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authorColin Snover2017-09-16 14:32:33 -0500
committerColin Snover2017-09-16 16:33:08 -0500
commitc5dce17b1f1392feb8825aba5addbc3999eeaa51 (patch)
tree0628bf0fa3a3f8847a02f908c67bda997fe98e93 /engines/sci/engine
parent34683f1725edde081653f45e2a532d4f9bcc3259 (diff)
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SCI32: Clean-up pass on PQ4 script patches
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR * Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16 * Wrap comments at 80 columns * Rewrite comments for clarity and brevity * Make alignment of operation comments consistent * Make identifier suffixes, patch descriptions, and patch table ordering consistent
Diffstat (limited to 'engines/sci/engine')
-rw-r--r--engines/sci/engine/script_patches.cpp341
1 files changed, 164 insertions, 177 deletions
diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp
index fc4d0faa26..c86e5c141f 100644
--- a/engines/sci/engine/script_patches.cpp
+++ b/engines/sci/engine/script_patches.cpp
@@ -136,6 +136,8 @@ static const char *const selectorNameTable[] = {
"setScale", // LSL6hires
"setScaler", // LSL6hires
"readWord", // LSL7, Phant1
+ "flag", // PQ4
+ "select", // PQ4
#endif
NULL
};
@@ -195,7 +197,9 @@ enum ScriptPatcherSelectors {
SELECTOR_font,
SELECTOR_setScale,
SELECTOR_setScaler,
- SELECTOR_readWord
+ SELECTOR_readWord,
+ SELECTOR_flag,
+ SELECTOR_select
#endif
};
@@ -4230,133 +4234,115 @@ static const SciScriptPatcherEntry pq3Signatures[] = {
#pragma mark -
#pragma mark Police Quest 4
-// Adding support to also select both (text + speech at the same time) inside the game menu.
-// There is lowres support inside this code, but the button is never created for the lowres
-// version. That's why we effectively remove lowres support in those 2 methods, which
-// gives us more spare bytes to work with.
-//
-// For this to fully work, we need to inject our own view for the button that has both text and speech enabled.
-//
+// Add support for simultaneous speech & subtitles to the in-game UI.
+// The original game code has code paths for lo-res mode but only creates the
+// buttons in hi-res mode, so the lo-res code paths are removed to gain more
+// space for the patch.
// Applies to: English CD
-// Responsible method: iconText::init, iconText::select (script 9)
-// Implements enhancement request: #9690
-static const uint16 pq4CDGameMenuSupportBOTHSignature[] = {
- // We don't check the 2 methods completely, only the important bits
- 0x76, // push0
- 0x43, 0x22, 0x00, 0x00, // callk IsHiRes
- 0x18, // not
- 0x31, 0x05, // bnt [skip next 2 opcodes, when hires]
+// Responsible method: iconText::init, iconText::select
+static const uint16 pq4CdSpeechAndSubtitlesSignature[] = {
+ // iconText::init
+ 0x76, // push0
+ 0x43, 0x22, SIG_UINT16(0x00), // callk IsHiRes
+ 0x18, // not
+ 0x31, 0x05, // bnt [skip next 2 opcodes, when hires]
SIG_MAGICDWORD,
- 0x34, SIG_UINT16(0x2661), // ldi 2661h
- 0x65, 0x78, // aTop mainView
- 0x89, 0x5a, // lsg global[5Ah]
- 0x35, 0x01, // ldi 01
- 0x12, // and
- 0x30, SIG_UINT16(0x1b), // bnt [when in speech mode]
- 0x76, // push0
- 0x43, 0x22, 0x00, 0x00, // callk IsHiRes
- SIG_ADDTOOFFSET(+45), // skip over the remaining code
- 0x38, SIG_UINT16(0x93), // pushi 93h (init)
- 0x76, // push0
- 0x59, 0x01, // &rest 01
- 0x57, 0x8f, 0x04, 0x00, // super GCItem
- 0x48, // ret
- // now we should be at iconText::select
- 0x38, SIG_UINT16(0x01c4), // pushi 1C4h (select)
- 0x76, // push0
- 0x59, 0x01, // &rest 01
- 0x57, 0x8f, 0x04, 0x00, // super GCItem, 04
- 0x89, 0x5a, // lsg global[5Ah]
- 0x35, 0x02, // ldi 02
- 0x12, // and
- 0x30, SIG_UINT16(0x1F), // bnt [jump to currently-in-text-mode code]
- SIG_ADDTOOFFSET(+67), // skip over the rest
- 0x48, // ret
+ 0x34, SIG_UINT16(0x2661), // ldi 9825
+ 0x65, 0x78, // aTop mainView
+ 0x89, 0x5a, // lsg global[$5a]
+ 0x35, 0x01, // ldi 1
+ 0x12, // and
+ 0x30, SIG_UINT16(0x1b), // bnt [when in speech mode]
+ 0x76, // push0
+ 0x43, 0x22, SIG_UINT16(0x00), // callk IsHiRes
+ SIG_ADDTOOFFSET(+45), // skip over the remaining code
+ 0x38, SIG_SELECTOR16(init), // pushi $93 (init)
+ 0x76, // push0
+ 0x59, 0x01, // &rest 01
+ 0x57, 0x8f, SIG_UINT16(0x04), // super GCItem
+ 0x48, // ret
+
+ // iconText::select
+ 0x38, SIG_SELECTOR16(select), // pushi $1c4 (select)
+ 0x76, // push0
+ 0x59, 0x01, // &rest 01
+ 0x57, 0x8f, SIG_UINT16(0x04), // super GCItem, 4
+ 0x89, 0x5a, // lsg global[$5a]
+ 0x35, 0x02, // ldi 2
+ 0x12, // and
+ 0x30, SIG_UINT16(0x1f), // bnt [jump to currently-in-text-mode code]
+ SIG_ADDTOOFFSET(+67), // skip over the rest
+ 0x48, // ret
SIG_END
};
-static const uint16 pq4CDGameMenuSupportBOTHPatch[] = {
- 0x76, // push0
- 0x41, 2, PATCH_UINT16(0), // call our new routine, that does set view+loop+cel
- 0x33, 64, // jmp (to original init, super GCItem call)
+static const uint16 pq4CdSpeechAndSubtitlesPatch[] = {
+ // iconText::init
+ 0x76, // push0
+ 0x41, 0x02, PATCH_UINT16(0x00), // call [our new subroutine which sets view+loop+cel], 0
+ 0x33, 0x40, // jmp [to original init, super GCItem call]
// new code for setting view+loop+cel
- 0x34, PATCH_UINT16(10987), // ldi 10987
- 0x65, 0x78, // aTop mainView - always set this view, because it's used by 2 states
- 0x89, 0x5a, // lsg global[5Ah]
- 0x35, 0x03, // ldi 03
- 0x1a, // eq?
- 0x31, 4, // bnt [skip over follow up code]
- // set, when in dual mode
- 0x78, // push1
- 0x69, 0x7a, // sTop mainLoop
- 0x48, // ret
- 0x89, 0x5a, // lsg global[5Ah]
- 0x35, 0x01, // ldi 01
- 0x12, // and
- 0x31, 4, // bnt [skip over follow up code]
- // set, when in text mode
- 0x76, // push0
- 0x69, 0x7a, // sTop mainLoop
- 0x48, // ret
- // set, when in speech mode
- 0x34, PATCH_UINT16(10982), // ldi 10982
- 0x65, 0x78, // aTop mainView
- 0x35, 15, // ldi 15d
- 0x65, 0x7a, // aTop mainLoop
- 0x48, // ret
- PATCH_ADDTOOFFSET(+38), // skip to iconText::select
+ 0x34, PATCH_UINT16(0x2aeb), // ldi 10987
+ 0x65, 0x78, // aTop mainView - always set this view, because it's used by 2 states
+ 0x89, 0x5a, // lsg global[$5a]
+ 0x35, 0x03, // ldi 3
+ 0x1a, // eq?
+ 0x31, 0x04, // bnt [skip over follow up code]
+ // speech+subtitles mode
+ 0x78, // push1
+ 0x69, 0x7a, // sTop mainLoop
+ 0x48, // ret
+ 0x89, 0x5a, // lsg global[$5a]
+ 0x35, 0x01, // ldi 1
+ 0x12, // and
+ 0x31, 0x04, // bnt [skip over follow up code]
+ // subtitles mode
+ 0x76, // push0
+ 0x69, 0x7a, // sTop mainLoop
+ 0x48, // ret
+ // speech mode
+ 0x34, PATCH_UINT16(0x2ae6), // ldi 10982
+ 0x65, 0x78, // aTop mainView
+ 0x35, 0x0f, // ldi 15
+ 0x65, 0x7a, // aTop mainLoop
+ 0x48, // ret
+ PATCH_ADDTOOFFSET(+38), // skip to iconText::select
+
// iconText::select
- PATCH_ADDTOOFFSET(+10), // skip over the super code
- 0xC1, 0x5A, // plusag 5Ah (increase 5Ah by one)
- 0xA1, 0x5A, // sag 5Ah (save)
- 0x36, // push
- 0x35, 0x04, // ldi 04
- 0x28, // uge?
- 0x31, 3, // bnt [skip over follow up code]
- 0x78, // push1
- 0xA9, 0x5A, // ssg 5Ah (save)
- 0x76, // push0
- 0x41, 153, PATCH_UINT16(0), // call our new routine, that does set view+loop+cel, effectively -103
- 0x33, 47, // jmp (to end of original select, show call)
+ PATCH_ADDTOOFFSET(+10), // skip over the super code
+ 0xc1, 0x5a, // plusag 5Ah (increase 5Ah by one)
+ 0xa1, 0x5a, // sag 5Ah (save)
+ 0x36, // push
+ 0x35, 0x04, // ldi 04
+ 0x28, // uge?
+ 0x31, 0x03, // bnt [skip over follow up code]
+ 0x78, // push1
+ 0xa9, 0x5a, // ssg 5Ah (save)
+ 0x76, // push0
+ 0x41, 0x99, PATCH_UINT16(0x00), // call [our new subroutine which sets view+loop+cel, effectively -103], 0
+ 0x33, 0x2f, // jmp [to end of original select, show call]
PATCH_END
};
-// In Police Quest 4 inside the Bitty Kitty show (room 315), the player has to first talk with a young woman, show her the police badge, then
-// show her the red shoe. She will tell the player that may "Barbie" knows more.
-// After leaving and entering later (not detailed here), Barbie will be available.
-// Now the player needs to show her the police badge as well and then it goes a bit weird.
-//
-// The player can show her the red shoe immediately, which will work dialog-wise, but points won't be awarded and the corresponding flag will also not get set.
-// Internally the game checks if some regular talking dialog (for Barbie) has been accessed before awarding the points and setting the flags.
-// When the player does not recognize this, the player may get stuck and it will look as if a game breaking glitch has happened.
-//
-// Showing the red shoe to the young woman AND showing it to Barbie is all done using the same script.
-// It works via shoeShoe::changeState.
-//
-// The code in there of state 0 checks first who is currently inside the room using stripper::noun.
-// Afterwards for the young woman it checks local 3 if it's zero or not zero.
-// Local 3 is set, when the player has shown the police badge to the person, that is currently inside the room.
-//
-// For Barbie strangely global 9Ah is checked instead, which then causes those issues.
-//
-// We change the Barbie code to also check local 3, which seems to work out.
-// We can't simply remove the check, otherwise the flag will get set even when the player
-// hasn't shown the badge, which will cause Barbie to not answer the question and the player
-// won't be able to show her the shoe a second time.
-//
-// This of course also happened, when using the original interpreter.
-//
+// When showing the red shoe to Barbie after showing the police badge but before
+// exhausting the normal dialogue tree, the game plays the expected dialogue but
+// fails to award points or set an internal flag indicating this interaction has
+// occurred (which is needed to progress in the game). This is because the game
+// checks global $9a (dialogue progress flag) instead of local 3 (badge shown
+// flag) when interacting with Barbie. The game uses the same
+// `shoeShoe::changeState` method for showing the shoe to the young woman at the
+// bar earlier in the game, and checks local 3 then, so just check local 3 in
+// both cases to prevent the game from appearing to be in an unwinnable state
+// just because the player interacted in the "wrong" order.
// Applies to at least: English floppy, German floppy, English CD
-// Responsible method: showShoe::changeState(0) - script 315
-// Fixes bug: #9849
static const uint16 pq4BittyKittyShowBarieRedShoeSignature[] = {
// stripper::noun check is for checking, if police badge was shown
SIG_MAGICDWORD,
- 0x89, 0x9a, // lsg global[9Ah]
- 0x35, 0x02, // ldi 02
+ 0x89, 0x9a, // lsg global[$9a]
+ 0x35, 0x02, // ldi 2
0x1e, // gt?
0x30, SIG_UINT16(0x0028), // bnt [skip 2 points code]
- 0x39, 0x61, // pushi 61h (flag)
+ 0x39, SIG_SELECTOR8(flag), // pushi $61 (flag)
SIG_END
};
@@ -4367,22 +4353,18 @@ static const uint16 pq4BittyKittyShowBarbieRedShoePatch[] = {
PATCH_END
};
-// In Police Quest 4 scripts for room 390 (city hall) use ticks instead of seconds.
-// Ticks are not behaving the same as seconds. Ticks will also go down within game menus including inventory.
-// When getting attacked, the player has almost no time to draw the gun - and even when the player has the gun
-// equipped in advance, afterwards the attacker needs to get cuffed. Which means selecting the cuffs inside
-// the inventory.
-// It's not obvious that this sequence doesn't stop time while inside game menus, which is why the player
-// may think it's a bug when the player is literally instantly attacked and killed after returning from inventory.
-//
-// Another action-sequence right before that uses ::seconds (woman, who attacks ego with a knife).
-//
-// That's why we change all occurrences of ::ticks to ::seconds and also adjust the values accordingly.
-//
-// This is not a perfect solution. The game system will decrease ::seconds by 1 after entering+exiting the game menu,
-// that's why I raised some of the timers for 1 or 2 seconds. A better solution would be to make it so game system
-// won't decrease ticks/seconds after returning from the game menu. That could of course break things, but should be investigated.
-//
+// In PQ4, scripts for the city hall action sequences use `ticks`. These
+// continue to count down even during inventory interaction, so if the user is
+// unable to find the correct inventory item quickly enough for the sequence,
+// the game will immediately end with a "game over" once they close the
+// inventory and the main game loop resumes. This can seem like a game bug, so
+// we change these sequences to use `seconds`, which only tick down by 1 when
+// the game returns to the main loop and the wall time has changed, even if many
+// seconds have actually elapsed. However, since `seconds` uses absolute
+// hardware clock time with a granularity of 1 second, "one" second can actually
+// be less than one second if the timer is set in between hardware clock
+// seconds, so the values are increased slightly from their equivalent tick
+// values to compensate for this.
// Applies to at least: English Floppy, German floppy
// Responsible method: metzAttack::changeState(2) - 120 ticks (player needs to draw gun)
// stickScr::changeState(0) - 180 ticks (player needs to tell enemy to drop gun)
@@ -4390,101 +4372,106 @@ static const uint16 pq4BittyKittyShowBarbieRedShoePatch[] = {
// turnMetz::changeState(5) - 600/420 ticks (player needs to cuff Metz)
// all in script 390
//
-// The code for the CD version was changed quite a bit, the selector for ticks also changed from 0x10 (so opcode-wise it's 0x20) to 0x11 (opcode-wise 0x22),
-// so additional signatures/patches will need to be added for CD version.
-//
-// metzAttack::changeState(2)
+// TODO: The object structure changed in PQ4CD so ticks moved from 0x20 to 0x22.
+// Additional signatures/patches will need to be added for CD version.
static const uint16 pq4FloppyCityHallDrawGunTimerSignature[] = {
SIG_MAGICDWORD,
- 0x4a, SIG_UINT16(0x0008), // send 08
- 0x32, // jmp [ret]
- SIG_ADDTOOFFSET(+8), // skip over some code
- 0x35, 0x78, // pushi 0078h (120)
- 0x65, 0x20, // aTop ticks
+ 0x4a, SIG_UINT16(0x08), // send 8
+ 0x32, // jmp [ret]
+ SIG_ADDTOOFFSET(+8), // skip over some code
+ 0x35, 0x78, // pushi $78 (120)
+ 0x65, 0x20, // aTop ticks
SIG_END
};
+
static const uint16 pq4FloppyCityHallDrawGunTimerPatch[] = {
- PATCH_ADDTOOFFSET(12),
- 0x35, 0x05, // pushi 4
- 0x65, 0x1c, // aTop seconds - raise time from 2 seconds to 4 seconds
+ PATCH_ADDTOOFFSET(+12), // send 8, jmp, skip over some code
+ 0x35, 0x05, // pushi 4 (120t/2s -> 4s)
+ 0x65, 0x1c, // aTop seconds
PATCH_END
};
+
// stickScr::changeState(0)
static const uint16 pq4FloppyCityHallTellEnemyDropWeaponTimerSignature[] = {
SIG_MAGICDWORD,
- 0x34, SIG_UINT16(180), // pushi 00B4h (180)
- 0x65, 0x20, // aTop ticks
- 0x32, SIG_UINT16(0x005e), // jmp to ret
+ 0x34, SIG_UINT16(0xb4), // pushi $b4 (180)
+ 0x65, 0x20, // aTop ticks
+ 0x32, SIG_UINT16(0x5e), // jmp to ret
SIG_END
};
+
static const uint16 pq4FloppyCityHallTellEnemyDropWeaponTimerPatch[] = {
- 0x34, PATCH_UINT16(5), // pushi 5
- 0x65, 0x1c, // aTop seconds - raise time from 3 seconds to 5 seconds
+ 0x34, PATCH_UINT16(0x05), // pushi 5 (180t/3s -> 5s)
+ 0x65, 0x1c, // aTop seconds
PATCH_END
};
+
// dropStick::changeState(5)
static const uint16 pq4FloppyCityHallTellEnemyTurnAroundTimerSignature[] = {
SIG_MAGICDWORD,
- 0x4a, SIG_UINT16(0x0004), // send 04
- 0x35, 0x78, // pushi 0078h (120)
- 0x65, 0x20, // aTop ticks
+ 0x4a, SIG_UINT16(0x04), // send 4
+ 0x35, 0x78, // pushi $78 (120)
+ 0x65, 0x20, // aTop ticks
SIG_END
};
+
static const uint16 pq4FloppyCityHallTellEnemyTurnAroundTimerPatch[] = {
- PATCH_ADDTOOFFSET(+3),
- 0x35, 0x03, // pushi 3
- 0x65, 0x1c, // aTop seconds - raise time from 2 seconds to 3 seconds
+ PATCH_ADDTOOFFSET(+3), // send 4
+ 0x35, 0x03, // pushi 3 (120t/2s -> 3s)
+ 0x65, 0x1c, // aTop seconds
PATCH_END
};
+
// turnMetz::changeState(5)
static const uint16 pq4FloppyCityHallCuffEnemyTimerSignature[] = {
SIG_MAGICDWORD,
- 0x34, SIG_UINT16(600), // pushi 258h (600)
- 0x65, 0x20, // aTop ticks
+ 0x34, SIG_UINT16(0x258), // pushi $258 (600)
+ 0x65, 0x20, // aTop ticks
SIG_ADDTOOFFSET(+3),
- 0x34, SIG_UINT16(420), // pushi 1A4h (420)
- 0x65, 0x20, // aTop ticks
+ 0x34, SIG_UINT16(0x1a4), // pushi $1a4 (420)
+ 0x65, 0x20, // aTop ticks
SIG_END
};
+
static const uint16 pq4FloppyCityHallCuffEnemyTimerPatch[] = {
- 0x34, PATCH_UINT16(10), // pushi 10
- 0x65, 0x1c, // aTop seconds - time is 10 seconds
+ 0x34, PATCH_UINT16(0x0a), // pushi 10 (600t/10s)
+ 0x65, 0x1c, // aTop seconds
PATCH_ADDTOOFFSET(+3),
- 0x34, SIG_UINT16(7), // pushi 7
- 0x65, 0x1c, // aTop seconds - time is 7 seconds
+ 0x34, SIG_UINT16(0x07), // pushi 7 (420t/7s)
+ 0x65, 0x1c, // aTop seconds
PATCH_END
};
-// Right at the end in room 755, the last action sequence is also using ticks instead of seconds.
-// For details, read the description of city hall action sequence issues right above this.
-//
+// The end game action sequence also uses ticks instead of seconds. See the
+// description of city hall action sequence issues for more information.
// Applies to at least: English Floppy, German floppy, English CD
-// Responsible method: comeInLast::changeState(11) - 300 ticks (player needs to use item) - in script 755
+// Responsible method: comeInLast::changeState(11)
static const uint16 pq4LastActionHeroTimerSignature[] = {
SIG_MAGICDWORD,
- 0x34, SIG_UINT16(300), // pushi 012Ch (300)
- 0x65, SIG_ADDTOOFFSET(+1), // aTop ticks (20h for floppy, 22h for CD)
+ 0x34, SIG_UINT16(0x12c), // pushi $12c (300)
+ 0x65, SIG_ADDTOOFFSET(+1), // aTop ticks ($20 for floppy, $22 for CD)
SIG_END
};
+
static const uint16 pq4LastActionHeroTimerPatch[] = {
- 0x34, PATCH_UINT16(5), // pushi 5
- 0x65, PATCH_GETORIGINALBYTEADJUST(4, -4), // aTop seconds - 5 seconds
+ 0x34, PATCH_UINT16(0x05), // pushi 5 (300t/5s)
+ 0x65, PATCH_GETORIGINALBYTEADJUST(4, -4), // aTop seconds
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pq4Signatures[] = {
- { true, 9, "CD: game menu to support BOTH", 1, pq4CDGameMenuSupportBOTHSignature, pq4CDGameMenuSupportBOTHPatch },
- { true, 315, "show barbie the red shoe points fix", 1, pq4BittyKittyShowBarieRedShoeSignature, pq4BittyKittyShowBarbieRedShoePatch },
- { true, 390, "floppy: city hall: draw gun timer", 1, pq4FloppyCityHallDrawGunTimerSignature, pq4FloppyCityHallDrawGunTimerPatch },
- { true, 390, "floppy: city hall: tell enemy drop weapon timer", 1, pq4FloppyCityHallTellEnemyDropWeaponTimerSignature, pq4FloppyCityHallTellEnemyDropWeaponTimerPatch },
- { true, 390, "floppy: city hall: tell enemy turn around timer", 1, pq4FloppyCityHallTellEnemyTurnAroundTimerSignature, pq4FloppyCityHallTellEnemyTurnAroundTimerPatch },
- { true, 390, "floppy: city hall: cuff enemy timer", 1, pq4FloppyCityHallCuffEnemyTimerSignature, pq4FloppyCityHallCuffEnemyTimerPatch },
- { true, 755, "last action sequence timer", 1, pq4LastActionHeroTimerSignature, pq4LastActionHeroTimerPatch },
- { true, 64918, "Str::strip fix for floppy version", 1, sci2BrokenStrStripSignature, sci2BrokenStrStripPatch },
+ { true, 9, "add speech+subtitles to in-game UI", 1, pq4CdSpeechAndSubtitlesSignature, pq4CdSpeechAndSubtitlesPatch },
+ { true, 315, "fix missing points showing barbie the red shoe", 1, pq4BittyKittyShowBarieRedShoeSignature, pq4BittyKittyShowBarbieRedShoePatch },
+ { true, 390, "change floppy city hall use gun timer", 1, pq4FloppyCityHallDrawGunTimerSignature, pq4FloppyCityHallDrawGunTimerPatch },
+ { true, 390, "change floppy city hall say 'drop weapon' timer", 1, pq4FloppyCityHallTellEnemyDropWeaponTimerSignature, pq4FloppyCityHallTellEnemyDropWeaponTimerPatch },
+ { true, 390, "change floppy city hall say 'turn around' timer", 1, pq4FloppyCityHallTellEnemyTurnAroundTimerSignature, pq4FloppyCityHallTellEnemyTurnAroundTimerPatch },
+ { true, 390, "change floppy city hall use handcuffs timer", 1, pq4FloppyCityHallCuffEnemyTimerSignature, pq4FloppyCityHallCuffEnemyTimerPatch },
+ { true, 755, "change last action sequence timer", 1, pq4LastActionHeroTimerSignature, pq4LastActionHeroTimerPatch },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
- { true, 64990, "increase number of save games", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
- { true, 64990, "increase number of save games", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
+ { true, 64918, "fix Str::strip in floppy version", 1, sci2BrokenStrStripSignature, sci2BrokenStrStripPatch },
+ { true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
+ { true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};