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author | Martin Kiewitz | 2016-07-10 23:40:29 +0200 |
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committer | Martin Kiewitz | 2016-07-10 23:40:29 +0200 |
commit | b676530528349842ad178d02a2cbe49a0facd68e (patch) | |
tree | e92d93a5ab4ad45dbcb701b715957a8333d94516 | |
parent | 504ffd2aba0fcb67216242475cff4bbf54650a96 (diff) | |
download | scummvm-rg350-b676530528349842ad178d02a2cbe49a0facd68e.tar.gz scummvm-rg350-b676530528349842ad178d02a2cbe49a0facd68e.tar.bz2 scummvm-rg350-b676530528349842ad178d02a2cbe49a0facd68e.zip |
SCI32: Add script patch to fix/improve KQ7 subtitles
Needs lots of testing of course
Applies to 1.51 and 2.00
-rw-r--r-- | engines/sci/engine/script_patches.cpp | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp index a88c283592..1662c976c9 100644 --- a/engines/sci/engine/script_patches.cpp +++ b/engines/sci/engine/script_patches.cpp @@ -1453,6 +1453,89 @@ static const SciScriptPatcherEntry kq6Signatures[] = { }; // =========================================================================== + +// King's Quest 7 has really weird subtitles. It seems as if the subtitles were +// not fully finished. +// +// Method kqMessager::findTalker in script 0 tries to figure out, which class to use for +// displaying subtitles. It uses the "talker" data of the given message to do that. +// Strangely this "talker" data seems to be quite broken. +// For example chapter 2 starts with a cutscene. +// Troll king: "Welcome, most beautiful of princesses!" - talker 6 +// Which is followed by the princess going +// "Hmm?" - which is set to talker 99, normally the princess is talker 7. +// +// Talker 99 is seen as unknown and thus treated as "narrator", which makes +// the scripts put the text at the top of the game screen and even use a +// different font. +// +// In other cases, when the player character thinks to himself talker 99 +// is also used. In such situations it may make somewhat sense to do so, +// but putting the text at the top of the screen is also irritating to the player. +// It's really weird. +// +// The scripts also put the regular text in the middle of the screen, blocking +// animations. +// +// We fix all of that (hopefully - lots of testing is required). +// We put the text at the bottom of the play screen. +// And we also make the scripts use the regular KQTalker instead of KQNarrator. +// +// +// Applies to at least: PC CD 1.51 English, 1.51 German, 2.00 English +// Patched method: KQNarrator::init (script 31) +static const uint16 kq7SignatureSubtitleFix1[] = { + SIG_MAGICDWORD, + 0x39, 0x25, // pushi 25h (fore) + 0x78, // push1 + 0x39, 0x06, // pushi 06 - sets back to 6 + 0x39, 0x26, // pushi 26 (back) + 0x78, // push1 + 0x78, // push1 - sets back to 1 + 0x39, 0x2a, // pushi 2Ah (font) + 0x78, // push1 + 0x89, 0x16, // lsg global[16h] - sets font to global[16h] + 0x7a, // push2 (y) + 0x78, // push1 + 0x76, // push0 - sets y to 0 + 0x54, SIG_UINT16(0x0018), // self 18h + SIG_END +}; + +static const uint16 kq7PatchSubtitleFix1[] = { + 0x33, 0x12, // jmp [skip special init code] + PATCH_END +}; + +// Applies to at least: PC CD 1.51 English, 1.51 German, 2.00 English +// Patched method: Narrator::init (script 64928) +static const uint16 kq7SignatureSubtitleFix2[] = { + SIG_MAGICDWORD, + 0x89, 0x5a, // lsg global[5a] + 0x35, 0x02, // ldi 02 + 0x12, // and + 0x31, 0x1e, // bnt [skip audio volume code] + 0x38, SIG_ADDTOOFFSET(2), // pushi masterVolume (0212h for 2.00, 0219h for 1.51) + 0x76, // push0 + 0x81, 0x01, // lag global[1] + SIG_END +}; + +static const uint16 kq7PatchSubtitleFix2[] = { + 0x34, PATCH_UINT16(118), // ldi 118d + 0x65, 0x16, // aTop y + 0x35, 0x00, // -waste 2 bytes- + PATCH_END +}; + +// script, description, signature patch +static const SciScriptPatcherEntry kq7Signatures[] = { + { true, 31, "subtitle fix 1/2", 1, kq7SignatureSubtitleFix1, kq7PatchSubtitleFix1 }, + { true, 64928, "subtitle fix 2/2", 1, kq7SignatureSubtitleFix2, kq7PatchSubtitleFix2 }, + SCI_SIGNATUREENTRY_TERMINATOR +}; + +// =========================================================================== // Script 210 in the German version of Longbow handles the case where Robin // hands out the scroll to Marion and then types his name using the hand code. // The German version script contains a typo (probably a copy/paste error), @@ -4453,6 +4536,9 @@ void ScriptPatcher::processScript(uint16 scriptNr, byte *scriptData, const uint3 case GID_KQ6: signatureTable = kq6Signatures; break; + case GID_KQ7: + signatureTable = kq7Signatures; + break; case GID_LAURABOW: signatureTable = laurabow1Signatures; break; |