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GBVM Operations

Core

VM_STOP

VM_STOP

Stops execution of context

VM_PUSH_CONST

VM_PUSH_CONST VAL

Pushes immediate value to the top of the VM stack

  • VAL: immediate value to be pushed

VM_POP

VM_POP N

Removes the top values from the VM stack

  • N: number of values to be removed from the stack

VM_CALL

VM_CALL ADDR

Call script by near address

  • ADDR: address of the script subroutine

VM_RET

VM_RET

Returns from the near call

VM_RET_N

VM_RET_N N

Returns from the near call and clear N arguments on stack

  • N: number of arguments to be removed from the stack

VM_GET_FAR

VM_GET_FAR IDX, SIZE, BANK, ADDR

Get byte or word by the far pointer into variable

  • IDX: Target variable
  • SIZE: Size of the ojject to be acquired:
    .GET_BYTE - get 8-bit value
    .GET_WORD - get 16-bit value
  • BANK: Bank number of the object
  • ADDR: Address of the object

VM_LOOP

VM_LOOP IDX, LABEL, N

Loops while variable is not zero, by the near address

  • IDX: Loop counter variable
  • LABEL: Jump label for the next iteration
  • N: amount of values to be removed from stack on exit

.CASE

.CASE VAL, LABEL

VM_SWITCH

VM_SWITCH IDX, SIZE, N

Compares variable with a set of values, and if equal jump to the specified label.
values for testing may be defined with the .CASE macro, where VAL parameter is a value for testing and LABEL is a jump label

  • IDX: variable for compare
  • SIZE: amount of entries for test.
  • N: amount of values to de cleaned from stack on exit

VM_JUMP

VM_JUMP LABEL

Jumps to near address

  • ARG0: jump label

VM_CALL_FAR

VM_CALL_FAR BANK, ADDR

Call far routine (inter-bank call)

  • BANK: Bank number of the routine
  • ADDR: Address of the routine

VM_RET_FAR

VM_RET_FAR

Return from the far call

VM_RET_FAR_N

VM_RET_FAR_N N

Return from the far call and remove N arguments from stack

  • N: Number of arguments to be removed from stack

VM_INVOKE

VM_INVOKE BANK, ADDR, N, PARAMS

Invokes C function until it returns true.

  • BANK: Bank number of the function
  • ADDR: Address of the function, currently 2 functions are implemented:
    _wait_frames - wait for N vblank intervals
    _camera_shake - shake camera N times
  • N: Number of arguments to be removed from stack on return
  • PARAMS: Points the first parameter to be passed into the C function

VM_BEGINTHREAD

VM_BEGINTHREAD BANK, THREADPROC, HTHREAD, NARGS

Spawns a thread in a separate context

  • BANK: Bank number of a thread function
  • THREADPROC: Address of a thread function
  • HTHREAD: Variable that receives the thread handle
  • NARGS: Amount of values from the stack to be copied into the stack of the new context

VM_IF

VM_IF CONDITION, IDXA, IDXB, LABEL, N

Compares two variables using for condition.

  • CONDITION: Condition for test:
    .EQ - variables are equal
    .LT - A is lower than B
    .LTE - A is lower or equal than B
    .GT - A is greater than B
    .GTE - A is greater or equal than B
    .NE - A is not equal to B
  • IDXA: A variable
  • IDXB: B variable
  • LABEL: Jump label when result is TRUE
  • N: Number of values to be removed from stack if the result is true

VM_PUSH_VALUE_IND

VM_PUSH_VALUE_IND IDX

Pushes a value on VM stack or a global indirectly from an index in the variable

  • IDX: variable that contains the index of the variable to be pushed on stack

VM_PUSH_VALUE

VM_PUSH_VALUE IDX

Pushes a value of the variable onto stack

  • IDX: variable to be pushed

VM_RESERVE

VM_RESERVE N

Reserves or disposes amount of values on stack

  • N: positive value - amount of variables to be reserved on stack, negative value - amount of variables to be popped from stack

VM_SET

VM_SET IDXA, IDXB

Assigns variable B to variable A

  • IDXA: Variable A
  • IDXB: Variable B

VM_SET_CONST

VM_SET_CONST IDX, VAL

Assigns immediate value to the variable

  • IDX: Target variable
  • VAL: Source immediate value

VM_RPN

VM_RPN

Reverse Polish Notation (RPN) calculator, returns result(s) on the VM stack

.R_INT8

.R_INT8 ARG0

.R_INT16

.R_INT16 ARG0

.R_REF

.R_REF ARG0

.R_REF_IND

.R_REF_IND ARG0

.R_REF_SET

.R_REF_SET ARG0

.R_OPERATOR

.R_OPERATOR ARG0

.R_STOP

.R_STOP

VM_JOIN

VM_JOIN IDX

Joins a thread

  • IDX: Thread handle for joining

VM_TERMINATE

VM_TERMINATE IDX

Kills a thread

  • IDX: Thread handle for killing

VM_IDLE

VM_IDLE

Signals thread runner, that context is in a waitable state

VM_GET_TLOCAL

VM_GET_TLOCAL IDXA, IDXB

Gets thread local variable.

  • IDXA: Target variable
  • IDXB: Thread local variable index

VM_IF_CONST

VM_IF_CONST CONDITION, IDXA, B, LABEL, N

Compares a variable to an immediate value

  • CONDITION: Condition for test:
    .EQ - variables are equal
    .LT - A is lower than B
    .LTE - A is lower or equal than B
    .GT - A is greater than B
    .GTE - A is greater or equal than B
    .NE - A is not equal to B
  • IDXA: A variable
  • B: immediate value to be compared with
  • LABEL: Jump label when result is TRUE
  • N: Number of values to be removed from stack if the result is true

VM_GET_UINT8

VM_GET_UINT8 IDXA, ADDR

Gets unsigned int8 from WRAM

  • IDXA: Target variable
  • ADDR: Address of the unsigned 8-bit value in WRAM

VM_GET_INT8

VM_GET_INT8 IDXA, ADDR

Gets signed int8 from WRAM

  • IDXA: Target variable
  • ADDR: Address of the signed 8-bit value in WRAM

VM_GET_INT16

VM_GET_INT16 IDXA, ADDR

Gets signed int16 from WRAM

  • IDXA: Target variable
  • ADDR: Address of the signed 16-bit value in WRAM

VM_SET_UINT8

VM_SET_UINT8 ADDR, IDXA

Sets unsigned int8 in WRAM from variable

  • ADDR: Address of the unsigned 8-bit value in WRAM
  • IDXA: Source variable

VM_SET_INT8

VM_SET_INT8 ADDR, IDXA

Sets signed int8 in WRAM from variable

  • ADDR: Address of the signed 8-bit value in WRAM
  • IDXA: Source variable

VM_SET_INT16

VM_SET_INT16 ADDR, IDXA

Sets signed int16 in WRAM from variable

  • ADDR: Address of the signed 16-bit value in WRAM
  • IDXA: Source variable

VM_SET_CONST_INT8

VM_SET_CONST_INT8 ADDR, V

Sets signed int8 in WRAM to the immediate value

  • ADDR: Address of the signed 8-bit value in WRAM
  • V: Immediate value

VM_SET_CONST_UINT8

VM_SET_CONST_UINT8 ADDR, V

Sets unsigned int8 in WRAM to the immediate value

  • ADDR: Address of the unsigned 8-bit value in WRAM
  • V: Immediate value

VM_SET_CONST_INT16

VM_SET_CONST_INT16 ADDR, V

Sets signed int16 in WRAM to the immediate value

  • ADDR: Address of the signed 16-bit value in WRAM
  • V: Immediate value

VM_INIT_RNG

VM_INIT_RNG IDX

Initializes RNG seed with the value from the variable

  • IDX: Seed value

VM_RANDOMIZE

VM_RANDOMIZE

Initializes RNG seed

VM_RAND

VM_RAND IDX, MIN, LIMIT

Returns random value between MIN and MIN + LIMIT

  • IDX: Target variable
  • MIN: Minimal random value
  • LIMIT: range of the random values

VM_LOCK

VM_LOCK

Disable switching of VM threads

VM_UNLOCK

VM_UNLOCK

Enable switching of VM threads

VM_RAISE

VM_RAISE CODE, SIZE

Raises an exception

  • CODE: Exception code:
    EXCEPTION_RESET - Resets the device.
    EXCEPTION_CHANGE_SCENE - Changes to a new scene.
    EXCEPTION_SAVE - Saves the state of the game.
    EXCEPTION_LOAD - Loads the saved state of the game.
  • SIZE: Length of the parameters to be passed into the exception handler

VM_SET_INDIRECT

VM_SET_INDIRECT IDXA, IDXB

Assigns variable that is addressed indirectly to the other variable

  • IDXA: Variable that contains the index of the target variable
  • IDXB: Source variable that contains the value to be assigned

VM_GET_INDIRECT

VM_GET_INDIRECT IDXA, IDXB

Assigns a variable to the value of variable that is addressed indirectly

  • IDXA: Target variable
  • IDXB: Variable that contains the index of the source variable

VM_TEST_TERMINATE

VM_TEST_TERMINATE FLAGS

Terminates unit-testing immediately

  • FLAGS: terminate flags:
    .TEST_WAIT_VBL wait for VBlank before terminating

VM_POLL_LOADED

VM_POLL_LOADED IDX

Checks that VM state was restored and reset the restore flag

  • IDX: Target result variable

VM_PUSH_REFERENCE

VM_PUSH_REFERENCE IDX

Translates IDX into absolute index and pushes result to VM stack

  • IDX: index of the variable

VM_CALL_NATIVE

VM_CALL_NATIVE BANK, PTR

Calls native code by the far pointer

  • BANK: Bank number of the native routine
  • PTR: Address of the native routine

VM_MEMSET

VM_MEMSET DEST, VALUE, COUNT

Clear VM memory

  • DEST: First variable to be cleared
  • VALUE: Variable containing the value to be filled with
  • COUNT: Number of variables to be filled

VM_MEMCPY

VM_MEMCPY DEST, SOUR, COUNT

copy VM memory

  • DEST: First destination variable
  • SOUR: First source variable
  • COUNT: Number of variables to be copied

Actor

VM_ACTOR_MOVE_TO

VM_ACTOR_MOVE_TO IDX

Move actor to the new position

  • IDX: points to the beginning of the pseudo-structure that contains these members:
    ID - Actor number
    X - New X-coordinate of the actor
    Y - New Y-coordinate of the actor
    ATTR - Bit flags:
    .ACTOR_ATTR_H_FIRST - move horizontal first
    .ACTOR_ATTR_CHECK_COLL - respect collisions
    .ACTOR_ATTR_DIAGONAL - allow diagonal movement

VM_ACTOR_MOVE_CANCEL

VM_ACTOR_MOVE_CANCEL ACTOR

Cancel movement of actor

  • ACTOR: Variable that contains the actor number

VM_ACTOR_ACTIVATE

VM_ACTOR_ACTIVATE ACTOR

Activate the actor

  • ACTOR: Variable that contains the actor number

VM_ACTOR_SET_DIR

VM_ACTOR_SET_DIR ACTOR, DIR

Set direction of the actor

  • ACTOR: Variable that contains the actor number
  • DIR: one of these directions:
    .DIR_DOWN - actor faces down
    .DIR_RIGHT - actor faces right
    .DIR_UP - actor faces up
    .DIR_LEFT - actor faces left

VM_ACTOR_DEACTIVATE

VM_ACTOR_DEACTIVATE ACTOR

Deactivate the actor

  • ACTOR: Variable that contains the actor number

VM_ACTOR_SET_ANIM

VM_ACTOR_SET_ANIM ACTOR, ANIM

Set actor animation

  • ACTOR: Variable that contains the actor number
  • ANIM: Animation number

VM_ACTOR_SET_POS

VM_ACTOR_SET_POS IDX

Set new actor position

  • IDX: points to the beginning of the pseudo-structure that contains these members:
    ID - Actor number
    X - New X-coordinate of the actor
    Y - New Y-coordinate of the actor

VM_ACTOR_EMOTE

VM_ACTOR_EMOTE ACTOR, AVATAR_BANK, AVATAR

Set actor emotion

  • ACTOR: Variable that contains the actor number
  • AVATAR_BANK: Bank of the avatar image
  • AVATAR: Address of the avatar image

VM_ACTOR_SET_BOUNDS

VM_ACTOR_SET_BOUNDS ACTOR, LEFT, RIGHT, TOP, BOTTOM

Set actor bounding box

  • ACTOR: Variable that contains the actor number
  • LEFT: Left boundary of the bounding box
  • RIGHT: Right boundary of the bounding box
  • TOP: Top boundary of the bounding box
  • BOTTOM: Bottom boundary of the bounding box

VM_ACTOR_SET_SPRITESHEET

VM_ACTOR_SET_SPRITESHEET ACTOR, SHEET_BANK, SHEET

Set actor spritesheet

  • ACTOR: Variable that contains the actor number
  • SHEET_BANK: Bank of the sprite sheet
  • SHEET: Address of the sprite sheet

VM_ACTOR_SET_SPRITESHEET_BY_REF

VM_ACTOR_SET_SPRITESHEET_BY_REF ACTOR, FAR_PTR

Set actor spritesheet using far the pointer in variables

  • ACTOR: Variable that contains the actor number
  • FAR_PTR: points to the pseudo-struct that contains the address of the sprite sheet:
    BANK - Bank of the sprite sheet
    DATA - Address of the sprite sheet

VM_ACTOR_REPLACE_TILE

VM_ACTOR_REPLACE_TILE ACTOR, TARGET_TILE, TILEDATA_BANK, TILEDATA, START, LEN

Replace tile in the actor spritesheet

  • ACTOR: Variable that contains the actor number
  • TARGET_TILE: Tile number for replacement
  • TILEDATA_BANK: Bank of the tile data
  • TILEDATA: Address of the tile data
  • START: Start tile in the tile data array
  • LEN: Amount of tiles for replacing

VM_ACTOR_GET_POS

VM_ACTOR_GET_POS IDX

Get actor position

  • IDX: points to the beginning of the pseudo-structure that contains these members:
    ID - Actor number
    X - X-coordinate of the actor
    Y - Y-coordinate of the actor

VM_ACTOR_GET_DIR

VM_ACTOR_GET_DIR IDX, DEST

Get direction of the actor

  • IDX: Variable that contains the actor number
  • DEST: Target variable that receive the actor direction

VM_ACTOR_GET_ANGLE

VM_ACTOR_GET_ANGLE IDX, DEST

Get actor angle

  • IDX: Variable that contains the actor number
  • DEST: Target variable that receive the actor angle

VM_ACTOR_SET_ANIM_TICK

VM_ACTOR_SET_ANIM_TICK ACTOR, TICK

Set actor animation tick

  • ACTOR: Variable that contains the actor number
  • TICK: Animation tick

VM_ACTOR_SET_MOVE_SPEED

VM_ACTOR_SET_MOVE_SPEED ACTOR, SPEED

Set actor move speed

  • ACTOR: Variable that contains the actor number
  • SPEED: Actor move speed

VM_ACTOR_SET_FLAGS

VM_ACTOR_SET_FLAGS ACTOR, FLAGS, MASK

Set actor flags

  • ACTOR: Variable that contains the actor number
  • FLAGS: bit values to be set or cleared:
    .ACTOR_FLAG_PINNED - pin/unpin the actor
    .ACTOR_FLAG_HIDDEN - hide/show actor
    .ACTOR_FLAG_ANIM_NOLOOP - disable animation loop
    .ACTOR_FLAG_COLLISION - disable/enable collision
    .ACTOR_FLAG_PERSISTENT - set persistent actor flag
  • MASK: bit mask of values to be set or cleared

VM_ACTOR_SET_HIDDEN

VM_ACTOR_SET_HIDDEN ACTOR, HIDDEN

Hide/show actor

  • ACTOR: Variable that contains the actor number
  • HIDDEN: .ACTOR_VISIBLE shows actor, .ACTOR_HIDDEN hides the actor

VM_ACTOR_SET_COLL_ENABLED

VM_ACTOR_SET_COLL_ENABLED ACTOR, ENABLED

Enable/disable actor collisions

  • ACTOR: Variable that contains the actor number
  • ENABLED: .ACTOR_COLLISION_DISABLED disables actor collision, .ACTOR_COLLISION_ENABLED enables actor collision

VM_ACTOR_TERMINATE_UPDATE

VM_ACTOR_TERMINATE_UPDATE ACTOR

Terminates the actor update script

  • ACTOR: Variable that contains the actor number

VM_ACTOR_SET_ANIM_FRAME

VM_ACTOR_SET_ANIM_FRAME ACTOR

Set animation frame for the actor

  • ACTOR: pseudo-struct that contains these members:
    ID - Actor number
    FRAME - Animation frame

VM_ACTOR_GET_ANIM_FRAME

VM_ACTOR_GET_ANIM_FRAME ACTOR

Get animation frame of the actor

  • ACTOR: pseudo-struct that contains these members:
    ID - Actor number
    FRAME - Animation frame

VM_ACTOR_SET_ANIM_SET

VM_ACTOR_SET_ANIM_SET ACTOR, OFFSET

Set animation frame for the actor

  • ACTOR: Variable that contains the actor number
  • OFFSET: Animation set number

Camera

VM_CAMERA_MOVE_TO

VM_CAMERA_MOVE_TO IDX, SPEED, AFTER_LOCK

Moves the camera to the new position

  • IDX: Start of the pseudo-structure which contains the new camera position:
    X - X-coordinate of the camera position
    Y - Y-coordinate of the camera position
  • SPEED: Speed of the camera movement
  • AFTER_LOCK: Lock status of the camera after the movement
    .CAMERA_LOCK - lock camera by X and Y
    .CAMERA_LOCK_X - lock camera by X
    .CAMERA_LOCK_Y - lock camera by Y
    .CAMERA_UNLOCK - unlock camera

VM_CAMERA_SET_POS

VM_CAMERA_SET_POS IDX

Sets the camera position

  • IDX: Start of the pseudo-structure which contains the new camera position:
    X - X-coordinate of the camera position
    Y - Y-coordinate of the camera position

Color

.DMG_PAL

.DMG_PAL COL1, COL2, COL3, COL4

.CGB_PAL

.CGB_PAL R1,G1,B1 R2,G2,B2 R3,G3,B3 R4,G4,B4

VM_LOAD_PALETTE

VM_LOAD_PALETTE MASK, OPTIONS

Game Boy

VM_LOAD_TILES

VM_LOAD_TILES ID, LEN, BANK, ADDR

VM_LOAD_TILESET

VM_LOAD_TILESET IDX, BANK, BKG

Loads a new tileset into the background VRAM tiles starting at a given tile id (IDX).

VM_SET_SPRITE_VISIBLE

VM_SET_SPRITE_VISIBLE MODE

VM_SHOW_SPRITES

VM_SHOW_SPRITES

VM_HIDE_SPRITES

VM_HIDE_SPRITES

VM_INPUT_WAIT

VM_INPUT_WAIT MASK

VM_INPUT_ATTACH

VM_INPUT_ATTACH MASK, SLOT

VM_INPUT_GET

VM_INPUT_GET IDX, JOYID

VM_CONTEXT_PREPARE

VM_CONTEXT_PREPARE SLOT, BANK, ADDR

VM_OVERLAY_SET_MAP

VM_OVERLAY_SET_MAP IDX, X_IDX, Y_IDX, BANK, BKG

VM_GET_TILE_XY

VM_GET_TILE_XY TILE_IDX, X_IDX, Y_IDX

VM_REPLACE_TILE

VM_REPLACE_TILE TARGET_TILE_IDX, TILEDATA_BANK, TILEDATA, START_IDX, LEN

VM_POLL

VM_POLL IDX_EVENT, IDX_VALUE, MASK

VM_SET_SPRITE_MODE

VM_SET_SPRITE_MODE MODE

VM_REPLACE_TILE_XY

VM_REPLACE_TILE_XY X, Y, TILEDATA_BANK, TILEDATA, START_IDX

VM_INPUT_DETACH

VM_INPUT_DETACH MASK

GB Printer

VM_PRINTER_DETECT

VM_PRINTER_DETECT ERROR, DELAY

Detect printer

  • ERROR: Target variable that receives the result of detection
  • DELAY: Detection timeout

VM_PRINT_OVERLAY

VM_PRINT_OVERLAY ERROR, START, HEIGHT, MARGIN

Print up to HEIGHT rows of the overlay window (must be multiple of 2)

  • ERROR: Target variable that receives the result of printing
  • START: Start line of the overlay window
  • HEIGHT: Amount of lines to print
  • MARGIN: Lines to feed after the printing is finished

Load and Save

.SAVE_SLOT

.SAVE_SLOT SLOT

VM_SAVE_PEEK

VM_SAVE_PEEK RES, DEST, SOUR, COUNT, SLOT

Reads variables from the save slot

  • RES: Result of the operation
  • DEST: First destination variable to be read into
  • SOUR: First source variable in the save slot
  • COUNT: Number of variables to be read
  • SLOT: Save slot number

VM_SAVE_CLEAR

VM_SAVE_CLEAR SLOT

Erases data in save slot

  • SLOT: Slot number

Math

VM_SIN_SCALE

VM_SIN_SCALE IDX, IDX_ANGLE, SCALE

VM_COS_SCALE

VM_COS_SCALE IDX, IDX_ANGLE, SCALE

Music and Sound

VM_MUSIC_PLAY

VM_MUSIC_PLAY TRACK_BANK, TRACK, LOOP

Starts playing of music track

  • BANK: Bank number of the track
  • ADDR: Address of the track
  • LOOP: If the track will loop on end (.MUSIC_LOOP) or not (.MUSIC_NO_LOOP)

VM_MUSIC_STOP

VM_MUSIC_STOP

Stops playing of music track

VM_MUSIC_MUTE

VM_MUSIC_MUTE MASK

Mutes/unmutes mysic channels.

  • MASK: Mute Mask. The 4 lower bits represent the 4 audio channels.
MASKChannel 1Channel 2Channel 3Channel 4
0b0000MutedMutedMutedMuted
0b0001MutedMutedMutedNot Muted
0b0010MutedMutedNot MutedMuted
0b0011MutedMutedNot MutedNot Muted
0b0100MutedNot MutedMutedMuted
0b0101MutedNot MutedMutedNot Muted
0b0110MutedNot MutedNot MutedMuted
0b0111MutedNot MutedNot MutedNot Muted
0b1000Not MutedMutedMutedMuted
0b1001Not MutedMutedMutedNot Muted
0b1010Not MutedMutedNot MutedMuted
0b1011Not MutedMutedNot MutedNot Muted
0b1100Not MutedNot MutedMutedMuted
0b1101Not MutedNot MutedMutedNot Muted
0b1110Not MutedNot MutedNot MutedMuted
0b1111Not MutedNot MutedNot MutedNot Muted

VM_SOUND_MASTERVOL

VM_SOUND_MASTERVOL VOL

Sets master volume

  • VOL: The volume value

VM_MUSIC_ROUTINE

VM_MUSIC_ROUTINE ROUTINE, BANK, ADDR

Attach script to music event

  • ROUTINE: The routine Id. An integer between 0 and 3.
  • BANK: Bank number of the routine
  • ADDR: Address of the routine

VM_SFX_PLAY

VM_SFX_PLAY BANK, ADDR, MASK, PRIO

Play a sound effect asset

  • BANK: Bank number of the effect
  • ADDR: Address of the effect
  • MASK: Mute mask of the effect
  • PRIO: Priority of the sound effect. Effects with higher priority will cancel the ones with less priority:
    .SFX_PRIORITY_MINIMAL - Minmium priority for playback
    .SFX_PRIORITY_NORMAL - Normal priority for playback0
    .SFX_PRIORITY_HIGH - High priority for playback

VM_MUSIC_SETPOS

VM_MUSIC_SETPOS PATTERN, ROW

Sets playback position for the current song.

  • PATTERN: - The pattern to set the song position to
  • ROW: - The row to set the song position to

Projectiles

VM_PROJECTILE_LAUNCH

VM_PROJECTILE_LAUNCH TYPE, IDX

VM_PROJECTILE_LOAD_TYPE

VM_PROJECTILE_LOAD_TYPE TYPE, BANK, ADDR

RTC

VM_RTC_LATCH

VM_RTC_LATCH

Latch RTC value for access

VM_RTC_GET

VM_RTC_GET IDX, WHAT

Read RTC value

  • IDX: Target variable
  • WHAT: RTC value to be read
    .RTC_SECONDS - Seconds
    .RTC_MINUTES - Minutes
    .RTC_HOURS - Hours
    .RTC_DAYS - Days

VM_RTC_SET

VM_RTC_SET IDX, WHAT

Write RTC value

  • IDX: Source variable
  • WHAT: RTC value to be written
    .RTC_SECONDS - Seconds
    .RTC_MINUTES - Minutes
    .RTC_HOURS - Hours
    .RTC_DAYS - Days

VM_RTC_START

VM_RTC_START START

Start or stop RTC

  • START: Start or stop flag
    .RTC_STOP - stop RTC
    .RTC_START - start RTC

Rumble

VM_RUMBLE

VM_RUMBLE ENABLE

Enables or disables rumble on a cart that has that function

  • ENABLE: 1 - enable or 0 - disable

Scenes

VM_SCENE_PUSH

VM_SCENE_PUSH

Pushes the current scene to the scene stack.

VM_SCENE_POP

VM_SCENE_POP

Removes the last scene from the scene stack an loads it.

VM_SCENE_POP_ALL

VM_SCENE_POP_ALL

Removes all scenes from the scene stack and loads the first one.

VM_SCENE_STACK_RESET

VM_SCENE_STACK_RESET

Removes all the scenes from the scene stack.

Screen Fade

VM_FADE

VM_FADE FLAGS

VM_FADE_IN

VM_FADE_IN IS_MODAL

VM_FADE_OUT

VM_FADE_OUT IS_MODAL

SGB

VM_SGB_TRANSFER

VM_SGB_TRANSFER

Transfers SGB packet(s). Data of variable length is placed after this instruction, for example:

VM_SGB_TRANSFER  
.db ((0x04 << 3) | 1), 1, 0x07, ((0x01 << 4) | (0x02 << 2) | 0x03), 5,5, 10,10, 0, 0, 0, 0, 0, 0, 0, 0 ; ATTR_BLK packet

SGB packet size is a multiple of 16 bytes and encoded in the packet itself.

SIO

VM_SIO_SET_MODE

VM_SIO_SET_MODE MODE

VM_SIO_EXCHANGE

VM_SIO_EXCHANGE SOUR, DEST, SIZE

Text Sound

VM_SET_TEXT_SOUND

VM_SET_TEXT_SOUND BANK, ADDR, MASK

Set the sound effect for the text output

  • BANK: Bank number of the effect
  • ADDR: Address of the effect
  • MASK: Mute mask of the effect

Timer

VM_TIMER_PREPARE

VM_TIMER_PREPARE TIMER, BANK, ADDR

Load script into timer context

VM_TIMER_SET

VM_TIMER_SET TIMER, INTERVAL

Start a timer calling once every INTERVAL * 16 frames

VM_TIMER_STOP

VM_TIMER_STOP TIMER

Stop a timer

VM_TIMER_RESET

VM_TIMER_RESET TIMER

Reset a timers countdown to 0

UI

VM_LOAD_TEXT

VM_LOAD_TEXT NARGS

Loads a text in memory

  • NARGS: Amount of arguments that are passed before the null-terminated string

The text string is defined using the .asciz command:

VM_LOAD_TEXT   0  
.asciz "text to render"

Displaying variables:

The following format specifiers allow to render variables as part of the text:

  • %d Render a variable value
  • %Dn Render a variable value with n length
  • %c Render a character based on the variable value
    The variables need to be defined before the .asciz call using .dw followed by a list of N variables in the order they'll be rendered.
VM_LOAD_TEXT   3  
.dw VAR_0, VAR_1, VAR_1
.asciz "Var 0 is %d, Var 1 is %d, Var 2 is %d"

Escape Sequences:

The text string can contain escape sequence that modify the behavior or apparence of the text.

  • \001\x Sets the text speed for the next characters in the current text. x is a value between 1 and 8 that represents the number of frames between the render of a character using 2^(x-2).
  • \002\x Sets the text font
  • \003\x\y Sets the position for the next character
  • \004\x\y Sets the position for the next character relative to the last character
  • \005\ TBD
  • \006\mask Wait for input to continue to the next character.
  • \007\n Inverts the colors of the following characters.
  • \n Next line
  • \r Scroll text one line up

VM_DISPLAY_TEXT_EX

VM_DISPLAY_TEXT_EX OPTIONS, START_TILE

Renders the text in the defined layer (overlay, by default)

  • OPTIONS: Text rendering options:
    .DISPLAY_DEFAULT - default behavior
    .DISPLAY_PRESERVE_POS - preserve text position
  • START_TILE: Tile number within the text rendering area to be rendered from; use .TEXT_TILE_CONTINUE to proceed from the current position

VM_DISPLAY_TEXT

VM_DISPLAY_TEXT

Renders the text in the defined layer (obsolete)

VM_SWITCH_TEXT_LAYER

VM_SWITCH_TEXT_LAYER LAYER

Changes the LAYER where the text will be rendered.

  • LAYER:
    .TEXT_LAYER_BKG - Render text in the background layer
    .TEXT_LAYER_WIN - Render text in the overlay layer

VM_OVERLAY_SETPOS

VM_OVERLAY_SETPOS X, Y

Set position of the overlay window in tiles

  • X: X-coordinate of the overlay window in tiles
  • Y: Y-coordinate of the overlay window in tiles

VM_OVERLAY_HIDE

VM_OVERLAY_HIDE

Hide the overlay window

VM_OVERLAY_WAIT

VM_OVERLAY_WAIT IS_MODAL, WAIT_FLAGS

Wait for the UI operation(s) completion

  • IS_MODAL: indicates whether the operation is modal: .UI_MODAL, or not: .UI_NONMODAL
  • WAIT_FLAGS: bit field, set of events to be waited for:
    .UI_WAIT_NONE - No wait
    .UI_WAIT_WINDOW - Wait until the window moved to its final position
    .UI_WAIT_TEXT - Wait until all the text finished rendering
    .UI_WAIT_BTN_A - Wait until "A" is pressed
    .UI_WAIT_BTN_B - Wait until "B" is pressed
    .UI_WAIT_BTN_ANY - Wait until any button is pressed

VM_OVERLAY_MOVE_TO

VM_OVERLAY_MOVE_TO X, Y, SPEED

Animated move of the overlay window to the new position

  • X: X-coordinate of the new position
  • Y: Y-coordinate of the new position
  • SPEED: speed of the movement:
    .OVERLAY_IN_SPEED - default speed for appearing of the overlay
    .OVERLAY_OUT_SPEED - default speed for disappearing of the overlay
    .OVERLAY_SPEED_INSTANT - instant movement

VM_OVERLAY_SHOW

VM_OVERLAY_SHOW X, Y, COLOR, OPTIONS

Show the overlay window

  • X: X-coordinate of the new position
  • Y: Y-coordinate of the new position
  • COLOR: initial color of the overlay window:
    .UI_COLOR_BLACK - black overlay window
    .UI_COLOR_WHITE - white overlay window
  • OPTIONS: display options:
    .UI_DRAW_FRAME - draw overlay frame
    .UI_AUTO_SCROLL - set automatic text scroll area; text will be scrolled up when printing more lines than the overlay height.

VM_OVERLAY_CLEAR

VM_OVERLAY_CLEAR X, Y, W, H, COLOR, OPTIONS

Clear the rectangle area of the overlay window

  • X: X-coordinate in tiles of the upper left corner
  • Y: Y-coordinate in tiles of the upper left corner
  • W: Width in tiles of the rectangle area
  • H: Height in tiles of the rectangle area
  • COLOR: initial color of the overlay window:
    .UI_COLOR_BLACK - black overlay window
    .UI_COLOR_WHITE - white overlay window
  • OPTIONS: display options:
    .UI_DRAW_FRAME - draw overlay frame
    .UI_AUTO_SCROLL - set automatic text scroll area; text will be scrolled up when printing more lines than the overlay height.
.MENUITEM X, Y, iL, iR, iU, iD

VM_CHOICE

VM_CHOICE IDX, OPTIONS, COUNT

Execute menu

  • IDX: Variable that receive the result of the menu execution
  • OPTIONS: bit field, set of the possible menu options:
    .UI_MENU_STANDARD - default menu behavior
    .UI_MENU_LAST_0 - last item return result of 0
    .UI_MENU_CANCEL_B - B button cancels the menu execution
    .UI_MENU_SET_START - if set IDX may contain the initial item index
  • COUNT: number of menu items

instruction must be followed by the COUNT of .MENUITEM definitions:
.MENUITEM X, Y, iL, iR, iU, iD
where:
X - X-coordinate of the cursor pointer in tiles
Y - Y-coordinate of the cursor pointer in tiles
iL - menu item number where the cursor must move when you press LEFT
iR - menu item number where the cursor must move when you press RIGHT
iU - menu item number where the cursor must move when you press UP
iD - menu item number where the cursor must move when you press DOWN

VM_SET_FONT

VM_SET_FONT FONT_INDEX

Sets active font

  • FONT_INDEX: the index of the font to be activated

VM_SET_PRINT_DIR

VM_SET_PRINT_DIR DIRECTION

Sets print direction

  • DIRECTION: direction of the text rendering:
    .UI_PRINT_LEFTTORIGHT - text is rendered from left to right (left justify)
    .UI_PRINT_RIGHTTOLEFT - text is rendered from right to left (right justify)

VM_OVERLAY_SET_SUBMAP_EX

VM_OVERLAY_SET_SUBMAP_EX PARAMS_IDX

Copies rectange area of the background map onto the overlay window

  • PARAMS_IDX: points to the beginning of the pseudo-structure that contains these members:
    x - X-coordinate within the overlay window in tiles
    y - Y-coordinate tithin the overlay window in tiles
    w - Width of the copied area in tiles
    h - Height of the copied area in tiles
    scene_x - X-Coordinate within the background map in tiles
    scene_y - Y-Coordinate within the background map in tiles

VM_OVERLAY_SCROLL

VM_OVERLAY_SCROLL X, Y, W, H, COLOR

Scrolls the rectangle area

  • X: X-coordinate of the upper left corner in tiles
  • Y: Y-coordinate of the upper left corner in tiles
  • W: Width of the area in tiles
  • H: Height of the area in tiles
  • COLOR: Color of the empty row of tiles that appear at the bottom of the scroll area

VM_OVERLAY_SET_SCROLL

VM_OVERLAY_SET_SCROLL X, Y, W, H, COLOR

Defines the scroll area for the overlay. When the text overflows that area it'll scroll up by 1 row

  • X: X-coordinate of the upper left corner in tiles
  • Y: Y-coordinate of the upper left corner in tiles
  • W: Width of the area in tiles
  • H: Height of the area in tiles
  • COLOR: Color of the empty row of tiles that appear at the bottom of the scroll area

VM_OVERLAY_SET_SUBMAP

VM_OVERLAY_SET_SUBMAP X, Y, W, H, SX, SY

Copies a rectange area of tiles from the scene background

  • X: X-coordinate within the overlay window of the upper left corner in tiles
  • Y: Y-coordinate within the overlay window of the upper left corner in tiles
  • W: Width of the area in tiles
  • H: Height of the area in tiles
  • SX: X-coordinate within the level background map
  • SY: Y-coordinate within the level background map