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author | Martin Kiewitz | 2016-03-08 01:29:46 +0100 |
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committer | Martin Kiewitz | 2016-03-08 01:29:46 +0100 |
commit | 343f1c7f8b89a5e0445f3c3f6af18700be407362 (patch) | |
tree | c5a1989fb0d37b4fd19277063b2f9b7358544e31 /engines | |
parent | bd75b26d562984f589ccea2eac1c9d729cb6b360 (diff) | |
download | scummvm-rg350-343f1c7f8b89a5e0445f3c3f6af18700be407362.tar.gz scummvm-rg350-343f1c7f8b89a5e0445f3c3f6af18700be407362.tar.bz2 scummvm-rg350-343f1c7f8b89a5e0445f3c3f6af18700be407362.zip |
SCI: Script patch for ending glitch in multilingual kq5
Game hangs during the magic battle during the ending.
Happened in all multilingual versions because of a script bug
(scripts were waiting for a signal, music didn't set one)
Fixes French, German and Spanish versions of KQ5
Also happened, when using the original interpreter
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sci/engine/script_patches.cpp | 33 |
1 files changed, 30 insertions, 3 deletions
diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp index fc0dca5123..8039c5f282 100644 --- a/engines/sci/engine/script_patches.cpp +++ b/engines/sci/engine/script_patches.cpp @@ -813,6 +813,32 @@ static const uint16 kq5PatchWitchCageInit[] = { PATCH_END }; +// The multilingual releases of KQ5 hang right at the end during the magic battle with Mordack. +// It seems additional code was added to wait for signals, but the signals are never set and thus +// the game hangs. We disable that code, so that the battle works again. +// This also happened in the original interpreter. +// We must not change similar code, that happens before. + +// Applies to at least: French PC floppy, German PC floppy, Spanish PC floppy +// Responsible method: stingScript::changeState, dragonScript::changeState, snakeScript::changeState +static const uint16 kq5SignatureMultilingualEndingGlitch[] = { + SIG_MAGICDWORD, + 0x89, 0x57, // lsg global[57h] + 0x35, 0x00, // ldi 0 + 0x1a, // eq? + 0x18, // not + 0x30, SIG_UINT16(0x0011), // bnt [skip signal check] + SIG_ADDTOOFFSET(+8), // skip globalSound::prevSignal get code + 0x36, // push + 0x35, 0x0a, // ldi 0Ah + SIG_END +}; + +static const uint16 kq5PatchMultilingualEndingGlitch[] = { + PATCH_ADDTOOFFSET(+6), + 0x32, // change BNT into JMP + 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 @@ -843,9 +869,10 @@ static const uint16 kq5PatchWinGMSignals[] = { // script, description, signature patch static const SciScriptPatcherEntry kq5Signatures[] = { - { true, 0, "CD: harpy volume change", 1, kq5SignatureCdHarpyVolume, kq5PatchCdHarpyVolume }, - { true, 200, "CD: witch cage init", 1, kq5SignatureWitchCageInit, kq5PatchWitchCageInit }, - { false, 124, "Win: GM Music signal checks", 4, kq5SignatureWinGMSignals, kq5PatchWinGMSignals }, + { true, 0, "CD: harpy volume change", 1, kq5SignatureCdHarpyVolume, kq5PatchCdHarpyVolume }, + { true, 200, "CD: witch cage init", 1, kq5SignatureWitchCageInit, kq5PatchWitchCageInit }, + { true, 124, "Multilingual: Ending glitching out", 3, kq5SignatureMultilingualEndingGlitch, kq5PatchMultilingualEndingGlitch }, + { false, 124, "Win: GM Music signal checks", 4, kq5SignatureWinGMSignals, kq5PatchWinGMSignals }, SCI_SIGNATUREENTRY_TERMINATOR }; |