General Vritual Machine architecture
Type | stack based |
---|---|
Integer registers | 4 (I0 to I3) |
Float registers | 4 (F0 to F3) |
Special registers | 3 (X, Y, A) |
Number of instructions | 100 |
Maximum stack size | unknown |
Number of calls | ~2000 |
Final Fantasy XII contains a stack based virtual machine that runs field and event scripts. The implementation seems to be exactly the same starting with Japanese PS2 release, through PS4, PC and Nintendo Switch versions. The only thing that changes are available calls. Each subsequent version supports all previous calls and includes a few dozen of new ones at most.
Even though the VM contains a set of registers, they are used either by compiler or have only quality of life purpose (so it is not needed to declare variables for iterators or temporary storage). All except a few instructions operate solely on stack.
Contents
Immediates
Immediates are always 16bit wide integers. In all but one case their values should be treated as unsigned type, the only exception being PUSHII
opcode, for which the immediate is always signed 16bit.
If a value greater than 32767 or lower than -32768 is needed, it has to be placed in a special integer table that can be accessed by PUSHI
opcode. This means that in a single script file, there can't be more than 65536 unique integer values outside of signed 16bit range. It shouldn't ever become a problem, but there are methods to use more values (arrays with initializer list).
Floating point values are never immediates. Instead, they're stored in similar tables as integers and can be accessed by PUSHF
opcode. This means that, just as in case of integers, there cannot be more than 65536 unique floating point values in a single script file. All floating point values are 32bit IEEE754 single precision.
Variables
TBC
REQ tables
TBC
Calls
TBC