GOOL Interpreter
In the Crash games, the GOOL Interpreter is responsible for interpreting an object's executable bytecode. This bytecode instructs the interpreter to perform a specific sequence of operations that can conditionally or unconditionally alter specific characteristics of the object (ex. appearance, location, status, etc.), and should ultimately render the object according to its changing characteristics. As a result, the player observes a lively, animated, and interactive enemy, box, collectible item, or whatever other kind of in-game object it may be.
Contents
Interpretation
A single interpretation of an object's bytecode consists of the following steps:
- Fetch the instruction at the object's program counter location
- Read the instruction at the object's program counter location
- Point the object's program counter to the location of the following instruction
- Perform the operation specified by the fetched instruction
- Continue repeating steps 1 and 2 until a suspending instruction is fetched
(A suspending instruction is typically either a RET, which marks the end of a block, or ANIF/ANIS, which change the object's current frame of animation.)
A single call to the GOOL interpreter routine with some desired object as its first argument results in a single interpretation of that object's bytecode. The GOOL bytecode interpreter routine expects an object that provides the following information:
- The location in its bytecode at which the interpreter shall begin its interpretation = object's program counter
- The location in its memory of a stack frame created for the interpretation = object's frame pointer
- The location in its memory at which the interpreter shall begin pushing the results of/popping the operands for interpreted instructions = object's stack pointer
Prior to an interpretation, each of these fields (program counter, frame pointer, stack pointer) is modified according to the object's current state [descriptor] and the type of interpretation.
Types of interpretation
Many separate interpretations of an object's bytecode can occur within a single frame. The GOOL interpreter routine can be called with the same object from up to 7 distinct locations in a single iteration of the game loop. Each of the 7 calls to the interpreter routine with that object, and thus the ensuing interpretations of its bytecode, occurs under a separate condition. The 7 interpretations are identified based on the conditions under which they occur, and are as follows:
- One that occurs at a specified rate, i.e. after a specific amount of time has elapsed since its previous occurrence. (Code Block interpretation)
- One that [always] occurs [for each frame]. (Trans Block interpretation)
- One that occurs whenever the object is sent an event and its current state specifies the location of an event service routine. (Event Block interpretation)
- One that occurs whenever the object is sent an event and: its current state does not specify an event service routine or its event service routine failed to return an event, and the event sent maps to an event handler. (Handles Block interpretation)
- One that occurs whenever the object changes state. (Head Block interpretation)
- One that occurs whenever the object changes state and its recent Trans Block interpretation was unsuccessful (*Trans Block interpretation)
- One that occurs when the object minimizes the distance during another object's query to 'find the nearest object', and the event sent for asynchronous handling (from the querying object) maps to an event handler. (*Handles Block interpretation)
Ignoring the details for now, the latter 2 types are just a Trans Block and Handles Block interpretation, respectively, although their calls cross-reference the interpreter routine from different locations. Thus, there are a total of 5 types. These 5 types are more simply viewed as 5 separate threads of execution of the object's bytecode. To demonstrate, here is the expanded game loop routine with only the calls to routines that have a descendant call to the interpreter routine:
sub_80011FC4(levelid) { ... C) sub_80011DD0 - Load entries and/or create universal game objects (HUD/display, Crash, Aku Aku, Shadows, Boxes, Fruit) 1) sub_8001C6C8 - CreateObject() [called once for each object created] ... GAME LOOP: { 1) Code for handling game pause/start button press A) If start pressed... i) If pause menu object does not exist.... 1) sub_8001C6C8 - CreateObject() [create pause menu object] ... else 1) sub_80024040 - SendEvent() [destroy pause menu object] ... 2) If Crash object does not exist: A) sub_8002E98C - Create HUD and initialize level i) sub_8001C6C8 - CreateObject() [create HUD object] ii)sub_80026650 - Reinitialize Level 1) sub_8001C6C8 - CreateObject() [create Crash object] ... 3) Code for loading a new level if necessary A) If new level to load ... ii)sub_80011DD0 - Load entries and/or create universal game objects 1) sub_8001C6C8 - CreateObject() [called once for each object created] ... ... 5) Spawn all objects in current zone [for those that have their respawn bit set] A) sub_80025928 - Spawn objects 1) sub_8001BCC8 - SpawnObject() [called for each object spawned] ... ... 9) Update all objects and create transformed primitives for them A) sub_8001D5EC - UpdateObjects() 1) sub_8001DA0C - UpdateObject() [called for each existing object] ... } }
Based on the above, consider an arbitrary frame of execution in terms of a single object. CreateObject() or SpawnObject() will not be called more than once [to create that object] in that frame; that is-the object is not created or spawned more than once, or even spawned after it is created and vice-versa. The object may not even be created/spawned in that frame because it either already exists or does not exist since the game has not requested it be created/spawned. If it is an existing object, it will also be updated only once in that frame. For a single object, the above can be reduced the following series of potential calls:
sub_80011FC4(levelid) { ... GAME LOOP: { ... CreateObject(obj,...) or SpawnObject(obj,...) ... SendEvent(src,obj,...) ... UpdateObject(obj) } }
What the above leaves out, however, are the number of other locations at which a call to the SendEvent() routine reside. Some are located before the CreateObject or SpawnObject routine calls, some after, some within the UpdateObject routine itself, and even some within the interpreter routine, since there exist several types of GOOL instructions that allow another object to send an event to the recipient object. In fact, there is nothing preventing the object from being the recipient of more than one event sent (from potentially multiple sources) in a single frame. There may be an interpretation for each event sent to the object during that frame, and there is no limit on the number of events that can be sent. Thus, there may be many calls to SendEvent() [with the object as the recipient] in a single frame, but still only at most one call to CreateObject/SpawnObject() and UpdateObject(). Without getting too far off track, it is simply necessary to understand that each of these routines contains (or calls a routine that calls a routine that contains) a call to the interpreter routine:
sub_80011FC4(levelid) { ... GAME LOOP: { ... CreateObject(obj,...) or SpawnObject(obj,...) InitObject(obj, ...) ChangeObjectState(obj, ...) CreateObjectStackFrame(obj); // *create initial stack frame -if there is a head block to interpret for the object CreateObjectStackFrame(obj); obj->pc = obj->pchead; InterpretObject(obj, 0x13, &stateref); // # 1 (head block interpretation) SendEvent(src,obj,...) // there may be multiple calls to this -if there is an event service routine for the object (in its current state) CreateObjectStackFrame(obj); obj->pc = obj->pcevent; InterpretObject(obj, 0x8, &stateref); // # 2 (event block interpretation) -if there is not an event service routine for the object (in its current state) or the event service routine failed to return an event -if the event maps to an event handler in the event->state/handler map CreateObjectStackFrame(obj); obj->pc = handlerlocation; InterpretObject(obj, 0x3, &stateref); // # 3 (handles block interpretation) -else ChangeObjectState(obj,state,...); // * UpdateObject(obj) -if the object is able to animate -if there is a trans block to interpret for the object (in its current state) CreateObjectStackFrame(obj); obj->pc = obj->pctrans; InterpretObject(obj, 0x3, &stateref); // # 4 (trans block interpretation) -if at least n ticks have elapsed, where n is given by the 'wait' operand of the most recently suspending animation type instruction of the object's code block InterpretObject(obj, 0x4, &stateref); // # 5 (code block interpretation) } }
Notice that immediately prior to each call [to the interpreter routine], with the exception of #5, a new stack frame is created for the object (which includes pointing its frame pointer and stack pointer, respectively, to the beginning and ending of its new frame), and its program counter is pointed to a distinct location within its bytecode. If each bytecode instruction is represented by a pseudo-instruction, a potential sequence of calls to the interpreter routine in a single frame [for only that object] might be represented by the following:
label | address | pseudo-instruction pcevent: 0x34 N // call A 0x38 N 0x3C S ... pchead: 0x0 N // call B 0x4 N 0x8 N 0xC S ... pctrans: 0x50 N // call C 0x54 N 0x58 N 0x5C N 0x60 N 0x64 N 0x68 S ... *pccode: 0x70 N // call D 0x74 N 0x78 N 0x7C N 0x80 S ... pcevent: 0x34 N // call E 0x38 N 0x3C S ... pcevent: 0x34 N // call F 0x38 N 0x3C S
Each call above to the interpreter routine is represented by the sequence of instructions (represented as pseudo-instructions) fetched during its interpretation. An N pseudo-instruction represents an instruction that did not suspend the interpreter, causing the next instruction in sequence to be fetched and interpreted. An S pseudo-instruction represents an instruction that did suspend the interpreter, causing the interpreter routine to end the interpretation/return to its caller. Each pseudo-instruction is listed with the address of the instruction it represents in the object's bytecode [relative to the beginning].
The first instruction fetched in each interpretation is also marked with a label; this label is given the name of the object field that points to its associated instruction. Immediately prior to each interpretation, with the exception of the one marked *pccode, the object's program counter is pointed to the location in this particular field; it is this operation that causes each interpretation to begin at the location it does. This particular object field is also primarily responsible for determining the type of interpretation:
Field | Interpretation Type |
---|---|
pctrans | Trans Block Interpretation |
pcevent | Event Block Intepretation |
pchead | Head Block Interpretation |
pc | Code Block Interpretation |
The pctrans
, pcevent
, and pchead
fields each contain a pointer to/the absolute location of an individual block in the object's bytecode. These fields locate the respective entry points for 3 separate threads of interpretation for the object-a trans thread, an event thread, and a head thread. Whenever the object changes state, its pctrans
and pcevent
fields are modified according to the state descriptor for its new state; its pchead
field is then cleared. (If the object wishes to modify its pchead
field, it does so via a MOVC instruction in its bytecode.)
Whenever the object changes state, its program counter (pc
field) is also set directly to the location of the code block specified by the pccode
field of the state descriptor for its new state. The entirety of the object's stack contents are then unwound, or the object's stack pointer is reset to its initial location, and an initial stack frame is [re]created. This program counter location and stack configuration is then restored after each subsequent non-code block interpretation is completed. (That is-since those interpretations require the program counter value to be replaced with a new location and a new stack frame to be created, after they are completed, the original program counter location and initial stack frame are restored). When the interpretation marked #5 in the above pseudo-code (the code block interpretation) finally occurs, the object's program counter will point to its code block and its stack frame will be the initial frame. The code block interpretation is yet another thread of interpretation for the object-a code thread.
For the sake of explanation, handles blocks are viewed as being equivalent to event blocks, so handles interpretations and threads are simply ignored. The timeline to the right shows an arbitrary frame of execution in terms of the times elapsed for the various interpretations of a single object's bytecode. Towards the beginning of the frame, the interpreter has performed a code block interpretation and a trans block interpretation for the object. Towards the end of the frame, the interpreter has performed an event block interpretation for that object, as it has been sent an event from some [unknown] source. The following timeline extends this timeline [to the right] to 6 arbitrary frames of execution:
The extended timeline makes it clear that this particular object has been configured to have its code block interpretation occur every other frame. It also shows the performance of more than one event block interpretation for that object during the second frame. The following timeline shows the same 6 frames of execution in terms of the times elapsed for all interpretations of each existing object's bytecode; in this particular instance, there are only 2 existing objects.
Stack Frame (incomplete)
A new stack frame is created for an object immediately prior to an interpretation of its bytecode. It is also created when jumping to and linking a bytecode routine via the JAL instruction. An object's initial stack frame is created when it enters its initial state, and is recreated for each subsequent state change (after the unwinding the stack). The initial stack frame is used for the object's code block interpretation. At any given point in time, an object's frame pointer and stack pointer, respectively, locate the beginning and end of its current stack frame.
Format
A stack frame has the following format:
Offset | Field | Size | Value |
---|---|---|---|
-0x4 x a | **Argument a | 4 bytes | * |
0x0 | Preserved Interpreter Mode Flags | 4 bytes | 0xFFFF for initial frame; * otherwise |
0x4 | Preserved Program Counter | 4 bytes | * |
0x8 | Preserved Frame Pointer Relative Offset | 2 bytes | f |
0xA | Preserved Stack Pointer Relative Offset | 2 bytes | s |
0xC | Frame Data | * x 4 bytes | * |
(**Arguments come before frames and are not actually 'part' of them)
Initial Stack Frame
When the object is first created/spawned, or when it changes state, its program counter is pointed to the code block with offset pccode
(given by the state descriptor for its initial or new state), its frame pointer is cleared, and its stack pointer is reset to its initial location. The object's initial stack frame is then [re]created by pushing the following sequence of values to the stack:
- 0x0000FFFF - Interpreter Mode Flags. Not an actual interpreter mode flags value but rather an indicator that an unwinding of this frame shall not restore interpreter mode flags.
obj->pc
- Program Counter. At this point, it points to the code block for the object's initial/new state.(((unsigned long)obj->fp - (unsigned long)&obj->self) << 16) | ((unsigned long)obj->sp - (unsigned long)&obj->self))
Frame Pointer and Stack Pointer relative offsets. At this point, frame pointer (obj->fp
) is 0 and stack pointer points to its initial location; this combined value should be of the form 0x0000****.
The object's frame pointer is then pointed to the beginning of that frame. With these values having been pushed to its stack, the object's stack pointer now points to the end of that frame. Thus, immediately following the instantiation or state change, the object's current stack frame is its initial stack frame. During the object's code block interpretation, this frame is then extended with additional data, including stack operands and/or the results of interpreted instructions.
Non-Initial Stack Frame
After an object's initial stack frame is created, but before its next code block interpretation occurs, several other non-code block interpretations may be performed. Immediately prior to performing any of these interpretations, a new stack frame is created on top of the initial stack frame, and then the current program counter value (which contains the code block location) is replaced with the location of the non-code block. This frame is created by pushing the following sequence of values to the stack:
modeflags
- Interpreter Mode Flagsobj->pc
- Program Counter. At this point, it points to the code block for the object's initial/new state.(((unsigned long)obj->fp - (unsigned long)&obj->self) << 16) | ((unsigned long)obj->sp - (unsigned long)&obj->self))
Frame Pointer and Stack Pointer relative offsets. At this point, frame pointer points to the beginning of the initial frame, and stack pointer points to the end of the initial frame.
The object's frame pointer is then pointed to the beginning of that frame. With these values having been pushed to its stack, the object's stack pointer now points to the end of that frame. Thus, immediately following the creation of the frame, it is the object's current stack frame-that is, the initial stack frame is no longer the current stack frame. When the following interpretation finishes,
...
UNFINISHED
[***also, do something with this: (*the ensuing head block interpretation begins at the location referenced by pchead
, but preserved from before it is cleared; the interpretation actually occurs after the field is cleared.)]
Immediately prior to a subsequent non-code block interpretation, the new stack frame is actually created on top of the initial stack frame. This includes preserving the object's program counter, with the pccode
/code block location, in the new frame. The program counter is then pointed to the [non-code] block location, which replaces its current value (i.e. the code block location), and interpretation begins. When the interpretation finishes, the object's program counter is restored to the code block location preserved in the frame created [for the interpretation], and the stack is unwound of that frame.
GOOL Instruction Table
Opcode | Name | Encoding/Format | Explicit GOOL ops
in |
Explicit IMM. ops
in |
Implicit STACK ops
in |
Operation | Implicit STACK out | Explicit
GOOL ops out |
Description |
---|---|---|---|---|---|---|---|---|---|
0/0x00 | ADD | 00000000RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = L + R | O | add | |||
1/0x01 | SUB | 00000001RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = L - R | O | subtract | |||
2/0x02 | MUL | 00000010RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = L * R | O | multiply | |||
3/0x03 | DIV | 00000011RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = L / R | O | divide | |||
4/0X04 | CEQ | 00000100RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = (L == R),
O = ((L ^ R) == 0) |
O | check if equal | |||
5/0x05 | ANDL | 00000101RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = (L && R),
O = (L ? (R > 0) : 0) |
O | logical and | |||
6/0x06 | ORL | 00000110RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = (L || R) | O | logical or | |||
7/0x07 | ANDB | 00000111RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = L & R | O | bitwise and | |||
8/0x08 | ORB | 00001000RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = L | R | O | bitwise or | |||
9/0x09 | SLT | 00001001RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = L < R | O | set less than | |||
10/0x0A | SLE | 00001010RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = (L <= R) | O | set less than or equal | |||
11/0x0B | SGT | 00001011RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = L > R | O | set greater than | |||
12/0x0C | SGE | 00001100RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = (L >= R) | O | set greater than or equal | |||
13/0x0D | MOD | 00001101RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = L % R | O | modulo | |||
14/0x0E | XOR | 00001110RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = L ^ R | O | exclusive or | |||
15/0x0F | TST | 00001111RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = (((L & R) ^ R) == 0) | O | test bit | |||
16/0x10 | RND | 00010000AAAAAAAAAAAABBBBBBBBBBBB | A,B | O = B+(rand() % (A - B)) | O | random | |||
17/0x11 | MOVE | 00010001SSSSSSSSSSSSDDDDDDDDDDDD | S | D = S | [D] | move data | |||
18/0x12 | NOTL | 00010010SSSSSSSSSSSSDDDDDDDDDDDD | S | D = (S == 0) | D | logical not | |||
19/0x13 | PATH | 00010011AAAAAAAAAAAABBBBBBBBBBBB | (A),B | R = 0x100 | [R,A] | varies | P | B | path progress |
20/0x14 | LEA | 00010100SSSSSSSSSSSSDDDDDDDDDDDD | S | D = &S | D | load effective address | |||
21/0x15 | SHA | 00010101RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = ((R < 0) ? (L >> -R)
: (L << R)) |
O | arithmetic shift | |||
22/0x16 | PSHV | 00010110AAAAAAAAAAAABBBBBBBBBBBB | [A,[B]] | [arg_buf = A]
I = A; J = B; |
[I,[J]] | push value to stack | |||
23/0x17 | NOTB | 00010111SSSSSSSSSSSSDDDDDDDDDDDD | D = ~S | D | bitwise not | ||||
24/0x18 | MOVC | 000110000000RRRRRRIIIIIIIIIIIIII | R,C | see docs | O | move code pointer | |||
25/0x19 | ABS | 00011001SSSSSSSSSSSSDDDDDDDDDDDD | S | D = (S < 0) ? -S: S | D | absolute value | |||
26/0x1A | PAD | 00011010000TDDDDSSPPBBBBBBBBBBBB | B,P,S,D,T | O = testctrls(instr,0) | O | test controller buttons | |||
27/0x1B | SPD | 00011011VVVVVVVVVVVVBBBBBBBBBBBB | V,B | S = B + ((V*gvel) >> 10) | S | calculate speed | |||
28/0x1C | MSC | 00011100PPPPSSSSSLLLXXXXXXXXXXXX | X | P,S,L | various; see docs | *** | *** | multi-purpose | |
29/0x1D | PRS | 00011101PPPPPPPPPPPPDDDDDDDDDDDD | P,D | large calc; see docs | O | driven sine wave | |||
30/0x1E | SSAW | 00011110DDDDDDDDDDDDPPPPPPPPPPPP | M,P | O = (M + frameCount) % P | O | synchronized saw wave | |||
31/0x1F | RGL | 00011111000000000000IIIIIIIIIIII | I | O = globals[I >> 8] | O | read global variable | |||
32/0x20 | WGL | 00100000SSSSSSSSSSSSIIIIIIIIIIII | I,S | globals[I << 8] = *S | write global variable | ||||
33/0x21 | ANGD | 00100001RRRRRRRRRRRRLLLLLLLLLLLL | L,R | O = angdist(L,R) | angle between | ||||
34/0x22 | APCH | 00100010RRRRRRRRRRRRLLLLLLLLLLLL | L,(R) | S = 0x100 | [R,S] | O = approach(L,R,S) | O | approach a value | |
35/0x23 | CVMR | 00100011000IIIIIILLL000000000000 | I,L | O = obj.link[L].colors[I] | color vector or matrix read | ||||
36/0x24 | CVMW | 00100011000IIIIIILLLCCCCCCCCCCCC | C | I,L | obj.link[L].colors[I] = C | color vector or matrix write | |||
37/0x25 | ROT | 00100101RRRRRRRRRRRRLLLLLLLLLLLL | L,(R) | [R,S] | O = rotate(L,R,S,0) | O | approach an angle | ||
38/0x26 | PSHP | 001001100AAAAAAAAAAABBBBBBBBBBBB | [A,[B]] | I = &A; J = &B; | [I,[J]] | push pointer to stack | |||
39/0X27 | ANID | 00100111FFFFFFFFFFFFDDDDDDDDDDDD | F | D=&obj.global.anim[F>>5] | D | set animation | |||
128/0x80 | DBG | 10000000RRRRRRRRRRRRLLLLLLLLLLLL | L,R | debug print ops (beta only) | |||||
129/0x81 | NOP | 10000001000000000000000000000000 | no operation | ||||||
130/0x82 | CFL | 10000010TTCCRRRRRRIIIIIIIIIIIIII | T,C,R,I | general control flow | |||||
BRA | 100000100000RRRRRRVVVVIIIIIIIIII | R,V,I | branch | ||||||
BNEZ | 100000100001RRRRRRVVVVIIIIIIIIII | R,V,I | branch not equal zero | ||||||
BEQZ | 100000100010RRRRRRVVVVIIIIIIIIII | R,V,I | branch equal zero | ||||||
CST | 100000100100RRRRRRSSSSSSSSSSSSSS | R,S | change state | ||||||
CSNZ | 100000100101RRRRRRSSSSSSSSSSSSSS | R,S | change state not zero | ||||||
CSEZ | 100000100110RRRRRRSSSSSSSSSSSSSS | R,S | change state equal zero | ||||||
RET | 100000101000RRRRRRIIIIIIIIIIIIII | R,I | return | ||||||
131/0x83 | ANIS | 10000011HHTTTTTTSSSSSSSSSFFFFFFF | F,S,T,H | W | change animation sequence | ||||
132/0x84 | ANIF | 10000100HHTTTTTTFFFFFFFFFFFFFFFF | F | T,H | W | change animation frame | |||
133/0x85 | VECA | 10000101CCCTTTBBBAAAVVVVVVVVVVVV | V | T,A,B,C | * | ** | multi-purpose vector calcs | ||
134/0x86 | JAL | 10000110VVVV000000IIIIIIIIIIIIII | I,V | jump and link | |||||
135/0x87 | EVNT | 10000111LLLAAARRRRRREEEEEEEEEEEE | E | L,A,R | send an event | ||||
136/0x88 | RSTT | 10001000TTCCRRRRRR************** | R,C,T,* | ** | state return guard = true variant | ||||
137/0x89 | RSTF | 10001001TTCCRRRRRR************** | R,C,T,* | ** | state return guard = false variant | ||||
138/0x8A | CHLD | 10001010AAAATTTTTTTTSSSSSSCCCCCC | C,T,S,A | [C],
arg[0 to A] |
spawn children objects | ||||
139/0x8B | NTRY | 10001011TTTTTTTTTTTTEEEEEEEEEEEE | T,E | multi-purpose page operation | |||||
140/0x8C | SNDA | 10001100AAAAAAAAAAAABBBBBBBBBBBB | A,B | adjust audio levels | |||||
141/0x8D | SNDB | 10001101VVVVRRRRRRSSSSSSSSSSSSS | play sound effect | ||||||
142/0x8E | VECB | 10001110CCCTTTBBBAAAVVVVVVVVVVVV | V | T,A,B,C | multi-purpose vector calcs | ||||
143/0x8F | EVNB | 10001111LLLAAARRRRRREEEEEEEEEEEE | E | L,A,R | broadcast an event | ||||
144/0x90 | EVNU | 10010000LLLAAARRRRRREEEEEEEEEEEE | E | L,A,R | send event unknown variant | ||||
145/0x91 | CHLF | 10100000AAAATTTTTTTTSSSSSSCCCCCC | C,T,S,A | [C],
arg[0 to A] |
spawn children objects;
no replacement if obj pool full |
Specification Format |
A | AAAAAAAAAAAA | AAAA | AAA (EVNT/EVNU/EVNB) | AAA (VECA/VECB) |
---|---|---|---|---|---|
Name | Value A | Argument Count | Argument Count | Vector A Index | |
Specification Format | B | BBBBBBBBBBBB | BBBBBBBBBBBB (PAD) | BBBBBBBBBBBB (SPD) | BBB |
Name | Value B | Controller Buttons | Base Speed | Vector B Index | |
Specification Format | C | CCCCCCCCCCCC | CCCCCC | CCC | CC |
Name | Color Value | Spawn Count | Vector C Index | Conditional Check Type | |
Specification Format | D | DDDDDDDDDDDD | DDDDDDDDDDDD (PRS) | DDDD | |
Name | Destination | Wave Phase | Directional Buttons | ||
Specification Format | E | EEEEEEEEEEEE (NTRY) | EEEEEEEEEEEE (EVNT/EVNU/EVNB) | ||
Name | Entry | Event | |||
Specification Format | F | FFFFFFFFFFFFFFFF | FFFFFFFFFFFF | FFFFFFF | |
Name | Animation Frame | Animation Descriptor Offset | Animation Frame | ||
Specification Format |
H | HH | |||
Name | Horizontal Flip | ||||
Specification Format |
I | IIIIIIIIIIIIII | IIIIIIIIIIII | IIIIIIIIII | IIIIII |
Name | Immediate Code Location | Global Variable Index | Immediate Branch Offset | Color Index | |
Specification Format |
L | LLLLLLLLLLLL | LLL | ||
Name | Left Operand | Object Link Index | |||
Specification Format |
P | PPPPPPPPPPPP | PPPP | PP | |
Name | Wave Period | Primary Operation Subtype | Primary Check Type | ||
Specification Format |
R | RRRRRRRRRRRR | RRRRRR | ||
Name | Right Operand | Object Register Index | |||
Specification Format |
S | SSSSSSSSSSSSSS | SSSSSSSSSSSS | SSSSSSSSS | SSSSSS |
Name | State | Source | Animation Sequence Index | Subtype | |
Specification Format |
SSSSS | SS | |||
Name | Secondary Operation Subtype | Secondary Check Type | |||
Specification Format |
T | TTTTTTTTTTTT | TTTTTTTT | TTTTTT | TTT |
Name | Operation Subtype | (Object) Type | Time | Operation Subtype | |
Specification Format |
TT | T | |||
Name | Operation Subtype | Truth Invert Toggle | |||
Specification Format |
V | VVVVVVVVVVVV | VVVV | VVVV (SNDB) | |
Name | Velocity | Variable Count | Volume |
State Return Instruction Table
Opcode | Name | Encoding/Format | Explicit
IMM. ops in |
Description |
---|---|---|---|---|
136/0x88 | RSTT | 10001000TTCCRRRRRR************** | R,C,T,* | state return guard = true variant |
RST | 100010000100RRRRRRSSSSSSSSSSSSSS | R,S | state return guard = true | |
RSNT | 100010000101RRRRRRSSSSSSSSSSSSSS | R,S | state return if nonzero guard = true | |
RSZT | 100010000110RRRRRRSSSSSSSSSSSSSS | R,S | state return if equal zero guard = true | |
RSCT | 100010000111RRRRRRSSSSSSSSSSSSSS | R,S | state return eval prev cond guard = true | |
RNT | 100010001000RRRRRRxxxxxxxxxxxxxx | R | null return guard = true | |
RNNT | 100010001001RRRRRRxxxxxxxxxxxxxx | R | null return if nonzero guard = true | |
RNZT | 100010001010RRRRRRxxxxxxxxxxxxxx | R | null return if equal zero guard = true | |
RNCT | 100010001011RRRRRRxxxxxxxxxxxxxx | R | null return eval prev cond guard = true | |
GDT | 100010001100RRRRRRxxxxxxxxxxxxxx | R | guard = true | |
GNT | 100010001101RRRRRRxxxxxxxxxxxxxx | R | if nonzero guard = true | |
GZT | 100010001110RRRRRRxxxxxxxxxxxxxx | R | if equal zero guard = true | |
GCT | 100010001111RRRRRRxxxxxxxxxxxxxx | R | eval prev cond guard = true | |
GBNT | 100010000001RRRRRRVVVVIIIIIIIIII | R,V,I | if nonzero guard = true else branch | |
GBZT | 100010000010RRRRRRVVVVIIIIIIIIII | R,V,I | if equal zero guard = true else branch | |
137/0x89 | RSTF | 10001001TTCCRRRRRR************** | R,C,T,* | state return guard = false variant |
RSF | 100010000100RRRRRRSSSSSSSSSSSSSS | R,S | state return guard = false | |
RSNF | 100010000101RRRRRRSSSSSSSSSSSSSS | R,S | state return if nonzero guard = false | |
RSZF | 100010000110RRRRRRSSSSSSSSSSSSSS | R,S | state return if equal zero guard = false | |
RSCF | 100010000111RRRRRRSSSSSSSSSSSSSS | R,S | state return eval prev cond guard = false | |
RNF | 100010001000RRRRRRxxxxxxxxxxxxxx | R | null return guard = false | |
RNNF | 100010001001RRRRRRxxxxxxxxxxxxxx | R | null return if nonzero guard = false | |
RNZF | 100010001010RRRRRRxxxxxxxxxxxxxx | R | null return if equal zero guard = false | |
RNCF | 100010001011RRRRRRxxxxxxxxxxxxxx | R | null return eval prev cond guard = false | |
GDF | 100010001100RRRRRRxxxxxxxxxxxxxx | R | guard = false | |
GNF | 100010001101RRRRRRxxxxxxxxxxxxxx | R | if nonzero guard = false | |
GZF | 100010001110RRRRRRxxxxxxxxxxxxxx | R | if equal zero guard = false | |
GCF | 100010001111RRRRRRxxxxxxxxxxxxxx | R | eval prev cond guard = false | |
GBNF | 100010000001RRRRRRVVVVIIIIIIIIII | R,V,I | if nonzero guard = false else branch | |
GBZF | 100010000010RRRRRRVVVVIIIIIIIIII | R,V,I | if equal zero guard = false else branch |