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author | Martin Kiewitz | 2016-12-21 02:04:11 +0100 |
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committer | Martin Kiewitz | 2016-12-21 02:04:11 +0100 |
commit | a46f3c162581740a3cad27e1168164ca91beb9c9 (patch) | |
tree | 7c44098aff4aa4209ce101aa770b89be1587a997 /engines | |
parent | 88b9dd3472883de36acd4d6fdc7fd6d097328808 (diff) | |
download | scummvm-rg350-a46f3c162581740a3cad27e1168164ca91beb9c9.tar.gz scummvm-rg350-a46f3c162581740a3cad27e1168164ca91beb9c9.tar.bz2 scummvm-rg350-a46f3c162581740a3cad27e1168164ca91beb9c9.zip |
SCI: Fix kq6 CD audio+subtitle script patch
Original patch caused a text window to be shown at the cliffs
(copy protection), even when audio-only mode was active.
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sci/engine/script_patches.cpp | 32 |
1 files changed, 27 insertions, 5 deletions
diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp index dcefa219f7..0c4f0da959 100644 --- a/engines/sci/engine/script_patches.cpp +++ b/engines/sci/engine/script_patches.cpp @@ -1488,6 +1488,7 @@ static const uint16 kq6CDPatchAudioTextSupport2[] = { // Additional patch specifically for King's Quest 6 // Fixes special windows, used for example in the Pawn shop (room 280), // when the man in a robe complains about no more mints. +// Or also in room 300 at the cliffs (aka copy protection), when Alexander falls down the cliffs. // We have to change even more code, because the game uses PODialog class for // text windows and myDialog class for audio. Both are saved to KQ6Print::dialog // Sadly PODialog is created during KQ6Print::addText, myDialog is set during @@ -1514,13 +1515,34 @@ static const uint16 kq6CDSignatureAudioTextSupport3[] = { }; static const uint16 kq6CDPatchAudioTextSupport3[] = { - 0x31, 0x5c, // adjust jump to reuse audio mode addText-calling code - PATCH_ADDTOOFFSET(102), - 0x48, // ret - 0x48, // ret (waste byte) + 0x31, 0x68, // adjust jump to reuse audio mode addText-calling code + PATCH_ADDTOOFFSET(+85), // right at the MAGIC_DWORD + // check, if text is supposed to be shown. If yes, skip the follow-up check (param[1]) + 0x89, 0x5a, // lsg global[5Ah] + 0x35, 0x01, // ldi 01 + 0x12, // and + 0x2f, 0x07, // bt [skip over param check] + // original code, checks param[1] + 0x8f, 0x01, // lsp param[1] + 0x35, 0x01, // ldi 01 + 0x1a, // eq? + 0x31, 0x10, // bnt [code to set property repressText to 1], adjusted + // use myDialog class, so that text box automatically disappears (this is not done for text only mode, like in the original) 0x72, 0x0e, 0x00, // lofsa myDialog 0x65, 0x12, // aTop dialog - 0x33, 0xed, // jump back to audio mode addText-calling code + // followed by original addText-calling code + 0x38, + PATCH_GETORIGINALBYTE(+95), + PATCH_GETORIGINALBYTE(+96), // pushi addText + 0x78, // push1 + 0x8f, 0x02, // lsp param[2] + 0x59, 0x03, // &rest 03 + 0x54, 0x06, // self 06 + 0x48, // ret + + 0x35, 0x01, // ldi 01 + 0x65, 0x2e, // aTop repressText + 0x48, // ret PATCH_END }; |