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Sanitarium:ActionList

Revision as of 19:45, 17 May 2021 by Maximus (talk | contribs) (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...")
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opcode: name (parameters)

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