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author | sluicebox | 2019-07-11 20:19:53 -0700 |
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committer | Filippos Karapetis | 2019-07-12 21:33:46 +0300 |
commit | 4dc9752d2ae8761c74cc5e68d5796e0975431a82 (patch) | |
tree | 15b9cdb636b56522f40bfecc16acc3fcc41ee377 /engines/sci | |
parent | 3094dd693135c369c797b6b0a409efb2f4acec48 (diff) | |
download | scummvm-rg350-4dc9752d2ae8761c74cc5e68d5796e0975431a82.tar.gz scummvm-rg350-4dc9752d2ae8761c74cc5e68d5796e0975431a82.tar.bz2 scummvm-rg350-4dc9752d2ae8761c74cc5e68d5796e0975431a82.zip |
SCI: Fix ICEMAN destroyer timer, bug #11017
Diffstat (limited to 'engines/sci')
-rw-r--r-- | engines/sci/engine/script_patches.cpp | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp index 617f8fc56a..0b328d5d97 100644 --- a/engines/sci/engine/script_patches.cpp +++ b/engines/sci/engine/script_patches.cpp @@ -105,6 +105,7 @@ static const char *const selectorNameTable[] = { "handsOff", // system selector "handsOn", // system selector "localize", // Freddy Pharkas + "roomFlags", // Iceman "put", // Police Quest 1 VGA "changeState", // Quest For Glory 1 VGA, QFG4 "hide", // Quest For Glory 1 VGA, QFG4 @@ -215,6 +216,7 @@ enum ScriptPatcherSelectors { SELECTOR_handsOff, SELECTOR_handsOn, SELECTOR_localize, + SELECTOR_roomFlags, SELECTOR_put, SELECTOR_changeState, SELECTOR_hide, @@ -2694,6 +2696,128 @@ static const SciScriptPatcherEntry gk2Signatures[] = { #endif +// When spotting the destroyer, timing problems prevent completing the bridge +// scene at fast game speeds. +// +// In the control room, room 25, ego and the captain go to the bridge, room 28, +// where they spot ships in an effectively automatic scene. When this completes +// they return to the control room, the captain falls, and the player regains +// control of ego and has to walk to the control panel. This entire sequence +// has to be completed within 400 game cycles or the destroyer kills the sub, +// but the bridge timing is in wall time and has at least 25 seconds of delays, +// which at faster speeds is longer than 400 cycles. The bridge also animates +// during messages, causing the timer to run while reading, so even at slower +// speeds the game can illogically end before the ships are revealed. +// +// There are several problems here but the real bug is that the timer starts +// before the player has control. We fix this by disabling the timer during the +// bridge and resetting it to 120 game cycles when the player regains control. +// This preserves the original timer duration in the control room, where the +// real timed action is, and is compatible with existing saved games. When the +// timer expires, subMarineScript:changeState(9) no longer ends the game if +// subMarine:roomFlags flag 2 isn't set, which captainfallsScript sets at the +// same time that it now calls subMarineScript:changeState(8). +// +// Applies to: All versions +// Responsible methods: subMarineScript:changeState, captainfallsScript:changeState +// Fixes bug #11017 +static const uint16 icemanDestroyerTimer1Signature[] = { + 0x30, SIG_UINT16(0x0022), // bnt 0022 [ state 8 ] + SIG_ADDTOOFFSET(+0x1f), + SIG_MAGICDWORD, + 0x32, SIG_UINT16(0x0074), // jmp 0074 [ end of method ] + 0x3c, // dup + 0x35, 0x08, // ldi 08 + 0x1a, // eq? + 0x30, SIG_UINT16(0x0008), // bnt 0008 [ state 9 ] + 0x34, SIG_UINT16(0x0190), // ldi 0190 + 0x65, 0x10, // aTop cycles [ cycles = 400 ] + 0x32, SIG_UINT16(0x0065), // jmp 0065 [ end of method ] + 0x3c, // dup + 0x35, 0x09, // ldi 09 + 0x1a, // eq? + 0x30, SIG_UINT16(0x0023), // bnt 0023 [ state 15 ] + 0x8f, 0x00, // lsp 00 + 0x35, 0x02, // ldi 02 + 0x22, // lt? [ didn't reach control panel? ] + 0x30, SIG_UINT16(0x0014), // bnt 0014 [ skip death if reached control panel ] + SIG_END +}; + +static const uint16 icemanDestroyerTimer1Patch[] = { + 0x30, PATCH_UINT16(0x001f), // bnt 001f [ state 8 ] + PATCH_ADDTOOFFSET(+0x1f), + 0x3c, // dup + 0x35, 0x08, // ldi 08 + 0x1a, // eq? + 0x31, 0x04, // bnt 04 [ state 9 ] + 0x35, 0x78, // ldi 78 + 0x65, 0x10, // aTop cycles [ cycles = 120 ] + 0x3c, // dup + 0x35, 0x09, // ldi 09 + 0x1a, // eq? + 0x31, 0x2c, // bnt 2c [ state 15 ] + 0x38, PATCH_SELECTOR16(roomFlags), // pushi roomFlags + 0x76, // push0 + 0x63, 0x08, // pToa client + 0x4a, 0x04, // send 04 [ subMarine roomFlags? ] + 0x7a, // push2 [ flag 2 set when captain falls ] + 0x12, // and [ has captain fallen? ] + 0x31, 0x19, // bnt 19 [ skip death if captain hasn't fallen ] + 0x8f, 0x00, // lsp 00 + 0x22, // lt? [ didn't reach control panel? ] + 0x31, 0x14, // bnt 14 [ skip death if reached control panel ] + PATCH_END +}; + +static const uint16 icemanDestroyerTimer2Signature[] = { + // print four messages + 0x7a, // push2 + 0x38, SIG_UINT16(0x0187), // pushi 0187 + SIG_MAGICDWORD, + 0x7a, // push2 + 0x47, 0xff, 0x00, 0x04, // calle proc255_0 [ print 391 2 ] + SIG_ADDTOOFFSET(+20), // [ print 391 3, print 391 4 ] + 0x7a, // push2 + 0x38, SIG_UINT16(0x0187), // pushi 0187 + 0x39, 0x05, // pushi 05 + 0x47, 0xff, 0x00, 0x04, // calle proc255_0 [ print 391 5 ] + SIG_END, +}; + +static const uint16 icemanDestroyerTimer2Patch[] = { + // print four messages using a loop + 0x35, 0x02, // ldi 02 + 0xa7, 0x01, // sap 01 + 0x8f, 0x01, // lsp 01 + 0x35, 0x05, // ldi 05 + 0x24, // le? [ loop while 2 <= param1 <= 5 ] + 0x31, 0x0e, // bnt 0e [ exit loop ] + 0x7a, // push2 + 0x38, PATCH_UINT16(0x0187), // pushi 0187 + 0x8f, 0x01, // lsp 01 + 0x47, 0xff, 0x00, 0x04, // calle proc255_0 [ print 391 param1 ] + 0xcf, 0x01, // +sp 01 [ increment and push param1 ] + 0x33, 0xed, // jmp ed [ continue loop ] + // reset subMarineScript timer + 0x39, PATCH_SELECTOR8(script), // pushi script + 0x76, // push0 + 0x51, 0x5c, // class subMarine + 0x4a, 0x04, // send 04 [ subMarine script? ] + 0x39, PATCH_SELECTOR8(changeState), // pushi changeState + 0x78, // push1 + 0x39, 0x08, // pushi 08 + 0x4a, 0x06, // send 06 [ subMarineScript changeState: 8 ] + PATCH_END +}; + +// script, description, signature patch +static const SciScriptPatcherEntry icemanSignatures[] = { + { true, 314, "destroyer timer (1/2)", 1, icemanDestroyerTimer1Signature, icemanDestroyerTimer1Patch }, + { true, 391, "destroyer timer (2/2)", 1, icemanDestroyerTimer2Signature, icemanDestroyerTimer2Patch }, + SCI_SIGNATUREENTRY_TERMINATOR +}; + // =========================================================================== // At least during the harpy scene, export 29 of script 0 is called and has an // issue where temp[3] won't get inititialized, but is later used to set @@ -14987,6 +15111,9 @@ void ScriptPatcher::processScript(uint16 scriptNr, SciSpan<byte> scriptData) { signatureTable = gk2Signatures; break; #endif + case GID_ICEMAN: + signatureTable = icemanSignatures; + break; case GID_KQ5: signatureTable = kq5Signatures; break; |