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authormd52011-02-24 00:10:01 +0200
committermd52011-02-24 00:10:01 +0200
commit0f9ad1a52f8df62e5d01b8a190c8d5e87e1ac8bd (patch)
treecd6353f12ba90d8dcf0911e71e31126cf7f62474 /engines/sci
parent89986edf4d012422124f7e7478844d3100206158 (diff)
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SCI: Added a patch for script bug #3034579 - "KQ6CD: Missing speech"
Diffstat (limited to 'engines/sci')
-rw-r--r--engines/sci/engine/script_patches.cpp33
1 files changed, 33 insertions, 0 deletions
diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp
index f3b6ff8a46..a5679fac54 100644
--- a/engines/sci/engine/script_patches.cpp
+++ b/engines/sci/engine/script_patches.cpp
@@ -622,6 +622,36 @@ const SciScriptSignature kq5Signatures[] = {
};
// ===========================================================================
+// When giving the milk bottle to one of the babies in the garden in KQ6 (room
+// 480), script 481 starts a looping baby cry sound. However, that particular
+// script also has an overriden check method (cryMusic::check). This method
+// explicitly restarts the sound, even if it's set to be looped, thus the same
+// sound is played twice, squelching all other sounds. We just rip the
+// unnecessary cryMusic::check method out, thereby stopping the sound from
+// constantly restarting (since it's being looped anyway), thus the normal
+// game speech can work while the baby cry sound is heard. Fixes bug #3034579.
+const byte kq6SignatureDuplicateBabyCry[] = {
+ 10,
+ 0x83, 0x00, // lal 00
+ 0x31, 0x1e, // bnt 1e [07f4]
+ 0x78, // push1
+ 0x39, 0x04, // pushi 04
+ 0x43, 0x75, 0x02, // callk DoAudio[75] 02
+ 0
+};
+
+const uint16 kq6PatchDuplicateBabyCry[] = {
+ 0x48, // ret
+ PATCH_END
+};
+
+// script, description, magic DWORD, adjust
+const SciScriptSignature kq6Signatures[] = {
+ { 481, "duplicate baby cry", 1, PATCH_MAGICDWORD(0x83, 0x00, 0x31, 0x1e), 0, kq6SignatureDuplicateBabyCry, kq6PatchDuplicateBabyCry },
+ SCI_SIGNATUREENTRY_TERMINATOR
+};
+
+// ===========================================================================
// this is called on every death dialog. Problem is at least the german
// version of lsl6 gets title text that is far too long for the
// available temp space resulting in temp space corruption
@@ -1236,6 +1266,9 @@ void Script::matchSignatureAndPatch(uint16 scriptNr, byte *scriptData, const uin
case GID_KQ5:
signatureTable = kq5Signatures;
break;
+ case GID_KQ6:
+ signatureTable = kq6Signatures;
+ break;
case GID_LAURABOW2:
signatureTable = laurabow2Signatures;
break;