? Incremented
$08 SO_USERPUT_SOFT_OFF ??? Decremented
$0A SO_CURSOR_IMAGE Changes the cursor image to a new one, based on image in a character set. Only used in Loom.
$0B SO_CURSOR_HOTSPOT Changes the hotspot of a cursor. Only used in Loom.
$0C SO_CURSOR_SET Changes the current cursor. Must be between 0 and 3 inclusive.
$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?

Variants

In SCUMM V3, sub-opcode $0E performs a different function, possibly initializing a character set.


cutScene ($40)

Encoding

opcode args[v16]...

Operation

??? If required, runs a script passing the given arguments. Cutscene data given by the first argument?


debug ($6B)

one parameter, no result

Encoding

opcode param[p16]

Operation

Passes the parameter to the interpreter's debugger. What this does is entirely platform-specific (and may do nothing).


decrement ($C6)

no parameters, uses result

Encoding

opcode result

Operation

result := result - 1

Reads the variable pointed to by result, decrements it, and writes it back.


delay ($2E)

one constant parameter

Encoding

opcode param[24]

Operation

Suspends the current thread for the appropriate number of 1/60ths of a second. Yes, that really is a 24-bit LE constant.


delayVariable ($2E)

one constant parameter

Encoding

opcode var

Operation

var is dereferenced and the current thread suspended for that number of 1/60ths of a second.


divide ($5B)

one parameter, uses result

Encoding

opcode result value[p16]

Operation

result := result / value

The variable pointed to by result is read, divided by value, and the result written back. If value is zero, the result is undefined (and the interpeter may halt with an error).


doSentence ($19)

Encoding

opcode verb[p8] objectA[p16] objectB[p16]

Operation

Performs a verb sentence action, e.g. "Use monkey on hydrant". If verb is $FE, the current sentence script is stopped, status cleared etc.


drawBox ($3F)

two parameters, does not use result, supplementary opcode byte with three more subsequent parameters

Encoding

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

Operation

Draws a solid box on the backbuffer from (left, top)-(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.


drawObject ($05)

Encoding

opcode object[p16] sub-opcode

sub-opcodes:

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

Operation

Opcode Meaning Description
$01 Draw At Moves the given object to the given co-ordinates, and 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.

Variants

Small header games only support the parameters used with sub-opcode $01, e.g:

opcode object[p16] xpos[p16] ypos[p16]


dummy ($A7)

Encoding

opcode

Operation

V5 specific - The KIXX XL release of Monkey Island 2 (Amiga disk) used this opcode as a dummy, in order to remove copy protection and keep level selection.

Variants

In SCUMM V3 and V4, this opcode is used for the saveLoadVars instruction.


endCutScene ($C0)

Encoding

opcode'

Operation

Ends the cutscene, performing cleanup if necessary.


equalZero ($28)

jumps

Encoding

opcode var target[16]

Operation

unless (var == 0) goto target

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


expression ($AC)

Encoding

opcode result subopcode... $FF

sub-opcodes:

$01 value[p16]
$02
$03
$04
$05
$06 nested-opcode

Operation

Expression mode operates on a stack. Values are pushed on, and operators are applied to the top two items on the stack.

Opcode Meaning Description
$01 Value Pushes a value onto the top of the stack.
$02 Add stack[top - 1] + stack[top]
$03 Subtract stack[top - 1] - stack[top]
$04 Multiply stack[top - 1] * stack[top]
$05 Divide stack[top - 1] / stack[top] (if stack[top] is 0 an error occurs)
$06 Nested Opcode An entire instruction that returns a result, such as getActorScale. This is interpreted like a normal opcode, but the result is pushed onto the expression stack. (The opcode is passed the special "VAR_RESULT" parameter for "result")


faceActor ($09)

Encoding

opcode actor[p8] object[p16]

Operation

Dereferences actor, tells actor to face object (presumably based on X/Y co-ordinates).


findInventory ($3D)

Encoding

opcode result owner[p8] index[p8]

Operation

object := owner.inventory[index] ???


findObject ($35)

Encoding

opcode result x[p8] y[p8]

Operation

Returns the first "touchable" local object at the given co-ordinates. Will not match on the bottom or right-hand edges of an object.


freezeScripts ($60)

Encoding

opcode flag[p8]

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 unfrozen a second time. A script is unfrozen by clearing the high bit.


getActorCostume ($71)

Encoding

opcode result actor[p8]

Operation

Returns the actor's current costume.


getActorElevation ($06)

Encoding

opcode result actor[p8]

Operation

Returns the actor's current elevation.


getActorFacing ($63)

Encoding

opcode result actor[p8]

Operation

Returns the current direction the actor is facing.


getActorMoving ($56)

Encoding

opcode result actor[p8]

Operation

Returns the actor's moving status (0 or 1).


getActorRoom ($03)

Encoding

opcode result actor[p8]

Operation

Returns the room the actor currently occupies?


getActorScale ($3B)

Encoding

opcode result actor[p8]

Operation

Returns the actor's current scale.

Variants

In Indy3, this opcode is used for waitForActor.


getActorWalkBox ($7B)

Encoding

opcode result actor[p8]

Operation

Returns the actor's walkbox.


getActorWidth ($6C)

Encoding

opcode result actor[p8]

Operation

Returns the actor's width.


getActorX ($43)

Encoding

opcode result actor[p16]

Operation

Returns the actor's current X co-ordinate.


getActorY ($23)

Encoding

opcode result actor[p16]

Operation

Returns the actor's current Y co-ordinate.


getAnimCounter ($22)

This opcode is used for saveLoadGame in SCUMM V3.

Encoding

opcode result actor[p8]

Operation

Returns the actor's animation counter.


getClosestObjActor ($66)

Encoding

opcode result actor[p16]

Operation

Returns the object closest to the actor. Items that are more than 255 units (pixels in newer games, characters in older games) away from the actor will not be detected.


getDist ($34)

Encoding

opcode result objA[p16] objB[p16]

Operation

Returns the distance between two actors/objects (objA and objB).


getInventoryCount ($31)

Encoding

opcode result actor[p8]

Operation

Returns the number of items in an actor's inventory?


getObjectOwner ($10)

Encoding

opcode result actor[p16]

Operation

Returns the owner of an object.


getObjectState ($0F)

This opcode behaves differently in small header V5 games.

Encoding

opcode result object[p16]

Operation

Returns the state of the object.

Variants

In small header games, the encoding becomes:

opcode object[p16] state[p8] target[16]

operation becomes

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


getRandomNumber ($16)

Encoding

opcode result seed[p8]

Operation

Returns a new random number based on the given seed.


getScriptRunning ($68)

Encoding

opcode result script[p8]

Operation

Returns 1 if the given script is running, 0 if it's not.


getStringWidth ($67)

Encoding

opcode result strptr[p8]

Operation

Gets the length of the string pointed to by strptr (either a variable or direct byte), stores the returned value in result.


getVerbEntryPoint ($0B)

Encoding

opcode result object[p16] verb[p16]

Operation

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


ifClassOfIs ($1D)

jumps

Encoding

opcode value[p16] args[p16]... target[16]

Operation

unless (value.class is one of [args.class]) goto target

Compares the value's class with all classes given in args.

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


increment ($46)

no parameters, uses result

Encoding

opcode result

Operation

result := result + 1

Reads the variable pointed to by result, increments it, and writes it back.


isActorInBox ($1F)

Encoding

opcode actor[p8] box[p8] target[16]

Operation

Unless the actor's co-ordinates are within the bounds of the given box, jump to target.

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


isEqual ($48)

Encoding

opcode var value[p16] target[16]

Operation

unless (value == var) goto target

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


isGreater ($78)

Encoding

opcode var value[p16] target[16]

Operation

unless (value > var) goto target

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


isGreaterEqual ($04)

Encoding

opcode var value[p16] target[16]

Operation

unless (value >= var) goto target

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


isLess ($44)

Encoding

opcode var value[p16] target[16]

Operation

unless (value < var) goto target

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


isNotEqual ($08)

Encoding

opcode var value[p16] target[16]

Operation

unless (value != var) goto target

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


isSoundRunning ($7C)

Encoding

opcode result sound[p8]

Operation

Returns 1 if sound is running, returns 0 if sound is not running or if the given sound is 0.


jumpRelative ($18)

jumps

Encoding

opcode target[16]

Operation

PC := PC + target

The inline constant target is read as a signed word and added to the program counter after the instruction has been read. Therefore, if target is zero, the instruction will do nothing; if target is -3, an infinite loop will result.


lessOrEqual ($38)

jumps

Encoding

opcode var value[p16] target[16]

Operation

unless (value <= var) goto target

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


lights ($70)

Encoding

opcode arg1[p8] arg2[8] arg3[8]

Operation

If arg3 is 0, the "current lights" variable is set to arg1. If arg3 is 1, the size of the "flashlight" light is determined by arg1 and arg2, for width and height in stripes (which are equivalent to 8 pixels each; see SCUMM/Technical Reference/Image resources).


loadRoom ($72)

Encoding

opcode room[p8]

Operation

Loads the given room into memory.


loadRoomWithEgo ($24)

Encoding

opcode object[p16] room[p8] x[16] y[16]

Operation

Places the Ego actor in room at object's position. If x is not -1, Ego will start moving towards the given x and y co-ordinates. If object is not in the given room an error will occur. (I think...)


matrixOp ($30)

Encoding

opcode sub-opcode

sub-opcodes:

$01 box[p8] val[p8]
$02 box[p8] val[p8]
$03 box[p8] val[p8]
$04

Operation

This instruction manipulates boxes.

Opcode Meaning Description
$01 setBoxFlags Sets the box's flags to the given value.
$02 setBoxScale Sets the box's scale.
$03 setBoxScale Sets the box's scale to ((val - 1) OR $8000).
$04 createBoxMatrix Initializes the matrix of boxes, by determining the distances and shortest paths between boxes.

Variants

SCUMM V3 only has the one instruction, which behaves like setBoxFlags:

opcode box[p8] val[8]


move ($1A)

Encoding

opcode result value[p16]

Operation

result := value

Value is moved into result.


multiply ($1B)

Encoding

opcode result value[p16]

Operation

result := result * value

The variable pointed to by result is read, multiplied by value, and written back.


notEqualZero ($A8)

Encoding

opcode var target[16]

Operation

unless (var != 0) goto target

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


or ($57)

one parameter, uses result

Encoding

opcode result value[p16]

Operation

result := result or value

The variable pointed to by result is read, logically ORed with value, and the result written back.


override ($58)

Encoding

opcode sub-opcode

sub-opcodes:

$00
$01 $18 target[16]

Operation

If the sub-opcode is 0, marks the end of an override section. If the sub-opcode is not 0, marks the beginning of an override section. 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).


panCameraTo ($12)

Encoding

opcode x[p16]

Operation

Starts the camera panning to the given x co-ordinate.


pickupObject ($25)

Encoding

opcode object[p16] room[p8]

Operation

Adds the given object (located in the given room) to the Ego actor's inventory.

Variants

In SCUMM V3 and V4, this opcode is used for drawObject.


print ($14)

Encoding

opcode actor[p8] sub-opcode

sub-opcodes

$00 xpos[p16] ypos[p16]
$01 colour[p8]
$02 right[p16]
$03 width[p16] height[p16]
$04
$06
$07
$08 offset[p16] delay[p16]
$15 string[c]... $FF

Operation

Sets text properties and displays dialogue.

Opcode Meaning Description
$00 SO_AT Sets the position of the text that follows.
$01 SO_COLOR Sets the colour of the text.
$02 SO_CLIPPED Clips the text's right-hand side (for wrapping?).
$03 SO_ERASE Erases characters (not used in ScummVM).
$04 SO_CENTER Centres the text.
$06 SO_LEFT Left-aligns the text.
$07 SO_OVERHEAD Overhead-aligns the text.
$15 SO_TEXTSTRING Prints the text string that follows. Terminated by $FF.

Variants

In SCUMM V3, text function $06 sets the height of the text:

$06 height[p16]

In Loom CD (SCUMM V4), there is an additional text function $08 (SO_SAY_VOICE), which plays a portion of the CD audio track.

$08 offset[p16] delay[p16]


printEgo ($D8)

Encoding

opcode text[sf]

Operation

Exactly the same as print, except the actor is implicitly Ego.


pseudoRoom ($CC)

Encoding

opcode val[8] res[8]... $00

Operation

forall (res) {

if (res >= $80) then _resourceMapper[res & $7F] := val }

What does this actually do? We may never know.


putActor ($01)

Encoding

opcode actor[p8] x[p16] y[p16]

Operation

Puts the actor at the given co-ordinates.


putActorAtObject ($0E)

Encoding

opcode actor[p8] object[p16]

Operation

Puts the actor at the given object's position. If the object can not be found, a default position is returned (the centre of the screen in ScummVM).


putActorInRoom ($2D)

Encoding

opcode actor[p8] room[p8]

Operation

Puts the actor in the given room.


resourceRoutines ($0C)

roomOp ($33)

saveRestoreVerbs ($AB)

setCameraAt ($32)

setObjectName ($54)

setOwnerOf ($29)

setState ($07)

setVarRange ($26)

non-standard encoding

Encoding

opcode result number[8] values[8]...

or

opcode result number[8] values[16]...

Operation

for (i = 0; i < number; i++) {

*result + i := values[i]; }

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

setVarRange(Var[178],9,[0,0,0,0,0,0,0,0,0]);

This sets variables 178 to 186 (inclusive) to 0.


soundKludge ($4C)

startMusic ($01)

startObject ($37)

startScript ($0A)

one parameter plus varargs, extra encoding in opcode

Encoding

opcode script[p8] args[v16]...

Operation

Spawns a new thread running the code in script script. The new script has its local variables initialised to the list args. Uninitialised variables have undefined values.

The opcode carries extra information:

7 6 5 4 0
P1 Q F $0A


startSound ($1C)

stopMusic ($20)

stopObjectCode ($00)

stopObjectScript ($6E)

stopScript ($62)

stopSound ($3C)

subtract ($3A)

Encoding

opcode result value[p16]

Operation

result := result - value

The variable pointed to by result is read, value is subtracted from it, and the result written back.


systemOps ($98)

Encoding

opcode sub-opcode

sub-opcodes:

$01
$02
$03

Operation

Opcode Meaning Description
$01 SO_RESTART Restarts the game.
$02 SO_PAUSE Pauses/unpauses the game.
$03 SO_QUIT Quits the game.

wait ($AE)

walkActorTo ($1E)

walkActorToActor ($0D)

walkActorToObject ($36)

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|B or V|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.

Instruction Returns a Value Arg 1 Arg 2 Arg 3
actorFollowCamera False V|B None None
actorFromPos True V|W V|W None
animateCostume False V|B V|B None
beginOverride False None None None
breakHere False None None None
chainScript False V|B L None
classOfIs False V|W L J
CopyString False V|B V|B None
CreateString False V|B V|B None
cutscene False L None None
debug? False V|W None None
delay False D None None
delayVariable False V None None
deleteVerbs False V|B V|B V|B
dummy False None None None
endCutscene False None None None
endOverride False None None None
faceActor False V|B V|W None
findInventory True V|B V|B None
findObject True V|W V|W None
freezeScripts False V|B None None
getActorCostume True V|B None None
getActorElevation True V|B None None
getActorFacing True V|B None None
getActorMoving True V|B None None
getActorRoom True V|B None None
getActorScale True V|B None None
getActorWalkBox True V|B None None
getActorWidth True V|B None None
getActorX True V|W None None
getActorY True V|W None None
getClosestObjActor True V|W None None
getDist True V|W V|W None
getInventoryCount True V|B None None
getObjectOwner True V|W None None
getObjectState True V|W None None
getRandomNr True V|B None None
GetStringChar True V|B V|B None
getStringWidth True V|B None None
getVerbEntryPoint True V|W V|W None
isActorInBox False V|B V|B J
isScriptRunning True V|B None None
isSoundRunning True V|B None None
lights False V|B B B
loadRoom False V|B None None
oldRoomEffect-fadein False V|W None None
oldRoomEffect-set False V|W None None
panCameraTo False V|W None None
pickupObject False V|W V|B None
putActor False V|B V|W V|W
putActorAtObject False V|B V|W None
putActorInRoom False V|B V|B None
restoreVerbs False V|B V|B V|B
saveLoadGame True V|B None None
saveVerbs False V|B V|B V|B
setCameraAt False V|W None None
setClass False V|W L None
setObjectName False V|W A None
setOwnerOf False V|W V|B None
setState False V|W V|B None
SetStringChar False V|B V|B V|B
soundKludge False L None None
startMusic False V|B None None
startObject False V|W V|B L
startScript False V|B L None
startSound False V|B None None
stopMusic False None None None
stopObjectCode False None None None
stopObjectScript False V|W None None
stopScript False V|B None None
stopSound False V|B None None
systemOps False B None None
WaitForActor False V|B None None
WaitForCamera False None None None
WaitForMessage False None None None
WaitForSentence False None None None
walkActorTo False V|B V|W V|W
walkActorToActor False V|B V|B B
walkActorToObject False V|B V|W None