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authorWillem Jan Palenstijn2013-04-19 20:00:07 +0200
committerWillem Jan Palenstijn2013-04-19 23:50:04 +0200
commite273a387a71944fb6c9ec735114c5c5774109761 (patch)
tree105df82cee52728b5deb69ee56243235666ee655 /engines/sci
parentc5bd3ecb130186c8490b4293a5b4eb4d61780c7a (diff)
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SCI: Replace workaround for bug #3605269 by script patch
Diffstat (limited to 'engines/sci')
-rw-r--r--engines/sci/engine/script_patches.cpp42
-rw-r--r--engines/sci/sound/soundcmd.cpp12
2 files changed, 41 insertions, 13 deletions
diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp
index c928cf3569..5273ed3648 100644
--- a/engines/sci/engine/script_patches.cpp
+++ b/engines/sci/engine/script_patches.cpp
@@ -23,6 +23,7 @@
#include "sci/sci.h"
#include "sci/engine/script.h"
#include "sci/engine/state.h"
+#include "sci/engine/features.h"
#include "common/util.h"
@@ -590,6 +591,34 @@ const uint16 kq5PatchWitchCageInit[] = {
PATCH_END
};
+
+// In the final battle, the DOS version uses signals in the music to handle
+// timing, while in the Windows version another method is used and the GM
+// tracks do not contain these signals.
+// The original kq5 interpreter used global 400 to distinguish between
+// Windows (1) and DOS (0) versions.
+// We replace the 4 relevant checks for global 400 by a fixed true when
+// we use these GM tracks.
+//
+// Instead, we could have set global 400, but this has the possibly unwanted
+// side effects of switching to black&white cursors (which also needs complex
+// changes to GameFeatures::detectsetCursorType() ) and breaking savegame
+// compatibilty between the DOS and Windows CD versions of KQ5.
+// TODO: Investigate these side effects more closely.
+const byte kq5SignatureWinGMSignals[] = {
+ 9,
+ 0x80, 0x90, 0x01, // lag 0x190
+ 0x18, // not
+ 0x30, 0x1b, 0x00, // bnt +0x001B
+ 0x89, 0x57, // lsg 0x57
+ 0
+};
+
+const uint16 kq5PatchWinGMSignals[] = {
+ 0x34, 0x01, 0x00, // ldi 0x0001
+ PATCH_END
+};
+
// script, description, magic DWORD, adjust
const SciScriptSignature kq5Signatures[] = {
{ 0, "CD: harpy volume change", 1, PATCH_MAGICDWORD(0x80, 0x91, 0x01, 0x18), 0, kq5SignatureCdHarpyVolume, kq5PatchCdHarpyVolume },
@@ -597,6 +626,13 @@ const SciScriptSignature kq5Signatures[] = {
SCI_SIGNATUREENTRY_TERMINATOR
};
+const SciScriptSignature kq5WinGMSignatures[] = {
+ { 0, "CD: harpy volume change", 1, PATCH_MAGICDWORD(0x80, 0x91, 0x01, 0x18), 0, kq5SignatureCdHarpyVolume, kq5PatchCdHarpyVolume },
+ { 200, "CD: witch cage init", 1, PATCH_MAGICDWORD(0x7a, 0x00, 0xc8, 0x00), -10, kq5SignatureWitchCageInit, kq5PatchWitchCageInit },
+ { 124, "Win: GM Music signal checks", 4, PATCH_MAGICDWORD(0x80, 0x90, 0x01, 0x18), 0, kq5SignatureWinGMSignals, kq5PatchWinGMSignals },
+ SCI_SIGNATUREENTRY_TERMINATOR
+};
+
// ===========================================================================
// 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
@@ -1317,7 +1353,11 @@ void Script::matchSignatureAndPatch(uint16 scriptNr, byte *scriptData, const uin
signatureTable = gk1Signatures;
break;
case GID_KQ5:
- signatureTable = kq5Signatures;
+ // See the explanation in the kq5SignatureWinGMSignals comment
+ if (g_sci->_features->useAltWinGMSound())
+ signatureTable = kq5WinGMSignatures;
+ else
+ signatureTable = kq5Signatures;
break;
case GID_KQ6:
signatureTable = kq6Signatures;
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 873a16cc73..6b00f8b286 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -177,18 +177,6 @@ void SoundCommandParser::processPlaySound(reg_t obj) {
writeSelectorValue(_segMan, obj, SELECTOR(state), kSoundPlaying);
}
- // WORKAROUND: Songs 1840, 1843 and 1849 in the Windows version of KQ5CD
- // are all missing their channel 15 (all played during its ending
- // sequences, when fighting with Mordack). This makes the game scripts
- // wait indefinitely for the missing signals in these songs. In the
- // original interpreter, this bug manifests as an "Out of heap" error. We
- // signal the game scripts to stop waiting forever by setting the song's
- // dataInc selector to something other than 0. This causes Mordack's
- // appearing animation to occur a bit earlier than expected, but at least
- // the game doesn't freeze at that point. Fixes bug #3605269.
- if (g_sci->getGameId() == GID_KQ5 && (resourceId == 1840 || resourceId == 1843 || resourceId == 1849))
- musicSlot->dataInc = 1;
-
musicSlot->loop = readSelectorValue(_segMan, obj, SELECTOR(loop));
musicSlot->priority = readSelectorValue(_segMan, obj, SELECTOR(priority));
// Reset hold when starting a new song. kDoSoundSetHold is always called after