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author | sluicebox | 2019-06-16 16:58:53 -0700 |
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committer | Filippos Karapetis | 2019-06-17 22:17:52 +0300 |
commit | bdf85e33cbcf8ec6906e566dbcf6cd2a10f98901 (patch) | |
tree | 89813bac2fbcf7494d1d108ad6b06d1217524fd7 /engines/sci/engine | |
parent | 4764739dee1902581028440929ab65358f43e1f4 (diff) | |
download | scummvm-rg350-bdf85e33cbcf8ec6906e566dbcf6cd2a10f98901.tar.gz scummvm-rg350-bdf85e33cbcf8ec6906e566dbcf6cd2a10f98901.tar.bz2 scummvm-rg350-bdf85e33cbcf8ec6906e566dbcf6cd2a10f98901.zip |
SCI: Fix SQ4 Sequel police electronics store bugs
Fixes lockup, animation, and flag bugs when hiding in the
electronics store, bug #10977
Diffstat (limited to 'engines/sci/engine')
-rw-r--r-- | engines/sci/engine/script_patches.cpp | 171 |
1 files changed, 171 insertions, 0 deletions
diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp index d1731c44a1..b1a3641917 100644 --- a/engines/sci/engine/script_patches.cpp +++ b/engines/sci/engine/script_patches.cpp @@ -125,6 +125,7 @@ static const char *const selectorNameTable[] = { "looper", // Space Quest 4 "nMsgType", // Space Quest 4 "doVerb", // Space Quest 4 + "setRegions", // Space Quest 4 "loop", // Laura Bow 1 Colonel's Bequest, QFG4 "setLoop", // Laura Bow 1 Colonel's Bequest, QFG4 "ignoreActors", // Laura Bow 1 Colonel's Bequest @@ -234,6 +235,7 @@ enum ScriptPatcherSelectors { SELECTOR_looper, SELECTOR_nMsgType, SELECTOR_doVerb, + SELECTOR_setRegions, SELECTOR_loop, SELECTOR_setLoop, SELECTOR_ignoreActors, @@ -12351,6 +12353,171 @@ static const uint16 sq4CdPatchBikerTimepodMessage[] = { PATCH_END }; +// Hiding from the Sequel Police in the electronics store (room 390) locks up +// the CD version and has a subsequent animation bug. +// +// This scene is triggered by going east to the escalator after the police +// arrive and then back to the electronics store. Police appear on both sides +// and the only way to survive is to hide in the store while they talk before +// splitting up. Their first message fails to set a caller, locking up the +// game, and their other messages contain typos and newline characters left +// over from floppy versions. +// +// We fix the lockup by passing the missing "self" parameter so that the script +// proceeds. This exposes the next bug, where the police walk to the beltways +// and instead of standing, shoot wildly into the mall. The script doesn't +// remove their Walk cyclers and so they continue to animate. This worked in +// floppy versions but the Cycle classes were upgraded in CD with different +// behavior. We fix this by removing the Walk cyclers. +// +// Applies to: English PC CD +// Responsible method: sp1Squeeze:changeState +// Fixes bug #10977 +static const uint16 sq4CdSignatureHzSoGoodSequelPoliceLockup[] = { + 0x38, SIG_SELECTOR16(say), // pushi say + 0x78, // push1 + SIG_MAGICDWORD, + 0x78, // push1 + 0x72, SIG_UINT16(0x0630), // lofsa tSP1 + 0x4a, 0x06, // send 06 [ tSP1 say: 1 ] + 0x32, SIG_UINT16(0x01c1), // jmp 01c1 [ end of method ] + SIG_END +}; + +static const uint16 sq4CdPatchHzSoGoodSequelPoliceLockup[] = { + PATCH_ADDTOOFFSET(+3), + 0x7a, // push2 + PATCH_ADDTOOFFSET(+4), + 0x7c, // pushSelf + 0x4a, 0x08, // send 06 [ tSP1 say: 1 self ] + 0x3a, // toss + 0x48, // ret + PATCH_END +}; + +static const uint16 sq4CdSignatureHzSoGoodSequelPoliceCycler[] = { + 0x31, 0x20, // bnt 20 [ state 12 ] + SIG_ADDTOOFFSET(+29), + SIG_MAGICDWORD, + 0x32, SIG_UINT16(0x00a9), // jmp 00a9 [ end of method ] + 0x3c, // dup + 0x35, 0x0c, // ldi 0c + 0x1a, // eq? + 0x30, SIG_UINT16(0x0030), // bnt 0030 [ state 13 ] + 0x7a, // push2 [ view ] + 0x78, // push1 + 0x39, 0x0d, // pushi 0d + 0x38, SIG_SELECTOR16(setLoop), // pushi setLoop + SIG_ADDTOOFFSET(+32), + 0x4a, 0x24, // send 24 [ sp1 view: 13 setLoop: ... ] + SIG_ADDTOOFFSET(+11), + 0x31, 0x21, // bnt 21 [ state 14 ] + SIG_ADDTOOFFSET(+30), + 0x32, SIG_UINT16(0x004b), // jmp 004b [ end of method ] + 0x3c, // dup + 0x35, 0x0e, // ldi 0e + 0x1a, // eq? + 0x30, SIG_UINT16(0x0030), // bnt 0030 [ state 15 ] + 0x7a, // push2 [ view ] + 0x78, // push1 + 0x39, 0x0d, // pushi 0d + 0x38, SIG_SELECTOR16(setLoop), // pushi setLoop + SIG_ADDTOOFFSET(+37), + 0x4a, 0x26, // send 26 [ sp2 view: 13 setLoop: ... ] + SIG_END +}; + +static const uint16 sq4CdPatchHzSoGoodSequelPoliceCycler[] = { + 0x31, 0x1d, // bnt 1d [ state 12 ] + PATCH_ADDTOOFFSET(+29), + 0x3c, // dup + 0x35, 0x0c, // ldi 0c + 0x1a, // eq? + 0x31, 0x34, // bnt 34 [ state 13 ] + 0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle + 0x78, // push1 + 0x76, // push0 + 0x7a, // push2 [ view ] + 0x78, // push1 + 0x39, 0x0d, // pushi 0d + 0x39, PATCH_SELECTOR8(loop), // pushi loop + PATCH_ADDTOOFFSET(+32), + 0x4a, 0x2a, // send 2a [ sp1 setCycle: 0 view: 13 loop: ... ] + PATCH_ADDTOOFFSET(+11), + 0x31, 0x1e, // bnt 1e [ state 14 ] + PATCH_ADDTOOFFSET(+30), + 0x3c, // dup + 0x35, 0x0e, // ldi 0e + 0x1a, // eq? + 0x31, 0x34, // bnt 34 [ state 15 ] + 0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle + 0x78, // push1 + 0x76, // push0 + 0x7a, // push2 [ view ] + 0x78, // push1 + 0x39, 0x0d, // pushi 0d + 0x39, PATCH_SELECTOR8(loop), // pushi loop + PATCH_ADDTOOFFSET(+37), + 0x4a, 0x2c, // send 2c [ sp2 setCycle: 0 view: 13 loop: ... ] + PATCH_END +}; + +// Room 370 in front of Sock's is missing a flag check and runs a lethal Sequel +// Police script when escaping the Skate-O-Rama after hiding in the electronics +// store. A lockup bug in the CD version prevented getting this far. As this is +// the wrong time to run the script, the police are drawn as if they're still +// swimming in zero gravity. +// +// Flag 23 is set when the police pursue in escalator room 400 and triggers the +// squeeze scripts that force entering the Skate-O-Rama in rooms 370 and 390. +// Flag 22 is set when exiting the Skate-O-Rama after dodging the police. The +// two rooms handle these flags differently and are out of sync. Room 370 +// clears flag 23 and doesn't test 22 while room 390 doesn't clear 23 and does +// test 22. The result is that room 370 doesn't see that you've escaped the +// Skate-O-Rama and assumes the police are still pursuing from room 400. +// +// We fix this by only running sp1Squeeze in room 370 when coming from room 400. +// This is equivalent to adding the missing flag 22 check but can be done in +// the available bytes. To make room we use the clear-flag method's return +// value, which is the previous flag value, and only test if the previous room +// number is even, which only room 400 is. This patch is split into two parts +// to surround a bnt instruction whose operand size changed between versions. +// +// Applies to: All versions +// Responsible method: rm570:init +// Fixes bug #10977 +static const uint16 sq4SignatureSocksSequelPoliceFlag1[] = { + 0x78, // push1 + SIG_MAGICDWORD, + 0x39, 0x17, // pushi 17 + 0x45, 0x06, 0x02, // callb proc0_6 [ is flag 23 set? ] + SIG_END +}; + +static const uint16 sq4PatchSocksSequelPoliceFlag1[] = { + PATCH_ADDTOOFFSET(+3), + 0x45, 0x08, 0x02, // callb proc0_8 [ clear flag 23, was flag set? ] + PATCH_END +}; + +static const uint16 sq4SignatureSocksSequelPoliceFlag2[] = { + 0x78, // push1 + SIG_MAGICDWORD, + 0x39, 0x17, // pushi 17 + 0x45, 0x08, 0x02, // callb proc0_8 [ clear flag 23 ] + SIG_ADDTOOFFSET(+0x27), + 0x38, SIG_SELECTOR16(setRegions), // pushi setRegions + SIG_END +}; + +static const uint16 sq4PatchSocksSequelPoliceFlag2[] = { + 0x81, 0x0c, // lag 0c + 0x78, // push1 + 0x12, // and [ is previous room number odd? ] + 0x2f, 0x27, // bt 27 [ skip sp1Squeeze ] + PATCH_END +}; + // Clicking Walk while getting shot by the Sequel Police outside of Sock's in // room 370 crashes the CD version. This causes an Oops! error in the original. // The lookupSelector error comes from within the Grooper and Grycler classes @@ -12750,8 +12917,12 @@ static const SciScriptPatcherEntry sq4Signatures[] = { { true, 290, "CD: cedric lockup fix (2/2)", 1, sq4CdSignatureCedricLockup2, sq4CdPatchCedricLockup2 }, { true, 370, "CD: sock's sequel police hands-off fix", 1, sq4CdSignatureSocksSequelPoliceHandsOff, sq4CdPatchSocksSequelPoliceHandsOff }, { true, 370, "CD: sock's door restore and message fix", 1, sq4CdSignatureSocksDoor, sq4CdPatchSocksDoor }, + { true, 370, "CD/Floppy: sock's sequel police flag fix (1/2)", 1, sq4SignatureSocksSequelPoliceFlag1, sq4PatchSocksSequelPoliceFlag1 }, + { true, 370, "CD/Floppy: sock's sequel police flag fix (2/2)", 1, sq4SignatureSocksSequelPoliceFlag2, sq4PatchSocksSequelPoliceFlag2 }, { true, 381, "CD: big and tall room description", 1, sq4CdSignatureBigAndTallDescription, sq4CdPatchBigAndTallDescription }, { true, 385, "CD: monolith burger door message fix", 1, sq4CdSignatureMonolithBurgerDoor, sq4CdPatchMonolithBurgerDoor }, + { true, 390, "CD: hz so good sequel police lockup fix", 1, sq4CdSignatureHzSoGoodSequelPoliceLockup, sq4CdPatchHzSoGoodSequelPoliceLockup }, + { true, 390, "CD: hz so good sequel police cycler fix", 1, sq4CdSignatureHzSoGoodSequelPoliceCycler, sq4CdPatchHzSoGoodSequelPoliceCycler }, { true, 391, "CD: missing Audio for universal remote control", 1, sq4CdSignatureMissingAudioUniversalRemote, sq4CdPatchMissingAudioUniversalRemote }, { true, 396, "CD: get points for changing back clothes fix", 1, sq4CdSignatureGetPointsForChangingBackClothes, sq4CdPatchGetPointsForChangingBackClothes }, { true, 405, "CD/Floppy: zero gravity blast fix", 1, sq4SignatureZeroGravityBlast, sq4PatchZeroGravityBlast }, |