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Sanitarium:ActionList - Revision history
2024-03-29T14:44:48Z
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https://wiki.scummvm.org/index.php?title=Sanitarium:ActionList&diff=32452&oldid=prev
Maximus: Created page with "'''opcode: name (parameters)''' 00: RETURN 01: SET_GAME_FLAG (flag) 02: CLEAR_GAME_FLAG (flag) 03: TOGGLE_GAME_FLAG (flag) 04: JMP_GAME_FLA..."
2021-05-17T19:45:55Z
<p>Created page with "'''opcode: name (parameters)''' 00: RETURN 01: SET_GAME_FLAG (flag) 02: CLEAR_GAME_FLAG (flag) 03: TOGGLE_GAME_FLAG (flag) 04: JMP_GAME_FLA..."</p>
<p><b>New page</b></p><div>'''opcode: name (parameters)'''<br />
<br />
00: RETURN<br />
01: SET_GAME_FLAG (flag)<br />
02: CLEAR_GAME_FLAG (flag)<br />
03: TOGGLE_GAME_FLAG (flag)<br />
04: JMP_GAME_FLAG (flag, type, destination), type - {0:JumpIfNotSet, 1:JumpIfSet}<br />
05: HIDE_CURSOR<br />
06: SHOW_CURSOR<br />
07: PLAY_ANIM (id,?,?,?)<br />
08: MOVE_SCENE_POSITION (x, y, stepping, waitForComplete, setMotionStatus) stepping - {< 1:Instant, > 0: pixelDelta} <br />
09: HIDE_ACTOR (actorID), actorID - {-1:playerActor}<br />
0A: SHOW_ACTOR (actorID), actorID - {-1:playerActor}<br />
0B: SET_ACTOR_STATS (actorID, x, y, direction, frameNum), actorID - {-1:playerActor}<br />
0C: SET_SCENE_MOTIONSTAT (value)<br />
0D: DISABLE_ACTOR (actor)<br />
0E: ENABLE_ACTOR (actor)<br />
0F: ENABLE_BARRIERS (barrier, ?, ?, ...), [... - Other barriers recursively]<br />
10: RETURN<br />
11: DESTROY_OBJECT (object)<br />
12:<br />
13:<br />
14:<br />
15:<br />
16: RESET_ANIM (object), (object.flag & 0x10000) - {0:sets frame to start, else to end}<br />
17: CLEAR_FLAG_BIT0<br />
18:<br />
19: JMP_FLAG2_BIT0 (object, destination, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
1A: SET_FLAG2_BIT0 (object, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
1B: CLR_FLAG2_BIT0 (object, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
1C: JMP_FLAG2_BIT2 (object, destination, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
1D: SET_FLAG2_BIT2 (object, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
1E: CLR_FLAG2_BIT2 (object, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
1F: JMP_FLAG2_BIT1 (object, destination, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
20: SET_FLAG2_BIT1 (object, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
21: CLR_FLAG2_BIT1 (object, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
22:<br />
23:<br />
24:<br />
25: RUN_ENCOUNTER (encounterIndex, object1, object2, characterIndex, encounter_flag03, ?)<br />
26: JMP_FLAG2_BIT4 (object, destination, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
27: SET_FLAG2_BIT4 (object, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
28: CLR_FLAG2_BIT4 (object, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
29: SET_ACTOR_FIELD638 (actor, value)<br />
2A: JMP_ACTOR_FIELD638 (actor, value, destination)<br />
2B: CHANGE_SCENE (numChapter)<br />
2C:<br />
2D: PLAY_MOVIE (movieID, matteOption, ?)<br />
2E: STOP_ALL_OBJECT_SOUNDS (object)<br />
2F: SET_ACTION_FLAG01<br />
30: CLR_ACTION_FLAG01<br />
31:<br />
32: CHANGE_MUSIC_BY_ID (musicID, musicStatusOption)<br />
33: STOP_MUSIC<br />
34:<br />
35:<br />
36:<br />
37: RUN_BLOWUP_PUZZLE (blowUpPuzzleIdx)<br />
38: JMP_FLAG2_BIT3 (object, destination, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
39: SET_FLAG2_BIT3 (object, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
3A: CLR_FLAG2_BIT3 (object, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
3B:<br />
3C:<br />
3D: WAIT_UNTIL_FRAME (object, frame), frame - {-1:WaitUntilCompletion, > -1:frameNum}<br />
3E:<br />
3F:<br />
40:<br />
41: PLAY_SPEECH (sound, ?, ?, ?, ?, ?)<br />
42:<br />
43: CENTER_SCENE_ON_ACTOR (actorID, valueForFieldA0, waitForComplete, ?, ?, setMotionStatus), actorID - {-1:playerActor}<br />
44: PALETTE_FADE (milliseconds, ?)<br />
45: START_PALETTE_FADE (milliseconds, ?)<br />
46:<br />
47: FACE_OBJECT (actor, object, objectType), objectType - {<= 0:Barrier, == 1:ActionItem, > 1:Actor}<br />
48:<br />
49:<br />
4A: JMP_SND_PLAYING (sound, destination, type), type - {0:JumpIfNotSet, 1:JumpIfSet}<br />
4B: CHANGE_PLAYER_CHAR_IDX (actor)<br />
4C:<br />
4D: STOP_SOUND (sound)<br />
4E:<br />
4F: DRAW_GAME (value), value - {boolean}<br />
50: QUIT<br />
51: JMP_IF_OBJ_FRAME (object, frameNum, CurrFrameNotEqual, CurrFrameNotLess, CurrFrameNotGreater, CurrFrameNotLessOrEqual, CurrFrameNotGreaterOrEqual, CurrFrameEqual, destination)</div>
Maximus