VSMX: Difference between revisions

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*http://endlessparadigm.com/forum/showthread.php?tid=21485
*http://endlessparadigm.com/forum/showthread.php?tid=21485


[[Rcomage]]:
[[Rcomage]] can decrypt/encrypt .jsx (VSMX) <=> .JS (need to change the VSMX version at offset 0x04 to 01 (PSP?) instead of 02 (PS3?)
<pre>
<pre>
does also have a VSMX decompile option (rcomage vsmxdec --decompile)
but it's very buggy and usually doesn't work right
 
but it's very buggy and usually doesn't work right (Try hex editing the version? (at 0x4)
 
from 0x20000 to 0x10000.).
</pre>
</pre>



Revision as of 08:21, 28 October 2014

Description

Virtual Script Machine Instructions (VSMX) file

Used on:

History:

Rcomage can decrypt/encrypt .jsx (VSMX) <=> .JS (need to change the VSMX version at offset 0x04 to 01 (PSP?) instead of 02 (PS3?)

but it's very buggy and usually doesn't work right

File Layout

(section naming need to be wikifyed):

VSMX header
Compiled code/instructions
Data/String constants
(method) name table/Object property
global symbols/Variable/function names

Header

Offset Size Example (h) Value (conversion) Notes
0x00 0x04 0x56534D58 "VSMX" Magic
0x04 0x04 0x00000200 0002.0000 Version?
  • v1.0 on PSP RCO RCOs (from video/music UMDs and two lftv RCOs in the PSP's flash0/vsh/ressource/.)?
  • V2.0 on PS3 PSJS (.jsx)
0x08 0x04 0x34000000 0x34 (52) header length
0x0C 0x04 - length of compiled code/instructions section
0x10 0x04 - offset of data section
0x14 0x04 - length of data
0x18 0x04 - number of data(seen: 1 or 2)
0x1C 0x04 - offset of name table
0x20 0x04 - length of name
0x24 0x04 - number of name
0x28 0x04 - offset of global symbols
0x2C 0x04 - length of global symbols
0x30 0x04 - number of global symbols

Compiled instructions

  • Instructions length: 8 bytes

Instructions format should be wikifyed.

OpCode (short) Mnemonics Note1 Note2
0x00 NOP - -
0x01 ASSGN Assignment Operators -
0x02 ADD Arithmetic Operators -
0x03 SUB Arithmetic Operators -
0x04 MUL Arithmetic Operators -
0x05 DIV Arithmetic Operators -
0x06 MOD Arithmetic Operators -
0x07 TO_NUMBER - -
0x08 CSIGN - -
0x09 NOT - -
0x0A INC Arithmetic Operators -
0x0B DEC Arithmetic Operators -
0x0C POST_INC - -
0x0D POST_DEC - -
0x0E CMPEQ Compare Operators -
0x0F CMPNEQ Compare Operators -
0x10 CMPSEQ Compare Operators -
0x11 CMPSNEQ Compare Operators -
0x12 CMPLT Compare Operators -
0x13 CMPLE Compare Operators -
0x14 CMPGE Compare Operators -
0x15 CMPGT Compare Operators -
0x16 INSTANCEOF - -
0x17 IN - -
0x18 TYPEOF - -
0x19 BIT_AND Bitwise Operators -
0x1A BIT_XOR Bitwise Operators -
0x1B BIT_OR Bitwise Operators -
0x1C BIT_NOT Bitwise Operators -
0x1D LSHIFT Bitwise Operators -
0x1E S_RSHIFT Bitwise Operators -
0x1F U_RSHIFT - -
0x20 COPY - -
0x21 SWAP - -
0x22 REMOVE - -
0x23 PUSH_UNDEFINED - -
0x24 PUSH_NULL - -
0x25 PUSH_BOOL - -
0x26 PUSH_INT - -
0x27 PUSH_FLOAT - -
0x28 PUSH_STRING - -
0x29 PUSH_OBJECT - -
0x2A PUSH_FUNC - -
0x2B PUSH_ARRAY - -
0x2C PUSH_THIS - -
0x2D PUSH_LOCAL - -
0x2E PUSH_GLOBAL - -
0x2F GETATTR - -
0x30 GETATTR_KEEPOBJ - -
0x31 SETATTR - -
0x32 DELATTR - -
0x33 APPEND_ATTR - -
0x34 GETITEM - -
0x35 GETITEM_KEEPOBJ - -
0x36 SETITEM - -
0x37 DELITEM - -
0x38 APPEND_ITEM - -
0x39 JUMP - -
0x3A JUMPT - -
0x3B JUMPF - -
0x3C CALL_FUNC - -
0x3D CALL_METHOD - -
0x3E CALL_CONSTRUCTOR - -
0x3F RET - -
0x40 THROW - -
0x41 TRYBLK_IN - -
0x42 TRYBLK_OUT - -
0x43 CATCH_FINALLYBLK_IN - -
0x44 CATCH_FINALLYBLK_OUT - -
0x45 HALT - -
0x46 DEBUG_FILE - -
0x47 DEBUG_LINE - -
0x48 GETITEM_KEEPOBJNAME - -
0x49 PUSH_VECTOR - -
0x4A GET_VECTOR_ELEMENT - -
0x4B GET_VECTOR_ELEMENT_KEEPVECTOR - -
0x4C ASSGN_VECTOR_ELEMENT - -
0x4D SETATTR_VECTOR_ELEMENT - -
0x4E SETITEM_VECTOR_ELEMENT - -

Arithmetic Operators

May be move later to PlayStation_JavaScript or make it as template

Arithmetic operators are used to perform arithmetic between variables and/or values.

OpCode (VSMX) Mnemonics (VSMX) Syntax (PSJS) Description:
0x02 ADD + Addition
0x03 SUB - Subtraction
0x04 MUL * Multiplication
0x05 DIV / Division
0x06 MOD % Modulus (division remainder)
0x0A INC ++ Increment
0x0B DEC -- Decrement

Bitwise Operators

Bit operators work on 32 bits numbers.

Any numeric operand in the operation is converted into a 32 bit number.

OpCode (VSMX) Mnemonics (VSMX) Syntax (PSJS) Description:
0x19 BIT_AND & AND
0x1B BIT_OR | OR
0x1C BIT_NOT ~ NOT
0x1A BIT_XOR ^ XOR
0x1D LSHIFT << Left Shift
0x1E S_RSHIFT >> Right Shift

Compare Operators

Comparison and Logical operators are used to test for true or false.

Comparison operators are used in logical statements to determine equality or difference between variables or values.

OpCode (VSMX) Mnemonics (VSMX) Syntax (PSJS) Description:
0x0E CMPEQ == Equality
0x10 CMPSEQ === Strict Equal value and equal type
0x0F CMPNEQ != Inequality
0x11 CMPSNEQ !== Strict not equal value or not equal type
0x15 CMPGT > Greater Than
0x14 CMPGE >= Greater Than or Equal To
0x12 CMPLT < Less Than
0x13 CMPLE <= Less Than or Equal To

Logical Operators

Comparison and Logical operators are used to test for true or false.

Logical operators are used to determine the logic between variables or values.

OpCode (VSMX) Mnemonics (VSMX) Syntax (PSJS) Description:
- || or
- && and