Difference between revisions of "OpCode"
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− | + | == OpCodes == | |
− | Each instruction in a BHAV begins with a 2 byte Operation Code | + | |
+ | |||
+ | Each instruction in a BHAV begins with a 2 byte Operation Code, or OpCode. An OpCode is also known as a Function Call. | ||
These codes fall into one of four general categories, as follows: | These codes fall into one of four general categories, as follows: | ||
− | + | OpCodes "0x0000 - 0x00FF" are [[Primitives]] (also known as 'canned', 'inline', or 'built-in' functions) | |
− | + | OpCodes "0x0100 - 0x0FFF" are [[Globals]] (Global functions can be used by any object in the game) | |
− | + | OpCodes "0x1000 - 0x1FFF" are [[Locals]] (Locals are specific to this object) | |
− | + | OpCodes "0x2000 - 0x2FFF" are [[SemiGlobals]] (Semi-Globals are used by a group of related objects) | |
[[Category:Modding]] | [[Category:Modding]] |
Revision as of 20:26, 6 October 2006
OpCodes
Each instruction in a BHAV begins with a 2 byte Operation Code, or OpCode. An OpCode is also known as a Function Call. These codes fall into one of four general categories, as follows:
OpCodes "0x0000 - 0x00FF" are Primitives (also known as 'canned', 'inline', or 'built-in' functions) OpCodes "0x0100 - 0x0FFF" are Globals (Global functions can be used by any object in the game) OpCodes "0x1000 - 0x1FFF" are Locals (Locals are specific to this object) OpCodes "0x2000 - 0x2FFF" are SemiGlobals (Semi-Globals are used by a group of related objects)