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UniCHIP8 Opcodes
Scott Elcomb edited this page Jun 6, 2018
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13 revisions
opcode | mnemonic | description |
---|---|---|
0E00 | test | test router |
0E01 | call | call a method on the gameObject. v0-v1 should point to the address of the string containing the the method name |
0E02 | broadcast | calls a method on the gameObject and all it's children. v0-v1 should point to the address of the string containing the the method name |
0E03 | send | send the bytes in the dataport to the targetGameObject |
... | ||
0E1N | moveX | targetGameObject.transform.position.x = vN |
0E2N | moveY | targetGameObject.transform.position.y = vN |
0E3N | moveZ | targetGameObject.transform.position.z = vN |
0E4N | rotateX | targetGameObject.transform.localRotation.x = vN |
0E5N | rotateY | targetGameObject.transform.localRotation.y = vN |
0E6N | rotateZ | targetGameObject.transform.localRotation.z = vN |
0E7N | scaleX | targetGameObject.transform.localScale.x = vN |
0E8N | scaleY | targetGameObject.transform.localScale.y = vN |
0E9N | scaleZ | targetGameObject.transform.localScale.z = vN |
0EAN | create | create targetGameObject from prefabs[vN] |
0EB0 | createCube | create targetGameObject from a cube primitive |
0EB1 | createSphere | create targetGameObject from a sphere primitive |
0EB2 | createCylinder | create targetGameObject from a cylinder primitive |
0EB3 | createCapsule | create targetGameObject from a capsule primitive |
0EB4 | createPlane | create targetGameObject from a plane primitive |
0EB5 | createQuad | create targetGameObject from a quad primitive |
0EB6 | move | targetGameObject.position = new Vector3(v0, v1, v2) |
0EB7 | rotate | targetGameObject.transform.localRotation = new Vector3(v0, v1, v2) |
0EB8 | scale | targetGameObject.transform.localScale = new Vector3(v0, v1, v2) |
0EB9 | reparent | targetGameObject to parentGameObject, whose name is stored in the string at the address pointed to by v0 and v1 |
0EBA | addMaterial | adds a material to targetGameObject |
0EBB | setMaterialColor | sets the targetGameObject main material color |
0EBC | createEmpty | create targetGameObject as an empty GameObject |
0EBD | lookAt | targetGameObject looks at another GameObject |
... | ||
0EBF | destroy | destroy the targetGameObject |
0EC0 | createDirectionalLight | create an empty targetGameObject with a light component |
0EC1 | createPointLight | create an empty targetGameObject with a light component |
0EC2 | createSpotLight | create an empty targetGameObject with a light component |
... | ||
0EC4 | setLightColor | set the light on targetGameObject to the color in v0-v3 |
0EC5 | setLightIntensity | set the light on targetGameObject to the intensity in v0 |
... | ||
0EF9 | logging | enable or disable logging using v0 as flag |
0EFA | compatibilityMode | enable CHIP-8 compatibility |
0EFB | clockMultiplier | set the clock multiplier specified in v0 |
0EFC | pause | set manual breakpoints in code |
0EFD | halt | an alias for pause |
0EFE | reset | resets registers to their initial power on states |
0EFF | powerDown | simulates a power down and resets the system |