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-rw-r--r--engines/sci/engine/script_patches.cpp32
1 files changed, 26 insertions, 6 deletions
diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp
index 7641a32528..7b59f45824 100644
--- a/engines/sci/engine/script_patches.cpp
+++ b/engines/sci/engine/script_patches.cpp
@@ -13976,15 +13976,23 @@ static const uint16 qfg4ChaseRepeatsPatch[] = {
// We fix this by disposing of each cast member before painting black instead of
// hiding them. This hides them and terminates their motions. This exposes the
// previously unused 300 cycle delay, which is much longer than normal, so we
-// also change that to 2 seconds. This is consistent with existing behavior
-// and it's the same delay used in room 290's working version of this script.
+// also change that to 4 seconds. This is consistent with existing behavior
+// and close to the delay used in room 290's working version of this script.
// The majority of this patch is to free up the single byte needed to change
// the 8-bit hide selector to 16-bit dispose.
//
+// Several rooms that sBlackOut takes place in, such as 557, have doit methods
+// that can initiate new necrotaur motions after the cast has been disposed,
+// which also crashes. We fix this by clearing flag 35 as each of these rooms
+// requires it to be set to set a necrotaur motion. This is the "hunt" flag.
+// It's okay to clear it here as it gets cleared in the dungeon.
+//
// Applies to: All versions
// Responsible method: sBlackOut:changeState(3)
// Fixes bug: #11056
static const uint16 qfg4NecrotaurBlackoutSignature[] = {
+ 0x31, 0x4f, // bnt 4f [ next state ]
+ SIG_ADDTOOFFSET(+11),
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(hide), // pushi hide
0x81, 0x05, // lag 05
@@ -14006,11 +14014,18 @@ static const uint16 qfg4NecrotaurBlackoutSignature[] = {
0x36, // push [ room:plane for kUpdatePlane ]
SIG_ADDTOOFFSET(+29),
0x34, SIG_UINT16(0x012c), // ldi 012c
- 0x65, // aTop cycles [ cycles = 300 ]
+ 0x65, SIG_ADDTOOFFSET(+1), // aTop cycles [ cycles = 300 ]
+ 0x33, 0x1c, // jmp 1c [ end of method ]
+ 0x3c, // dup
+ 0x35, SIG_ADDTOOFFSET(+1), // ldi 04 or 05
+ 0x1a, // eq?
+ 0x31, 0x16, // bnt 16 [ end of method ]
SIG_END
};
static const uint16 qfg4NecrotaurBlackoutPatch[] = {
+ 0x31, 0x55, // bnt 55 [ next state ]
+ PATCH_ADDTOOFFSET(+11),
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x81, 0x05, // lag 05
0x4a, PATCH_UINT16(0x0006), // send 06 [ cast eachElementDo: dispose ]
@@ -14023,13 +14038,18 @@ static const uint16 qfg4NecrotaurBlackoutPatch[] = {
0x39, PATCH_SELECTOR8(back), // pushi back
0x39, 0x01, // pushi 01
0x39, 0x00, // pushi 00
- 0x39, PATCH_GETORIGINALBYTE(+13), // pushi picture
+ 0x39, PATCH_GETORIGINALBYTE(+26), // pushi picture
0x39, 0x01, // pushi 01
0x39, 0xff, // pushi ff
0x4a, PATCH_UINT16(0x000c), // send 0c [ room:plane back: 0 picture: -1 ]
PATCH_ADDTOOFFSET(+29),
- 0x34, PATCH_UINT16(0x0002), // ldi 0002
- 0x65, PATCH_GETORIGINALBYTEADJUST(+65, +2), // aTop seconds [ seconds = 2 ]
+ 0x35, 0x04, // ldi 04
+ 0x65, PATCH_GETORIGINALBYTEADJUST(+78, +2), // aTop seconds [ seconds = 4 ]
+ 0x78, // push1
+ 0x39, 0x23, // pushi 23
+ 0x45, 0x03, PATCH_UINT16(0x0002), // callb proc0_3 02 [ clear flag 35 ]
+ 0x3a, // toss
+ 0x48, // ret
PATCH_END
};