/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "sci/sci.h" #include "sci/engine/kernel.h" #include "sci/engine/script.h" #include "sci/engine/state.h" #include "sci/engine/features.h" #include "sci/engine/script_patches.h" #ifdef ENABLE_SCI32 #include "sci/engine/guest_additions.h" #endif #include "common/util.h" namespace Sci { // IMPORTANT: // every patch entry needs the following: // - script number (pretty obvious) // // - apply count // specifies the number of times a patch is supposed to get applied. // Most of the time, it should be 1. // // - magicDWORD + magicOffset // please ALWAYS put 0 for those two. Both will get filled out at runtime by the patcher. // // - signature data (is used to identify certain script code, that needs patching) // every signature needs to contain SIG_MAGICDWORD once. // The following 4 bytes after SIG_MAGICDWORD - which don't have to be fixed, you may for example // use SIG_SELECTOR16, will get used to quickly search for a partly match before verifying that // the whole signature actually matches. If it's not included, the script patcher will error() out // right when loading up the game. // If selector-IDs are included, please use SIG_SELECTOR16 + SIG_SELECTOR8 [1]. Simply // specify the selector that way, so that the patcher will search for the specific // selector instead of looking for a hardcoded value. Selectors may not be the same // between game versions. // For UINT16s either use SIG_UINT16 or SIG_SELECTOR16. // Macintosh versions of SCI games are using BE ordering instead of LE since SCI1.1 for UINT16s in scripts // By using those 2 commands, it's possible to make patches work for PC and Mac versions of the same game. // You may also skip bytes by using the SIG_ADDTOOFFSET command // Every signature data needs to get terminated using SIGNATURE_END // // - patch data (is used for actually patching scripts) // When a match is found, the patch data will get applied. // Patch data is similar to signature data. Just use PATCH_SELECTOR16 + PATCH_SELECTOR8 [1] // for patching in selectors. // There are also patch specific commands. // Those are PATCH_GETORIGINALBYTE, which fetches a byte from the original script // and PATCH_GETORIGINALBYTEADJUST, which does the same but gets a second value // from the uint16 array and uses that value to adjust the original byte. // Every patch data needs to get terminated using PATCH_END // // - and please always add a comment about why the patch was done and what's causing issues. // If possible make sure, that the patch works on localized (or just different) game versions // as well in case those need patching too. // // [1] - selectors need to get specified in selectorTable[] and ScriptPatcherSelectors-enum // before they can get used using the SIG_SELECTORx and PATCH_SELECTORx commands. // You have to use the exact same order in both the table and the enum, otherwise // it won't work. // ATTENTION: selectors will only work here, when they are also in SelectorCache (selector.h) static const char *const selectorNameTable[] = { "cycles", // system selector "seconds", // system selector "init", // system selector "dispose", // system selector "new", // system selector "curEvent", // system selector "disable", // system selector "doit", // system selector "show", // system selector "x", // system selector "cel", // system selector "setMotion", // system selector "overlay", // system selector "setPri", // system selector - for setting priority "play", // system selector "number", // system selector "setScript", // system selector "setCycle", // system selector "setStep", // system selector "cycleSpeed", // system selector "handsOff", // system selector "handsOn", // system selector "localize", // Freddy Pharkas "put", // Police Quest 1 VGA "say", // Quest For Glory 1 VGA, QFG4 "script", // Quest For Glory 1 VGA "solvePuzzle", // Quest For Glory 3 "timesShownID", // Space Quest 1 VGA "startText", // King's Quest 6 CD / Laura Bow 2 CD for audio+text support "startAudio", // King's Quest 6 CD / Laura Bow 2 CD for audio+text support "modNum", // King's Quest 6 CD / Laura Bow 2 CD for audio+text support "has", // King's Quest 6, GK1 "modeless", // King's Quest 6 CD "cycler", // Space Quest 4 / system selector "loop", // Laura Bow 1 Colonel's Bequest, QFG4 "setLoop", // Laura Bow 1 Colonel's Bequest, QFG4 "ignoreActors", // Laura Bow 1 Colonel's Bequest "at", // Longbow, QFG4 "owner", // Longbow "delete", // EcoQuest 1 "size", // EcoQuest 1 "signal", // EcoQuest 1, GK1 #ifdef ENABLE_SCI32 "newWith", // SCI2 array script "scrollSelections", // GK2 "posn", // SCI2 benchmarking script "detailLevel", // GK2 benchmarking "view", // RAMA benchmarking, GK1, QFG4 "fade", // Shivers "handleEvent", // Shivers "test", // Torin "get", // Torin, GK1 "newRoom", // GK1 "normalize", // GK1 "set", // Torin "clear", // Torin "masterVolume", // SCI2 master volume reset "data", // Phant2, QFG4 "format", // Phant2 "setSize", // Phant2 "setCel", // Phant2, GK1 "iconV", // Phant2 "update", // Phant2 "xOff", // Phant2 "fore", // KQ7 "back", // KQ7 "font", // KQ7 "setScale", // LSL6hires, QFG4 "setScaler", // LSL6hires, QFG4 "readWord", // LSL7, Phant1, Torin "points", // PQ4 "select", // PQ4 "addObstacle", // QFG4 "handle", // RAMA "saveFilePtr", // RAMA "priority", // RAMA "plane", // RAMA "state", // RAMA "getSubscriberObj", // RAMA "approachVerbs", // QFG4 "cue", // QFG4 "heading", // QFG4 "moveSpeed", // QFG4 "obstacles", // QFG4 "sayMessage", // QFG4 "setLooper", // QFG4 "setSpeed", // QFG4 "value", // QFG4 #endif NULL }; enum ScriptPatcherSelectors { SELECTOR_cycles = 0, SELECTOR_seconds, SELECTOR_init, SELECTOR_dispose, SELECTOR_new, SELECTOR_curEvent, SELECTOR_disable, SELECTOR_doit, SELECTOR_show, SELECTOR_x, SELECTOR_cel, SELECTOR_setMotion, SELECTOR_overlay, SELECTOR_setPri, SELECTOR_play, SELECTOR_number, SELECTOR_setScript, SELECTOR_setCycle, SELECTOR_setStep, SELECTOR_cycleSpeed, SELECTOR_handsOff, SELECTOR_handsOn, SELECTOR_localize, SELECTOR_put, SELECTOR_say, SELECTOR_script, SELECTOR_solvePuzzle, SELECTOR_timesShownID, SELECTOR_startText, SELECTOR_startAudio, SELECTOR_modNum, SELECTOR_has, SELECTOR_modeless, SELECTOR_cycler, SELECTOR_loop, SELECTOR_setLoop, SELECTOR_ignoreActors, SELECTOR_at, SELECTOR_owner, SELECTOR_delete, SELECTOR_size, SELECTOR_signal #ifdef ENABLE_SCI32 , SELECTOR_newWith, SELECTOR_scrollSelections, SELECTOR_posn, SELECTOR_detailLevel, SELECTOR_view, SELECTOR_fade, SELECTOR_handleEvent, SELECTOR_test, SELECTOR_get, SELECTOR_newRoom, SELECTOR_normalize, SELECTOR_set, SELECTOR_clear, SELECTOR_masterVolume, SELECTOR_data, SELECTOR_format, SELECTOR_setSize, SELECTOR_setCel, SELECTOR_iconV, SELECTOR_update, SELECTOR_xOff, SELECTOR_fore, SELECTOR_back, SELECTOR_font, SELECTOR_setScale, SELECTOR_setScaler, SELECTOR_readWord, SELECTOR_points, SELECTOR_select, SELECTOR_addObstacle, SELECTOR_handle, SELECTOR_saveFilePtr, SELECTOR_priority, SELECTOR_plane, SELECTOR_state, SELECTOR_getSubscriberObj, SELECTOR_approachVerbs, SELECTOR_cue, SELECTOR_heading, SELECTOR_moveSpeed, SELECTOR_obstacles, SELECTOR_sayMessage, SELECTOR_setLooper, SELECTOR_setSpeed, SELECTOR_value #endif }; #ifdef ENABLE_SCI32 // It is not possible to change the directory for ScummVM save games, so disable // the "change directory" button in the standard save dialogue static const uint16 sci2ChangeDirSignature[] = { 0x72, SIG_ADDTOOFFSET(+2), // lofsa changeDirI 0x4a, SIG_UINT16(0x0004), // send 4 SIG_MAGICDWORD, 0x36, // push 0x35, 0xf7, // ldi $f7 0x12, // and 0x36, // push SIG_END }; static const uint16 sci2ChangeDirPatch[] = { PATCH_ADDTOOFFSET(+3), // lofsa changeDirI PATCH_ADDTOOFFSET(+3), // send 4 PATCH_ADDTOOFFSET(+1), // push 0x35, 0x00, // ldi 0 PATCH_END }; // Save game script hardcodes the maximum number of save games to 20, but // this is an artificial constraint that does not apply to ScummVM static const uint16 sci2NumSavesSignature1[] = { SIG_MAGICDWORD, 0x8b, 0x02, // lsl local[2] 0x35, 0x14, // ldi 20 0x22, // lt? SIG_END }; static const uint16 sci2NumSavesPatch1[] = { PATCH_ADDTOOFFSET(+2), // lsl local[2] 0x35, 0x63, // ldi 99 PATCH_END }; static const uint16 sci2NumSavesSignature2[] = { SIG_MAGICDWORD, 0x8b, 0x02, // lsl local[2] 0x35, 0x14, // ldi 20 0x1a, // eq? SIG_END }; static const uint16 sci2NumSavesPatch2[] = { PATCH_ADDTOOFFSET(+2), // lsl local[2] 0x35, 0x63, // ldi 99 PATCH_END }; // Phantasmagoria & SQ6 try to initialize the first entry of an int16 array // using an empty string, which is not valid (it should be a number) static const uint16 sci21IntArraySignature[] = { 0x38, SIG_SELECTOR16(newWith), // pushi newWith 0x7a, // push2 0x39, 0x04, // pushi $4 0x72, SIG_ADDTOOFFSET(+2), // lofsa string "" SIG_MAGICDWORD, 0x36, // push 0x51, 0x0b, // class IntArray 0x4a, 0x08, // send $8 SIG_END }; static const uint16 sci21IntArrayPatch[] = { PATCH_ADDTOOFFSET(+6), // push $b9; push2; pushi $4 0x76, // push0 0x34, PATCH_UINT16(0x0001), // ldi 0001 (waste bytes) PATCH_END }; // Most SCI32 games have a video performance benchmarking loop at the // beginning of the game. Running this benchmark with calls to // `OSystem::updateScreen` will often cause the benchmark to return a low value, // which causes games to disable some visual effects. Running without calls to // `OSystem::updateScreen` on any reasonably modern CPU will cause the benchmark // to overflow, leading to randomly disabled effects. This patch changes the // benchmarking code to always return the game's maximum speed value. // // Applies to at least: GK1 floppy, PQ4 floppy, PQ4CD, LSL6hires, Phant1, // Shivers, SQ6 static const uint16 sci2BenchmarkSignature[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(init), // pushi init 0x76, // push0 0x38, SIG_SELECTOR16(posn), // pushi posn SIG_END }; static const uint16 sci2BenchmarkPatch[] = { 0x7a, // push2 0x38, SIG_UINT16(64908), // pushi 64908 0x76, // push0 0x43, 0x03, SIG_UINT16(0x04), // callk DisposeScript[3], 4 0x48, // ret PATCH_END }; // The init code that runs in many SCI32 games unconditionally resets the music // volume, but the game should always use the volume stored in ScummVM. // Applies to at least: LSL6hires, MGDX, PQ:SWAT, QFG4 static const uint16 sci2VolumeResetSignature[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume 0x78, // push1 0x39, SIG_ADDTOOFFSET(+1), // pushi [default volume] 0x81, 0x01, // lag global[1] 0x4a, SIG_UINT16(0x0006), // send 6 SIG_END }; static const uint16 sci2VolumeResetPatch[] = { 0x32, PATCH_UINT16(0x0008), // jmp 8 [past volume reset] PATCH_END }; // At least Gabriel Knight 1 and Police Quest 4 floppy have a broken Str::strip inside script 64918. // The code never passes over the actual string to kStringTrim, so that would not work and also trigger // a signature mismatch. // Localized version of Police Quest 4 were also affected. // Gabriel Knight although affected doesn't seem to ever call the code, so there is no reason to patch it. // Police Quest 4 CD got this fixed. static const uint16 sci2BrokenStrStripSignature[] = { SIG_MAGICDWORD, 0x85, 0x06, // lat temp[6] 0x31, 0x10, // bnt [jump to code that passes 2 parameters] 0x38, SIG_UINT16(0x00c2), // pushi 00c2 (callKernel) 0x38, SIG_UINT16(0x0003), // pushi 03 0x39, 0x0e, // pushi 0e 0x8d, 0x0b, // lst temp[0b] 0x36, // push 0x54, SIG_UINT16(0x000a), // self 0a 0x33, 0x0b, // jmp [ret] // 2 parameter code 0x38, SIG_UINT16(0x00c2), // pushi 00c2 0x7a, // push2 0x39, 0x0e, // pushi 0e 0x8d, 0x0b, // lst temp[0b] 0x54, SIG_UINT16(0x0008), // self 08 SIG_END }; static const uint16 sci2BrokenStrStripPatch[] = { PATCH_ADDTOOFFSET(+2), 0x85, 0x06, // lat temp[6] (once more] PATCH_ADDTOOFFSET(+3), // jump over pushi callKernel 0x39, 0x04, // pushi 04 0x39, 0x0e, // pushi 0e // Attention: data is 0x14 in PQ4 CD, in floppy it's 0x12 0x67, 0x12, // pTos data (pass actual data) 0x8d, 0x0b, // lst temp[0b] 0x36, // push 0x54, PATCH_UINT16(0x000c), // self 0c 0x48, // ret PATCH_END }; // Torin/LSL7-specific version of sci2NumSavesSignature1/2 // Applies to at least: English CD static const uint16 torinLarry7NumSavesSignature[] = { SIG_MAGICDWORD, 0x36, // push 0x35, 0x14, // ldi 20 0x20, // ge? SIG_END }; static const uint16 torinLarry7NumSavesPatch[] = { PATCH_ADDTOOFFSET(+1), // push 0x35, 0x63, // ldi 99 PATCH_END }; #endif // =========================================================================== // Conquests of Camelot // At the bazaar in Jerusalem, it's possible to see a girl taking a shower. // If you get too close, you get warned by the father - if you don't get away, // he will kill you. // Instead of walking there manually, it's also possible to enter "look window" // and ego will automatically walk to the window. It seems that this is something // that wasn't properly implemented, because instead of getting killed, you will // get an "Oops" message in Sierra SCI. // // This is caused by peepingTom in script 169 not getting properly initialized. // peepingTom calls the object behind global[b9h]. This global variable is // properly initialized when walking there manually (method fawaz::doit). // When you instead walk there automatically (method fawaz::handleEvent), that // global isn't initialized, which then results in the Oops-message in Sierra SCI // and an error message in ScummVM/SCI. // // We fix the script by patching in a jump to the proper code inside fawaz::doit. // Responsible method: fawaz::handleEvent // Fixes bug: #6402 static const uint16 camelotSignaturePeepingTom[] = { 0x72, SIG_MAGICDWORD, SIG_UINT16(0x077e), // lofsa fawaz <-- start of proper initializion code 0xa1, 0xb9, // sag global[b9h] SIG_ADDTOOFFSET(+571), // ... 0x39, 0x7a, // pushi 7a <-- initialization code when walking automatically 0x78, // push1 0x7a, // push2 0x38, SIG_UINT16(0x00a9), // pushi 00a9 - script 169 0x78, // push1 0x43, 0x02, 0x04, // callk ScriptID 0x36, // push 0x81, 0x00, // lag global[0] 0x4a, 0x06, // send 06 0x32, SIG_UINT16(0x0520), // jmp [end of fawaz::handleEvent] SIG_END }; static const uint16 camelotPatchPeepingTom[] = { PATCH_ADDTOOFFSET(+576), 0x32, PATCH_UINT16(0xfdbd), // jmp [to fawaz::doit] (properly init peepingTom code) PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry camelotSignatures[] = { { true, 62, "fix peepingTom Sierra bug", 1, camelotSignaturePeepingTom, camelotPatchPeepingTom }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // stayAndHelp::changeState (0) is called when ego swims to the left or right // boundaries of room 660. Normally a textbox is supposed to get on screen // but the call is wrong, so not only do we get an error message the script // is also hanging because the cue won't get sent out // This also happens in sierra sci // Applies to at least: PC-CD // Responsible method: stayAndHelp::changeState // Fixes bug: #5107 static const uint16 ecoquest1SignatureStayAndHelp[] = { 0x3f, 0x01, // link 01 0x87, 0x01, // lap param[1] 0x65, 0x14, // aTop state 0x36, // push 0x3c, // dup 0x35, 0x00, // ldi 00 0x1a, // eq? 0x31, 0x1c, // bnt [next state] 0x76, // push0 0x45, 0x01, 0x00, // callb [export 1 of script 0], 00 (switching control off) SIG_MAGICDWORD, 0x38, SIG_UINT16(0x0122), // pushi 0122 0x78, // push1 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, 0x06, // send 06 - call ego::setMotion(0) 0x39, SIG_SELECTOR8(init), // pushi init 0x39, 0x04, // pushi 04 0x76, // push0 0x76, // push0 0x39, 0x17, // pushi 17 0x7c, // pushSelf 0x51, 0x82, // class EcoNarrator 0x4a, 0x0c, // send 0c - call EcoNarrator::init(0, 0, 23, self) (BADLY BROKEN!) 0x33, // jmp [end] SIG_END }; static const uint16 ecoquest1PatchStayAndHelp[] = { 0x87, 0x01, // lap param[1] 0x65, 0x14, // aTop state 0x36, // push 0x2f, 0x22, // bt [next state] (this optimization saves 6 bytes) 0x39, 0x00, // pushi 0 (wasting 1 byte here) 0x45, 0x01, 0x00, // callb [export 1 of script 0], 00 (switching control off) 0x38, PATCH_UINT16(0x0122), // pushi 0122 0x78, // push1 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, 0x06, // send 06 - call ego::setMotion(0) 0x39, PATCH_SELECTOR8(init), // pushi init 0x39, 0x06, // pushi 06 0x39, 0x02, // pushi 02 (additional 2 bytes) 0x76, // push0 0x76, // push0 0x39, 0x17, // pushi 17 0x7c, // pushSelf 0x38, PATCH_UINT16(0x0280), // pushi 280 (additional 3 bytes) 0x51, 0x82, // class EcoNarrator 0x4a, 0x10, // send 10 - call EcoNarrator::init(2, 0, 0, 23, self, 640) PATCH_END }; // Giving the oily shell to Superfluous when he's out of the mask runs the // wrong animation and skips messages in the CD version. Sierra modified // getInOilyShell for the CD version by adding a new state to the beginning // but forgot to increment the state numbers passed to self:changeState to // their new values, causing the script to change to the wrong states. // // We fix this by incrementing the state numbers passed to self:changeState. // // Applies to: PC CD // Responsible method: getInOilyShell:changeState // Fixes bug #10881 static const uint16 ecoquest1SignatureGiveOilyShell[] = { 0x30, SIG_UINT16(0x000a), // bnt 000a 0x38, SIG_UINT16(0x0090), // pushi changeState [ hard coded for CD ] 0x78, // push1 0x7a, // push2 [ state 2 ] 0x54, SIG_MAGICDWORD, 0x06, // self 06 0x32, SIG_UINT16(0x0195), // jmp 0195 SIG_ADDTOOFFSET(+209), 0x39, 0x08, // pushi 08 [ state 8 ] SIG_ADDTOOFFSET(+16), 0x39, 0x0b, // pushi 0b [ state 11 ] SIG_END }; static const uint16 ecoquest1PatchGiveOilyShell[] = { 0x31, 0x0b, // bnt 0b 0x38, PATCH_UINT16(0x0090), // pushi changeState [ hard coded for CD ] 0x78, // push1 0x39, 0x03, // pushi 03 [ state 3 ] PATCH_ADDTOOFFSET(+214), 0x39, 0x09, // pushi 09 [ state 9 ] PATCH_ADDTOOFFSET(+16), 0x39, 0x0c, // pushi 0c [ state 12 ] PATCH_END }; // Reading the prophecy scroll in the CD version breaks messages in at least // rooms 100 and 120. scrollScript:init overwrites the global that holds the // noun for the room's message tuples. This global was added in the CD version // and is set by most rooms during initialization. This pattern was mistakenly // applied to scrollScript which isn't a room and doesn't depend on the global. // // We fix this by skipping the problematic code which overwrites the global. // // Applies to: PC CD // Responsible method: scrollScript:init // Fixes bug #10883 static const uint16 ecoquest1SignatureProphecyScroll[] = { SIG_MAGICDWORD, 0x35, 0x01, // ldi 01 0xa1, 0xfa, // sag fa [ global250 = 1 ] SIG_END }; static const uint16 ecoquest1PatchProphecyScroll[] = { 0x33, 0x02, // jmp 02 [ don't set global250 ] PATCH_END }; // The temple has a complex script bug in the CD version which can crash the // interpreter when solving the mosaic puzzle after loading a game that was // saved during the puzzle. The bug causes invalid memory access which locks up // Sierra's interpreter and can cause ours to fail an assertion. // // Room 140 has three insets and a conch shell in the middle. This room's script // was significantly changed in the CD version and transition animations were // added. Due to these changes the shell no longer renders beneath the insets // and so Sierra added code to hide the shell while they're displayed. // Unfortunately this code is incorrect and leaves the game in a state that's // unsafe to save. The shell is removed from the cast when showing an inset and // then shell:init is called when hiding. This leaves shell:underBits pointing // to hunk memory while temporarily not a member of the cast. Hunk memory isn't // persisted in saved games but underBits' values are. SCI games handle this in // Game:replay by clearing the underBits of cast members when restoring. Saving // while the puzzle is displayed causes shell:underBits' stale hunk value to // survive restoring. Solving the puzzle adds the shell back to the cast via // init followed by a call to kAnimate that accesses the potentially stale // shell:underBits. If the hunk segment id upon restoring in ScummVM is the // same as when saved then this out of bounds access will fail an assertion. // // We fix this by fully disposing the shell when showing an inset so that its // resources are cleaned up and it's safe to save the game. In order to do this // without changing the animation effect we set shell's disposal flag and then // immediately call shell:delete. This is equivalent to shell:dispose but // prevents hiding the shell before the transition animation takes place. // // Applies to: PC CD // Responsible methods: MosaicWall:doVerb, localproc_2ab6 in script 140 // Fixes bug #10884 static const uint16 ecoquest1SignatureMosaicPuzzleFix[] = { 0x36, // push [ conchShell:owner ] 0x34, SIG_UINT16(0x008c), // ldi 008c [ room number ] 0x1a, // eq? [ is conchShell owned by room 140? ] 0x30, SIG_UINT16(0x000b), // bnt 000b [ no shell to hide ] SIG_MAGICDWORD, 0x39, SIG_SELECTOR8(delete), // pushi delete 0x78, // push1 0x72, SIG_UINT16(0x056a), // lofsa shell 0x36, // push 0x81, 0x05, // lag 05 0x4a, 0x06, // send 06 [ cast delete: shell ] SIG_END }; static const uint16 ecoquest1PatchMosaicPuzzleFix[] = { 0x89, 0x0b, // lsg 0b [ current room number, saves 2 bytes ] 0x1a, // eq? [ is conchShell owned by room 140? ] 0x31, 0x0e, // bnt 0e [ no shell to hide, save a byte ] 0x39, PATCH_SELECTOR8(signal), // pushi signal 0x78, // push1 0x38, PATCH_UINT16(0xc014), // pushi c014 [ kSignalDisposeMe | shell:signal ] 0x39, PATCH_SELECTOR8(delete), // pushi delete 0x76, // push0 0x72, PATCH_UINT16(0x056a), // lofsa shell 0x4a, 0x0a, // send 0a [ shell signal: c014, delete ] PATCH_END }; // The column puzzle in room 160 can be put in a state that can't be completed. // This is a bug in the original that affects all versions. // // The puzzle consists of nine columns that must be rotated to their correct // positions in the correct order. As each column is solved it is locked. When // leaving the room the puzzle state is saved to globals but this state is // insufficient to recreate the puzzle. The game saves column positions but not // lock states. Instead it infers lock states from positions when restoring but // this is inaccurate because columns can be put in their correct positions out // of order. If the player leaves the room while all columns are in their // correct positions but before the puzzle is solved then all columns will be // locked when returning and the game can't be completed. // // The proper solution would be to save and restore lock states but it would be // impractical to patch in that functionality while retaining save game // compatibility. Instead we patch the loop that reinitializes lock states to // skip the last column so that it's always unlocked and the player can't get // stuck. This code only runs when the puzzle isn't solved and should never // have been able to lock the last column. // // Applies to: All Floppy and CD versions // Responsible method: Local procedure 5 in script 160 // Fixes bug #10885 static const uint16 ecoquest1SignatureColumnPuzzleFix[] = { 0x39, SIG_SELECTOR8(size), // pushi size 0x76, // push0 0x72, SIG_ADDTOOFFSET(+2), // lofsa columnList [ columns in solution order ] 0x4a, 0x04, // send 04 [ columnList:size ] 0x22, // lt? [ temp0 < columnList:size (9) ] 0x30, SIG_ADDTOOFFSET(+2), // bnt [ end of method ] 0x39, SIG_MAGICDWORD, // pushi cel SIG_SELECTOR8(cel), 0x76, // push0 0x39, SIG_SELECTOR8(at), // pushi at SIG_END }; static const uint16 ecoquest1PatchColumnPuzzleFix[] = { 0x34, PATCH_UINT16(0x0008), // ldi 0008 [ only initialize 8 of 9 columns ] 0x32, PATCH_UINT16(0x0002), // jmp 0002 PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry ecoquest1Signatures[] = { { true, 140, "CD: mosaic puzzle fix", 2, ecoquest1SignatureMosaicPuzzleFix, ecoquest1PatchMosaicPuzzleFix }, { true, 160, "CD: give superfluous oily shell", 1, ecoquest1SignatureGiveOilyShell, ecoquest1PatchGiveOilyShell }, { true, 160, "CD/Floppy: column puzzle fix", 1, ecoquest1SignatureColumnPuzzleFix, ecoquest1PatchColumnPuzzleFix }, { true, 660, "CD: bad messagebox and freeze", 1, ecoquest1SignatureStayAndHelp, ecoquest1PatchStayAndHelp }, { true, 816, "CD: prophecy scroll", 1, ecoquest1SignatureProphecyScroll, ecoquest1PatchProphecyScroll }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // doMyThing::changeState (2) is supposed to remove the initial text on the // ecorder. This is done by reusing temp-space, that was filled on state 1. // this worked in sierra sci just by accident. In our sci, the temp space // is resetted every time, which means the previous text isn't available // anymore. We have to patch the code because of that. // Fixes bug: #4993 static const uint16 ecoquest2SignatureEcorder[] = { 0x31, 0x22, // bnt [next state] 0x39, 0x0a, // pushi 0a 0x5b, 0x04, 0x1e, // lea temp[1e] 0x36, // push SIG_MAGICDWORD, 0x39, 0x64, // pushi 64 0x39, 0x7d, // pushi 7d 0x39, 0x32, // pushi 32 0x39, 0x66, // pushi 66 0x39, 0x17, // pushi 17 0x39, 0x69, // pushi 69 0x38, SIG_UINT16(0x2631), // pushi 2631 0x39, 0x6a, // pushi 6a 0x39, 0x64, // pushi 64 0x43, 0x1b, 0x14, // callk Display 0x35, 0x0a, // ldi 0a 0x65, 0x20, // aTop ticks 0x33, // jmp [end] SIG_ADDTOOFFSET(+1), // [skip 1 byte] 0x3c, // dup 0x35, 0x03, // ldi 03 0x1a, // eq? 0x31, // bnt [end] SIG_END }; static const uint16 ecoquest2PatchEcorder[] = { 0x2f, 0x02, // bt [to pushi 7] 0x3a, // toss 0x48, // ret 0x38, PATCH_UINT16(0x0007), // pushi 7d (parameter count) (waste 1 byte) 0x39, 0x0b, // pushi 11d (FillBoxAny) 0x39, 0x1d, // pushi 29d 0x39, 0x73, // pushi 115d 0x39, 0x5e, // pushi 94d 0x38, PATCH_UINT16(0x00d7), // pushi 215d 0x78, // push1 (visual screen) 0x38, PATCH_UINT16(0x0017), // pushi 23d (color) (waste 1 byte) 0x43, 0x6c, 0x0e, // callk Graph 0x38, PATCH_UINT16(0x0005), // pushi 5d (parameter count) (waste 1 byte) 0x39, 0x0c, // pushi 12d (UpdateBox) 0x39, 0x1d, // pushi 29d 0x39, 0x73, // pushi 115d 0x39, 0x5e, // pushi 94d 0x38, PATCH_UINT16(0x00d7), // pushi 215d 0x43, 0x6c, 0x0a, // callk Graph PATCH_END }; // Same patch as above for the ecorder introduction. // Two workarounds are needed for this patch in workarounds.cpp (when calling // kGraphFillBoxAny and kGraphUpdateBox), as there isn't enough space to patch // the function otherwise. // Fixes bug: #6467 static const uint16 ecoquest2SignatureEcorderTutorial[] = { 0x30, SIG_UINT16(0x0023), // bnt [next state] 0x39, 0x0a, // pushi 0a 0x5b, 0x04, 0x1f, // lea temp[1f] 0x36, // push SIG_MAGICDWORD, 0x39, 0x64, // pushi 64 0x39, 0x7d, // pushi 7d 0x39, 0x32, // pushi 32 0x39, 0x66, // pushi 66 0x39, 0x17, // pushi 17 0x39, 0x69, // pushi 69 0x38, SIG_UINT16(0x2631), // pushi 2631 0x39, 0x6a, // pushi 6a 0x39, 0x64, // pushi 64 0x43, 0x1b, 0x14, // callk Display 0x35, 0x1e, // ldi 1e 0x65, 0x20, // aTop ticks 0x32, // jmp [end] // 2 extra bytes, jmp offset SIG_END }; static const uint16 ecoquest2PatchEcorderTutorial[] = { 0x31, 0x23, // bnt [next state] (save 1 byte) // The parameter count below should be 7, but we're out of bytes // to patch! A workaround has been added because of this 0x78, // push1 (parameter count) //0x39, 0x07, // pushi 7d (parameter count) 0x39, 0x0b, // pushi 11d (FillBoxAny) 0x39, 0x1d, // pushi 29d 0x39, 0x73, // pushi 115d 0x39, 0x5e, // pushi 94d 0x38, PATCH_UINT16(0x00d7), // pushi 215d 0x78, // push1 (visual screen) 0x39, 0x17, // pushi 23d (color) 0x43, 0x6c, 0x0e, // callk Graph // The parameter count below should be 5, but we're out of bytes // to patch! A workaround has been added because of this 0x78, // push1 (parameter count) //0x39, 0x05, // pushi 5d (parameter count) 0x39, 0x0c, // pushi 12d (UpdateBox) 0x39, 0x1d, // pushi 29d 0x39, 0x73, // pushi 115d 0x39, 0x5e, // pushi 94d 0x38, PATCH_UINT16(0x00d7), // pushi 215d 0x43, 0x6c, 0x0a, // callk Graph // We are out of bytes to patch at this point, // so we skip 494 (0x1ee) bytes to reuse this code: // ldi 1e // aTop 20 // jmp 030e (jump to end) 0x32, PATCH_UINT16(0x01ee), // jmp 494d PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry ecoquest2Signatures[] = { { true, 50, "initial text not removed on ecorder", 1, ecoquest2SignatureEcorder, ecoquest2PatchEcorder }, { true, 333, "initial text not removed on ecorder tutorial", 1, ecoquest2SignatureEcorderTutorial, ecoquest2PatchEcorderTutorial }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // Fan-made games // Attention: Try to make script patches as specific as possible // CascadeQuest::autosave in script 994 is called various times to auto-save. // It uses a fixed slot (999) for this purpose. This doesn't work in ScummVM, // because we do not let scripts save directly into specific slots, but // instead use virtual slots / detect scripts wanting to create a new slot. // We patch the code to use slot 99 instead. kSaveGame also checks for Cascade // Quest, and if slot 99 is asked for, it will then use the actual slot 0, // which is the official ScummVM auto-save slot. // // Responsible method: CascadeQuest::autosave // Fixes bug: #7007 static const uint16 fanmadeSignatureCascadeQuestFixAutoSaving[] = { SIG_MAGICDWORD, 0x38, SIG_UINT16(0x03e7), // pushi 3E7 (999d) -> save game slot 999 0x74, SIG_UINT16(0x06f8), // lofss "AutoSave" 0x89, 0x1e, // lsg global[1e] 0x43, 0x2d, 0x08, // callk SaveGame SIG_END }; static const uint16 fanmadePatchCascadeQuestFixAutoSaving[] = { 0x38, PATCH_UINT16((SAVEGAMEID_OFFICIALRANGE_START - 1)), // fix slot PATCH_END }; // EventHandler::handleEvent in Demo Quest has a bug, and it jumps to the // wrong address when an incorrect word is typed, therefore leading to an // infinite loop. This script bug was not apparent in SSCI, probably because // event handling was slightly different there, so it was never discovered. // Fixes bug: #5120 static const uint16 fanmadeSignatureDemoQuestInfiniteLoop[] = { 0x38, SIG_UINT16(0x004c), // pushi 004c 0x39, 0x00, // pushi 00 0x87, 0x01, // lap param[1] 0x4b, 0x04, // send 04 SIG_MAGICDWORD, 0x18, // not 0x30, SIG_UINT16(0x002f), // bnt 002f [06a5] --> jmp ffbc [0664] --> BUG! infinite loop SIG_END }; static const uint16 fanmadePatchDemoQuestInfiniteLoop[] = { PATCH_ADDTOOFFSET(+10), 0x30, PATCH_UINT16(0x0032), // bnt 0032 [06a8] --> pushi 004c PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry fanmadeSignatures[] = { { true, 994, "Cascade Quest: fix auto-saving", 1, fanmadeSignatureCascadeQuestFixAutoSaving, fanmadePatchCascadeQuestFixAutoSaving }, { true, 999, "Demo Quest: infinite loop on typo", 1, fanmadeSignatureDemoQuestInfiniteLoop, fanmadePatchDemoQuestInfiniteLoop }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // WORKAROUND // Freddy Pharkas intro screen // Sierra used inner loops for the scaling of the 2 title views. // Those inner loops don't call kGameIsRestarting, which is why // we do not update the screen and we also do not throttle. // // This patch fixes this and makes it work. // Applies to at least: English PC-CD // Responsible method: sTownScript::changeState(1), sTownScript::changeState(3) (script 110) static const uint16 freddypharkasSignatureIntroScaling[] = { 0x38, SIG_ADDTOOFFSET(+2), // pushi (setLoop) (009b for PC CD) 0x78, // push1 SIG_ADDTOOFFSET(+1), // push0 for first code, push1 for second code 0x38, SIG_ADDTOOFFSET(+2), // pushi (setStep) (0143 for PC CD) 0x7a, // push2 0x39, 0x05, // pushi 05 0x3c, // dup 0x72, SIG_ADDTOOFFSET(+2), // lofsa (view) SIG_MAGICDWORD, 0x4a, 0x1e, // send 1e 0x35, 0x0a, // ldi 0a 0xa3, 0x02, // sal local[2] // start of inner loop 0x8b, 0x02, // lsl local[2] SIG_ADDTOOFFSET(+43), // skip almost all of inner loop 0xa3, 0x02, // sal local[2] 0x33, 0xcf, // jmp [inner loop start] SIG_END }; static const uint16 freddypharkasPatchIntroScaling[] = { // remove setLoop(), objects in heap are already prepared, saves 5 bytes 0x38, PATCH_GETORIGINALUINT16(+6), // pushi (setStep) 0x7a, // push2 0x39, 0x05, // pushi 05 0x3c, // dup 0x72, PATCH_GETORIGINALUINT16(+13), // lofsa (view) 0x4a, 0x18, // send 18 - adjusted 0x35, 0x0a, // ldi 0a 0xa3, 0x02, // sal local[2] // start of new inner loop 0x39, 0x00, // pushi 00 0x43, 0x2c, 0x00, // callk GameIsRestarting (add this to trigger our speed throttler) PATCH_ADDTOOFFSET(+47), // skip almost all of inner loop 0x33, 0xca, // jmp [inner loop start] PATCH_END }; // PointsSound::check waits for a signal. If no signal is received, it'll call // kDoSound(0x0d) which is a dummy in sierra sci. ScummVM and will use acc // (which is not set by the dummy) to trigger sound disposal. This somewhat // worked in sierra sci because the sample was already playing in the sound // driver. In our case, that would also stop the sample from playing, so we // patch it out. The "score" code is already buggy and sets volume to 0 when // playing. // Applies to at least: English PC-CD // Responsible method: PointsSound::check in script 0 // Fixes bug: #5059 static const uint16 freddypharkasSignatureScoreDisposal[] = { 0x67, 0x32, // pTos 32 (selector theAudCount) 0x78, // push1 SIG_MAGICDWORD, 0x39, 0x0d, // pushi 0d 0x43, 0x75, 0x02, // callk DoAudio 0x1c, // ne? 0x31, // bnt [skip disposal] SIG_END }; static const uint16 freddypharkasPatchScoreDisposal[] = { 0x34, PATCH_UINT16(0x0000), // ldi 0000 0x34, PATCH_UINT16(0x0000), // ldi 0000 0x34, PATCH_UINT16(0x0000), // ldi 0000 PATCH_END }; // In script 235, rm235::init and sEnterFrom500 disable icon 7+8 of iconbar (CD // only). When picking up the canister after placing it down, the scripts will // disable all the other icons. This results in IconBar::disable doing endless // loops even in sierra sci because there is no enabled icon left. We remove // the disabling of icon 8 (which is help). This fixes the issue. // Applies to at least: English PC-CD // Responsible method: rm235::init and sEnterFrom500::changeState // Fixes bug: #5245 static const uint16 freddypharkasSignatureCanisterHang[] = { 0x38, SIG_SELECTOR16(disable), // pushi disable 0x7a, // push2 SIG_MAGICDWORD, 0x39, 0x07, // pushi 07 0x39, 0x08, // pushi 08 0x81, 0x45, // lag global[45] 0x4a, 0x08, // send 08 (call IconBar::disable(7, 8)) SIG_END }; static const uint16 freddypharkasPatchCanisterHang[] = { PATCH_ADDTOOFFSET(+3), 0x78, // push1 PATCH_ADDTOOFFSET(+2), 0x33, 0x00, // jmp 0 (waste 2 bytes) PATCH_ADDTOOFFSET(+3), 0x06, // send 06 (call IconBar::disable(7)) PATCH_END }; // In script 215, lowerLadder::doit and highLadder::doit actually process // keyboard presses when the ladder is on the screen in that room. They // strangely also call kGetEvent. Because the main User::doit also calls // kGetEvent, it's pure luck, where the event will hit. It's the same issue // as in QfG1VGA. If you turn DOSBox to max cycles and click around for ego, // sometimes clicks also won't get registered. Strangely it's not nearly // as bad as in our sci, but these differences may be caused by timing. // We just reuse the active event, thus removing the duplicate kGetEvent // call. // Applies to at least: English PC-CD, German Floppy, English Mac // Responsible method: lowerLadder::doit and highLadder::doit // Fixes bug: #5060 static const uint16 freddypharkasSignatureLadderEvent[] = { 0x39, SIG_MAGICDWORD, SIG_SELECTOR8(new), // pushi new 0x76, // push0 0x38, SIG_SELECTOR16(curEvent), // pushi curEvent 0x76, // push0 0x81, 0x50, // lag global[50] 0x4a, 0x04, // send 04 - read User::curEvent 0x4a, 0x04, // send 04 - call curEvent::new 0xa5, 0x00, // sat temp[0] 0x38, SIG_SELECTOR16(localize), // pushi localize 0x76, // push0 0x4a, 0x04, // send 04 (call curEvent::localize) SIG_END }; static const uint16 freddypharkasPatchLadderEvent[] = { 0x34, 0x00, 0x00, // ldi 0000 (waste 3 bytes, overwrites first 2 pushes) PATCH_ADDTOOFFSET(+8), 0xa5, 0x00, // sat temp[0] (waste 2 bytes, overwrites 2nd send) PATCH_ADDTOOFFSET(+2), 0x34, 0x00, 0x00, // ldi 0000 0x34, 0x00, 0x00, // ldi 0000 (waste 6 bytes, overwrites last 3 opcodes) PATCH_END }; // In the Macintosh version of Freddy Pharkas, kRespondsTo is broken for // property selectors. They hacked the script to work around the issue, // so we revert the script back to using the values of the DOS script. // Applies to at least: English Mac // Responsible method: publicfpInv::drawInvWindow in script 15 static const uint16 freddypharkasSignatureMacInventory[] = { SIG_MAGICDWORD, 0x39, 0x23, // pushi 23 0x39, 0x74, // pushi 74 0x78, // push1 0x38, SIG_UINT16(0x0174), // pushi 0174 (on mac it's actually 0x01, 0x74) 0x85, 0x15, // lat temp[15] SIG_END }; static const uint16 freddypharkasPatchMacInventory[] = { 0x39, 0x02, // pushi 02 (now matches the DOS version) PATCH_ADDTOOFFSET(+23), 0x39, 0x04, // pushi 04 (now matches the DOS version) PATCH_END }; // WORKAROUND // FPFP Mac has an easter egg with a script bug that accidentally works in // Sierra's interpreter. Clicking Talk on a small part of the mine in room 270 // triggers it. The script macThing plays macSound and waits for it to finish, // but macSound:loop is set to -1, indicating that it should loop forever. // ScummVM loops the sound and so macThing never advances to the next state and // the user never regains control. Sierra's interpreter cues the script after // the first play and doesn't loop the sound, despite macSound:loop. // // We work around this by setting macSound:loop correctly on the heap so that it // only plays once and macThing proceeds. // // Applies to: Mac Floppy // Responsible method: Heap in script 270 // Fixes bug #7065 static const uint16 freddypharkasSignatureMacEasterEgg[] = { SIG_MAGICDWORD, // macSound SIG_UINT16(0x0b89), // number = 2953 SIG_UINT16(0x007f), // vol = 127 SIG_UINT16(0x0000), // priority = 0 SIG_UINT16(0xffff), // loop = -1 [ loop sound forever ] SIG_END }; static const uint16 freddypharkasPatchMacEasterEgg[] = { PATCH_ADDTOOFFSET(+6), PATCH_UINT16(0x0001), // loop = 1 [ play sound once ] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry freddypharkasSignatures[] = { { true, 0, "CD: score early disposal", 1, freddypharkasSignatureScoreDisposal, freddypharkasPatchScoreDisposal }, { true, 15, "Mac: broken inventory", 1, freddypharkasSignatureMacInventory, freddypharkasPatchMacInventory }, { true, 110, "intro scaling workaround", 2, freddypharkasSignatureIntroScaling, freddypharkasPatchIntroScaling }, { true, 235, "CD: canister pickup hang", 3, freddypharkasSignatureCanisterHang, freddypharkasPatchCanisterHang }, { true, 270, "Mac: easter egg hang", 1, freddypharkasSignatureMacEasterEgg, freddypharkasPatchMacEasterEgg }, { true, 320, "ladder event issue", 2, freddypharkasSignatureLadderEvent, freddypharkasPatchLadderEvent }, SCI_SIGNATUREENTRY_TERMINATOR }; #ifdef ENABLE_SCI32 #pragma mark - #pragma mark Hoyle 5 // Several scripts in Hoyle5 contain a subroutine which spins on kGetTime until // a certain number of ticks elapse. Since this wastes CPU and makes ScummVM // unresponsive, the kWait kernel function (which was removed in SCI2) is // reintroduced for Hoyle5, and the spin subroutines are patched here to call // that function instead. // Applies to at least: English Demo static const uint16 hoyle5SignatureSpinLoop[] = { SIG_MAGICDWORD, 0x76, // push0 0x43, 0x79, SIG_UINT16(0x00), // callk GetTime, $0 0x36, // push 0x87, 0x01, // lap param[1] 0x02, // add 0xa5, 0x00, // sat temp[0] SIG_END }; static const uint16 hoyle5PatchSpinLoop[] = { 0x78, // push1 0x8f, 0x01, // lsp param[1] 0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, $2 0x48, // ret PATCH_END }; // While playing Old Maid (room 200), a repeated typo in the game script // means that `setScale` is called accidentally instead of `setScaler`. // In SSCI this did not do much because the first argument happened to be // smaller than the y-position of `ego`, but in ScummVM the first argument is // larger and so a debug message "y value less than vanishingY" is displayed. // This is the same issue as with LSL6 hires. static const uint16 hoyle5SetScaleSignature[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(setScale), // pushi setScale ($14b) 0x38, SIG_UINT16(0x05), // pushi 5 0x51, 0x2c, // class Scaler SIG_END }; static const uint16 hoyle5PatchSetScale[] = { 0x38, PATCH_SELECTOR16(setScaler), // pushi setScaler ($14f) PATCH_END }; // There are two derived collections of Hoyle Classic Games: // 1) The Hoyle Children's Collection, which includes the following games: // - Crazy Eights (script 100) // - Old Maid (script 200) // - Checkers (script 1200) // 2) Hoyle Bridge, which includes the following games: // - Bridge (script 700) // In these two collections, the scripts for the other games have been removed. // Choosing any other game than the above results in a "No script found" error. // The original game did not show the game selection screen, as there were // direct shortucts to each game. // Since we do show the game selection screen, we remove all the games // which from the ones below, which are not included in each version: // - Crazy Eights (script 100) // - Old Maid (script 200) // - Hearts (script 300) // - Gin Rummy (script 400) // - Cribbage (script 500) // - Klondike / Solitaire (script 600) // - Bridge (script 700) // - Poker (script 1100) // - Checkers (script 1200) // - Backgammon (script 1300) static const uint16 hoyle5SignatureCrazyEights[] = { SIG_MAGICDWORD, 0x38, 0x8e, 0x00, // pushi 008e 0x76, // push0 0x38, 0xf0, 0x02, // pushi 02f0 0x76, // push0 0x72, 0x9c, 0x01, // lofsa chooseCrazy8s 0x4a, 0x08, 0x00, // send 0008 SIG_END }; static const uint16 hoyle5SignatureOldMaid[] = { SIG_MAGICDWORD, 0x38, 0x8e, 0x00, // pushi 008e 0x76, // push0 0x38, 0xf0, 0x02, // pushi 02f0 0x76, // push0 0x72, 0x2c, 0x02, // lofsa chooseOldMaid 0x4a, 0x08, 0x00, // send 0008 SIG_END }; static const uint16 hoyle5SignatureHearts[] = { SIG_MAGICDWORD, 0x38, 0x8e, 0x00, // pushi 008e 0x76, // push0 0x38, 0xf0, 0x02, // pushi 02f0 0x76, // push0 0x72, 0xdc, 0x03, // lofsa chooseHearts 0x4a, 0x08, 0x00, // send 0008 SIG_END }; static const uint16 hoyle5SignatureGinRummy[] = { SIG_MAGICDWORD, 0x38, 0x8e, 0x00, // pushi 008e 0x76, // push0 0x38, 0xf0, 0x02, // pushi 02f0 0x76, // push0 0x72, 0xbc, 0x02, // lofsa chooseGinRummy 0x4a, 0x08, 0x00, // send 0008 SIG_END }; static const uint16 hoyle5SignatureCribbage[] = { SIG_MAGICDWORD, 0x38, 0x8e, 0x00, // pushi 008e 0x76, // push0 0x38, 0xf0, 0x02, // pushi 02f0 0x76, // push0 0x72, 0x4c, 0x03, // lofsa chooseCribbage 0x4a, 0x08, 0x00, // send 0008 SIG_END }; static const uint16 hoyle5SignatureKlondike[] = { SIG_MAGICDWORD, 0x38, 0x8e, 0x00, // pushi 008e 0x76, // push0 0x38, 0xf0, 0x02, // pushi 02f0 0x76, // push0 0x72, 0xfc, 0x04, // lofsa chooseKlondike 0x4a, 0x08, 0x00, // send 0008 SIG_END }; static const uint16 hoyle5SignatureBridge[] = { SIG_MAGICDWORD, 0x38, 0x8e, 0x00, // pushi 008e 0x76, // push0 0x38, 0xf0, 0x02, // pushi 02f0 0x76, // push0 0x72, 0x6c, 0x04, // lofsa chooseBridge 0x4a, 0x08, 0x00, // send 0008 SIG_END }; static const uint16 hoyle5SignaturePoker[] = { SIG_MAGICDWORD, 0x38, 0x8e, 0x00, // pushi 008e 0x76, // push0 0x38, 0xf0, 0x02, // pushi 02f0 0x76, // push0 0x72, 0x8c, 0x05, // lofsa choosePoker 0x4a, 0x08, 0x00, // send 0008 SIG_END }; static const uint16 hoyle5SignatureCheckers[] = { SIG_MAGICDWORD, 0x38, 0x8e, 0x00, // pushi 008e 0x76, // push0 0x38, 0xf0, 0x02, // pushi 02f0 0x76, // push0 0x72, 0x1c, 0x06, // lofsa chooseCheckers 0x4a, 0x08, 0x00, // send 0008 SIG_END }; static const uint16 hoyle5SignatureBackgammon[] = { SIG_MAGICDWORD, 0x38, 0x8e, 0x00, // pushi 008e 0x76, // push0 0x38, 0xf0, 0x02, // pushi 02f0 0x76, // push0 0x72, 0xac, 0x06, // lofsa chooseBackgammon 0x4a, 0x08, 0x00, // send 0008 SIG_END }; static const uint16 hoyle5PatchDisableGame[] = { 0x35, 0x00, // ldi 00 0x35, 0x00, // ldi 00 0x35, 0x00, // ldi 00 0x35, 0x00, // ldi 00 0x35, 0x00, // ldi 00 0x35, 0x00, // ldi 00 0x35, 0x00, // ldi 00 PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry hoyle5Signatures[] = { { true, 3, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop }, { true, 23, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop }, { true, 200, "fix setScale calls", 11, hoyle5SetScaleSignature, hoyle5PatchSetScale }, { true, 500, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop }, { true, 64937, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop }, { true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch }, // This entry has been placed so that the broken Poker game is disabled. This game uses an external DLL, PENGIN16.DLL, // which is invoked via kWinDLL. We need to reverse the logic in PENGIN16.DLL and call it directly, in order to get this // game to work properly. Until then, this game entry will be disabled. { true, 975, "disable Poker", 1, hoyle5SignaturePoker, hoyle5PatchDisableGame }, SCI_SIGNATUREENTRY_TERMINATOR }; // script, description, signature patch static const SciScriptPatcherEntry hoyle5ChildrensCollectionSignatures[] = { { true, 3, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop }, { true, 23, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop }, { true, 200, "fix setScale calls", 11, hoyle5SetScaleSignature, hoyle5PatchSetScale }, { true, 500, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop }, { true, 64937, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop }, { true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch }, { true, 975, "disable Gin Rummy", 1, hoyle5SignatureGinRummy, hoyle5PatchDisableGame }, { true, 975, "disable Cribbage", 1, hoyle5SignatureCribbage, hoyle5PatchDisableGame }, { true, 975, "disable Klondike", 1, hoyle5SignatureKlondike, hoyle5PatchDisableGame }, { true, 975, "disable Bridge", 1, hoyle5SignatureBridge, hoyle5PatchDisableGame }, { true, 975, "disable Poker", 1, hoyle5SignaturePoker, hoyle5PatchDisableGame }, { true, 975, "disable Hearts", 1, hoyle5SignatureHearts, hoyle5PatchDisableGame }, { true, 975, "disable Backgammon", 1, hoyle5SignatureBackgammon, hoyle5PatchDisableGame }, SCI_SIGNATUREENTRY_TERMINATOR }; // script, description, signature patch static const SciScriptPatcherEntry hoyle5BridgeSignatures[] = { { true, 3, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop }, { true, 23, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop }, { true, 500, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop }, { true, 64937, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop }, { true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch }, { true, 975, "disable Gin Rummy", 1, hoyle5SignatureGinRummy, hoyle5PatchDisableGame }, { true, 975, "disable Cribbage", 1, hoyle5SignatureCribbage, hoyle5PatchDisableGame }, { true, 975, "disable Klondike", 1, hoyle5SignatureKlondike, hoyle5PatchDisableGame }, { true, 975, "disable Poker", 1, hoyle5SignaturePoker, hoyle5PatchDisableGame }, { true, 975, "disable Hearts", 1, hoyle5SignatureHearts, hoyle5PatchDisableGame }, { true, 975, "disable Backgammon", 1, hoyle5SignatureBackgammon, hoyle5PatchDisableGame }, { true, 975, "disable Crazy Eights", 1, hoyle5SignatureCrazyEights, hoyle5PatchDisableGame }, { true, 975, "disable Old Maid", 1, hoyle5SignatureOldMaid, hoyle5PatchDisableGame }, { true, 975, "disable Checkers", 1, hoyle5SignatureCheckers, hoyle5PatchDisableGame }, SCI_SIGNATUREENTRY_TERMINATOR }; #pragma mark - #pragma mark Gabriel Knight 1 // `daySixBeignet::changeState(4)` is called when the cop goes outside. It sets // cycles to 220. This is a CPU-speed dependent value and not usually enough // time to get to the door, so patch it to 22 seconds. // // Applies to at least: English PC-CD, German PC-CD, English Mac static const uint16 gk1Day6PoliceBeignetSignature1[] = { 0x35, 0x04, // ldi 4 0x1a, // eq? 0x30, SIG_ADDTOOFFSET(+2), // bnt [next state check] 0x38, SIG_SELECTOR16(dispose), // pushi dispose 0x76, // push0 0x72, SIG_ADDTOOFFSET(+2), // lofsa deskSarg 0x4a, SIG_UINT16(0x04), // send 4 SIG_MAGICDWORD, 0x34, SIG_UINT16(0xdc), // ldi 220 0x65, SIG_ADDTOOFFSET(+1), // aTop cycles ($1a for PC, $1c for Mac) 0x32, // jmp [end] SIG_END }; static const uint16 gk1Day6PoliceBeignetPatch1[] = { PATCH_ADDTOOFFSET(+16), 0x34, PATCH_UINT16(0x16), // ldi 22 0x65, PATCH_GETORIGINALBYTEADJUST(+20, +2), // aTop seconds ($1c for PC, $1e for Mac) PATCH_END }; // On day 6 when the cop is outside for the beignet, walking through the // swinging door will also reset the puzzle timer so the player has 200 cycles // to get through the area before the cop returns. This is a CPU-speed // dependent value and not usually enough time to get to the door, so we patch // it to 20 seconds instead. // // Applies to at least: English PC-CD, German PC-CD, English Mac // Responsible method: sInGateWithPermission::changeState(0) // Fixes bug: #9805 static const uint16 gk1Day6PoliceBeignetSignature2[] = { 0x72, SIG_ADDTOOFFSET(+2), // lofsa daySixBeignet 0x1a, // eq? 0x31, 0x0d, // bnt [skip set cycles] 0x38, SIG_SELECTOR16(cycles), // pushi cycles 0x78, // push1 SIG_MAGICDWORD, 0x38, SIG_UINT16(0xc8), // pushi 200 0x72, // lofsa SIG_END }; static const uint16 gk1Day6PoliceBeignetPatch2[] = { PATCH_ADDTOOFFSET(+6), 0x38, PATCH_SELECTOR16(seconds), // pushi seconds 0x78, // push1 0x38, PATCH_UINT16(0x14), // pushi 20 PATCH_END }; // `sargSleeping::changeState(8)` is called when the cop falls asleep and sets // the puzzle timer to 220 cycles. This is CPU-speed dependent and not usually // enough time to get to the door, so patch it to 22 seconds instead. // // Applies to at least: English PC-CD, German PC-CD, English Mac static const uint16 gk1Day6PoliceSleepSignature[] = { 0x35, 0x08, // ldi 8 0x1a, // eq? 0x31, SIG_ADDTOOFFSET(+1), // bnt [next state check] SIG_MAGICDWORD, 0x34, SIG_UINT16(0xdc), // ldi 220 0x65, SIG_ADDTOOFFSET(+1), // aTop cycles ($1a for PC, $1c for Mac) 0x32, // jmp [end] SIG_END }; static const uint16 gk1Day6PoliceSleepPatch[] = { PATCH_ADDTOOFFSET(+5), 0x34, PATCH_UINT16(0x16), // ldi 22 0x65, PATCH_GETORIGINALBYTEADJUST(+9, +2), // aTop seconds (1c for PC, 1e for Mac) PATCH_END }; // At the start of day 5, when the player already has the veve but still needs // to get the drum book, the drum book dialogue with Grace is played twice in // a row, and then the veve dialogue gets played again even though it was // already played during day 4. // // The duplicate drum book dialogue happens because it is triggered once in // `GetTheVeve::changeState(0)` and then again in `GetTheVeve::changeState(11)`. // The re-run of the veve dialogue happens because the game gives the player // the drum book in `GetTheVeVe::changeState(1)`, then *after* doing so, checks // if the player has the drum book and runs the veve dialogue if so. // // We fix both of these issues by skipping the has-drum-book check if the player // just got the drum book in 'GetTheVeve::changeState(1)'. // Doing this causes the game to jump from state 1 to state 12, which bypasses // the duplicate drum book dialogue in state 11, as well as the veve dialogue // trigger in the has-drum-book check. // // More notes: The veve newspaper item is inventory 9. The drum book is // inventory 14. The flag for veve research is 36, the flag for drum // research is 73. // // Special thanks, credits and kudos to sluicebox on IRC, who did a ton of // research on this and even found this game bug originally. // // Applies to at least: English PC-CD, German PC-CD static const uint16 gk1Day5DrumBookDialogueSignature[] = { 0x31, 0x0b, // bnt [skip giving player drum book code] 0x38, SIG_SELECTOR16(get), // pushi get ($200) 0x78, // push1 SIG_MAGICDWORD, 0x39, 0x0e, // pushi $e 0x81, 0x00, // lag global[0] 0x4a, SIG_UINT16(0x06), // send 6 - GKEgo::get($e) // end of giving player drum book code 0x38, SIG_SELECTOR16(has), // pushi has ($202) 0x78, // push1 0x39, 0x0e, // pushi $e 0x81, 0x00, // lag global[0] 0x4a, SIG_UINT16(0x06), // send 6 - GKEgo::has($e) 0x18, // not 0x30, SIG_UINT16(0x25), // bnt [veve newspaper code] SIG_END }; static const uint16 gk1Day5DrumBookDialoguePatch[] = { 0x31, 0x0d, // bnt [skip giving player drum book code] adjusted PATCH_ADDTOOFFSET(+11), // skip give player drum book original code 0x33, 0x0d, // jmp [over the check inventory for drum book code] // check inventory for drum book 0x38, PATCH_SELECTOR16(has), // pushi has ($202) 0x78, // push1 0x39, 0x0e, // pushi $e 0x81, 0x00, // lag global[0] 0x4a, PATCH_UINT16(0x0006), // send 6 - GKEgo::has($e) 0x2f, 0x23, // bt [veve newspaper code] (adjusted, saves 2 bytes) PATCH_END }; // When Gabriel goes to the phone, the script softlocks at // `startOfDay5::changeState(32)`. // // Applies to at least: English PC-CD, German PC-CD, English Mac static const uint16 gk1Day5PhoneFreezeSignature[] = { 0x4a, // send ... SIG_MAGICDWORD, SIG_UINT16(0x0c), // ... $c 0x35, 0x03, // ldi 3 0x65, SIG_ADDTOOFFSET(+1), // aTop cycles 0x32, SIG_ADDTOOFFSET(+2), // jmp [end] 0x3c, // dup 0x35, 0x21, // ldi $21 SIG_END }; static const uint16 gk1Day5PhoneFreezePatch[] = { PATCH_ADDTOOFFSET(+3), // send $c 0x35, 0x06, // ldi 6 0x65, PATCH_GETORIGINALBYTEADJUST(+6, +6), // aTop ticks PATCH_END }; // When Gabriel is grabbing a vine, his saying "I can't believe I'm doing // this..." is cut off. We change it so the scripts wait for the audio. // // This is not supposed to be applied to the Floppy version. // // Applies to at least: English PC-CD, German PC-CD, Spanish PC-CD // Responsible method: vineSwing::changeState(1) // Fixes bug: #9820 static const uint16 gk1Day9VineSwingSignature[] = { 0x38, SIG_UINT16(0x0004), // pushi $4 0x51, 0x17, // class CT 0x36, // push 0x39, 0x0b, // pushi $b 0x78, // push1 0x7c, // pushSelf 0x81, 0x00, // lag global[$0] 0x4a, SIG_UINT16(0x0020), // send $20 0x38, SIG_SELECTOR16(setMotion), // pushi setMotion 0x78, // push1 0x76, // push0 0x72, SIG_UINT16(0x0412), // lofsa guard1 0x4a, SIG_UINT16(0x0006), // send $6 0x38, SIG_SELECTOR16(say), // pushi say 0x38, SIG_UINT16(0x0004), // pushi $4 SIG_MAGICDWORD, 0x39, 0x07, // pushi $7 0x39, 0x08, // pushi $8 0x39, 0x10, // pushi $10 0x78, // push1 0x81, 0x5b, // lag global[$5b] 0x4a, SIG_UINT16(0x000c), // send $c SIG_END }; static const uint16 gk1Day9VineSwingPatch[] = { 0x38, PATCH_UINT16(0x0003), // pushi $3 0x51, 0x17, // class CT 0x36, // push 0x39, 0x0b, // pushi $b 0x78, // push1 0x81, 0x00, // lag global[$0] 0x4a, PATCH_UINT16(0x001e), // send $20 0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion 0x78, // push1 0x76, // push0 0x72, PATCH_UINT16(0x0412), // lofsa guard1 0x4a, PATCH_UINT16(0x0006), // send $6 0x38, PATCH_SELECTOR16(say), // pushi say 0x38, PATCH_UINT16(0x0005), // pushi $5 0x39, 0x07, // pushi $7 0x39, 0x08, // pushi $8 0x39, 0x10, // pushi $10 0x78, // push1 0x7c, // pushSelf 0x81, 0x5b, // lag global[$5b] 0x4a, PATCH_UINT16(0x000e), // send $c PATCH_END }; // The mummies on day 9 move without animating if ego exits to the north before // the first one finishes standing. This also occurs in Sierra's interpreter. // // The 12 outer rooms of the African mound all take place in room 710, which // reinitializes its contents on each room change. Each room's mummy is guard1 // repositioned with a different view. When the mummies come to life, // keyWorks:changeState(6) starts guard1's standing animation after which // state 7 initializes guard1 for chasing ego. Ego however can leave before // guard1 finishes standing, preventing state 7 from occurring. The script for // exiting to the north assumes state 7 has run, otherwise guard1 remains on // the wrong view with no cycler or looper in subsequent rooms. // // This bug is due to the script rightWay only partially initializing guard1 for // chasing as opposed to wrongWay and backTrack which fully initialize. We fix // this by replacing rightWay's partial initialization with the full version // from keyWorks state 7. There are two versions of this patch due to // significant differences between floppy and CD versions of this script. // // This patch is not applied to the NRS versions of this script, which address // this bug by disabling control until guard1 finishes standing, giving the // player less time to escape. // // Applies to: All PC Floppy and CD versions. TODO: Test Mac // Responsible method: rightWay:changeState(1) // Fixes bug: #10828 static const uint16 gk1MummyAnimateFloppySignature[] = { 0x39, SIG_SELECTOR8(view), // pushi view [ full guard1 init ] SIG_MAGICDWORD, 0x78, // push1 0x38, SIG_UINT16(0x02c5), // pushi 709d SIG_ADDTOOFFSET(+674), 0x38, SIG_SELECTOR16(setMotion), // pushi setMotion [ partial guard1 init ] 0x38, SIG_UINT16(0x0004), // pushi 0004 0x51, 0x70, // class PChase 0x36, // push 0x89, 0x00, // lsg global[0] 0x39, 0x0f, // pushi 0f SIG_END }; static const uint16 gk1MummyAnimateFloppyPatch[] = { PATCH_ADDTOOFFSET(+680), 0x39, PATCH_SELECTOR8(view), // pushi view [ waste 6 stack items to be compatible with ] 0x76, // push0 [ the send instruction in full guard1 init ] 0x39, PATCH_SELECTOR8(view), // pushi view 0x76, // push0 0x39, PATCH_SELECTOR8(view), // pushi view 0x39, 0x00, // pushi 00 0x32, PATCH_UINT16(0xfd4b), // jmp -693d [ continue full guard1 init in keyWorks state 7 ] PATCH_END }; static const uint16 gk1MummyAnimateCDSignature[] = { 0x39, SIG_SELECTOR8(view), // pushi view [ full guard1 init ] SIG_MAGICDWORD, 0x78, // push1 0x38, SIG_UINT16(0x02c5), // pushi 709d SIG_ADDTOOFFSET(+750), 0x38, SIG_SELECTOR16(setMotion), // pushi setMotion [ partial guard1 init ] 0x38, SIG_UINT16(0x0004), // pushi 0004 0x51, 0x70, // class PChase 0x36, // push 0x89, 0x00, // lsg global[0] 0x39, 0x0f, // pushi 0f SIG_END }; static const uint16 gk1MummyAnimateCDPatch[] = { PATCH_ADDTOOFFSET(+756), 0x39, PATCH_SELECTOR8(view), // pushi view [ waste 6 stack items to be compatible with ] 0x76, // push0 [ the send instruction in full guard1 init ] 0x39, PATCH_SELECTOR8(view), // pushi view 0x76, // push0 0x39, PATCH_SELECTOR8(view), // pushi view 0x39, 0x00, // pushi 00 0x32, PATCH_UINT16(0xfcff), // jmp -769d [ continue full guard1 init in keyWorks state 7 ] PATCH_END }; // In GK1, the `view` selector is used to store view numbers in some cases and // object references to Views in other cases. `Interrogation::dispose` compares // an object stored in the `view` selector with a number (which is not valid) // because its checks are in the wrong order. The check order was fixed in the // CD version, so just do what the CD version does. // // TODO: Check if English Mac is affected too and if this patch applies // Applies to at least: English Floppy static const uint16 gk1InterrogationBugSignature[] = { SIG_MAGICDWORD, 0x65, 0x4c, // aTop $4c 0x67, 0x50, // pTos $50 0x34, SIG_UINT16(0x2710), // ldi $2710 0x1e, // gt? 0x31, 0x08, // bnt 8 [05a0] 0x67, 0x50, // pTos $50 0x34, SIG_UINT16(0x2710), // ldi $2710 0x04, // sub 0x65, 0x50, // aTop $50 0x63, 0x50, // pToa $50 0x31, 0x15, // bnt $15 [05b9] 0x39, SIG_SELECTOR8(view), // pushi view ($e) 0x76, // push0 0x4a, SIG_UINT16(0x04), // send 4 0xa5, 0x00, // sat temp[0] 0x38, SIG_SELECTOR16(dispose), // pushi dispose 0x76, // push0 0x63, 0x50, // pToa $50 0x4a, SIG_UINT16(0x04), // send 4 0x85, 0x00, // lat temp[0] 0x65, 0x50, // aTop $50 SIG_END }; static const uint16 gk1InterrogationBugPatch[] = { 0x65, 0x4c, // aTop $4c 0x63, 0x50, // pToa $50 0x31, 0x15, // bnt $15 [05b9] 0x39, PATCH_SELECTOR8(view), // pushi view ($e) 0x76, // push0 0x4a, PATCH_UINT16(0x04), // send 4 0xa5, 0x00, // sat temp[0] 0x38, PATCH_SELECTOR16(dispose), // pushi dispose 0x76, // push0 0x63, 0x50, // pToa $50 0x4a, PATCH_UINT16(0x04), // send 4 0x85, 0x00, // lat temp[0] 0x65, 0x50, // aTop $50 0x67, 0x50, // pTos $50 0x34, PATCH_UINT16(0x2710), // ldi $2710 0x1e, // gt? 0x31, 0x08, // bnt 8 [05b9] 0x67, 0x50, // pTos $50 0x34, PATCH_UINT16(0x2710), // ldi $2710 0x04, // sub 0x65, 0x50, // aTop $50 PATCH_END }; // WORKAROUND: Script needed, because of differences in our pathfinding // algorithm. // In Madame Cazanoux's house, when Gabriel is leaving, he is placed on // the edge of the walkable area initially. This leads to a failure in // the pathfinding algorithm, and the pathfinding area is then ignored, // so Gabriel goes straight to the door by walking through the wall. // This is an edge case, which was apparently acceptable in SSCI. We // change the upper border of the walk area slightly, so that Gabriel // can be placed inside, and the pathfinding algorithm works correctly. // // Responsible method: rm280:init // Fixes bug: #9770 static const uint16 gk1CazanouxPathfindingSignature[] = { SIG_MAGICDWORD, 0x78, // push1 x = 1 0x38, SIG_UINT16(0x0090), // pushi y = 144 0x38, SIG_UINT16(0x00f6), // pushi x = 246 0x38, SIG_UINT16(0x0092), // pushi y = 146 0x38, SIG_UINT16(0x00f2), // pushi x = 242 0x39, 0x69, // pushi y = 105 0x39, 0x7c, // pushi x = 124 0x39, 0x68, // pushi y = 104 0x39, 0x56, // pushi x = 86 0x39, 0x6f, // pushi y = 111 0x39, 0x45, // pushi x = 69 0x39, 0x7c, // pushi y = 124 0x39, 0x2e, // pushi x = 46 0x38, SIG_UINT16(0x0081), // pushi y = 129 SIG_END }; static const uint16 gk1CazanouxPathfindingPatch[] = { PATCH_ADDTOOFFSET(+15), 0x39, 0x7c, // pushi x = 124 0x39, 0x67, // pushi y = 103 (was 104) PATCH_END }; // GK1 english pc floppy locks up on day 10 in the honfour (room 800) when // using the keycard on an unlocked door's keypad. This is due to mistakenly // calling handsOff instead of handsOn. Sierra fixed this in floppy patch 1.0a // and all other versions. // // We fix this by changing handsOff to handsOn and passing 0 as the caller // to gkMessager:say since the script disposes itself. // // Applies to: English PC Floppy only // Responsible method: sUnlockDoor:changeState(2) // Fixes bug: #10767 static const uint16 gk1HonfourUnlockDoorSignature[] = { 0x7c, // pushSelf 0x81, 0x5b, // lag global[5b] 0x4a, SIG_MAGICDWORD, // send e [ gkMessager:say ... self ] SIG_UINT16(0x000e), 0x38, SIG_UINT16(0x0216), // pushi 0216 [ handsOff ] SIG_END }; static const uint16 gk1HonfourUnlockDoorPatch[] = { 0x76, // push0 0x81, 0x5b, // lag global[5b] 0x4a, PATCH_UINT16(0x000e), // send e [ gkMessager:say ... 0 ] 0x38, PATCH_UINT16(0x0217), // pushi 0217 [ handsOn ] PATCH_END }; // GK1 english pc floppy locks up on day 2 when using the binoculars to view // room 410 when the artist's drawing blows away. This is particularly bad // because when using the binoculars you can't use the mouse to access the // control panel to restore. // // We fix this as Sierra did in later versions by not allowing the drawing to // blow away when viewing through binoculars. To make room for this patch // we remove initializing juggler:cycleSpeed to 6 as this is redundant. // juggler is a Prop and Prop:cycleSpeed's initial value is 6. // // Applies to: English PC Floppy // Responsible method: neJackson:init // Fixes bug: #10797 static const uint16 gk1Day2BinocularsLockupSignature[] = { SIG_MAGICDWORD, 0x30, SIG_UINT16(0x01d6), // bnt 01d6 [ english pc floppy 1.0 only ] 0x38, SIG_SELECTOR16(init), // pushi init 0x76, // push0 0x38, SIG_SELECTOR16(cycleSpeed), // pushi cycleSpeed 0x78, // push1 0x39, 0x06, // pushi 06 0x38, SIG_SELECTOR16(setCycle), // pushi setCycle 0x78, // push1 0x51, 0x15, // class Fwd 0x36, // push 0x72, SIG_UINT16(0x02b0), // lofsa juggler 0x4a, SIG_UINT16(0x0010), // send 10 [ juggler: init, cycleSpeed: 6, setCycle: Fwd ] 0x38, SIG_SELECTOR16(init), // pushi init 0x76, // push0 0x72, SIG_UINT16(0x0538), // lofsa easel 0x4a, SIG_UINT16(0x0004), // send 4 [ easel: init ] SIG_END }; static const uint16 gk1Day2BinocularsLockupPatch[] = { PATCH_ADDTOOFFSET(+6), 0x3c, // dup 0x76, // push0 0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle 0x78, // push1 0x51, 0x15, // class Fwd 0x36, // push 0x72, PATCH_UINT16(0x02b0), // lofsa juggler 0x4a, PATCH_UINT16(0x000a), // send a [ juggler: init, setCycle Fwd ] 0x76, // push0 0x72, PATCH_UINT16(0x0538), // lofsa easel 0x4a, PATCH_UINT16(0x0004), // send 4 [ easel: init ] 0x89, 0x0c, // lsg global[0c] [ previous room ] 0x34, PATCH_UINT16(0x0190), // ldi 0190 [ overlook ] 0x1c, // ne? 0x31, 0x09, // bnt 09 [ drawing doesn't blow away ] PATCH_END }; // GK1 english pc floppy has a missing-points bug on day 5 in room 240. // Showing Mosely the veve sketch and Hartridge's notes awards 2 points // but not if you show the notes before the veve. // Sierra fixed this in floppy patch 1.0b and all other versions. // // We fix this by awarding 2 points when showing the veve second. // // Applies to: English PC Floppy // Responsible method: showMoselyPaper:changeState(5) // Fixes bug: #10763 static const uint16 gk1Day5MoselyVevePointsSignature[] = { 0x78, // push1 0x39, 0x1b, // pushi 1b 0x47, 0x0d, 0x00, SIG_UINT16(0x0002), // calle [export 0 of script 13], 02 [ is flag 1b set? ] 0x30, SIG_UINT16(0x001e), // bnt 001e [ haven't shown notes yet ] 0x78, // push1 0x39, 0x1a, // pushi 1a 0x47, 0x0d, 0x01, SIG_UINT16(0x0002), // calle [export 1 of script 13], 02 [ set flag 1a ] 0x38, SIG_UINT16(0x00f2), // pushi 00f2 [ say ] 0x38, SIG_UINT16(0x0005), // pushi 0005 0x39, 0x11, // pushi 11 [ noun ] SIG_MAGICDWORD, 0x39, 0x10, // pushi 10 [ verb ] 0x39, 0x38, // pushi 38 [ cond ] 0x76, // push0 0x7c, // pushSelf 0x81, 0x5b, // lag global[5b] [ GkMessager ] 0x4a, SIG_UINT16(0x000e), // send 000e [ GkMessager:say ] 0x32, SIG_UINT16(0x0013), // jmp 0013 0x38, SIG_UINT16(0x00f2), // pushi 00f2 [ say ] SIG_END }; static const uint16 gk1Day5MoselyVevePointsPatch[] = { 0x38, PATCH_UINT16(0x00f2), // pushi 00f2 [ say ] 0x39, 0x05, // pushi 05 0x39, 0x11, // pushi 11 [ noun ] 0x39, 0x10, // pushi 10 [ verb ] 0x78, // push1 0x39, 0x1b, // pushi 1b 0x47, 0x0d, 0x00, PATCH_UINT16(0x0002), // calle [export 0 of script 13], 02 [ is flag 1b set? ] 0x31, 0x20, // bnt 20 [ pushi 37, continue GkMessager:say ] 0x38, PATCH_UINT16(0x02fa), // pushi 02fa [ getPoints ] 0x7a, // push2 0x38, PATCH_UINT16(0xfc19), // pushi fc19 [ no flag ] 0x7a, // push2 [ 2 points ] 0x81, 0x00, // lag global[0] 0x4a, PATCH_UINT16(0x0008), // send 8 [ GKEgo:getPoints -999 2 ] 0x78, // push1 0x39, 0x1a, // pushi 1a 0x47, 0x0d, 0x01, PATCH_UINT16(0x0002), // calle [export 1 of script 13], 02 [ set flag 1a ] 0x39, 0x38, // pushi 38 [ cond ] 0x33, 0x09, // jmp 9 [ continue GkMessager:say ] PATCH_END }; // GK1 english pc floppy has a missing message when showing certain items to // Magentia in room 290 such as the flashlight. This triggers an error message. // We fix this by passing GkMessager:say the correct cond as later versions do. // // Applies to: English PC Floppy 1.0 // Responsible method: magentia:doVerb // Fixes bug: #10782 static const uint16 gk1ShowMagentiaItemSignature[] = { SIG_MAGICDWORD, 0x76, // push0 0x39, 0x23, // pushi 23 [ invalid message cond ] 0x76, // push0 0x81, 0x5b, // lag global[5b] [ GkMessager ] SIG_END }; static const uint16 gk1ShowMagentiaItemPatch[] = { PATCH_ADDTOOFFSET(+1), 0x39, 0x00, // pushi 0 [ "Does this mean anything to you?" ] PATCH_END }; // The day 5 snake attack has speed, audio, and graphics problems. // These occur in all versions and also in Sierra's interpreter. // // Gabriel automatically walks cautiously in the darkened museum while looking // around and saying lines, then a snake drops on him. Depending on the game's // speed setting, the audio for "Why is it so dark in here?" is interrupted as // much as halfway through by the next line, "Dr. John, hello?". The cautious // walk animation runs at game speed, which can be fast, then abruptly changes // to 10 (33%) when the snake drops, which looks off. Ego doesn't even reach // the snake and instead stops short and warps 17 pixels to the right when the // drop animation starts. // // We fix all of this. Initializing ego's speed to 10 solves the interrupted // speech and inconsistent speed. It feels like this was the intended pacing. // The snake-warping isn't a speed issue, ego's animation frames for this // scene simply fall short of the snake's location. To fix that we start ego // a little farther in the room and increase ego's final position so that he // ends up directly under the snake and transitions to the drop animation // smoothly. Finally, we initialize ego on the room's first cycle instead of // second so that ego doesn't materialize after the room is already displayed. // // This patch works with pc floppy and cd even though they have different // snakeAttack scripts. Floppy doesn't have speech to interrupt but it // has the same issues. // // Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply // Responsible method: snakeAttack:changeState // Fixes bug: #10793 static const uint16 gk1Day5SnakeAttackSignature1[] = { 0x65, 0x1a, // aTop cycles 0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ] 0x3c, // dup 0x35, 0x01, // ldi 1 SIG_MAGICDWORD, 0x1a, // eq? 0x30, SIG_UINT16(0x0048), // bnt 0048 [ state 2 ] 0x35, 0x01, // ldi 1 [ free bytes ] 0x39, SIG_SELECTOR8(view), // pushi view 0x78, // push1 0x38, SIG_UINT16(0x0107), // pushi 0107 0x38, SIG_SELECTOR16(setCel), // pushi setCel 0x78, // push1 0x76, // push0 0x38, SIG_SELECTOR16(setLoop), // pushi setLoop 0x78, // push1 0x76, // push0 0x39, SIG_SELECTOR8(signal), // pushi signal 0x78, // push1 0x39, SIG_SELECTOR8(signal), // pushi signal 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, SIG_UINT16(0x0004), // send 4 [ GKEgo:signal? ] SIG_ADDTOOFFSET(+18), 0x39, 0x64, // pushi 64 [ initial x ] SIG_END }; static const uint16 gk1Day5SnakeAttackPatch1[] = { 0x39, PATCH_SELECTOR8(view), // pushi view [ begin initializing ego in state 0 ] 0x78, // push1 0x33, 0x07, // jmp 07 [ continue initializing ego in state 0 ] 0x3c, // dup 0x18, // not [ acc = 1 ] 0x1a, // eq? 0x65, 0x1a, // aTop cycles [ just set cycles to 1 in state 1 ] 0x33, 0x48, // jmp 47 [ state 2 ] 0x38, PATCH_UINT16(0x0107), // pushi 0107 0x39, PATCH_SELECTOR8(cel), // pushi cel 0x78, // push1 0x76, // push0 0x38, PATCH_SELECTOR16(setLoop), // pushi setLoop 0x78, // push1 0x76, // push0 0x39, PATCH_SELECTOR8(signal), // pushi signal 0x78, // push1 0x38, PATCH_SELECTOR16(cycleSpeed), // pushi cycleSpeed 0x78, // push1 0x39, 0x0a, // pushi 0a PATCH_ADDTOOFFSET(+5), 0x4a, PATCH_UINT16(0x000a), // send a [ GKEgo:signal?, cycleSpeed = a ] PATCH_ADDTOOFFSET(+18), 0x39, 0x70, // pushi 70 [ new initial x ] PATCH_END }; // This just changes ego's second x coordinate but unfortunately that promotes it to 16 bits static const uint16 gk1Day5SnakeAttackSignature2[] = { SIG_MAGICDWORD, 0x39, 0x7a, // pushi 7a [ x for second walking loop ] 0x39, 0x7c, // pushi 7c 0x38, SIG_SELECTOR16(setCycle), // pushi setCycle 0x7a, // push2 0x51, 0x18, // class End 0x36, // push 0x7c, // pushSelf 0x81, 0x00, // lag global[0] 0x4a, SIG_UINT16(0x0022), // send 22 0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ] SIG_END }; static const uint16 gk1Day5SnakeAttackPatch2[] = { 0x38, PATCH_UINT16(0x008b), // pushi 008b [ new x for second walking loop ] 0x39, 0x7c, // pushi 7c 0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle 0x7a, // push2 0x51, 0x18, // class End 0x36, // push 0x7c, // pushSelf 0x81, 0x00, // lag global[0] 0x4a, PATCH_UINT16(0x0022), // send 22 0x3a, // toss 0x48, // ret PATCH_END }; // When entering the police station (room 230) sGabeEnters sets ego speed // to 4 for the door animation but fails to restore it to the game speed // by calling GKEgo:normalize. This leaves ego at 75% speed until doing // something that does call normalize. // // We fix this by calling GKEgo:normalize after Gabriel finishes walking // through the door in sGabeEnters:changeState(4). This replaces setting // GKEgo:ignoreActors to 0 but that's okay because normalize does that. // // Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply // Responsible method: sGabeEnters:changeState(4) // Fixes bug: #10780 static const uint16 gk1PoliceEgoSpeedFixSignature[] = { 0x38, SIG_MAGICDWORD, // pushi ignoreActors SIG_SELECTOR16(ignoreActors), 0x78, // push1 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, SIG_UINT16(0x000c), // send c [ GKEgo: ..., ignoreActors: 0 ] SIG_END }; static const uint16 gk1PoliceEgoSpeedFixPatch[] = { 0x38, PATCH_SELECTOR16(normalize), // pushi normalize 0x39, 0x00, // pushi 00 0x81, 0x00, // lag global[0] 0x4a, PATCH_UINT16(0x000a), // send a [ GKEgo: ..., normalize ] PATCH_END }; // When exiting the drugstore (room 250) egoExits sets ego speed to 15 // (slowest) for the door animation but fails to restore it to game // speed by calling GKEgo:normalize. This leaves ego slow until doing // something that does call normalize. // // We fix this by calling GKEgo:normalize after the door animation. // // Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply // Responsible method: egoExits:changeState // Fixes bug: #10780 static const uint16 gk1DrugStoreEgoSpeedFixSignature[] = { 0x30, SIG_UINT16(0x003f), // bnt 003f [ state 1 ] SIG_ADDTOOFFSET(+60), SIG_MAGICDWORD, 0x32, SIG_UINT16(0x0012), // jmp 12 [ end of method ] 0x3c, // dup 0x35, 0x01, // ldi 1 0x1a, // eq? 0x31, 0x0c, // bnt c [ end of method ] 0x38, SIG_SELECTOR16(newRoom), // pushi newRoom 0x78, // push1 0x38, SIG_UINT16(0x00c8), // pushi 00c8 [ map ] 0x81, 0x02, // lag global[2] 0x4a, SIG_UINT16(0x0006), // send 6 [ rm250:newRoom = map ] 0x3a, // toss SIG_END }; static const uint16 gk1DrugStoreEgoSpeedFixPatch[] = { 0x3a, // toss 0x31, 0x3d, // bnt 3d [ state 1 ] PATCH_ADDTOOFFSET(+60), 0x48, // ret 0x38, PATCH_SELECTOR16(normalize), // pushi normalize 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, PATCH_UINT16(0x0004), // send 4 [ GKEgo:normalize ] 0x38, PATCH_SELECTOR16(newRoom), // pushi newRoom 0x78, // push1 0x38, PATCH_UINT16(0x00c8), // pushi 00c8 [ map ] 0x81, 0x02, // lag global[2] 0x4a, PATCH_UINT16(0x0006), // send 6 [ rm250:newRoom = map ] PATCH_END }; // GK1 CD version cuts off Grace's speech when hanging up the phone on day 1. // This is a timing issue that also occurs in the original. // // startingCartoon:changeState(12) plays Grace's final phone message but doesn't // synchronize it with the script. Instead ego goes through a series of movements // that advance the state while Grace is speaking. Once the sequence is complete // Grace hangs up the phone and starts her next message which interrupts the // previous one. There is no mechanism to make sure that Grace's message has // first completed and so it cut offs the last one or two words. The timing only // worked in the original on slower machines that weren't able to run the // sequence at full speed. // // We fix this by adding a delay to startingCartoon:changeState(18) so that // Grace's speech has time to complete. This scene occurs before game speed // can be set and it plays at a consistent speed on ScummVM. // // This patch is only applied to CD versions. Floppies have a different script. // // Applies to: All CD versions // Responsible method: startingCartoon:changeState(18) // Fixes bug: #10787 static const uint16 gk1Day1GracePhoneSignature[] = { SIG_MAGICDWORD, 0x35, 0x12, // ldi 12 0x1a, // eq? 0x31, 0x2c, // bnt 2c SIG_ADDTOOFFSET(+28), 0x38, SIG_UINT16(0x0003), // pushi 0003 0x51, 0x69, // class Osc 0x36, // push 0x78, // push1 0x7c, // pushSelf 0x81, 0x00, // lag global[0] 0x4a, SIG_UINT16(0x0024), // send 24 [ GKEgo: ... setCycle: Osc 1 self ] 0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ] SIG_END }; static const uint16 gk1Day1GracePhonePatch[] = { PATCH_ADDTOOFFSET(+33), 0x7a, // push2 0x51, 0x69, // class Osc 0x36, // push 0x78, // push1 0x81, 0x00, // lag global[0] 0x4a, PATCH_UINT16(0x0022), // send 22 [ GKEgo: ... setCycle: Osc 1 ] // advance to the next state in 6 seconds instead of when Gabriel finishes // taking a sip of coffee, which takes 2 seconds, giving Grace's speech // an extra 4 seconds to complete. 0x35, 0x06, // ldi 06 0x65, 0x1c, // aTop seconds 0x3a, // toss 0x48, // ret PATCH_END }; // French and Spanish CD versions contain an active debugging hotkey, ALT+N, // which brings up a series of unskippable bug-reporting dialogs and // eventually writes files to disk and crashes non-release builds due to // an uninitialized read. This hotkey is always active and not hidden // behind the game's debug mode flag so we just patch it out. // // Applies to: French and Spanish PC CD // Responsible method: GK:handleEvent // Fixes bug: #10781 static const uint16 gk1SysLoggerHotKeySignature[] = { SIG_MAGICDWORD, 0x34, SIG_UINT16(0x3100), // ldi 3100 [ ALT+N ] 0x1a, // eq? 0x31, // bnt SIG_END }; static const uint16 gk1SysLoggerHotKeyPatch[] = { PATCH_ADDTOOFFSET(+4), 0x33, // jmp PATCH_END }; // After interrogating Gran in room 380, the room is re-initialized incorrectly. // Clicking on objects while seated causes Gabriel to briefly flicker into // standing and other frames. After standing, the knitting basket can be walked // through. These are script bugs which also occur in Sierra's interpreter. // // Ego is initialized incorrectly by rm380:init when returning from interrogation // (room 50). Several properties are wrong and it's bad luck that it works as // well as it does or Sierra would have noticed. For comparison, the scripts // egoEnters and sitDown do it correctly. rm380:init first initializes ego for // walking and then applies only some of the properties for sitting in the chair. // // This leaves ego in a walking/sitting state with several problems: // - signal flag kSignalDoesntTurn isn't set // - cycler is set to StopWalk instead of none // - loop/cel is set to 2 0 instead of 0 5 // // rm380:init sets ego's loop/cel to 0 5 (Gabriel sitting) but the unexpected // StopWalk immediately changes this to 2 0 (Gabriel starts talking) which went // unnoticed because those two frames are similar. This is why Gabriel's hand // is slightly raised when returning from interrogation. The flickering is due // to ego attempting to turn to face items while sitting due to kSignalDoesntTurn // not being set. // // We fix the flickering by passing a second parameter to GKEgo:setLoop which // causes kSignalDoesntTurn to be set, preventing ego from attempting to face // objects being clicked, just as egoEnters and sitDown do. We fix the knitting // basket by adding its obstacle polygon to the room even when returning from // interrogation, which Sierra forgot to do. // // Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply // Responsible method: rm380:init // Fixes bug: #9760, #10707 static const uint16 gk1GranRoomInitSignature[] = { 0x38, SIG_SELECTOR16(setCel), // pushi setCel 0x78, // push1 0x39, 0x05, // pushi 05 0x38, SIG_SELECTOR16(setLoop), // pushi setLoop 0x78, // push1 0x76, // push0 [ loop: 0 ] 0x38, SIG_SELECTOR16(init), // pushi init 0x76, // push0 0x38, SIG_SELECTOR16(posn), // pushi posn SIG_MAGICDWORD, 0x7a, // push2 0x38, SIG_UINT16(0x00af), // pushi 00af 0x39, 0x75, // pushi 75 0x81, 0x00, // lag global[0] 0x4a, SIG_UINT16(0x001e), // send 1e [ GKEgo: ... setCel: 5, setLoop: 0 ... ] 0x35, 0x01, // ldi 1 0xa3, 0x00, // sal local[0] [ 1, a non-zero value indicates ego is sitting ] SIG_END }; static const uint16 gk1GranRoomInitPatch[] = { 0x39, PATCH_SELECTOR8(cel), // pushi cel [ use cel instead of equivalent setCel to save a byte ] 0x78, // push1 0x39, 0x05, // pushi 05 0x38, PATCH_SELECTOR16(setLoop), // pushi setLoop 0x7a, // push2 0x76, // push0 [ loop: 0 ] 0x78, // push1 [ 2nd param tells setLoop to set kSignalDoesntTurn ] 0x38, PATCH_SELECTOR16(init), // pushi init 0x76, // push0 0x38, PATCH_SELECTOR16(posn), // pushi posn 0x7a, // push2 0x38, PATCH_UINT16(0x00af), // pushi 00af 0x39, 0x75, // pushi 75 0x81, 0x00, // lag global[0] 0xa3, 0x00, // sal local[0] [ setting a non-zero object instead of 1 saves 2 bytes ] 0x4a, PATCH_UINT16(0x0020), // send 20 [ GKEgo: ... cel: 5, setLoop: 0 1 ... ] 0x33, 0x87, // jmp -79 [ add knitting basket obstacle to room ] PATCH_END }; // Using the money on the fortune teller Lorelei is scripted to respond with // a different message depending on whether she's sitting or dancing. This // feature manages to have three bugs which all occur in Sierra's interpreter. // // Bug 1: The script transposes the sitting and dancing responses. // We reverse the test so that the right messages are attempted. // // Bug 2: The script passes the wrong message tuple when Lorelei is sitting // and so a missing message error occurs. We pass the right tuple. // // Bug 3: The audio36 resource for message 420 2 32 0 1 has the wrong tuple and // so no audio plays when using the money on Lorelei while dancing. // This is a CD resource bug which we fix in the audio loader. // // Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply // Responsible method: lorelei:doVerb(32) // Fixes bug: #10819 static const uint16 gk1LoreleiMoneySignature[] = { 0x30, SIG_UINT16(0x000d), // bnt 000d [ lorelei is sitting ] SIG_ADDTOOFFSET(+19), SIG_MAGICDWORD, 0x7a, // push2 [ noun ] 0x8f, 0x01, // lsp param[1] [ verb (32d) ] 0x39, 0x03, // pushi 03 [ cond ] SIG_END }; static const uint16 gk1LoreleiMoneyPatch[] = { 0x2e, PATCH_UINT16(0x000d), // bt 000d [ lorelei is dancing ] PATCH_ADDTOOFFSET(+22), 0x39, 0x02, // pushi 02 [ correct cond ] PATCH_END }; // Using "Operate" on the fortune teller Lorelei's right chair causes a // missing message error when she's standing in english pc floppy. // We fix the message tuple as Sierra did in later versions. // // Applies to: English PC Floppy 1.0 // Responsible method: chair2:doVerb(8) // Fixes bug: #10820 static const uint16 gk1OperateLoreleiChairSignature[] = { // we have to reach far ahead of the doVerb method for a unique byte // sequence to base a signature off of. chair2:doVerb has no unique bytes // and is surrounded by doVerb methods which are duplicates of others. SIG_MAGICDWORD, 0x72, SIG_UINT16(0x023a), // lofsa sPickupVeil 0x36, // push SIG_ADDTOOFFSET(+913), 0x39, 0x03, // pushi 03 [ cond ] 0x81, 0x5b, // lag global[5b] [ gkMessager ] SIG_END }; static const uint16 gk1OperateLoreleiChairPatch[] = { PATCH_ADDTOOFFSET(+917), 0x39, 0x07, // pushi 07 [ correct cond ] PATCH_END }; // Using the photocopy of the veve on the artist causes a missing message error // after giving the sketch from the lake and then the original veve file. // This is due to using the wrong verb in the message tuple, which we fix. // // Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply // Responsible method: artist:doVerb(24) // Fixes bug: #10818 static const uint16 gk1ArtistVeveCopySignature[] = { SIG_MAGICDWORD, 0x39, 0x30, // pushi 30 [ verb: original veve file ] 0x39, 0x1f, // pushi 1f [ cond ] SIG_END }; static const uint16 gk1ArtistVeveCopyPatch[] = { 0x39, 0x18, // pushi 18 [ verb: veve photocopy ] PATCH_END }; // After phoning Wolfgang on day 7, Gabriel is placed beyond room 220's obstacle // boundary and can walk through walls and behind the room. This also occurs in // the original. The script inconsistently uses accessible and inaccessible // positions for placing ego next to the phone. We patch all instances to use // the accessible position. // // Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply // Responsible methods: rm220:init, useThePhone:changeState(0) // Fixes bug: #10853 static const uint16 gk1EgoPhonePositionSignature[] = { SIG_MAGICDWORD, 0x39, 0x68, // pushi 68 [ x: 104 ] 0x39, 0x7e, // pushi 7e [ y: 126 ] SIG_END }; static const uint16 gk1EgoPhonePositionPatch[] = { 0x39, 0x6b, // pushi 6b [ x: 107 ] 0x39, 0x7c, // pushi 7c [ y: 124 ] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry gk1Signatures[] = { { true, 0, "remove alt+n syslogger hotkey", 1, gk1SysLoggerHotKeySignature, gk1SysLoggerHotKeyPatch }, { true, 51, "fix interrogation bug", 1, gk1InterrogationBugSignature, gk1InterrogationBugPatch }, { true, 211, "fix day 1 grace phone speech timing", 1, gk1Day1GracePhoneSignature, gk1Day1GracePhonePatch }, { true, 212, "fix day 5 drum book dialogue error", 1, gk1Day5DrumBookDialogueSignature, gk1Day5DrumBookDialoguePatch }, { true, 212, "fix day 5 phone softlock", 1, gk1Day5PhoneFreezeSignature, gk1Day5PhoneFreezePatch }, { true, 220, "fix ego phone position", 2, gk1EgoPhonePositionSignature, gk1EgoPhonePositionPatch }, { true, 230, "fix day 6 police beignet timer issue (1/2)", 1, gk1Day6PoliceBeignetSignature1, gk1Day6PoliceBeignetPatch1 }, { true, 230, "fix day 6 police beignet timer issue (2/2)", 1, gk1Day6PoliceBeignetSignature2, gk1Day6PoliceBeignetPatch2 }, { true, 230, "fix day 6 police sleep timer issue", 1, gk1Day6PoliceSleepSignature, gk1Day6PoliceSleepPatch }, { true, 230, "fix police station ego speed", 1, gk1PoliceEgoSpeedFixSignature, gk1PoliceEgoSpeedFixPatch }, { true, 240, "fix day 5 mosely veve missing points", 1, gk1Day5MoselyVevePointsSignature, gk1Day5MoselyVevePointsPatch }, { true, 250, "fix ego speed when exiting drug store", 1, gk1DrugStoreEgoSpeedFixSignature, gk1DrugStoreEgoSpeedFixPatch }, { true, 260, "fix day 5 snake attack (1/2)", 1, gk1Day5SnakeAttackSignature1, gk1Day5SnakeAttackPatch1 }, { true, 260, "fix day 5 snake attack (2/2)", 1, gk1Day5SnakeAttackSignature2, gk1Day5SnakeAttackPatch2 }, { true, 280, "fix pathfinding in Madame Cazanoux's house", 1, gk1CazanouxPathfindingSignature, gk1CazanouxPathfindingPatch }, { true, 290, "fix magentia missing message", 1, gk1ShowMagentiaItemSignature, gk1ShowMagentiaItemPatch }, { true, 380, "fix Gran's room obstacles and ego flicker", 1, gk1GranRoomInitSignature, gk1GranRoomInitPatch }, { true, 410, "fix day 2 binoculars lockup", 1, gk1Day2BinocularsLockupSignature, gk1Day2BinocularsLockupPatch }, { true, 410, "fix artist veve photocopy missing message", 1, gk1ArtistVeveCopySignature, gk1ArtistVeveCopyPatch }, { true, 420, "fix lorelei chair missing message", 1, gk1OperateLoreleiChairSignature, gk1OperateLoreleiChairPatch }, { true, 420, "fix lorelei money messages", 1, gk1LoreleiMoneySignature, gk1LoreleiMoneyPatch }, { true, 710, "fix day 9 vine swing speech playing", 1, gk1Day9VineSwingSignature, gk1Day9VineSwingPatch }, { true, 710, "fix day 9 mummy animation (floppy)", 1, gk1MummyAnimateFloppySignature, gk1MummyAnimateFloppyPatch }, { true, 710, "fix day 9 mummy animation (cd)", 1, gk1MummyAnimateCDSignature, gk1MummyAnimateCDPatch }, { true, 800, "fix day 10 honfour unlock door lockup", 1, gk1HonfourUnlockDoorSignature, gk1HonfourUnlockDoorPatch }, { true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch }, { true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 }, { true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 }, { true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch }, SCI_SIGNATUREENTRY_TERMINATOR }; #pragma mark - #pragma mark Gabriel Knight 2 // The down scroll button in GK2 jumps up a pixel on mousedown because there is // a send to scrollSelections using an immediate value 1, which means to scroll // up by 1 pixel. This patch fixes the send to scrollSelections by passing the // button's delta instead of 1 in 'ScrollButton::track'. // // Applies to at least: English CD 1.00, English Steam 1.01 // Fixes bug: #9648 static const uint16 gk2InvScrollSignature[] = { 0x7e, SIG_ADDTOOFFSET(+2), // line whatever SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(scrollSelections), // pushi scrollSelections ($2c3) 0x78, // push1 0x78, // push1 0x63, 0x98, // pToa $98 0x4a, SIG_UINT16(0x06), // send 6 SIG_END }; static const uint16 gk2InvScrollPatch[] = { 0x38, PATCH_SELECTOR16(scrollSelections), // pushi scrollSelections ($2c3) 0x78, // push1 0x67, 0x9a, // pTos $9a (delta) 0x63, 0x98, // pToa $98 0x4a, PATCH_UINT16(0x06), // send 6 0x18, 0x18, // (waste bytes) PATCH_END }; // The init code 'GK2::init' that runs when GK2 starts up unconditionally resets // the music volume to 63, but the game should always use the volume stored in // ScummVM. // Applies to at least: English 1.00 CD // Fixes bug: #9700 static const uint16 gk2VolumeResetSignature[] = { SIG_MAGICDWORD, 0x35, 0x3f, // ldi $3f 0xa1, 0x4c, // sag global[$4c] (music volume) SIG_END }; static const uint16 gk2VolumeResetPatch[] = { 0x33, 0x02, // jmp 2 [past volume changes] PATCH_END }; // GK2 has custom video benchmarking code that needs to be disabled in a subroutine // which is called from 'GK2::init'; see sci2BenchmarkSignature // TODO: Patch is not applied to localized versions and needs to get adjusted static const uint16 gk2BenchmarkSignature[] = { 0x7e, SIG_ADDTOOFFSET(+2), // line 0x38, SIG_SELECTOR16(new), // pushi new 0x76, // push0 0x51, SIG_ADDTOOFFSET(+1), // class Actor 0x4a, SIG_UINT16(0x04), // send 4 0xa5, 0x00, // sat temp[0] 0x7e, SIG_ADDTOOFFSET(+2), // line 0x7e, SIG_ADDTOOFFSET(+2), // line 0x39, SIG_SELECTOR8(view), // pushi view ($e) SIG_MAGICDWORD, 0x78, // push1 0x38, SIG_UINT16(0xfdd4), // pushi 64980 SIG_END }; static const uint16 gk2BenchmarkPatch[] = { 0x38, PATCH_SELECTOR16(detailLevel), // pushi detailLevel 0x78, // push1 0x38, PATCH_UINT16(399), // pushi 399 (10000 / 25 - 1) 0x81, 0x01, // lag global[1] 0x4a, PATCH_UINT16(0x0006), // send 6 0x34, PATCH_UINT16(10000), // ldi 10000 0x48, // ret PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry gk2Signatures[] = { { true, 0, "disable volume reset on startup", 1, gk2VolumeResetSignature, gk2VolumeResetPatch }, { true, 0, "disable video benchmarking", 1, gk2BenchmarkSignature, gk2BenchmarkPatch }, { true, 23, "fix inventory scroll start direction", 1, gk2InvScrollSignature, gk2InvScrollPatch }, { true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 }, { true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 }, { true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch }, SCI_SIGNATUREENTRY_TERMINATOR }; #endif // =========================================================================== // 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 // master volume. This makes SSCI set the volume to max. We fix the procedure, // so volume won't get modified in those cases. // // Applies to at least: PC CD // Responsible method: export 29 in script 0 // Fixes bug: #5209 static const uint16 kq5SignatureCdHarpyVolume[] = { SIG_MAGICDWORD, 0x80, SIG_UINT16(0x0191), // lag global[191h] 0x18, // not 0x30, SIG_UINT16(0x002c), // bnt [jump further] (jumping, if global[191h] is 1) 0x35, 0x01, // ldi 01 0xa0, SIG_UINT16(0x0191), // sag global[191h] (setting to 1) 0x38, SIG_UINT16(0x017b), // pushi 017b 0x76, // push0 0x81, 0x01, // lag global[1] 0x4a, 0x04, // send 04 - read KQ5::masterVolume 0xa5, 0x03, // sat temp[3] (store volume) 0x38, SIG_UINT16(0x017b), // pushi 017b 0x76, // push0 0x81, 0x01, // lag global[1] 0x4a, 0x04, // send 04 - read KQ5::masterVolume 0x36, // push 0x35, 0x04, // ldi 04 0x20, // ge? (followed by bnt) SIG_END }; static const uint16 kq5PatchCdHarpyVolume[] = { 0x38, PATCH_UINT16(0x022f), // pushi 022f (selector theVol) (3 new bytes) 0x76, // push0 (1 new byte) 0x51, 0x88, // class SpeakTimer (2 new bytes) 0x4a, 0x04, // send 04 (2 new bytes) -> read SpeakTimer::theVol 0xa5, 0x03, // sat temp[3] (2 new bytes) 0x80, PATCH_UINT16(0x0191), // lag global[191h] // saving 1 byte due optimization 0x2e, PATCH_UINT16(0x0023), // bt [jump further] (jumping, if global[191h] is 1) 0x35, 0x01, // ldi 01 0xa0, PATCH_UINT16(0x0191), // sag global[191h] (setting to 1) 0x38, PATCH_UINT16(0x017b), // pushi 017b 0x76, // push0 0x81, 0x01, // lag global[1] 0x4a, 0x04, // send 04 - read KQ5::masterVolume 0xa5, 0x03, // sat temp[3] (store volume) // saving 8 bytes due removing of duplicate code 0x39, 0x04, // pushi 04 (saving 1 byte due swapping) 0x22, // lt? (because we switched values) PATCH_END }; // The witchCage object in script 200 is broken and claims to have 12 // properties instead of the 8 it should have because it is a Cage. // Additionally its top,left,bottom,right properties are set to 0 rather // than the right values. We fix the object by setting the right values. // If they are all zero, this causes an impossible position check in // witch::cantBeHere and an infinite loop when entering room 22. // // This bug is accidentally not triggered in SSCI because the invalid number // of variables effectively hides witchCage::doit, causing this position check // to be bypassed entirely. // See also the warning+comment in Object::initBaseObject // // Applies to at least: PC CD, English PC floppy // Responsible method: heap in script 200 // Fixes bug: #4964 static const uint16 kq5SignatureWitchCageInit[] = { SIG_UINT16(0x0000), // top SIG_UINT16(0x0000), // left SIG_UINT16(0x0000), // bottom SIG_UINT16(0x0000), // right SIG_UINT16(0x0000), // extra property #1 SIG_MAGICDWORD, SIG_UINT16(0x007a), // extra property #2 SIG_UINT16(0x00c8), // extra property #3 SIG_UINT16(0x00a3), // extra property #4 SIG_END }; static const uint16 kq5PatchWitchCageInit[] = { PATCH_UINT16(0x0000), // top PATCH_UINT16(0x007a), // left PATCH_UINT16(0x00c8), // bottom PATCH_UINT16(0x00a3), // right 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, // jmp (replace bnt) 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 global[400] checks with a fixed true. This is toggled with // enablePatch() below when alternative Windows GM MIDI tracks are used. // // 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 those side effects more closely. // Applies to at least: Win CD // Responsible method: mordOneScript::changeState(1), dragonScript::changeState(1), // fireScript::changeState() in script 124 // Fixes bug: #6251 static const uint16 kq5SignatureWinGMSignals[] = { SIG_MAGICDWORD, 0x80, SIG_UINT16(0x0190), // lag global[400] 0x18, // not 0x30, SIG_UINT16(0x001b), // bnt 0x001b 0x89, 0x57, // lsg global[87] SIG_END }; static const uint16 kq5PatchWinGMSignals[] = { 0x34, PATCH_UINT16(0x0001), // ldi 0x0001 PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry kq5Signatures[] = { { true, 0, "CD: harpy volume change", 1, kq5SignatureCdHarpyVolume, kq5PatchCdHarpyVolume }, { true, 124, "Multilingual: Ending glitching out", 3, kq5SignatureMultilingualEndingGlitch, kq5PatchMultilingualEndingGlitch }, { false, 124, "Win: GM Music signal checks", 4, kq5SignatureWinGMSignals, kq5PatchWinGMSignals }, { true, 200, "CD: witch cage init", 1, kq5SignatureWitchCageInit, kq5PatchWitchCageInit }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // In the garden (room 480), when giving the milk bottle to one of the babies, // script 481 starts a looping a baby cry sound (cryMusic). However, that // particular sound has an overriden check() method that explicitly restarts // the sound, even if it's set to be looped. Thus the same sound is played // twice, squelching all other sounds. // // We just rip out the unnecessary check() method, thereby stopping the sound // from constantly restarting (since it's being looped anyway), thus the normal // game speech can work while the baby cry sound is heard. // // Applies to at least: PC-CD // Responsible method: cryMusic::check in script 481 // Fixes bug: #4955 static const uint16 kq6SignatureDuplicateBabyCry[] = { SIG_MAGICDWORD, 0x83, 0x00, // lal local[0] 0x31, 0x1e, // bnt 1e [07f4] 0x78, // push1 0x39, 0x04, // pushi 04 0x43, 0x75, 0x02, // callk DoAudio[75], 02 SIG_END }; static const uint16 kq6PatchDuplicateBabyCry[] = { 0x48, // ret PATCH_END }; // The inventory of King's Quest 6 is buggy. When it grows too large, // it will get split into 2 pages. Switching between those pages will // grow the stack, because it's calling itself per switch. // Which means after a while ScummVM will bomb out because the stack frame // will be too large. This patch fixes the buggy script. // // Applies to at least: PC-CD, English PC floppy, German PC floppy, English Mac // Responsible method: KqInv::showSelf in script 907 // Fixes bug: #5681 static const uint16 kq6SignatureInventoryStackFix[] = { 0x67, 0x30, // pTos state 0x34, SIG_UINT16(0x2000), // ldi 2000 0x12, // and 0x18, // not 0x31, 0x04, // bnt [not first refresh] 0x35, 0x00, // ldi 00 SIG_MAGICDWORD, 0x65, 0x1e, // aTop curIcon 0x67, 0x30, // pTos state 0x34, SIG_UINT16(0xdfff), // ldi dfff 0x12, // and 0x65, 0x30, // aTop state 0x38, SIG_SELECTOR16(show), // pushi show (e1h for KQ6CD) 0x78, // push1 0x87, 0x00, // lap param[0] 0x31, 0x04, // bnt [use global for show] 0x87, 0x01, // lap param[1] 0x33, 0x02, // jmp [use param for show] 0x81, 0x00, // lag global[0] 0x36, // push 0x54, 0x06, // self 06 (KqInv::show) 0x31, SIG_ADDTOOFFSET(+1), // bnt [exit menu code] (0x08 for PC, 0x07 for mac) 0x39, 0x39, // pushi 39 0x76, // push0 0x54, 0x04, // self 04 (KqInv::doit) SIG_END // followed by jmp (0x32 for PC, 0x33 for mac) }; static const uint16 kq6PatchInventoryStackFix[] = { 0x67, 0x30, // pTos state 0x3c, // dup (1 more byte, needed for patch) 0x3c, // dup (1 more byte, saves 1 byte later) 0x34, PATCH_UINT16(0x2000), // ldi 2000 0x12, // and 0x2f, 0x02, // bt [not first refresh] - saves 3 bytes in total 0x65, 0x1e, // aTop curIcon 0x00, // bnot (neg, either 2000 or 0000 in acc, this will create dfff or ffff) - saves 2 bytes 0x12, // and 0x65, 0x30, // aTop state 0x38, PATCH_GETORIGINALUINT16(+22), // pushi show 0x78, // push1 0x87, 0x00, // lap param[0] 0x31, 0x04, // bnt [call show using global[0]] 0x8f, 0x01, // lsp param[1], save 1 byte total with lsg global[0] combined 0x33, 0x02, // jmp [call show using param[1]] 0x89, 0x00, // lsg global[0], save 1 byte total, see above 0x54, 0x06, // self 06 (call x::show) 0x31, PATCH_GETORIGINALBYTEADJUST(+39, +6), // bnt [menu exit code] (0x0e for pc, 0x0d for mac) 0x34, PATCH_UINT16(0x2000), // ldi 2000 0x12, // and 0x2f, 0x05, // bt [to ret] 0x39, 0x39, // pushi 39 0x76, // push0 0x54, 0x04, // self 04 (self::doit) 0x48, // ret (saves 2 bytes for PC, 1 byte for mac) PATCH_END }; // The "Drink Me" bottle code doesn't repaint the AddToPics elements to the // screen, when Alexander returns back from the effect of the bottle. // It's pretty strange that Sierra didn't find this bug, because it occurs // when drinking the bottle right on the screen, where the bottle is found. // This bug also occurs in Sierra SCI. // // Applies to at least: PC-CD, English PC floppy, German PC floppy, English Mac // Responsible method: drinkMeScript::changeState in script 87 // Fixes bug: #5252 static const uint16 kq6SignatureDrinkMeFix[] = { SIG_MAGICDWORD, 0x3c, // dup 0x35, 0x0f, // ldi 0f 0x1a, // eq? 0x30, SIG_UINT16(0x00a4), // bnt [skip to next check] SIG_ADDTOOFFSET(+161), 0x32, SIG_UINT16(0x007f), // jmp [return] 0x3c, // dup 0x35, 0x10, // ldi 10 0x1a, // eq? 0x31, 0x07, // bnt [skip to next check] 0x35, 0x03, // ldi 03 0x65, 0x1a, // aTop (cycles) 0x32, SIG_UINT16(0x0072), // jmp [return] 0x3c, // dup 0x35, 0x11, // ldi 11 0x1a, // eq? 0x31, 0x13, // bnt [skip to next check] SIG_ADDTOOFFSET(+20), 0x35, 0x12, // ldi 12 SIG_ADDTOOFFSET(+23), 0x35, 0x13, // ldi 13 SIG_END }; static const uint16 kq6PatchDrinkMeFix[] = { PATCH_ADDTOOFFSET(+5), // skip to bnt offset PATCH_GETORIGINALBYTEADJUST(+5, +13), // [check for 11h code] (adjust bnt offset) PATCH_ADDTOOFFSET(+162), 0x39, PATCH_SELECTOR8(doit), // pushi doit 0x76, // push0 0x81, 0x0a, // lag global[0a] 0x4a, 0x04, // send 04 (call addToPics::doit) 0x3a, // toss 0x48, // ret PATCH_ADDTOOFFSET(+8), // skip to check 11h code 0x35, 0x10, // ldi 10 (instead of 11) PATCH_ADDTOOFFSET(+23), // skip to check 12h code 0x35, 0x11, // ldi 11 (instead of 12) PATCH_ADDTOOFFSET(+23), // skip to check 13h code 0x35, 0x12, // ldi 12 (instead of 13) PATCH_END }; // During the common Game Over cutscene, one of the guys says "Tickets, only", // but the subtitle says "Tickets, please". Normally people wouldn't have // noticed, but ScummVM supports audio + subtitles in this game at the same // time. This is caused by a buggy message, which really has this text + audio // attached. // We assume that "Tickets, only" (the audio) is the correct one. There is // another message with "Tickets, only" in both text and audio. We change // message 1, 0, 1, 1 to message 5, 0, 0, 2 to fix this issue. // This mismatch also occurs in Sierra SCI. // // Applies to at least: PC-CD // Responsible method: modeLessScript::changeState(0) in script 640 static const uint16 kq6SignatureTicketsOnly[] = { 0x3c, // dup 0x35, 0x00, // ldi 0 0x1a, // eq? SIG_MAGICDWORD, 0x31, 0x2b, // bnt [skip over state 0] 0x39, 0x1e, // pushi font (we keep the hardcoded selectors in here simply because this is only for KQ6-CD) 0x78, // push1 0x89, 0x16, // lsg global[16h] 0x38, SIG_UINT16(0x009a), // pushi posn 0x7a, // push2 0x38, SIG_UINT16(0x00c8), // pushi 00c8h (200d) 0x39, 0x64, // pushi 64h (100d) 0x38, SIG_UINT16(0x00ab), // pushi say 0x39, 0x05, // pushi 05 (parameter count for say) 0x76, // push0 0x78, // push1 0x76, // push0 0x78, // push1 0x78, // push1 SIG_END }; static const uint16 kq6PatchTicketsOnly[] = { 0x32, PATCH_UINT16(0x0000), // jmp (waste 3 bytes) 0x2f, 0x2c, // bt [skip over state 0] (saves 1 byte) 0x39, 0x1e, // pushi font (we keep the hardcoded selectors in here simply because this is only for KQ6-CD) 0x78, // push1 0x89, 0x16, // lsg global[16h] 0x38, PATCH_UINT16(0x009a), // pushi posn 0x7a, // push2 0x38, PATCH_UINT16(0x00c8), // pushi 00c8h (200d) 0x39, 0x64, // pushi 64h (100d) 0x38, PATCH_UINT16(0x00ab), // pushi say 0x39, 0x05, // pushi 05 (parameter count for say) 0x76, // push0 0x39, 0x05, // pushi 05 0x76, // push0 0x76, // push0 0x7a, // push2 PATCH_END }; // Looking at the ribbon in inventory says that there's a hair even after it's // been removed. This occurs after the hair has been put in the skull or is on // a different inventory page than the ribbon. // // The ribbon's Look handler has incorrect logic for determining if it contains // a hair. It fails to test flag 143 which is set when getting the hair and so // it displays the wrong message. The Do handler tests all the necessary flags. // This bug probably would have been noticed except that both verb handlers // also test inventory for hair, which is redundant as testing flags is enough, // but it causes the right message some of the time. Testing inventory is wrong // because possessing the hair is temporary, which is why the bug emerges after // it's used, and it's broken because testing inventory across pages doesn't // work in KQ6. ego:has returns false for any item on another page when the // inventory window is open. As inventory increases the ribbon and hair end up // on different pages and ribbon:doVerb can no longer see it. // // We fix the message by changing ribbon:doVerb(1) to test flag 143 like doVerb(5). // This requires overwriting one of the redundant inventory tests. // // Beauty's clothes also have a hair and clothes:doVerb(1) has similar issues // but it happens to work. Those items are always on the same page due to their // low item numbers and the clothes are removed from inventory before the hair. // // Applies to: PC CD, PC Floppy, Mac Floppy // Responsible method: ribbon:doVerb(1) in script 907 // Fixes bug: #10801 static const uint16 kq6SignatureLookRibbonFix[] = { 0x30, SIG_ADDTOOFFSET(+2), // bnt [ verb != Look ] 0x38, SIG_SELECTOR16(has), // pushi has 0x78, // push1 0x39, 0x04, // pushi 04 0x81, SIG_MAGICDWORD, 0x00, // lag global[0] 0x4a, 0x06, // send 6 [ ego:has 4 (beauty's hair) ] 0x2e, // bt [ continue hair tests ] SIG_END }; static const uint16 kq6PatchLookRibbonFix[] = { PATCH_ADDTOOFFSET(+3), 0x78, // push1 0x38, PATCH_UINT16(0x008f), // pushi 008f 0x46, PATCH_UINT16(0x0391), // calle [export 0 of script 13], 02 [ is flag 8f set? ] PATCH_UINT16(0x0000), 0x02, PATCH_END }; // KQ6 CD introduced a bug in the wallflower dance in room 480. The dance is // supposed to last until the music ends but in Text mode it stops after only // three seconds once the user gains control. This isn't usually enough time // to get the hole in the wall. This bug also occurs in Sierra's interpreter. // // wallFlowerDance was changed in the CD version for Speech mode but broke Text. // In Text mode, changeState(9) creates a dialog with Print, which blocks, and // then sets ticks to 12. Meanwhile, wallFlowerDance:handleEvent cues if an // event is received in state 9. A mouse click starts a 12 tick race which // handleEvent wins, cueing before the countdown expires, and so the countdown // expires on state 10, skipping ahead to the three second fadeout. Closing the // dialog with the keyboard works because Dialog claims keyboard events when // blocking, preventing wallFlowerDance:handleEvent from receiving and cueing. // // We fix this by setting the Print dialog to modeless as it was in the floppy // version and removing the countdown. wallFlowerDance:handleEvent now receives // all events and is the only one responsible for advancing state 9 to 10 in // Text mode. This patch does not affect audio modes Speech and Both. // // Applies to: PC CD // Responsible method: wallFlowerDance:changeState(9) in script 480 // Fixes bug: #10811 static const uint16 kq6CDSignatureWallFlowerDanceFix[] = { SIG_MAGICDWORD, 0x39, SIG_SELECTOR8(init), // pushi init 0x76, // push0 0x51, 0x15, // class Print [ Print: ... init ] 0x4a, 0x24, // send 24 0x35, 0x0c, // ldi 0c 0x65, 0x20, // aTop ticks 0x32, SIG_UINT16(0x00d0), // jmp 00d0 [ end of method ] SIG_END }; static const uint16 kq6CDPatchWallFlowerDanceFix[] = { 0x38, PATCH_SELECTOR16(modeless), // pushi modeless 0x78, // push1 0x78, // push1 0x39, PATCH_SELECTOR8(init), // pushi init 0x76, // push0 0x51, 0x15, // class Print [ Print: ... modeless: 1, init ] 0x4a, 0x2a, // send 2a 0x3a, // toss 0x48, // ret PATCH_END }; // Audio + subtitles support - SHARED! - used for King's Quest 6 and Laura Bow 2. // This patch gets enabled when the user selects "both" in the ScummVM // "Speech + Subtitles" menu. We currently use global[98d] to hold a kMemory // pointer. // Applies to at least: KQ6 PC-CD, LB2 PC-CD // Patched method: Messager::sayNext / lb2Messager::sayNext (always use text branch) static const uint16 kq6laurabow2CDSignatureAudioTextSupport1[] = { 0x89, 0x5a, // lsg global[5a] 0x35, 0x02, // ldi 02 0x12, // and SIG_MAGICDWORD, 0x31, 0x13, // bnt [audio call] 0x38, SIG_SELECTOR16(modNum), // pushi modNum SIG_END }; static const uint16 kq6laurabow2CDPatchAudioTextSupport1[] = { PATCH_ADDTOOFFSET(+5), 0x33, 0x13, // jmp [audio call] PATCH_END }; // Applies to at least: KQ6 PC-CD, LB2 PC-CD // Patched method: Messager::sayNext / lb2Messager::sayNext (allocate audio memory) static const uint16 kq6laurabow2CDSignatureAudioTextSupport2[] = { 0x7a, // push2 0x78, // push1 0x39, 0x0c, // pushi 0c 0x43, SIG_MAGICDWORD, 0x72, 0x04, // callk Memory 0xa5, 0xc9, // sat temp[c9] SIG_END }; static const uint16 kq6laurabow2CDPatchAudioTextSupport2[] = { PATCH_ADDTOOFFSET(+7), 0xa1, 0x62, // sag global[62] (global[98d]) PATCH_END }; // Applies to at least: KQ6 PC-CD, LB2 PC-CD // Patched method: Messager::sayNext / lb2Messager::sayNext (release audio memory) static const uint16 kq6laurabow2CDSignatureAudioTextSupport3[] = { 0x7a, // push2 0x39, 0x03, // pushi 03 SIG_MAGICDWORD, 0x8d, 0xc9, // lst temp[c9] 0x43, 0x72, 0x04, // callk Memory SIG_END }; static const uint16 kq6laurabow2CDPatchAudioTextSupport3[] = { PATCH_ADDTOOFFSET(+3), 0x89, 0x62, // lsg global[62] (global[98d]) PATCH_END }; // startText call gets acc = 0 for text-only and acc = 2 for audio+text // Applies to at least: KQ6 PC-CD, LB2 PC-CD // Patched method: Narrator::say (use audio memory) static const uint16 kq6laurabow2CDSignatureAudioTextSupport4[] = { // set caller property code 0x31, 0x08, // bnt [set acc to 0 for caller] 0x87, 0x02, // lap param[2] 0x31, 0x04, // bnt [set acc to 0 for caller] 0x87, 0x02, // lap param[2] 0x33, 0x02, // jmp [set caller] 0x35, 0x00, // ldi 00 0x65, 0x68, // aTop caller // call startText + startAudio code 0x89, 0x5a, // lsg global[5a] 0x35, 0x01, // ldi 01 0x12, // and 0x31, 0x08, // bnt [skip code] 0x38, SIG_SELECTOR16(startText), // pushi startText 0x78, // push1 0x8f, 0x01, // lsp param[1] 0x54, 0x06, // self 06 0x89, 0x5a, // lsg global[5a] 0x35, 0x02, // ldi 02 0x12, // and 0x31, 0x08, // bnt [skip code] SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(startAudio), // pushi startAudio 0x78, // push1 0x8f, 0x01, // lsp param[1] 0x54, 0x06, // self 06 SIG_END }; static const uint16 kq6laurabow2CDPatchAudioTextSupport4[] = { 0x31, 0x02, // bnt [set caller] 0x87, 0x02, // lap param[2] 0x65, 0x68, // aTop caller 0x81, 0x5a, // lag global[5a] 0x78, // push1 0x12, // and 0x31, 0x11, // bnt [skip startText code] 0x81, 0x5a, // lag global[5a] 0x7a, // push2 0x12, // and 0x33, 0x03, // jmp 3 [skip unused bytes] PATCH_ADDTOOFFSET(+22), 0x89, 0x62, // lsg global[62] (global[98d]) PATCH_END }; // Applies to at least: KQ6 PC-CD, LB2 PC-CD // Patched method: Talker::display/Narrator::say (remove reset saved mouse cursor code) // code would screw over mouse cursor static const uint16 kq6laurabow2CDSignatureAudioTextSupport5[] = { SIG_MAGICDWORD, 0x35, 0x00, // ldi 00 0x65, 0x82, // aTop saveCursor SIG_END }; static const uint16 kq6laurabow2CDPatchAudioTextSupport5[] = { 0x18, 0x18, 0x18, 0x18, // (waste bytes) PATCH_END }; // Additional patch specifically for King's Quest 6 // Fixes text window placement, when in "dual" mode // Applies to at least: PC-CD // Patched method: Kq6Talker::init static const uint16 kq6CDSignatureAudioTextSupport1[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg global[5a] 0x35, 0x02, // ldi 02 0x1a, // eq? 0x31, SIG_ADDTOOFFSET(+1), // bnt [jump-to-text-code] 0x78, // push1 SIG_END }; static const uint16 kq6CDPatchAudioTextSupport1[] = { PATCH_ADDTOOFFSET(+4), 0x12, // and PATCH_END }; // Additional patch specifically for King's Quest 6 // Fixes low-res portrait staying on screen for hi-res mode // Applies to at least: PC-CD // Patched method: Talker::startText // this method is called by Narrator::say and acc is 0 for text-only and 2 for dual mode (audio+text) static const uint16 kq6CDSignatureAudioTextSupport2[] = { SIG_MAGICDWORD, 0x3f, 0x01, // link 01 0x63, 0x8a, // pToa viewInPrint 0x18, // not 0x31, 0x06, // bnt [skip following code] 0x38, SIG_UINT16(0x00e1), // pushi 00e1 0x76, // push0 0x54, 0x04, // self 04 SIG_END }; static const uint16 kq6CDPatchAudioTextSupport2[] = { PATCH_ADDTOOFFSET(+2), 0x67, 0x8a, // pTos viewInPrint 0x14, // or 0x2f, // bt [skip following code] PATCH_END }; // 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. // Room 300 at the cliffs (aka copy protection), when Alexander falls down // the cliffs (closes automatically, but too late). // Room 210, when Alexander gives the ring to the nightingale (these need a // mouse click). // // 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. // // Changing KQ6Print::dialog is disabled for now, because it has side-effects // (breaking game over screens). // // Original comment: // Sadly PODialog is created during KQ6Print::addText, myDialog is set during // KQ6Print::showSelf, which is called much later and KQ6Print::addText // requires KQ6Print::dialog to be set, which means we have to set it before // calling addText for audio mode, otherwise the user would have to click to // get those windows disposed. // // Applies to at least: PC-CD // Patched method: KQ6Print::say static const uint16 kq6CDSignatureAudioTextSupport3[] = { 0x31, 0x6e, // bnt [to text code] SIG_ADDTOOFFSET(+85), SIG_MAGICDWORD, 0x8f, 0x01, // lsp param[1] 0x35, 0x01, // ldi 01 0x1a, // eq? 0x31, 0x0c, // bnt [code to set property repressText to 1] 0x38, // pushi (selector addText) SIG_ADDTOOFFSET(+9), // skip addText-calling code 0x33, 0x10, // jmp [to ret] 0x35, 0x01, // ldi 01 0x65, 0x2e, // aTop repressText 0x33, 0x0a, // jmp [to ret] SIG_END }; static const uint16 kq6CDPatchAudioTextSupport3[] = { 0x31, 0x68, // bnt (adjust branch 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[5a] 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 // waste 5 bytes instead of using myDialog class for now // setting myDialog class all the time causes game over screens to misbehave (bug #9771) 0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes) 0x35, 0x00, // ldi 0 (waste 2 bytes) // 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 // followed by original addText-calling code 0x38, PATCH_GETORIGINALUINT16(+95), // 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 }; // Additional patch specifically for King's Quest 6 // Fixes text-window size for hires portraits mode // Otherwise at least at the end some text-windows will be way too small // Applies to at least: PC-CD // Patched method: Talker::init static const uint16 kq6CDSignatureAudioTextSupport4[] = { SIG_MAGICDWORD, 0x63, 0x94, // pToa raving 0x31, 0x0a, // bnt [no rave code] 0x35, 0x00, // ldi 00 SIG_ADDTOOFFSET(+6), // skip reset of bust, eyes and mouth 0x33, 0x24, // jmp [to super class code] SIG_END }; static const uint16 kq6CDPatchAudioTextSupport4[] = { PATCH_ADDTOOFFSET(+12), 0x33, PATCH_GETORIGINALBYTEADJUST(+13, -6), // (adjust jump to also include setSize call) PATCH_END }; // Fixes text window placement, when dual mode is active (Guards in room 220) // Applies to at least: PC-CD // Patched method: tlkGateGuard1::init & tlkGateGuard2::init static const uint16 kq6CDSignatureAudioTextSupportGuards[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg global[5a] 0x35, 0x01, // ldi 01 0x1a, // eq? SIG_END // followed by bnt for Guard1 and bt for Guard2 }; static const uint16 kq6CDPatchAudioTextSupportGuards[] = { PATCH_ADDTOOFFSET(+2), 0x35, 0x02, // ldi 02 0x1c, // ne? PATCH_END }; // Fixes text window placement, when portrait+text is shown (Stepmother in room 250) // Applies to at least: PC-CD // Patched method: tlkStepmother::init static const uint16 kq6CDSignatureAudioTextSupportStepmother[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg global[5a] 0x35, 0x02, // ldi 02 0x12, // and 0x31, // bnt [jump-for-text-code] SIG_END }; static const uint16 kq6CDPatchAudioTextSupportJumpAlways[] = { PATCH_ADDTOOFFSET(+4), 0x1a, // eq? PATCH_END }; // Fixes "Girl In The Tower" to get played in dual mode as well // Also changes credits to use CD audio for dual mode. // // Applies to at least: PC-CD // Patched method: rm740::cue (script 740), sCredits::init (script 52) static const uint16 kq6CDSignatureAudioTextSupportGirlInTheTower[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg global[5a] 0x35, 0x02, // ldi 02 0x1a, // eq? 0x31, // bnt [jump-for-text-code] SIG_END }; static const uint16 kq6CDPatchAudioTextSupportGirlInTheTower[] = { PATCH_ADDTOOFFSET(+4), 0x12, // and PATCH_END }; // Fixes dual mode for scenes with Azure and Ariel (room 370) // Effectively same patch as the one for fixing "Girl In The Tower" // Applies to at least: PC-CD // Patched methods: rm370::init, caughtAtGateCD::changeState, caughtAtGateTXT::changeState, toLabyrinth::changeState // Fixes bug: #6750 static const uint16 kq6CDSignatureAudioTextSupportAzureAriel[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg global[5a] 0x35, 0x02, // ldi 02 0x1a, // eq? 0x31, // bnt [jump-for-text-code] SIG_END }; static const uint16 kq6CDPatchAudioTextSupportAzureAriel[] = { PATCH_ADDTOOFFSET(+4), 0x12, // and PATCH_END }; // Additional patch specifically for King's Quest 6 // Adds another button state for the text/audio button. We currently use the "speech" view for "dual" mode. // View 947, loop 9, cel 0+1 -> "text" // View 947, loop 8, cel 0+1 -> "speech" // View 947, loop 12, cel 0+1 -> "dual" (this view is injected by us into the game) // Applies to at least: PC-CD // Patched method: iconTextSwitch::show, iconTextSwitch::doit static const uint16 kq6CDSignatureAudioTextMenuSupport[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg global[5a] 0x35, 0x02, // ldi 02 0x1a, // eq? 0x31, 0x06, // bnt [set text view] 0x35, 0x08, // ldi 08 0x65, 0x14, // aTop loop 0x33, 0x04, // jmp [skip over text view] 0x35, 0x09, // ldi 09 0x65, 0x14, // aTop loop SIG_ADDTOOFFSET(+102), // skip to iconTextSwitch::doit code 0x89, 0x5a, // lsg global[5a] 0x3c, // dup 0x35, 0x01, // ldi 01 0x1a, // eq? 0x31, 0x06, // bnt [set text mode] 0x35, 0x02, // ldi 02 0xa1, 0x5a, // sag global[5a] 0x33, 0x0a, // jmp [skip over text mode code] 0x3c, // dup 0x35, 0x02, // ldi 02 0x1a, // eq? 0x31, 0x04, // bnt [skip over text ode code] 0x35, 0x01, // ldi 01 0xa1, 0x5a, // sag global[5a] 0x3a, // toss 0x67, 0x14, // pTos loop 0x35, 0x09, // ldi 09 0x1a, // eq? 0x31, 0x04, // bnt [set text view] 0x35, 0x08, // ldi 08 0x33, 0x02, // jmp [skip text view] 0x35, 0x09, // ldi 09 0x65, 0x14, // aTop loop SIG_END }; static const uint16 kq6CDPatchAudioTextMenuSupport[] = { PATCH_ADDTOOFFSET(+13), 0x33, 0x79, // jmp [to new text+dual code] PATCH_ADDTOOFFSET(+104), // seek to iconTextSwitch::doit 0x81, 0x5a, // lag global[5a] 0x78, // push1 0x02, // add 0xa1, 0x5a, // sag global[5a] 0x36, // push 0x35, 0x03, // ldi 03 0x1e, // gt? 0x31, 0x03, // bnt [skip over] 0x78, // push1 0xa9, 0x5a, // ssg global[5a] 0x33, 0x17, // jmp [iconTextSwitch::show call] // additional code for iconTextSwitch::show 0x89, 0x5a, // lsg global[5a] 0x35, 0x01, // ldi 01 0x1a, // eq? 0x31, 0x04, // bnt [dual mode] 0x35, 0x09, // ldi 09 0x33, 0x02, // jmp [skip over dual mode] 0x35, 0x0c, // ldi 0c (view 947, loop 12, cel 0+1 is our "dual" view, injected by view.cpp) 0x65, 0x14, // aTop loop 0x32, PATCH_UINT16(0xff75), // jmp [back to iconTextSwitch::show] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry kq6Signatures[] = { { true, 87, "fix Drink Me bottle", 1, kq6SignatureDrinkMeFix, kq6PatchDrinkMeFix }, { true, 480, "CD: fix wallflower dance", 1, kq6CDSignatureWallFlowerDanceFix, kq6CDPatchWallFlowerDanceFix }, { true, 481, "fix duplicate baby cry", 1, kq6SignatureDuplicateBabyCry, kq6PatchDuplicateBabyCry }, { true, 640, "fix 'Tickets, only' message", 1, kq6SignatureTicketsOnly, kq6PatchTicketsOnly }, { true, 907, "fix inventory stack leak", 1, kq6SignatureInventoryStackFix, kq6PatchInventoryStackFix }, { true, 907, "fix hair detection for ribbon's look msg", 1, kq6SignatureLookRibbonFix, kq6PatchLookRibbonFix }, // King's Quest 6 and Laura Bow 2 share basic patches for audio + text support // *** King's Quest 6 audio + text support *** { false, 924, "CD: audio + text support KQ6&LB2 1", 1, kq6laurabow2CDSignatureAudioTextSupport1, kq6laurabow2CDPatchAudioTextSupport1 }, { false, 924, "CD: audio + text support KQ6&LB2 2", 1, kq6laurabow2CDSignatureAudioTextSupport2, kq6laurabow2CDPatchAudioTextSupport2 }, { false, 924, "CD: audio + text support KQ6&LB2 3", 1, kq6laurabow2CDSignatureAudioTextSupport3, kq6laurabow2CDPatchAudioTextSupport3 }, { false, 928, "CD: audio + text support KQ6&LB2 4", 1, kq6laurabow2CDSignatureAudioTextSupport4, kq6laurabow2CDPatchAudioTextSupport4 }, { false, 928, "CD: audio + text support KQ6&LB2 5", 2, kq6laurabow2CDSignatureAudioTextSupport5, kq6laurabow2CDPatchAudioTextSupport5 }, { false, 909, "CD: audio + text support KQ6 1", 2, kq6CDSignatureAudioTextSupport1, kq6CDPatchAudioTextSupport1 }, { false, 928, "CD: audio + text support KQ6 2", 1, kq6CDSignatureAudioTextSupport2, kq6CDPatchAudioTextSupport2 }, { false, 104, "CD: audio + text support KQ6 3", 1, kq6CDSignatureAudioTextSupport3, kq6CDPatchAudioTextSupport3 }, { false, 928, "CD: audio + text support KQ6 4", 1, kq6CDSignatureAudioTextSupport4, kq6CDPatchAudioTextSupport4 }, { false, 1009, "CD: audio + text support KQ6 Guards", 2, kq6CDSignatureAudioTextSupportGuards, kq6CDPatchAudioTextSupportGuards }, { false, 1027, "CD: audio + text support KQ6 Stepmother", 1, kq6CDSignatureAudioTextSupportStepmother, kq6CDPatchAudioTextSupportJumpAlways }, { false, 52, "CD: audio + text support KQ6 Girl In The Tower", 1, kq6CDSignatureAudioTextSupportGirlInTheTower, kq6CDPatchAudioTextSupportGirlInTheTower }, { false, 740, "CD: audio + text support KQ6 Girl In The Tower", 1, kq6CDSignatureAudioTextSupportGirlInTheTower, kq6CDPatchAudioTextSupportGirlInTheTower }, { false, 370, "CD: audio + text support KQ6 Azure & Ariel", 6, kq6CDSignatureAudioTextSupportAzureAriel, kq6CDPatchAudioTextSupportAzureAriel }, { false, 903, "CD: audio + text support KQ6 menu", 1, kq6CDSignatureAudioTextMenuSupport, kq6CDPatchAudioTextMenuSupport }, SCI_SIGNATUREENTRY_TERMINATOR }; #ifdef ENABLE_SCI32 #pragma mark - #pragma mark Kings Quest 7 // KQ7's subtitles were left unfinished in the shipped game, so there are // several problems when enabling them from the ScummVM launcher: // // 1. `kqMessager::findTalker` tries to determine which class to use for // displaying subtitles using the talker number of each message, but the // talker data is often bogus (e.g. princess messages normally use talker 7, // but talker 99 (which is for the narrator) is used for her messages at the // start of chapter 2), so it can't be used. // 2. Some display classes render subtitles at the top or middle of the game // area, blocking the view of what is on the screen. // 3. In some areas, the colors of the subtitles are changed arbitrarily (e.g. // pink/purple at the start of chapter 2). // // To work around these problems, we always use KQTalker, force the text area to // the bottom of the game area, and force it to always use black & white, which // are guaranteed to not be changed by game scripts. // // We make 2 changes to KQNarrator::init and one to Narrator::say. // // Applies to at least: PC CD 1.4 English, 1.51 English, 1.51 German, 2.00 English static const uint16 kq7SubtitleFixSignature1[] = { SIG_MAGICDWORD, 0x39, SIG_SELECTOR8(fore), // pushi fore ($25) 0x78, // push1 0x39, 0x06, // pushi 6 - sets fore to 6 0x39, SIG_SELECTOR8(back), // pushi back ($26) 0x78, // push1 0x78, // push1 - sets back to 1 0x39, SIG_SELECTOR8(font), // pushi font ($2a) 0x78, // push1 0x89, 0x16, // lsg global[$16] - sets font to global[$16] 0x7a, // push2 (y) 0x78, // push1 0x76, // push0 - sets y to 0 0x54, SIG_UINT16(0x0018), // self $18 SIG_END }; static const uint16 kq7SubtitleFixPatch1[] = { 0x33, 0x12, // jmp [skip special init code] PATCH_END }; // Applies to at least: PC CD 1.51 English, 1.51 German, 2.00 English static const uint16 kq7SubtitleFixSignature2[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg global[$5a] 0x35, 0x02, // ldi 2 0x12, // and 0x31, 0x1e, // bnt [skip audio volume code] 0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume (0212h for 2.00, 0219h for 1.51) 0x76, // push0 0x81, 0x01, // lag global[1] 0x4a, SIG_UINT16(0x0004), // send 4 0x65, 0x32, // aTop curVolume 0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume (0212h for 2.00, 0219h for 1.51) 0x78, // push1 0x67, 0x32, // pTos curVolume 0x35, 0x02, // ldi 2 0x06, // mul 0x36, // push 0x35, 0x03, // ldi 3 0x08, // div 0x36, // push 0x81, 0x01, // lag global[1] 0x4a, SIG_UINT16(0x0006), // send 6 // end of volume code 0x35, 0x01, // ldi 1 0x65, 0x28, // aTop initialized SIG_END }; static const uint16 kq7SubtitleFixPatch2[] = { PATCH_ADDTOOFFSET(+5), // skip to bnt 0x31, 0x1b, // bnt [skip audio volume code] PATCH_ADDTOOFFSET(+15), // right after "aTop curVolume / pushi masterVolume / push1" 0x7a, // push2 0x06, // mul (saves 3 bytes in total) 0x36, // push 0x35, 0x03, // ldi 3 0x08, // div 0x36, // push 0x81, 0x01, // lag global[1] 0x4a, PATCH_UINT16(0x06), // send 6 // end of volume code 0x35, 0x76, // ldi 118 0x65, 0x16, // aTop y 0x78, // push1 (saves 1 byte) 0x69, 0x28, // sTop initialized PATCH_END }; // Applies to at least: PC CD 1.51 English, 1.51 German, 2.00 English static const uint16 kq7SubtitleFixSignature3[] = { SIG_MAGICDWORD, 0x63, 0x28, // pToa initialized 0x18, // not 0x31, 0x07, // bnt [skip init code] 0x38, SIG_SELECTOR16(init), // pushi init ($8e for 2.00, $93 for 1.51) 0x76, // push0 0x54, SIG_UINT16(0x0004), // self 4 // end of init code 0x8f, 0x00, // lsp param[0] 0x35, 0x01, // ldi 1 0x1e, // gt? 0x31, 0x08, // bnt [set acc to 0] 0x87, 0x02, // lap param[2] 0x31, 0x04, // bnt [set acc to 0] 0x87, 0x02, // lap param[2] 0x33, 0x02, // jmp [over set acc to 0 code] 0x35, 0x00, // ldi 00 0x65, 0x18, // aTop caller SIG_END }; static const uint16 kq7SubtitleFixPatch3[] = { PATCH_ADDTOOFFSET(+2), // skip over "pToa initialized code" 0x2f, 0x0c, // bt [skip init code] - saved 1 byte 0x38, PATCH_GETORIGINALUINT16(+6), // pushi init 0x76, // push0 0x54, PATCH_UINT16(0x0004), // self 4 // additionally set background color here (5 bytes) 0x34, PATCH_UINT16(0x00ff), // ldi 255 0x65, 0x2e, // aTop back // end of init code 0x8f, 0x00, // lsp param[0] 0x35, 0x01, // ldi 1 (this may get optimized to get another byte) 0x1e, // gt? 0x31, 0x04, // bnt [set acc to 0] 0x87, 0x02, // lap param[2] 0x2f, 0x02, // bt [over set acc to 0 code] PATCH_END }; // KQ7 has custom video benchmarking code that needs to be disabled in a subroutine // that is called by KQ7CD::init; see sci2BenchmarkSignature static const uint16 kq7BenchmarkSignature[] = { 0x38, SIG_SELECTOR16(new), // pushi new 0x76, // push0 0x51, SIG_ADDTOOFFSET(+1), // class Actor 0x4a, SIG_UINT16(0x0004), // send 4 0xa5, 0x00, // sat temp[0] 0x39, SIG_SELECTOR8(view), // pushi view ($e) SIG_MAGICDWORD, 0x78, // push1 0x38, SIG_UINT16(0xfdd4), // pushi 64980 SIG_END }; static const uint16 kq7BenchmarkPatch[] = { 0x34, PATCH_UINT16(10000), // ldi 10000 0x48, // ret PATCH_END }; // When attempting to use an inventory item on an object that does not interact // with that item, the game briefly displays an X cursor. It does this by // spinning for 90000 cycles, which makes the duration dependent on CPU speed, // maxes out the CPU for no reason, and keeps the engine from polling for // events (which may make the window appear nonresponsive to the OS). // // We replace the loop with a call to kWait(). // // Applies to at least: KQ7 English 2.00b // Responsible method: KQ7CD::pragmaFail in script 0 static const uint16 kq7PragmaFailSpinSignature[] = { 0x35, 0x00, // ldi 0 0xa5, 0x02, // sat temp[2] SIG_MAGICDWORD, 0x8d, 0x02, // lst temp[2] 0x35, 0x03, // ldi 3 0x22, // lt? SIG_END }; static const uint16 kq7PragmaFailSpinPatch[] = { 0x78, // push1 0x39, 0x12, // pushi 18 (~300ms) 0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, 2 0x33, 0x16, // jmp [to setCursor] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry kq7Signatures[] = { { true, 0, "disable video benchmarking", 1, kq7BenchmarkSignature, kq7BenchmarkPatch }, { true, 0, "remove hardcoded spin loop", 1, kq7PragmaFailSpinSignature, kq7PragmaFailSpinPatch }, { true, 31, "enable subtitles (1/3)", 1, kq7SubtitleFixSignature1, kq7SubtitleFixPatch1 }, { true, 64928, "enable subtitles (2/3)", 1, kq7SubtitleFixSignature2, kq7SubtitleFixPatch2 }, { true, 64928, "enable subtitles (3/3)", 1, kq7SubtitleFixSignature3, kq7SubtitleFixPatch3 }, SCI_SIGNATUREENTRY_TERMINATOR }; #pragma mark - #pragma mark Lighthouse // When going to room 5 (sierra logo & menu room) from room 380 (the credits // room), the game tries to clear flags from 0 (global[116] bit 0) to 1423 // (global[204] bit 15), but global[201] is not a flag global (it holds a // reference to theInvisCursor). This patch stops clearing after flag 1359 // (global[200] bit 15). Hopefully that is good enough to not break the game. // Applies to at least: English 1.0c & 2.0a static const uint16 lighthouseFlagResetSignature[] = { SIG_MAGICDWORD, 0x34, SIG_UINT16(0x58f), // ldi 1423 0x24, // le? SIG_END }; static const uint16 lighthouseFlagResetPatch[] = { 0x34, PATCH_UINT16(0x54f), // ldi 1359 PATCH_END }; // When doing a system check on the portal computer in the lighthouse, the game // counts up to 1024MB, one megabyte at a time. In SSCI, this count speed would // be video speed dependent, but with our frame rate throttler, it takes 17 // seconds. So, replace this slowness with a much faster POST that is more // accurate to the original game. // Applies to at least: US English 1.0c static const uint16 lighthouseMemoryCountSignature[] = { SIG_MAGICDWORD, 0x8d, 0x02, // lst temp[2] 0x35, 0x0a, // ldi 10 0x24, // le? 0x31, 0x3b, // bnt [to second digit overflow] SIG_ADDTOOFFSET(+4), // ldi, sat 0x8d, 0x03, // lst temp[3] 0x35, 0x0a, // ldi 10 SIG_END }; static const uint16 lighthouseMemoryCountPatch[] = { PATCH_ADDTOOFFSET(+2), // lst temp[2] 0x35, 0x02, // ldi 2 PATCH_ADDTOOFFSET(+9), // le?, bnt, ldi, sat, lst 0x35, 0x02, // ldi 2 PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry lighthouseSignatures[] = { { true, 5, "fix bad globals clear after credits", 1, lighthouseFlagResetSignature, lighthouseFlagResetPatch }, { true, 360, "fix slow computer memory counter", 1, lighthouseMemoryCountSignature, lighthouseMemoryCountPatch }, { true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 }, { true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 }, { true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch }, SCI_SIGNATUREENTRY_TERMINATOR }; #endif // =========================================================================== // When Robin hands out the scroll to Marion and then types his name using the // hand code, the German version's script contains a typo (likely a copy/paste // error), and the local procedure that shows each letter is called twice. The // The procedure expects a letter arg and returns no value, so the first call // takes its letter and feeds an undefined value to the second call. Thus the // kStrCat() within the procedure reads a random pointer and crashes. // // We patch all of the 5 doubled local calls (one for each letter typed from // "R", "O", "B", "I", "N") to be the same as the English version. // Applies to at least: German floppy // Responsible method: giveScroll::changeState(19,21,23,25,27) in script 210 // Fixes bug: #5264 static const uint16 longbowSignatureShowHandCode[] = { 0x78, // push1 (1 call arg) // 0x78, // push1 (1 call arg) 0x72, SIG_ADDTOOFFSET(+2), // lofsa (letter that was typed) 0x36, // push 0x40, SIG_ADDTOOFFSET(+2), 0x02, // call [localproc], 02 // 0x36, // push (the result is an arg for the next call) 0x40, SIG_ADDTOOFFSET(+2), SIG_MAGICDWORD, 0x02, // call [localproc], 02 // 0x38, SIG_SELECTOR16(setMotion), // pushi setMotion (0x11c in Longbow German) 0x39, SIG_SELECTOR8(x), // pushi x (0x04 in Longbow German) 0x51, 0x1e, // class MoveTo SIG_END }; static const uint16 longbowPatchShowHandCode[] = { 0x39, 0x01, // pushi 1 (combine the two push1's in one, like in the English version) PATCH_ADDTOOFFSET(+3), // leave the lofsa untouched // The following will remove the first push & call 0x32, PATCH_UINT16(0x0002), // jmp 02 [to the second push & call] 0x35, 0x00, // ldi 0 (waste 2 bytes) PATCH_END }; // When walking through the forest, arithmetic errors may occur at "random". // The scripts try to add a value and a pointer to the object "berryBush". // // This is caused by a local variable overflow. // // The scripts create berry bush objects dynamically. The array storage for // those bushes may hold a total of 8 bushes. But sometimes 10 bushes // are created. This overwrites 2 additional locals in script 225 and // those locals are used normally for value lookups. // // Changing the total of bushes could cause all sorts of other issues, // that's why I rather patched the code, that uses the locals for a lookup. // Which means it doesn't matter anymore when those locals are overwritten. // // Applies to at least: English PC floppy, German PC floppy, English Amiga floppy // Responsible method: export 2 of script 225 // Fixes bug: #6751 static const uint16 longbowSignatureBerryBushFix[] = { 0x89, 0x70, // lsg global[70h] 0x35, 0x03, // ldi 03h 0x1a, // eq? 0x2e, SIG_UINT16(0x002d), // bt [process code] 0x89, 0x70, // lsg global[70h] 0x35, 0x04, // ldi 04h 0x1a, // eq? 0x2e, SIG_UINT16(0x0025), // bt [process code] 0x89, 0x70, // lsg global[70h] 0x35, 0x05, // ldi 05h 0x1a, // eq? 0x2e, SIG_UINT16(0x001d), // bt [process code] 0x89, 0x70, // lsg global[70h] 0x35, 0x06, // ldi 06h 0x1a, // eq? 0x2e, SIG_UINT16(0x0015), // bt [process code] 0x89, 0x70, // lsg global[70h] 0x35, 0x18, // ldi 18h 0x1a, // eq? 0x2e, SIG_UINT16(0x000d), // bt [process code] 0x89, 0x70, // lsg global[70h] 0x35, 0x19, // ldi 19h 0x1a, // eq? 0x2e, SIG_UINT16(0x0005), // bt [process code] 0x89, 0x70, // lsg global[70h] 0x35, 0x1a, // ldi 1Ah 0x1a, // eq? // jump location for the "bt" instructions 0x30, SIG_UINT16(0x0011), // bnt [skip over follow up code, to offset 0c35] // 55 bytes until here 0x85, 0x00, // lat temp[0] SIG_MAGICDWORD, 0x9a, SIG_UINT16(0x0110), // lsli local[110h] -> 110h points normally to 110h / 2Bh // 5 bytes 0x7a, // push2 SIG_END }; static const uint16 longbowPatchBerryBushFix[] = { PATCH_ADDTOOFFSET(+4), // keep: lsg global[70h], ldi 03h 0x22, // lt? (global < 03h) 0x2f, 0x42, // bt [skip over all the code directly] 0x89, 0x70, // lsg global[70h] 0x35, 0x06, // ldi 06h 0x24, // le? (global <= 06h) 0x2f, 0x0e, // bt [to kRandom code] 0x89, 0x70, // lsg global[70h] 0x35, 0x18, // ldi 18h 0x22, // lt? (global < 18h) 0x2f, 0x34, // bt [skip over all the code directly] 0x89, 0x70, // lsg global[70h] 0x35, 0x1a, // ldi 1Ah 0x24, // le? (global <= 1Ah) 0x31, 0x2d, // bnt [skip over all the code directly] // 28 bytes, 27 bytes saved // kRandom code 0x85, 0x00, // lat temp[0] 0x2f, 0x05, // bt [skip over case 0] // temp[0] == 0 0x38, PATCH_UINT16(0x0110), // pushi 0110h - that's what's normally at local[110h] 0x33, 0x18, // jmp [kRandom call] // check temp[0] further 0x78, // push1 0x1a, // eq? 0x31, 0x05, // bnt [skip over case 1] // temp[0] == 1 0x38, PATCH_UINT16(0x002b), // pushi 002Bh - that's what's normally at local[111h] 0x33, 0x0f, // jmp [kRandom call] // temp[0] >= 2 0x8d, 0x00, // lst temp[0] 0x35, 0x02, // ldi 02 0x04, // sub 0x9a, PATCH_UINT16(0x0112), // lsli local[112h] -> look up value in 2nd table // this may not be needed at all and was just added for safety reasons // waste 9 spare bytes 0x35, 0x00, // ldi 00 0x35, 0x00, // ldi 00 0x34, PATCH_UINT16(0x0000), // ldi 0000 PATCH_END }; // The camp (room 150) has a bug that can prevent the outlaws from ever rescuing // the boys at sunset on day 5 or 6. The rescue occurs when entering camp as an // abbey monk after leaving town exactly 3 times but this assumes that the // counter can't exceed this. Wearing a different disguise can increment the // counter beyond 3 at which point sunset can never occur. // // We fix this by patching the counter tests to greater than or equals. This // makes them consistent with the other scripts that test this global variable. // // Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy // Responsible method: local procedure #3 in script 150 // Fixes bug: #10839 static const uint16 longbowSignatureCampSunsetFix[] = { SIG_MAGICDWORD, 0x89, 0x8e, // lsg global[8e] [ times left town ] 0x35, 0x03, // ldi 03 0x1a, // eq? SIG_END }; static const uint16 longbowPatchCampSunsetFix[] = { PATCH_ADDTOOFFSET(+4), 0x20, // ge? PATCH_END }; // The town map (room 260) has a bug that can send Robin to the wrong room. // Loading the map from town on day 5 or 6 automatically sends Robin to camp // (room 150) after leaving town more than twice. The intent is to start the // sunset scene where the outlaws rescue the boys, but the map doesn't test the // correct sunset conditions and can load an empty camp, even on the wrong day. // // We fix this by changing the map's logic to match the camp's by requiring the // abbey monk disguise to be worn and the rescue flag to not be set. // // Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy // Responsible method: rm260:init // Fixes bug: #10839 static const uint16 longbowSignatureTownMapSunsetFix[] = { SIG_MAGICDWORD, 0x39, 0x05, // pushi 05 0x81, 0x82, // lag global[82] [ day ] 0x24, // le? 0x30, SIG_UINT16(0x0089), // bnt 0089 [ no sunset if day < 5 ] 0x60, // pprev 0x35, 0x06, // ldi 06 0x24, // le? 0x30, SIG_UINT16(0x0082), // bnt 0082 [ no sunset if day > 6 ] 0x89, 0x8e, // lsg global[8e] 0x35, 0x01, // ldi 01 SIG_END }; static const uint16 longbowPatchTownMapSunsetFix[] = { 0x89, 0x7e, // lsg global[7e] [ current disguise ] 0x35, 0x05, // ldi 05 [ abbey monk ] 0x1c, // ne? 0x2f, 0x06, // bt 06 [ no sunset if disguise != abbey monk ] 0x78, // push1 0x39, 0x38, // pushi 38 0x45, 0x05, 0x02, // callb [export 5 of script 0], 02 [ is rescue flag set? ] 0x2e, PATCH_UINT16(0x0081), // bt 0081 [ no sunset if rescue flag is set ] 0x81, 0x8e, // lag global[8e] 0x78, // push1 [ save a byte ] PATCH_END }; // Ending day 5 or 6 by choosing to attack the castle fails to set the rescue // flag which tells the next day what to do. This flag is set when rescuing // the boys yourself and when the outlaws rescue them at sunset. Without this // flag, the sunset rescue can repeat the next day and break the game. // // We fix this by setting the flag when returning the boys to their mother in // room 250 after the attack. // // Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy // Responsible method: boysSaved:changeState(0) // Fixes bug: #10839 static const uint16 longbowSignatureRescueFlagFix[] = { 0x3c, // dup 0x35, 0x00, // ldi 00 0x1a, // eq? 0x30, SIG_MAGICDWORD, // bnt 0003 [ state 1 ] SIG_UINT16(0x0003), 0x32, SIG_UINT16(0x025b), // jmp 025b [ end of method ] SIG_END }; static const uint16 longbowPatchRescueFlagFix[] = { 0x2f, 0x08, // bt 08 [ state 1 ] 0x78, // push1 0x39, 0x38, // pushi 38 0x45, 0x06, 0x02, // callb [export 6 of script 0], 02 [ set rescue flag ] 0x3a, // toss 0x48, // ret PATCH_END }; // On day 7, Tuck can appear at camp to say that the widow wants to see you when // she really doesn't. This scene is only supposed to occur if you haven't // received the net but the script only tests if the net is currently in // inventory, which it isn't if you've already used it or are in disguise. // // We fix this by testing the net's owner instead of inventory. If net:owner is // non-zero then it's in inventory or in your cave or has been used. // // Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy // Responsible method: local procedure #3 in script 150 // Fixes bug: #10847 static const uint16 longbowSignatureTuckNetFix[] = { SIG_MAGICDWORD, 0x30, SIG_UINT16(0x03a2), // bnt 03a2 [ end of method ] 0x38, SIG_SELECTOR16(has), // pushi has 0x78, // push1 0x39, 0x04, // pushi 04 0x81, 0x00, // lag global[0] 0x4a, 0x06, // send 6 [ ego: has 4 ] 0x18, // not 0x30, SIG_UINT16(0x0394), // bnt 0394 [ end of method if net not in inventory ] 0x78, // push1 0x39, 0x47, // pushi 47 0x45, 0x05, 0x02, // callb [export 5 of script 0], 02 [ is flag 47 set? ] 0x18, // not 0x30, SIG_UINT16(0x038a), // bnt 038a [ end of method ] SIG_ADDTOOFFSET(+60), 0x32, SIG_UINT16(0x034b), // jmp 034b [ end of method ] SIG_END }; static const uint16 longbowPatchTuckNetFix[] = { 0x31, 0x55, // bnt 55 [ skip scene, save a byte ] 0x39, PATCH_SELECTOR8(at), // pushi at 0x78, // push1 0x39, 0x04, // pushi 04 0x81, 0x09, // lag global[9] 0x4a, 0x06, // send 6 [ Inv: at 4 ] 0x38, PATCH_SELECTOR16(owner), // pushi owner 0x76, // push0 0x4a, 0x04, // send 4 [ net: owner? ] 0x2f, 0x44, // bt 44 [ skip scene if net:owner != 0 ] 0x78, // push1 0x39, 0x47, // pushi 47 0x45, 0x05, 0x02, // callb [export 5 of script 0], 02 [ is flag 47 set? ] 0x2f, 0x3c, // bt 3c [ skip scene, save 2 bytes ] PATCH_END }; // On day 9, room 350 outside the cobbler's hut is initialized incorrectly if // disguised as a monk. The entrance to the hut is broken and several minor // messages are incorrect. This is due to the room's script assuming that the // only disguises that day are yeoman and merchant. A monk disguise causes some // tests to pass and others to fail, leaving the room in an inconsistent state. // // We fix this by changing the yeoman disguise tests in the script to include // the monk disguises. The disguise global is set to 4 for yeoman and 5 or 6 // for monk disguises so we patch the tests to be greater than or equals to. // // Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy // Responsible methods: rm350:init, lobbsHut:doVerb, lobbsDoor:doVerb, // lobbsCover:doVerb, tailorDoor:doVerb // Fixes bug: #10834 static const uint16 longbowSignatureCobblerHut[] = { SIG_MAGICDWORD, 0x89, 0x7e, // lsg global[7e] [ current disguise ] 0x35, 0x04, // ldi 04 [ yeoman ] 0x1a, // eq? [ is current disguise yeoman? ] SIG_END }; static const uint16 longbowPatchCobblerHut[] = { PATCH_ADDTOOFFSET(+4), 0x20, // ge? [ is current disguise yeoman or monk? ] PATCH_END }; // The Amiga version of room 530 adds a broken fDrunk:onMe method which prevents // messages when clicking on the drunk on the floor of the pub and causes a // signature mismatch on every click in the room. fDrunk:onMe passes an Event // object as an integer x coordinate and an uninitialized parameter as a y // coordinate to kOnControl. This is a signature mismatch and would cause onMe // to return false on every click and prevent hit testing from dispatching // events to fDrunk. It's unclear why Sierra added this method to this one // Feature in the room. Even if it worked, Feature:onMe already does this. // // We fix this by replacing fDrunk:onMe's contents with a call to super:onMe // which calls kOnControl correctly and does proper hit testing, making its // behavior consistent with the DOS version, which doesn't override onMe. // // Applies to: English Amiga Floppy // Responsible method: fDrunk:onMe // Fixes bug: #9688 static const uint16 longbowSignatureAmigaPubFix[] = { SIG_MAGICDWORD, 0x67, 0x20, // pTos onMeCheck 0x39, 0x03, // pushi 03 0x39, 0x04, // pushi 04 0x8f, 0x01, // lsp param[1] 0x8f, 0x02, // lsp param[2] 0x43, 0x4e, 0x06, // callk OnControl, 6 SIG_END }; static const uint16 longbowPatchAmigaPubFix[] = { 0x38, PATCH_UINT16(0x00c4), // pushi 00c4 [ onMe, hard-coded for amiga ] 0x76, // push0 0x59, 0x01, // &rest 1 0x57, 0x2c, 0x04, // super Feature, 4 [ super: onMe &rest ] 0x48, // ret PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry longbowSignatures[] = { { true, 150, "day 5/6 camp sunset fix", 2, longbowSignatureCampSunsetFix, longbowPatchCampSunsetFix }, { true, 150, "day 7 tuck net fix", 1, longbowSignatureTuckNetFix, longbowPatchTuckNetFix }, { true, 210, "hand code crash", 5, longbowSignatureShowHandCode, longbowPatchShowHandCode }, { true, 225, "arithmetic berry bush fix", 1, longbowSignatureBerryBushFix, longbowPatchBerryBushFix }, { true, 250, "day 5/6 rescue flag fix", 1, longbowSignatureRescueFlagFix, longbowPatchRescueFlagFix }, { true, 260, "day 5/6 town map sunset fix", 1, longbowSignatureTownMapSunsetFix, longbowPatchTownMapSunsetFix }, { true, 350, "day 9 cobbler hut fix", 10, longbowSignatureCobblerHut, longbowPatchCobblerHut }, { true, 530, "amiga pub fix", 1, longbowSignatureAmigaPubFix, longbowPatchAmigaPubFix }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // Leisure Suit Larry 1 (Spanish) // // It seems originally the Spanish version of Larry 1 used some beta code at // least for the man wearing a barrel, who walks around in front of the casino. // The script inside the resource files even uses a class, that does not exist // inside those resource files, which causes a hard error. // The patch files included with the Spanish version (300.scr,300.tex, 927.scr) // add this class, but at least inside ScummVM a write to a non-existent selector // happens right after the player tries to buy an apple from that man. // // In the original English releases (2.0+2.1) this was handled differently. // Which is why this script patch changes that code to work just like in the English release. // // Attention: for at least some release of this game, view 302 (man wearing a barrel) is fully // broken! Which also causes a crash. The original interpreter crashes as well. // The only way to fix this is to dump that view from another release of Larry 1 // and then use the view patch file on this release. // // Applies to at least: Spanish floppy // Responsible method: sBuyApple::changeScript(2) // Fixes bug: #10240 static const uint16 larry1SignatureBuyApple[] = { // end of state 0 0x35, 0x01, // ldi 01 0x65, 0x10, // aTop cycles 0x32, SIG_UINT16(0x0248), // jmp [ret] 0x3c, // dup 0x35, 0x01, // ldi 01 0x1a, // eq? 0x30, SIG_UINT16(0x0007), // bnt [step 2 check] // state 1 code 0x35, 0x01, // ldi 01 0x65, 0x10, // aTop cycles 0x32, SIG_UINT16(0x023a), // jmp [ret] 0x3c, // dup 0x35, 0x02, // ldi 02 0x1a, // eq? 0x30, SIG_UINT16(0x0036), // bnt [step 3 check] // state 2 code 0x35, 0x02, // ldi 02 0x38, SIG_UINT16(0x0091), // pushi setCycle 0x78, // push1 0x51, 0x18, // class Walk 0x36, // push 0x38, SIG_UINT16(0x0126), // pushi setAvoider 0x78, // push1 0x51, SIG_ADDTOOFFSET(+1), // class PAvoider (original 0x25, w/ patch file 0x6d) 0x36, // push 0x38, SIG_UINT16(0x0116), // pushi setMotion SIG_MAGICDWORD, 0x39, 0x04, // pushi 04 0x51, 0x24, // class PolyPath 0x36, // push 0x39, 0x04, // pushi 04 0x76, // push0 0x72, SIG_UINT16(0x0f4e), // lofsa aAppleMan 0x4a, 0x04, // send 04 0x36, // push 0x35, 0x1d, // ldi 1Dh 0x02, // add 0x36, // push 0x39, 0x03, // pushi 03 0x76, // push0 0x72, SIG_UINT16(0x0f4e), // lofsa aAppleMan 0x4a, 0x04, // send 04 0x36, // push 0x7c, // pushSelf 0x81, 0x00, // lag global[0] 0x4a, 0x18, // send 18h 0x32, SIG_UINT16(0x01fd), // jmp [ret] SIG_END }; static const uint16 larry1PatchBuyApple[] = { PATCH_ADDTOOFFSET(+11), 0x2f, 0xf3, // bt [jump to end of step 1 code], saves 8 bytes 0x3c, // dup 0x35, 0x02, // ldi 02 0x1a, // eq? 0x31, 0x3f, // bnt [step 3 check] 0x38, PATCH_UINT16(0x00e1), // pushi distanceTo 0x78, // push1 0x72, PATCH_UINT16(0x0f4e), // lofsa sAppleMan 0x36, // push 0x81, 0x00, // lag global[0] 0x4a, 0x06, // send 06 0x36, // push 0x35, 0x1e, // ldi 1Eh 0x1e, // gt? 0x31, 0xdb, // bnt [jump to end of step 1 code] 0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle 0x78, // push1 0x51, 0x18, // class Walk 0x36, // push 0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion 0x39, 0x04, // pushi 04 0x51, 0x24, // class PolyPath 0x36, // push 0x39, 0x04, // pushi 04 0x76, // push0 0x72, PATCH_UINT16(0x0f4e), // lofsa aAppleMan 0x4a, 0x04, // send 04 0x36, // push 0x35, 0x1d, // ldi 1Dh 0x02, // add 0x36, // push 0x39, 0x03, // pushi 03 0x76, // push0 0x72, PATCH_UINT16(0x0f4e), // lofsa aAppleMan 0x4a, 0x04, // send 04 0x36, // push 0x7c, // pushSelf 0x81, 0x00, // lag global[0] 0x4a, 0x12, // send 12h PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry larry1Signatures[] = { { true, 300, "Spanish: buy apple from barrel man", 1, larry1SignatureBuyApple, larry1PatchBuyApple }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // Leisure Suit Larry 2 // On the plane, Larry is able to wear the parachute. This grants 4 points. // In early versions of LSL2, it was possible to get "unlimited" points by // simply wearing it multiple times. // They fixed it in later versions by remembering, if the parachute was already // used before. // But instead of adding it properly, it seems they hacked the script / forgot // to replace script 0 as well, which holds information about how many global // variables are allocated at the start of the game. // The script tries to read an out-of-bounds global variable, which somewhat // "worked" in SSCI, but ScummVM/SCI doesn't allow that. // That's why those points weren't granted here at all. // We patch to use global[5a], which seems to be unused in the whole game. // Applies to at least: English floppy // Responsible method: rm63Script::handleEvent // Fixes bug: #6346 static const uint16 larry2SignatureWearParachutePoints[] = { 0x35, 0x01, // ldi 01 0xa1, SIG_MAGICDWORD, 0x8e, // sag global[8e] 0x80, SIG_UINT16(0x01e0), // lag global[1e0] 0x18, // not 0x30, SIG_UINT16(0x000f), // bnt [don't give points] 0x35, 0x01, // ldi 01 0xa0, 0xe0, 0x01, // sag global[1e0] SIG_END }; static const uint16 larry2PatchWearParachutePoints[] = { PATCH_ADDTOOFFSET(+4), 0x80, PATCH_UINT16(0x005a), // lag global[5a] PATCH_ADDTOOFFSET(+6), 0xa0, PATCH_UINT16(0x005a), // sag global[5a] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry larry2Signatures[] = { { true, 63, "plane: no points for wearing parachute", 1, larry2SignatureWearParachutePoints, larry2PatchWearParachutePoints }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // Leisure Suit Larry 5 // In Miami the player can call the green card telephone number and get // green card including limo at the same time in the English 1.000 PC release. // This results later in a broken game in case the player doesn't read // the second telephone number for the actual limousine service, because // in that case it's impossible for the player to get back to the airport. // // We disable the code, that is responsible to make the limo arrive. // // This bug was fixed in the European (dual language) versions of the game. // // Applies to at least: English PC floppy (1.000) // Responsible method: sPhone::changeState(40) static const uint16 larry5SignatureGreenCardLimoBug[] = { 0x7a, // push2 SIG_MAGICDWORD, 0x39, 0x07, // pushi 07 0x39, 0x0c, // pushi 0Ch 0x45, 0x0a, 0x04, // callb [export 10 of script 0], 04 0x78, // push1 0x39, 0x26, // pushi 26h (limo arrived flag) 0x45, 0x07, 0x02, // callb [export 7 of script 0], 02 (sets flag) SIG_END }; static const uint16 larry5PatchGreenCardLimoBug[] = { PATCH_ADDTOOFFSET(+8), 0x34, PATCH_UINT16(0x0000), // ldi 0000 (dummy) 0x34, PATCH_UINT16(0x0000), // ldi 0000 (dummy) PATCH_END }; // In one of the conversations near the end (to be exact - room 380 and the text // about using champagne on Reverse Biaz - only used when you actually did that // in the game), the German text is too large, causing the textbox to get too large. // Because of that the talking head of Patti is drawn over the textbox. A translation oversight. // Applies to at least: German floppy // Responsible method: none, position of talker object on screen needs to get modified static const uint16 larry5SignatureGermanEndingPattiTalker[] = { SIG_MAGICDWORD, SIG_UINT16(0x006e), // object pattiTalker::x (110) SIG_UINT16(0x00b4), // object pattiTalker::y (180) SIG_ADDTOOFFSET(+469), // verify that it's really the German version 0x59, 0x6f, 0x75, // (object name) "You" 0x23, 0x47, 0x44, 0x75, // "#GDu" SIG_END }; static const uint16 larry5PatchGermanEndingPattiTalker[] = { PATCH_UINT16(0x005a), // object pattiTalker::x (90) PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry larry5Signatures[] = { { true, 280, "English-only: fix green card limo bug", 1, larry5SignatureGreenCardLimoBug, larry5PatchGreenCardLimoBug }, { true, 380, "German-only: Enlarge Patti Textbox", 1, larry5SignatureGermanEndingPattiTalker, larry5PatchGermanEndingPattiTalker }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // This is called on every death dialog. Problem is at least the German // version of lsl6 gets title text that is far too long for the // available temp space resulting in temp space corruption. This patch // moves the title text around, so this overflow doesn't happen anymore. We // would otherwise get a crash calling for invalid views (this happens of // course also in sierra sci). // Applies to at least: German PC-CD // Responsible method: unknown static const uint16 larry6SignatureDeathDialog[] = { SIG_MAGICDWORD, 0x3e, SIG_UINT16(0x0133), // link 0133 (offset 0x20) 0x35, 0xff, // ldi ff 0xa3, 0x00, // sal local[0] SIG_ADDTOOFFSET(+680), // ... 0x8f, 0x01, // lsp param[1] (offset 0x2cf) 0x7a, // push2 0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea temp[010e] 0x36, // push 0x43, 0x7c, 0x0e, // callk Message[7c], 0e SIG_ADDTOOFFSET(+90), // ... 0x38, SIG_UINT16(0x00d6), // pushi 00d6 (offset 0x335) 0x78, // push1 0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea temp[010e] 0x36, // push SIG_ADDTOOFFSET(+76), // ... 0x38, SIG_UINT16(0x00cd), // pushi 00cd (offset 0x38b) 0x39, 0x03, // pushi 03 0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea temp[010e] 0x36, SIG_END }; static const uint16 larry6PatchDeathDialog[] = { 0x3e, 0x00, 0x02, // link 0200 PATCH_ADDTOOFFSET(+687), 0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea temp[0140] PATCH_ADDTOOFFSET(+98), 0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea temp[0140] PATCH_ADDTOOFFSET(+82), 0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea temp[0140] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry larry6Signatures[] = { { true, 82, "death dialog memory corruption", 1, larry6SignatureDeathDialog, larry6PatchDeathDialog }, SCI_SIGNATUREENTRY_TERMINATOR }; #ifdef ENABLE_SCI32 #pragma mark - #pragma mark Leisure Suit Larry 6 Hires // When entering room 270 (diving board) from room 230, a typo in the game // script means that `setScale` is called accidentally instead of `setScaler`. // In SSCI this did not do much because the first argument happened to be // smaller than the y-position of `ego`, but in ScummVM the first argument is // larger and so a debug message "y value less than vanishingY" is displayed. static const uint16 larry6HiresSetScaleSignature[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(setScale), // pushi setScale ($14b) 0x38, SIG_UINT16(0x0005), // pushi 5 0x51, 0x2c, // class Scaler SIG_END }; static const uint16 larry6HiresSetScalePatch[] = { 0x38, PATCH_SELECTOR16(setScaler), // pushi setScaler ($14f) PATCH_END }; // The init code that runs when LSL6hires starts up unconditionally resets the // master music volume to 12 (and the volume dial to 11), but the game should // always use the volume stored in ScummVM. // Applies to at least: English CD // Fixes bug: #9700 static const uint16 larry6HiresVolumeResetSignature[] = { SIG_MAGICDWORD, 0x35, 0x0b, // ldi $0b 0xa1, 0xc2, // sag global[$c2] SIG_END }; static const uint16 larry6HiresVolumeResetPatch[] = { 0x32, PATCH_UINT16(0x0001), // jmp 1 [past volume change] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry larry6HiresSignatures[] = { { true, 71, "disable volume reset on startup (1/2)", 1, sci2VolumeResetSignature, sci2VolumeResetPatch }, { true, 71, "disable volume reset on startup (2/2)", 1, larry6HiresVolumeResetSignature, larry6HiresVolumeResetPatch }, { true, 270, "fix incorrect setScale call", 1, larry6HiresSetScaleSignature, larry6HiresSetScalePatch }, { true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch }, { true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 }, { true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 }, { true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch }, SCI_SIGNATUREENTRY_TERMINATOR }; #pragma mark - #pragma mark Leisure Suit Larry 7 // The init code that runs when LSL7 starts up unconditionally resets the audio // volumes to defaults, but the game should always use the volume stored in // ScummVM. This patch is basically identical to the patch for Torin, except // that they left line numbers in the LSL7 scripts and changed the music volume. // Applies to at least: English CD static const uint16 larry7VolumeResetSignature1[] = { SIG_MAGICDWORD, 0x35, 0x41, // ldi $41 0xa1, 0xe3, // sag global[$e3] (music volume) 0x7e, SIG_ADDTOOFFSET(+2), // (line whatever) 0x35, 0x3c, // ldi $3c 0xa1, 0xe4, // sag global[$e4] (sfx volume) 0x7e, SIG_ADDTOOFFSET(+2), // (line whatever) 0x35, 0x64, // ldi $64 0xa1, 0xe5, // sag global[$e5] (speech volume) SIG_END }; static const uint16 larry7VolumeResetPatch1[] = { 0x33, 0x10, // jmp [past volume resets] PATCH_END }; // The init code that runs when LSL7 starts up unconditionally resets the // audio volumes to values stored in larry7.prf, but the game should always use // the volume stored in ScummVM. This patch is basically identical to the patch // for Torin, except that they left line numbers in the LSL7 scripts. // Applies to at least: English CD static const uint16 larry7VolumeResetSignature2[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(readWord), // pushi readWord 0x76, // push0 SIG_ADDTOOFFSET(+6), // ... 0xa1, 0xe3, // sag global[$e3] (music volume) SIG_ADDTOOFFSET(+3), // (line whatever) SIG_ADDTOOFFSET(+10), // ... 0xa1, 0xe4, // sag global[$e4] (sfx volume) SIG_ADDTOOFFSET(+3), // (line whatever) SIG_ADDTOOFFSET(+10), // ... 0xa1, 0xe5, // sag global[$e5] (speech volume) SIG_END }; static const uint16 larry7VolumeResetPatch2[] = { PATCH_ADDTOOFFSET(+10), 0x18, 0x18, // (waste bytes) PATCH_ADDTOOFFSET(+3), // (line whatever) PATCH_ADDTOOFFSET(+10), // ... 0x18, 0x18, // (waste bytes) PATCH_ADDTOOFFSET(+3), // (line whatever) PATCH_ADDTOOFFSET(+10), // ... 0x18, 0x18, // (waste bytes) PATCH_END }; // In room 540 of Leisure Suit Larry 7, when using the cheese maker, // `soMakeCheese::changeState(6)` incorrectly pushes `self` as the end cel // instead of a cel number to the End cycler. In SSCI, this bad argument would // get corrected down to the final cel in the loop by `CycleCueList::init`, but // because ScummVM currently always sorts numbers higher than objects, the // comparison fails and the cel number is not corrected, so the cycler never // calls back and the game softlocks. // Here, we fix the call so a proper cel number is given for the second argument // instead of a bogus object pointer. // // Applies to at least: English PC-CD, German PC-CD static const uint16 larry7MakeCheeseCyclerSignature[] = { 0x38, SIG_UINT16(0x04), // pushi 4 0x51, 0xc4, // class End 0x36, // push SIG_MAGICDWORD, 0x7c, // pushSelf 0x39, 0x04, // pushi 4 0x7c, // pushSelf SIG_END }; static const uint16 larry7MakeCheeseCyclerPatch[] = { 0x39, 0x04, // pushi 4 - save 1 byte 0x51, 0xc4, // class End 0x36, // push 0x7c, // pushSelf 0x39, 0x04, // pushi 4 0x39, 0x10, // pushi $10 (last cel of view 54007, loop 0) PATCH_END }; // During the cheese maker cutscene, `soMakeCheese::changeState(2)` sets the // priority of ego to 500 to draw him over the cheese maker, but this is also // above the guillotine (view 54000, cel 7, priority 400), so ego gets // incorrectly drawn on top of the guillotine as well. The cheese maker has a // priority of 373, so use priority 374 instead of 500. // Applies to at least: English PC-CD, German PC-CD // Responsible method: soMakeCheese::changeState(2) in script 540 static const uint16 larry7MakeCheesePrioritySignature[] = { 0x38, SIG_SELECTOR16(setPri), // pushi setPri SIG_MAGICDWORD, 0x78, // push1 0x38, SIG_UINT16(0x01f4), // pushi 500 SIG_END }; static const uint16 larry7MakeCheesePriorityPatch[] = { PATCH_ADDTOOFFSET(+4), // pushi setPri, push1 0x38, PATCH_UINT16(0x0176), // pushi 374 PATCH_END }; // LSL7 tries to reset the message type twice at startup, first with a default // value in script 0, then with a stored value from larry7.prf (if that file // exists) or the same default value (if it does not) in script 64000. Since // message type sync relies on the game only setting this value once at startup, // we must stop the second attempt or the value from ScummVM will be // overwritten. // Applies to at least: English CD static const uint16 larry7MessageTypeResetSignature[] = { SIG_MAGICDWORD, 0x35, 0x02, // ldi 2 0xa1, 0x5a, // sag global[$5a] SIG_END }; static const uint16 larry7MessageTypeResetPatch[] = { 0x33, 0x02, // jmp [past reset] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry larry7Signatures[] = { { true, 0, "disable message type reset on startup", 1, larry7MessageTypeResetSignature, larry7MessageTypeResetPatch }, { true, 540, "fix make cheese cutscene (cycler)", 1, larry7MakeCheeseCyclerSignature, larry7MakeCheeseCyclerPatch }, { true, 540, "fix make cheese cutscene (priority)", 1, larry7MakeCheesePrioritySignature, larry7MakeCheesePriorityPatch }, { true, 64000, "disable volume reset on startup (1/2)", 1, larry7VolumeResetSignature1, larry7VolumeResetPatch1 }, { true, 64000, "disable volume reset on startup (2/2)", 1, larry7VolumeResetSignature2, larry7VolumeResetPatch2 }, { true, 64866, "increase number of save games", 1, torinLarry7NumSavesSignature, torinLarry7NumSavesPatch }, SCI_SIGNATUREENTRY_TERMINATOR }; #endif // =========================================================================== // Laura Bow 1 - Colonel's Bequest // // This is basically just a broken easter egg in Colonel's Bequest. // A plane can show up in room 4, but that only happens really rarely. // Anyway the Sierra developer seems to have just entered the wrong loop, // which is why the statue view is used instead (loop 0). // We fix it to use the correct loop. // // This is only broken in the PC version. It was fixed for Amiga + Atari ST. // // Credits to OmerMor, for finding it. // // Applies to at least: English PC Floppy // Responsible method: room4::init static const uint16 laurabow1SignatureEasterEggViewFix[] = { 0x78, // push1 0x76, // push0 SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(setLoop), // pushi setLoop 0x78, // push1 0x39, 0x03, // pushi 3 (loop 3, view only has 3 loops) SIG_END }; static const uint16 laurabow1PatchEasterEggViewFix[] = { PATCH_ADDTOOFFSET(+7), 0x02, // (change loop to 2) PATCH_END }; // When oiling the armor or opening the visor of the armor, the scripts first // check if Laura/ego is near the armor and if she is not, they will move her // to the armor. After that, further code is executed. // // The current location is checked by a ego::inRect() call. // // The given rect for the inRect call inside openVisor::changeState was made // larger for Atari ST/Amiga versions. We change the PC version to use the // same rect. // // Additionally, the coordinate that Laura is moved to (152, 107) may not be // reachable depending on where Laura was when "use oil on helmet of armor" // or "open visor of armor" got entered. Bad coordinates such as (82, 110), // cause collisions and effectively an endless loop, effectively freezing the // game. The user is only able to restore a previous game. // // We change the destination coordinate to (152, 110), which seems to be // reachable all the time. // // The following patch fixes the rect for the PC version of the game. // // Applies to at least: English PC Floppy // Responsible method: openVisor::changeState (script 37) // Fixes bug: #7119 static const uint16 laurabow1SignatureArmorOpenVisorFix[] = { 0x39, 0x04, // pushi 04 SIG_MAGICDWORD, 0x39, 0x6a, // pushi 6a (106d) 0x38, SIG_UINT16(0x0096), // pushi 0096 (150d) 0x39, 0x6c, // pushi 6c (108d) 0x38, SIG_UINT16(0x0098), // pushi 0098 (152d) SIG_END }; static const uint16 laurabow1PatchArmorOpenVisorFix[] = { PATCH_ADDTOOFFSET(+2), 0x39, 0x68, // pushi 68 (104d) (-2) 0x38, PATCH_UINT16(0x0094), // pushi 0094 (148d) (-2) 0x39, 0x6f, // pushi 6f (111d) (+3) 0x38, PATCH_UINT16(0x009a), // pushi 009a (154d) (+2) PATCH_END }; // This here fixes the destination coordinate (exact details are above). // // Applies to at least: English PC Floppy, English Atari ST Floppy, English Amiga Floppy // Responsible method: openVisor::changeState, oiling::changeState (script 37) // Fixes bug: #7119 static const uint16 laurabow1SignatureArmorMoveToFix[] = { SIG_MAGICDWORD, 0x36, // push 0x39, 0x6b, // pushi 6B (107d) 0x38, SIG_UINT16(0x0098), // pushi 98 (152d) 0x7c, // pushSelf 0x81, 0x00, // lag global[0] SIG_END }; static const uint16 laurabow1PatchArmorMoveToFix[] = { PATCH_ADDTOOFFSET(+1), 0x39, 0x6e, // pushi 6E (110d) - adjust x, so that no collision can occur anymore PATCH_END }; // In some cases like for example when the player oils the arm of the armor, // command input stays disabled, even when the player exits fast enough, so // that Laura doesn't die. // // This is caused by the scripts only enabling control (directional movement), // but do not enable command input as well. // // This bug also happens, when using the original interpreter. It was fixed for // the Atari ST + Amiga versions of the game. // // Applies to at least: English PC Floppy // Responsible method: 2nd subroutine in script 37, called by oiling::changeState(7) // Fixes bug: #7154 static const uint16 laurabow1SignatureArmorOilingArmFix[] = { 0x38, SIG_UINT16(0x0089), // pushi 89h 0x76, // push0 SIG_MAGICDWORD, 0x72, SIG_UINT16(0x1a5c), // lofsa "Can" - offsets are not skipped to make sure only the PC version gets patched 0x4a, 0x04, // send 04 0x38, SIG_UINT16(0x0089), // pushi 89h 0x76, // push0 0x72, SIG_UINT16(0x19a1), // lofsa "Visor" 0x4a, 0x04, // send 04 0x38, SIG_UINT16(0x0089), // pushi 89h 0x76, // push0 0x72, SIG_UINT16(0x194a), // lofsa "note" 0x4a, 0x04, // send 04 0x38, SIG_UINT16(0x0089), // pushi 89h 0x76, // push0 0x72, SIG_UINT16(0x18f3), // lofsa "valve" 0x4a, 0x04, // send 04 0x8b, 0x34, // lsl local[34h] 0x35, 0x02, // ldi 02 0x1c, // ne? 0x30, SIG_UINT16(0x0014), // bnt [to ret] 0x8b, 0x34, // lsl local[34h] 0x35, 0x05, // ldi 05 0x1c, // ne? 0x30, SIG_UINT16(0x000c), // bnt [to ret] 0x8b, 0x34, // lsl local[34h] 0x35, 0x06, // ldi 06 0x1c, // ne? 0x30, SIG_UINT16(0x0004), // bnt [to ret] // followed by code to call script 0 export to re-enable controls and call setMotion SIG_END }; static const uint16 laurabow1PatchArmorOilingArmFix[] = { PATCH_ADDTOOFFSET(+3), // skip over pushi 89h 0x3c, // dup 0x3c, // dup 0x3c, // dup // saves a total of 6 bytes 0x76, // push0 0x72, PATCH_UINT16(0x1a59), // lofsa "Can" 0x4a, 0x04, // send 04 0x76, // push0 0x72, PATCH_UINT16(0x19a1), // lofsa "Visor" 0x4a, 0x04, // send 04 0x76, // push0 0x72, PATCH_UINT16(0x194d), // lofsa "note" 0x4a, 0x04, // send 04 0x76, // push0 0x72, PATCH_UINT16(0x18f9), // lofsa "valve" 18f3 0x4a, 0x04, // send 04 // new code to enable input as well, needs 9 spare bytes 0x38, PATCH_UINT16(0x00e2), // pushi canInput 0x78, // push1 0x78, // push1 0x51, 0x2b, // class User 0x4a, 0x06, // send 06 -> call User::canInput(1) // original code, but changed a bit to save some more bytes 0x8b, 0x34, // lsl local[34h] 0x35, 0x02, // ldi 02 0x04, // sub 0x31, 0x12, // bnt [to ret] 0x36, // push 0x35, 0x03, // ldi 03 0x04, // sub 0x31, 0x0c, // bnt [to ret] 0x78, // push1 0x1a, // eq? 0x2f, 0x08, // bt [to ret] // saves 7 bytes, we only need 3, so waste 4 bytes 0x35, 0x00, // ldi 0 0x35, 0x00, // ldi 0 PATCH_END }; // Jeeves lights the chapel candles (room 58) in act 2 but they don't stay // lit when re-entering until the next act. This is due to Room58:init // incorrectly testing the global variable that tracks Jeeves' act 2 state. // // We fix this by changing the test from if global[155] equals 11, which it // never does, to if it's greater than 11. The global is set to 12 in // lightCandles:changeState(11) and it continues to increment as Jeeves' // chore sequence progresses, ending with 17. // // Applies to: DOS, Amiga, Atari ST // Responsible method: Room58:init // Fixes bug: #10743 static const uint16 laurabow1SignatureChapelCandlesPersistence[] = { SIG_MAGICDWORD, 0x89, 0x9b, // lsg global[155] [ Jeeves' act 2 state ] 0x35, 0x0b, // ldi b 0x1a, // eq? SIG_END }; static const uint16 laurabow1PatchChapelCandlesPersistence[] = { PATCH_ADDTOOFFSET(+4), 0x1e, // gt? PATCH_END }; // LB1 DOS doesn't acknowledge Lillian's presence in room 44 when she's sitting // on the bed in act 4. Look, talk, etc respond that she's not there. // This is due to not setting global[195] which tracks who is in the room. // We fix this by setting the global as Amiga and Atari ST versions do. // // Applies to: DOS only // Responsible method: Room44:init // Fixes bug: #10742 static const uint16 laurabow1SignatureLillianBedFix[] = { SIG_MAGICDWORD, 0x72, SIG_UINT16(0x10f8), // lofsa suit2 [ only matches DOS version ] 0x4a, 0x14, // send 14 SIG_ADDTOOFFSET(+8), 0x89, 0x76, // lsg global[118] 0x35, 0x02, // ldi 2 0x12, // and 0x30, SIG_UINT16(0x000d), // bnt d [ haven't seen Lillian in study ] 0x35, 0x01, // ldi 1 SIG_END }; static const uint16 laurabow1PatchLillianBedFix[] = { PATCH_ADDTOOFFSET(+13), 0x81, 0x76, // lag global[118] 0x7a, // push2 0x12, // and 0x31, 0x0f, // bnt f [ haven't seen Lillian in study ] 0x35, 0x20, // ldi 20 [ Lillian ] 0xa1, 0xc3, // sag global[195] [ set Lillian as in the room ] PATCH_END }; // When you tell Lilly about Gertie in room 35, Lilly will then walk to the // left and off the screen. If Laura (ego) is in the way, the whole game will // basically block and you won't be able to do anything except saving or // restoring the game. // // If this happened already, the player can enter "send Lillian ignoreActors 1" // inside the debugger to fix this situation. // // This issue is very difficult to solve, because Lilly also walks diagonally // after walking to the left right under the kitchen table. This means that // even if we added a few more rectangle checks, there could still be spots, // where the game would block. // // Also the mover "PathOut" is used for Lillian instead of the regular // "MoveTo", which would avoid other actors by itself. // // So instead we set Lilly to ignore other actors during that cutscene, which // is the least invasive solution. // // Applies to at least: English PC Floppy, English Amiga Floppy, English Atari ST Floppy // Responsible method: goSee::changeState(1) in script 236 // Fixes bug: (happened during GOG Let's Play) static const uint16 laurabow1SignatureTellLillyAboutGerieBlockingFix1[] = { 0x7a, // puah2 SIG_MAGICDWORD, 0x38, SIG_UINT16(0x00c1), // pushi 00C1h 0x38, SIG_UINT16(0x008f), // pushi 008Fh 0x38, SIG_SELECTOR16(ignoreActors), // pushi ignoreActors 0x78, // push1 0x76, // push0 SIG_END }; static const uint16 laurabow1PatchTellLillyAboutGertieBlockingFix1[] = { PATCH_ADDTOOFFSET(+11), // skip over until push0 0x78, // push1 (change push0 to push1) PATCH_END }; // a second patch to call Lillian::ignoreActors(1) on goSee::changeState(9) in script 236 static const uint16 laurabow1SignatureTellLillyAboutGerieBlockingFix2[] = { 0x3c, // dup 0x35, 0x09, // ldi 09 0x1a, // eq? 0x30, SIG_UINT16(0x003f), // bnt [ret] 0x39, SIG_ADDTOOFFSET(+1), // pushi view 0x78, // push1 0x38, SIG_UINT16(0x0203), // pushi 203h (515d) 0x38, SIG_ADDTOOFFSET(+2), // pushi posn 0x7a, // push2 0x38, SIG_UINT16(0x00c9), // pushi C9h (201d) SIG_MAGICDWORD, 0x38, SIG_UINT16(0x0084), // pushi 84h (132d) 0x72, SIG_ADDTOOFFSET(+2), // lofsa Lillian (different offsets for different platforms) 0x4a, 0x0e, // send 0Eh SIG_END }; static const uint16 laurabow1PatchTellLillyAboutGertieBlockingFix2[] = { 0x38, PATCH_SELECTOR16(ignoreActors), // pushi ignoreActors 0x78, // push1 0x76, // push0 0x33, 0x00, // ldi 00 (waste 2 bytes) PATCH_ADDTOOFFSET(+19), // skip over until send 0x4a, 0x14, // send 14h PATCH_END }; // LB1 contains over 20 commands which lockup the game if entered while ego is // colliding with an obstacle. Opening and moving closets in room 43 are prime // examples. They are all symptoms of a global bug. // Every cycle, CB1:doit checks to see if ego appears to be walking and blocked, // and if so it stops ego's motion and sets ego's view to 11 (standing). If ego // has just collided with an obstacle but is still displaying view 1 (walking) // when a command is entered which disables input and sets ego's motion without // setting an avoider then CB1:doit will stop that new motion at the start of // the next cycle and lockup the game. This occurs in part because CB1:doit // tests potentially stale values that the new motion hasn't yet had a chance // to set. Scripts which set an avoider aren't vulnerable because CB1:doit // won't stop ego if one is set. Other SCI games don't have this kind of code // in their Game's doit and so they don't have this bug. // We fix this by clearing the kSignalHitObstacle flag whenever Act:setMotion is // called with a new motion. This causes CB1:doit's subsequent call to // ego:isBlocked to return false, instead of a stale true value, preventing // CB1:doit from stopping the new motion before it's had a chance to start. // Should the new motion actually be blocked then the interpreter will then set // the flag when processing the motion as usual. This patch closes the short // window during which this value is stale and CB1:doit tests it. // Applies to: DOS, Amiga, Atari ST and occurs in Sierra's interpreter. // Responsible method: Act:setMotion // Fixes bug: #10733 static const uint16 laurabow1SignatureObstacleCollisionLockupsFix[] = { SIG_MAGICDWORD, 0x30, SIG_UINT16(0x002f), // bnt 2f 0x38, SIG_UINT16(0x00a3), // pushi a3 [ startUpd ] 0x76, // push0 0x54, 0x04, // self 4 0x7a, // push2 [ -info- ] 0x76, // push0 0x87, 0x01, // lap param[1] 0x4a, 0x04, // send 4 0x36, // push 0x34, SIG_UINT16(0x8000), // ldi 8000 0x12, // and 0x30, SIG_UINT16(0x000a), // bnt a 0x39, 0x56, // pushi 56 [ new ] 0x76, // push0 0x87, 0x01, // lap param[1] 0x4a, 0x04, // send 4 0x32, SIG_UINT16(0x0002), // jmp 2 0x87, 0x01, // lap param[1] 0x65, 0x4c, // aTop mover 0x39, 0x57, // pushi 57 [ init ] 0x78, // push1 0x7c, // pushSelf 0x59, 0x02, // &rest 2 0x63, 0x4c, // pToa mover 0x4a, 0x06, // send 6 0x32, SIG_UINT16(0x0004), // jmp 4 0x35, 0x00, // ldi 0 SIG_END }; static const uint16 laurabow1PatchObstacleCollisionLockupsFix[] = { 0x31, 0x32, // bnt 32 [ save 1 byte ] 0x63, 0x1c, // pToa signal 0x38, PATCH_UINT16(0xfbff), // pushi fbff 0x12, // and 0x65, 0x1c, // aTop signal [ clear kSignalHitObstacle (0400) ] 0x38, PATCH_UINT16(0x00a3), // pushi a3 [ startUpd ] 0x76, // push0 0x54, 0x04, // self 4 0x7a, // push2 [ -info- ] 0x76, // push0 0x87, 0x01, // lap param[1] 0x4a, 0x04, // send 4 0x38, PATCH_UINT16(0x8000), // pushi 8000 [ save 1 byte ] 0x12, // and 0x31, 0x09, // bnt 9 [ save 1 byte ] 0x39, 0x56, // pushi 56 [ new ] 0x76, // push0 0x87, 0x01, // lap param[1] 0x4a, 0x04, // send 4 0x33, 0x02, // jmp 2 [ save 1 byte ] 0x87, 0x01, // lap param[1] 0x65, 0x4c, // aTop mover 0x39, 0x57, // pushi 57 [ init ] 0x78, // push1 0x7c, // pushSelf 0x59, 0x02, // &rest 2 0x63, 0x4c, // pToa mover 0x4a, 0x06, // send 6 0x48, // ret [ save 4 bytes ] PATCH_END }; // Laura can get stuck walking up the attic stairs diagonally in room 47 and // lockup the game. This also occurs in the original. Room47:doit loads the // attic when ego is on control $10 at the base of the stairs and facing north. // Room47:handleEvent prevents the user from moving ego when on control $10. // Walking up the stairs diagonally puts ego in control $10 facing left or // right and so the room never changes and the user never regains control. // // We fix this by allowing ego to face any direction except south to trigger the // attic room change. This also fixes an edge case that allows walking through // the staircase wall into Clarence's room. // // Applies to: DOS, Amiga, Atari ST // Responsible method: Room47:doit // Fixes bug: #9949 static const uint16 laurabow1SignatureAtticStairsLockupFix[] = { SIG_MAGICDWORD, 0x39, SIG_SELECTOR8(loop), // pushi loop 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, 0x04, // send 4 [ ego:loop? ] 0x36, // push 0x35, 0x03, // ldi 03 [ facing north ] 0x1a, // eq? SIG_END }; static const uint16 laurabow1PatchAtticStairsLockupFix[] = { PATCH_ADDTOOFFSET(+8), 0x35, 0x02, // ldi 02 [ facing south ] 0x1c, // ne? PATCH_END }; // Laura can get stuck at the top of the left stairs in room 47 and lockup the // game. This also occurs in the original. There is a 30x2 control area at the // top of the stairs in which Room47:handleEvent prevents input. This assumes // that ego can't be interrupted when walking through the area, but there is a // notch in the left wall that ego can collide with, leaving ego stuck with // input disabled. The right wall doesn't have a notch. // // We fix this by allowing input at the top of the stairs. Up and down movements // are allowed when on the staircase's control area ($0200) and we extend that // to include the top of the stairs ($0800). // // Applies to: DOS, Amiga, Atari ST // Responsible method: Room47:handleEvent // Fixes bug #10879 static const uint16 laurabow1SignatureLeftStairsLockupFix[] = { SIG_MAGICDWORD, 0x34, SIG_UINT16(0x0200), // ldi 0200 [ left stairs ] 0x1a, // eq? [ is ego entirely on the stairs? ] SIG_END }; static const uint16 laurabow1PatchLeftStairsLockupFix[] = { 0x34, PATCH_UINT16(0x0a00), // ldi 0a00 [ left stairs | top of left stairs ] 0x12, // and [ is ego touching the stairs or the top? ] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry laurabow1Signatures[] = { { true, 4, "easter egg view fix", 1, laurabow1SignatureEasterEggViewFix, laurabow1PatchEasterEggViewFix }, { true, 37, "armor open visor fix", 1, laurabow1SignatureArmorOpenVisorFix, laurabow1PatchArmorOpenVisorFix }, { true, 37, "armor move to fix", 2, laurabow1SignatureArmorMoveToFix, laurabow1PatchArmorMoveToFix }, { true, 37, "allowing input, after oiling arm", 1, laurabow1SignatureArmorOilingArmFix, laurabow1PatchArmorOilingArmFix }, { true, 44, "lillian bed fix", 1, laurabow1SignatureLillianBedFix, laurabow1PatchLillianBedFix }, { true, 47, "attic stairs lockup fix", 1, laurabow1SignatureAtticStairsLockupFix, laurabow1PatchAtticStairsLockupFix }, { true, 47, "left stairs lockup fix", 3, laurabow1SignatureLeftStairsLockupFix, laurabow1PatchLeftStairsLockupFix }, { true, 58, "chapel candles persistence", 1, laurabow1SignatureChapelCandlesPersistence, laurabow1PatchChapelCandlesPersistence }, { true, 236, "tell Lilly about Gertie blocking fix 1/2", 1, laurabow1SignatureTellLillyAboutGerieBlockingFix1, laurabow1PatchTellLillyAboutGertieBlockingFix1 }, { true, 236, "tell Lilly about Gertie blocking fix 2/2", 1, laurabow1SignatureTellLillyAboutGerieBlockingFix2, laurabow1PatchTellLillyAboutGertieBlockingFix2 }, { true, 998, "obstacle collision lockups fix", 1, laurabow1SignatureObstacleCollisionLockupsFix, laurabow1PatchObstacleCollisionLockupsFix }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // Laura Bow 2 // // Moving away the painting in the room with the hidden safe is problematic // for the CD version of the game. safePic::doVerb gets triggered by the mouse-click. // This method sets local[0] as signal, which is only meant to get handled, when // the player clicks again to move the painting back. This signal is processed by // the room doit-script. // That doit-script checks safePic::cel to be not equal 0 and would then skip over // the "close painting" trigger code. On very fast computers this script may // get called too early (which is the case when running under ScummVM and when // running the game using Sierra SCI in DOS-Box with cycles 15000) and thinks // that it's supposed to move the painting back. Which then results in the painting // getting moved to its original position immediately (which means it won't be possible // to access the safe behind it). // // We patch the script, so that we check for cel to be not equal 4 (the final cel) and // we also reset the safePic-signal immediately as well. // // In the floppy version Laura's coordinates are checked directly in rm560::doit // and as soon as she moves, the painting will automatically move to its original position. // This is not the case for the CD version of the game. The painting will only "move" back, // when the player actually exits the room and re-enters. // // Applies to at least: English PC-CD // Responsible method: rm560::doit // Fixes bug: #6460 static const uint16 laurabow2CDSignaturePaintingClosing[] = { 0x39, 0x04, // pushi 04 (cel) 0x76, // push0 SIG_MAGICDWORD, 0x7a, // push2 0x38, SIG_UINT16(0x0231), // pushi 0231h (561) 0x76, // push0 0x43, 0x02, 0x04, // callk ScriptID, 04 (get export 0 of script 561) 0x4a, 0x04, // send 04 (gets safePicture::cel) 0x18, // not 0x31, 0x21, // bnt [exit] 0x38, SIG_UINT16(0x0283), // pushi 0283h 0x76, // push0 0x7a, // push2 0x39, 0x20, // pushi 20 0x76, // push0 0x43, 0x02, 0x04, // callk ScriptID, 04 (get export 0 of script 32) 0x4a, 0x04, // send 04 (get sHeimlich::room) 0x36, // push 0x81, 0x0b, // lag global[b] (current room) 0x1c, // ne? 0x31, 0x0e, // bnt [exit] 0x35, 0x00, // ldi 00 0xa3, 0x00, // sal local[0] (reset safePic signal) SIG_END }; static const uint16 laurabow2CDPatchPaintingClosing[] = { PATCH_ADDTOOFFSET(+2), 0x3c, // dup (1 additional byte) 0x76, // push0 0x3c, // dup (1 additional byte) 0xab, 0x00, // ssl local[0] (reset safePic signal) 0x7a, // push2 0x38, PATCH_UINT16(0x0231), // pushi 0231h (561) 0x76, // push0 0x43, 0x02, 0x04, // callk ScriptID, 04 (get export 0 of script 561) 0x4a, 0x04, // send 04 (gets safePicture::cel) 0x1a, // eq? 0x31, 0x1d, // bnt [exit] 0x38, PATCH_UINT16(0x0283), // pushi 0283h 0x76, // push0 0x7a, // push2 0x39, 0x20, // pushi 20 0x76, // push0 0x43, 0x02, 0x04, // callk ScriptID, 04 (get export 0 of script 32) 0x4a, 0x04, // send 04 (get sHeimlich::room) 0x36, // push 0x81, 0x0b, // lag global[b] (current room) 0x1a, // eq? (2 opcodes changed, to save 2 bytes) 0x2f, 0x0a, // bt [exit] PATCH_END }; // In the CD version the system menu is disabled for certain rooms. LB2::handsOff is called, // when leaving the room (and in other cases as well). This method remembers the disabled // icons of the icon bar. In the new room LB2::handsOn will get called, which then enables // all icons, but also disabled the ones, that were disabled before. // // Because of this behaviour certain rooms, that should have the system menu enabled, have // it disabled, when entering those rooms from rooms, where the menu is supposed to be // disabled. // // We patch this by injecting code into LB2::newRoom (which is called right after a room change) // and reset the global variable there, that normally holds the disabled buttons. // // This patch may cause side-effects and it's difficult to test, because it affects every room // in the game. At least for the intro, the speakeasy and plenty of rooms in the beginning it // seems to work correctly. // // Applies to at least: English PC-CD // Responsible method: LB2::newRoom, LB2::handsOff, LB2::handsOn // Fixes bug: #6440 static const uint16 laurabow2CDSignatureFixProblematicIconBar[] = { SIG_MAGICDWORD, 0x38, SIG_UINT16(0x00f1), // pushi 00f1 (disable) - hardcoded, we only want to patch the CD version 0x76, // push0 0x81, 0x45, // lag global[45] 0x4a, 0x04, // send 04 SIG_END }; static const uint16 laurabow2CDPatchFixProblematicIconBar[] = { 0x35, 0x00, // ldi 00 0xa1, 0x74, // sag global[74] 0x35, 0x00, // ldi 00 (waste bytes) 0x35, 0x00, // ldi 00 PATCH_END }; // LB2 CD responds with the wrong message when asking Yvette about Tut in acts 3+. // // aYvette:doVerb(6) tests flag 134, which is set when Pippin dies, to determine // which Tut message to display but they got it backwards. One of the messages // has additional dialogue about Pippin's murder. // // This is a regression introduced by Sierra when they fixed a bug from the floppy // versions where asking Yvette about Tut in act 2 responds with the message // about Pippin's murder which hasn't occurred yet, bug #10723. Sierra correctly // fixed that in Yvette:doVerb in script 93, which applies to act 2, but then went // on to add incorrect code to aYvette:doVerb in script 90, which applies to the // later acts after the murder. // // We fix this by reversing the flag test so that the correct message is displayed. // // Applies to: CD version, at least English // Responsible method: aYvette:doVerb // Fixes bug: #10724 static const uint16 laurabow2CDSignatureFixYvetteTutResponse[] = { SIG_MAGICDWORD, 0x34, SIG_UINT16(0x010f), // ldi 010f [ tut ] 0x1a, // eq? [ asked about tut? ] 0x30, SIG_UINT16(0x0036), // bnt 0036 0x78, // push1 0x38, SIG_UINT16(0x0086), // pushi 0086 [ pippin-dead flag ] 0x45, 0x02, 0x02, // callb [export 2 of script 0], 02 [ is pippin-dead flag set? ] 0x30, SIG_UINT16(0x0016), // bnt 0016 [ pippin-dead message ] SIG_END }; static const uint16 laurabow2CDPatchFixYvetteTutResponse[] = { PATCH_ADDTOOFFSET(+14), 0x2e, // bt (replace bnt) PATCH_END }; // When entering the main musem party room (w/ the golden Egyptian head), Laura // is walking a bit into the room automatically. If you press a mouse button // while this is happening, you will get stuck inside that room and won't be // able to exit it anymore. // // Users, who played the game w/ a previous version of ScummVM can simply enter // the debugger and then enter "send rm350 script 0:0", which will fix the // script state. // // This is caused by the user controls not being locked at that point. Pressing // a button will cause the cue from the PolyPath walker to never happen, which // then causes sEnterSouth to never dispose itself. // // User controls are locked in the previous room 335, but controls are unlocked // by frontDoor::cue. We do not want to change this, because it could have // side-effects. We instead add another LB2::handsOff call inside the script // responsible for Laura's walk into the room (sEnterSouth::changeState(0). // // Applies to at least: English PC-CD, English PC-Floppy, German PC-Floppy // Responsible method: sEnterSouth::changeState // Fixes bug: (no bug report, from GOG forum post) static const uint16 laurabow2SignatureMuseumPartyFixEnteringSouth1[] = { 0x3c, // dup 0x35, 0x00, // ldi 00 0x1a, // eq? 0x30, SIG_UINT16(0x0097), // bnt [state 1 code] SIG_ADDTOOFFSET(+141), // skip to end of follow-up code 0x32, SIG_ADDTOOFFSET(+2), // jmp [ret] (0x008d for CD, 0x007d for floppy) 0x35, 0x01, // ldi 01 0x65, 0x1a, // aTop cycles 0x32, SIG_ADDTOOFFSET(+2), // jmp [ret] (0x0086 for CD, 0x0076 for floppy) // state 1 code 0x3c, // dup 0x35, 0x01, // ldi 01 0x1a, // eq? SIG_MAGICDWORD, 0x31, 0x05, // bnt [state 2 code] 0x35, 0x00, // ldi 00 0x32, SIG_ADDTOOFFSET(+2), // jmp [ret] (0x007b for CD, 0x006b for floppy) // state 2 code 0x3c, // dup SIG_END }; static const uint16 laurabow2PatchMuseumPartyFixEnteringSouth1[] = { 0x2e, PATCH_UINT16(0x00a6), // bt [state 2 code] (we skip state 1, because it's a NOP anyways) // state 0 processing 0x32, PATCH_UINT16(0x0097), // jmp 151d [after this ret] PATCH_ADDTOOFFSET(+149), // skip to end of follow-up code // save 1 byte by replacing jump to [ret] into straight toss/ret 0x3a, // toss 0x48, // ret // additional code, that gets called right at the start of step 0 processing 0x18, // not -- this here is where pushi handsOff will be inserted by the second patch 0x18, // not offset and handsOff is different for floppy + CD, that's why we do this 0x18, // not floppy also does not have a selector table, so we can't go by "handsOff" name 0x18, // not 0x76, // push0 0x81, 0x01, // lag global[1] 0x4a, 0x04, // send 04 0x32, PATCH_UINT16(0xff5e), // jmp [back to start of step 0 processing] PATCH_END }; // Second patch, which only inserts pushi handsOff inside our new code. There // is no other way to do this except making 2 full patches for floppy + CD, // because handsOff/handsOn is not the same value between floppy + CD *and* // floppy doesn't even have a vocab, so we can't figure out the id by // ourselves. static const uint16 laurabow2SignatureMuseumPartyFixEnteringSouth2[] = { 0x18, // our injected code 0x18, 0x18, SIG_ADDTOOFFSET(+92), // skip to the handsOn code, that we are interested in 0x38, SIG_ADDTOOFFSET(+2), // pushi handsOn (0x0189 for CD, 0x024b for floppy) 0x76, // push0 0x81, 0x01, // lag global[1] 0x4a, 0x04, // send 04 0x38, SIG_ADDTOOFFSET(+2), // pushi 0274h SIG_MAGICDWORD, 0x78, // push1 0x38, SIG_UINT16(0x033f), // pushi 033f SIG_END }; static const uint16 laurabow2PatchMuseumPartyFixEnteringSouth2[] = { 0x38, PATCH_GETORIGINALUINT16ADJUST(+96, -1), // pushi handsOff (@handsOn - 1) PATCH_END }; // Opening/Closing the east door in the pterodactyl room doesn't check, if it's // locked and will open/close the door internally even when it is. // // It will get wired shut later in the game by Laura Bow and will be "locked" // because of this. We patch in a check for the locked state. We also add // code, that will set the "locked" state in case our eastDoor-wired-global is // set. This makes the locked state effectively persistent. // // Applies to at least: English PC-CD, English PC-Floppy // Responsible method (CD): eastDoor::doVerb // Responsible method (Floppy): eastDoor:: // Fixes bug: #6458 (partly, see additional patch below) static const uint16 laurabow2SignatureFixWiredEastDoor[] = { 0x30, SIG_UINT16(0x0022), // bnt [skip hand action] 0x67, SIG_ADDTOOFFSET(+1), // pTos (CD: doorState, Floppy: state) 0x35, 0x00, // ldi 00 0x1a, // eq? 0x31, 0x08, // bnt [close door code] 0x78, // push1 SIG_MAGICDWORD, 0x39, 0x63, // pushi 63h 0x45, 0x04, 0x02, // callb [export 4 of script 0], 02 (sets door-bitflag) 0x33, 0x06, // jmp [super-code] 0x78, // push1 0x39, 0x63, // pushi 63h 0x45, 0x03, 0x02, // callb [export 3 of script 0], 02 (resets door-bitflag) 0x38, SIG_ADDTOOFFSET(+2), // pushi (CD: 011dh, Floppy: 012ch) 0x78, // push1 0x8f, 0x01, // lsp param[1] 0x59, 0x02, // rest 02 0x57, SIG_ADDTOOFFSET(+1), 0x06, // super (CD: LbDoor, Floppy: Door), 06 0x33, 0x0b, // jmp [ret] SIG_END }; static const uint16 laurabow2PatchFixWiredEastDoor[] = { 0x31, 0x23, // bnt [skip hand action] (saves 1 byte) 0x81, 0x61, // lag global[97d] (get our eastDoor-wired-global) 0x31, 0x04, // bnt [skip setting locked property] 0x35, 0x01, // ldi 01 0x65, 0x6a, // aTop locked (set eastDoor::locked to 1) 0x63, 0x6a, // pToa locked (get eastDoor::locked) 0x2f, 0x17, // bt [skip hand action] 0x63, PATCH_GETORIGINALBYTE(+4), // pToa (CD: doorState, Floppy: state) 0x78, // push1 0x39, 0x63, // pushi 63h 0x2f, 0x05, // bt [close door code] 0x45, 0x04, 0x02, // callb [export 4 of script 0], 02 (sets door-bitflag) 0x33, 0x0b, // jmp [super-code] 0x45, 0x03, 0x02, // callb [export 3 of script 0], 02 (resets door-bitflag) 0x33, 0x06, // jmp [super-code] PATCH_END }; // We patch in code, so that our eastDoor-wired-global will get set to 1. // This way the wired-state won't get lost when exiting room 430. // // Applies to at least: English PC-CD, English PC-Floppy // Responsible method (CD): sWireItShut::changeState // Responsible method (Floppy): sWireItShut:: // Fixes bug: #6458 (partly, see additional patch above) static const uint16 laurabow2SignatureRememberWiredEastDoor[] = { SIG_MAGICDWORD, 0x33, 0x27, // jmp [ret] 0x3c, // dup 0x35, 0x06, // ldi 06 0x1a, // eq? 0x31, 0x21, // bnt [skip step] SIG_END }; static const uint16 laurabow2PatchRememberWiredEastDoor[] = { PATCH_ADDTOOFFSET(+2), // skip jmp [ret] 0x34, PATCH_UINT16(0x0001), // ldi 0001 0xa1, PATCH_UINT16(0x0061), // sag global[97d] (set our eastDoor-wired-global) PATCH_END }; // WORKAROUND: Script needed, because of differences in our pathfinding // algorithm // It's possible to walk through the closed door in room 448 and enter the crate // room before act 5 due to differences in our pathfinding algorithm from Sierra's. // Ego is able to stand one pixel farther than Sierra's algorithm allowed and // reach the control area behind the door which triggers the room change. // We work around this by expanding the closed door's polygon points by one // pixel to prevent ego from being able to reach the control area. // // Applies to: All Floppy and CD versions // Responsible method: transomDoor:createPoly // Fixes bug: #9952 static const uint16 laurabow2SignatureFixArmorHallDoorPathfinding[] = { SIG_MAGICDWORD, 0x39, 0x6c, // pushi 6c [ x = 108 ] 0x39, 0x78, // pushi 78 [ y = 120 ] 0x39, 0x58, // pushi 58 [ x = 88 ] 0x38, SIG_UINT16(0x0083), // pushi 83 [ y = 131 ] SIG_END }; static const uint16 laurabow2PatchFixArmorHallDoorPathfinding[] = { 0x39, 0x6d, // pushi 6d [ x = 109 ] PATCH_ADDTOOFFSET(+4), 0x38, PATCH_UINT16(0x0084), // pushi 84 [ y = 132 ] PATCH_END }; // The crate room (room 460) in act 5 locks up the game if you enter from the // elevator (room 660), swing the hanging crate, and then attempt to leave // back through the elevator door. // // The state of the wall crate that blocks the elevator door is tracked by // setting local[0] to 1 when you push it out of the way, but Sierra forgot // to reinitialize local[0] when you re-enter via the elevator door, causing // it to be out of sync with the room state. When you then swing the hanging // crate, sSwingIt:changeState(6) tests local[0] to see which polygon it // should set as the room's obstacle and incorrectly uses the one that blocks // both doors. Attempting to use the elevator door then locks up the game as // the obstacle polygon prevents ego from reaching the destination. // // Someone noticed that local[0] wasn't always initialized as // shoveCrate:doVerb(4) tests both local[0] and the previous room to see if it // was the elevator. // // We fix this by setting local[0] to 1 if the previous room was the elevator // during sSwingIt:changeState(3), just in time before it gets tested in // sSwingIt:changeState(6). Luckily for us, the handlers for states 3 and 4 // don't do anything but load zero, making them two consecutive conditions // of no-ops. By merging them into a single condition for state 3 we have // a whopping 13 bytes available to add code to set local[0] correctly. // // Applies to: All Floppy and CD versions // Fixes bug: #10701 static const uint16 laurabow2SignatureFixCrateRoomEastDoorLockup[] = { 0x1a, // eq? [ state 3? ] SIG_MAGICDWORD, 0x31, 0x05, // bnt [ state 4 ] 0x35, 0x00, // ldi 0 0x32, SIG_ADDTOOFFSET(+2), // jmp [ exit switch. floppy: b3, cd: bb ] 0x3c, // dup 0x35, 0x04, // ldi 4 0x1a, // eq? [ state 4? ] 0x31, 0x05, // bnt [ state 5 ] SIG_END }; static const uint16 laurabow2PatchFixCrateRoomEastDoorLockup[] = { PATCH_ADDTOOFFSET(+1), // eq? [ state 3? ] 0x31, 0x10, // bnt [ state 5 ] 0x89, 0x0c, // lsg global[0c] [ previous room # ] 0x34, PATCH_UINT16(0x0294), // ldi 660d [ elevator room # ] 0x1a, // eq? 0x8b, 0x00, // lsl local[0] 0x02, // add 0xa3, 0x00, // sal local[0] [ local[0] += (global[0c] == 660d) ] PATCH_END }; // Ego can get stuck in the elevator (room 660) by walking to the lower left. // This also happens in Sierra's interpreter. We adjust the room's obstacle // polygon so that ego can't reach the problematic corner positions. // This is a heap patch for the coordinates used in poly2660a:points. // // Applies to: All Floppy and CD versions // Fixes bug: #10702 static const uint16 laurabow2SignatureFixElevatorLockup[] = { SIG_MAGICDWORD, SIG_UINT16(0x008b), // x = 139d SIG_UINT16(0x0072), // y = 114d SIG_UINT16(0x007b), // x = 123d SIG_UINT16(0x008d), // y = 141d SIG_END }; static const uint16 laurabow2PatchFixElevatorLockup[] = { PATCH_UINT16(0x008f), // x = 143d PATCH_ADDTOOFFSET(+4), PATCH_UINT16(0x00aa), // y = 170d PATCH_END }; // The act 4 back rub scene in Yvette's (room 550) locks up the game when // entered from Carrington's (room 560) instead of the hallway (room 510). // // The difference is that entering from the hallway sets the room script to // eRS (Enter Room Script) and entering from Carrington's doesn't set any // room script. When sBackRubInterrupted moves ego off screen to the south, // lRS (Leave Room Script) is run by LBRoom:doit if a room script isn't set, // and lRS:changState(0) calls handsOff. Since control is already disabled, // this unexpected second handsOff causes handsOn(1) to restore the disabled // state in the hallway and the user never regains control. // // We fix this by setting sBackRubInterrupted as the room's script instead of // backRub's script in backRub:doVerb/(0). The script executes the // same but having it set as the room script prevents LBRoom:doit from running // lRS which prevents the extra handsOff. This patch overwrites backRub's // default verb handler but that's okay because that code never executes. // doVerb is only called by sBackRubViewing:changeState(6) which passes verb 0. // The entire scene is in handsOff mode so the user can't send any verbs. // // Affects: All Floppy and CD versions // Responsible method: backRub:doVerb/ in script 550 // Fixes bug: #10729 static const uint16 laurabow2SignatureFixBackRubEastEntranceLockup[] = { SIG_MAGICDWORD, 0x31, 0x0c, // bnt 0c [ unused default verb handler ] 0x38, SIG_UINT16(0x0092), // pushi 0092 [ setScript/ ] 0x78, // push1 0x72, SIG_ADDTOOFFSET(+2), // lofsa sBackRubInterrupted [ cd: 0c94, floppy: 0c70 ] 0x36, // push 0x54, 0x06, // self 6 [ self:setScript sBackRubInterrupted ] 0x33, 0x09, // jmp 9 [ exit switch ] 0x38, SIG_ADDTOOFFSET(+2), // pushi doVerb/ [ cd: 011d, floppy: 012c ] SIG_END }; static const uint16 laurabow2PatchFixBackRubEastEntranceLockup[] = { PATCH_ADDTOOFFSET(+10), 0x81, 0x02, // lag global[2] [ rm550 ] 0x4a, 0x06, // send 6 [ rm550:setScript sBackRubInterrupted ] 0x32, PATCH_UINT16(0x0006), // jmp 6 [ exit switch ] PATCH_END }; // LB2 Floppy 1.0 doesn't initialize act 4 correctly when triggered by finding // the dagger, causing the act 4 scene in Yvette's (room 550) to lockup. // // The Yvette/Olympia/Steve scene in act 4 (rooms 550 and 510) expects // global[111] to be 11. This global tracks Yvette's state throughout acts 3 // and 4, incrementing as you listen to her conversations and witness her // scenes. Some of these are optional, so at the end of act 3 it can be less // than 11. rm510:init initializes global[111] to 11 when act 4 is triggered // by reporting Ernie's death, but no such initialization occurs when act 4 is // triggered by finding the dagger (rooms 610 and 620). What happens when the // global isn't 11 depends on its value. Some values, such as 8, cause the act // 4 scene to never complete and never restore control to the user. // // We fix this the way Sierra did in floppy 1.1 and cd versions by setting // global[111] to 11 in actBreak:init when act 4 starts so that it's always // initialized. // // Applies to: Floppy 1.0 English only // Responsible method: actBreak: which is really init // Fixes bug: #10716 static const uint16 laurabow2SignatureFixAct4Initialization[] = { SIG_MAGICDWORD, 0xa3, 0x08, // sal local[8] [ 1.0 floppy only ] 0x89, 0x0c, // lsg global[0c] [ previous room ] 0x34, SIG_UINT16(0x026c), // ldi 026c [ room 620 ] 0x1a, // eq? 0x31, 0x05, // bnt 5 0x34, SIG_UINT16(0x0262), // ldi 0262 [ room 610 ] 0x33, 0x03, // jmp 3 0x34, SIG_UINT16(0x01fe), // ldi 01fe [ room 510 ] 0xa3, 0x00, // sal local[0] [ (previous room == 620) ? 610 : 510 ] 0x33, 0x2d, // jmp 2d [ exit switch ] SIG_END }; static const uint16 laurabow2PatchFixAct4Initialization[] = { PATCH_ADDTOOFFSET(+2), 0x35, 0x0b, // ldi 0b 0xa1, 0x6f, // sag global[6f] [ global[111d] = 11 ] 0x89, 0x0c, // lsg global[0c] [ previous room ] 0x34, PATCH_UINT16(0x026c), // ldi 026c [ room 620 ] 0x1a, // eq? 0x39, 0x64, // pushi 64 0x06, // mul 0x38, PATCH_UINT16(0x01fe), // pushi 01fe 0x02, // add [ acc = ((previous room == 620) * 100) + 510 ] 0x32, PATCH_UINT16(0x0013), // jmp 0013 [ jmp to: sal 0, jmp exit switch ] PATCH_END }; // LB2 Floppy 1.0 attempts to show a non-existent message when using the // carbon paper on the desk lamp in room 550. // // deskLamp:(39), which is really doVerb, attempts to show a message // for its own noun (5) instead of the expected noun (45) when the lamp is off. // This results in " 550: 5, 39, 6, 1 not found". // // We fix this the way Sierra did in version 1.1 by passing the correct noun. // // Applies to: English floppy 1.000 // Responsible method: deskLamp:(39), which is really doVerb // Fixes bug: #10706 static const uint16 laurabow2SignatureMissingDeskLampMessage[] = { SIG_MAGICDWORD, 0x33, 0x1a, // jmp 1a 0x38, SIG_UINT16(0x0127), // pushi 127h [ say, hardcoded as we only patch one floppy version ] 0x39, 0x03, // pushi 3 0x67, 0x1a, // pTos 1a [ deskLamp noun (5) ] SIG_END }; static const uint16 laurabow2PatchMissingDeskLampMessage[] = { PATCH_ADDTOOFFSET(+7), 0x39, 0x2d, // pushi 45d [ correct message noun ] PATCH_END }; // LB2 Floppy 1.0 doesn't handle events for the inset of the corpse in the armor in room 440, // preventing its messages from being displayed. // // The inset has messages that respond to look, do, and the magnifying glass, but rm440:, // which is really handleEvent, never passes events to it. Sierra fixed this in later floppy and // cd versions by adding a condition to rm440:handleEvent that first tests if the room has an inset // and calls its handleEvent if so. // // We fix this by patching rm440:handleEvent to call super:handleEvent if the room has an inset. // This is equivalent to Sierra's fix but can be done within the existing space as there is already // code to call super:handleEvent on Move events. This patch just extends that condition to also // include if an inset exists. This works because Rm:handleEvent contains the same inset handling // code that Sierra added to rm440:handleEvent. // // This fix is for floppy 1.0 but the signature also matches later floppy versions. That's okay, // it's compatible with their fix. Making the signature only match 1.0 would add almost 100 bytes // as the closest difference is at the start of the method and the patch is at the end. // // Applies to: English floppy 1.000 // Responsible method: rm440:, which is really handleEvent // Fixes bug: #10709 static const uint16 laurabow2SignatureHandleArmorInsetEvents[] = { SIG_MAGICDWORD, 0x31, 0x0b, // bnt 0b [ event type isn't Move ] 0x38, SIG_UINT16(0x0085), // pushi 0085 [ aka handleEvent ] 0x78, // push1 0x8f, 0x01, // lsp param[1] 0x57, 0x7a, 0x06, // super LBRoom[7a], 6 [ handle event ] 0x33, 0x03, // jmp 3 0x35, 0x00, // ldi 0 [ event not handled ] 0x48, // ret 0x48, // ret SIG_END }; static const uint16 laurabow2PatchHandleArmorInsetEvents[] = { 0x2f, 0x04, // bt 4 [ event type is Move ] 0x63, 0x3a, // pToa aka inset 0x31, 0x09, // bnt 9 [ room has no inset, event not handled ] 0x38, PATCH_UINT16(0x0085), // pushi 0085 [ aka handleEvents ] 0x78, // push1 0x8f, 0x01, // lsp param[1] 0x57, 0x7a, 0x06, // super LBRoom[7a], 6 [ handle event ] PATCH_END }; // The "bugs with meat" in the basement hallway (room 600) can lockup the game // if they appear while ego is leaving the room through one of the doors. // // bugsWithMeat cues after 5 seconds in the room and runs sDoMeat if no room // script is set. sDoMeat:changeState(0) calls handsOff. Ego might already be // leaving through the north door in handsOff mode, which is managed by lRS // (Leave Room Script), which doesn't prevent sDoMeat from running because lRS // isn't set as the room script. If the door is animating when the timer goes // off then ego will continue to Wolfe's (room 650) and the unexpected second // handsOff will cause handsOn(1) to restore the disabled state and the user // will never regain control. If sDoMeat runs after the door animates then // ego's movement will be interrupted and the door will be left open and broken. // Similar problems occur with the other door in the room. // // We fix this by patching bugsWithMeat:cue from testing if the room has no // script to instead testing if the user has control before running sDoMeat. // All of the room's scripts call handsOff in state 0 and handsOn in their // final state so this change just extends the interruption test to include // other handsOff scripts. // // The signature and patch are duplicated for floppy and cd versions due to // User:canControl having different selector values between versions, floppy // versions not including selector names, and User:canControl's selector // values not appearing in the script being patched. // // Applies to: All Floppy and CD versions // Responsible method: bugsWithMeat:cue/ // Fixes bug: #10730 static const uint16 laurabow2FloppySignatureFixBugsWithMeat[] = { SIG_MAGICDWORD, 0x57, 0x32, 0x06, // super Actor[32], 6 [ floppy: 32, cd: 31 ] 0x3a, // toss 0x48, // ret [ end of bugsWithMeat: aka doVerb ] 0x38, SIG_UINT16(0x008e), // pushi 008e [ aka script ] 0x76, // push0 0x81, 0x02, // lag global[2] [ rm600 ] 0x4a, 0x04, // send 4 0x31, 0x0e, // bnt 0e [ run sDoMeat if not rm600:? ] SIG_END }; static const uint16 laurabow2FloppyPatchFixBugsWithMeat[] = { PATCH_ADDTOOFFSET(+5), 0x38, PATCH_UINT16(0x00ed), // pushi 00ed [ aka canControl ] 0x76, // push0 0x81, 0x50, // lag global[50] [ User ] 0x4a, 0x04, // send 4 0x2f, 0x0e, // bt 0e [ run sDoMeat if User:? ] PATCH_END }; // cd version of the above signature/patch static const uint16 laurabow2CDSignatureFixBugsWithMeat[] = { SIG_MAGICDWORD, 0x57, 0x31, 0x06, // super Actor[31], 6 [ floppy: 32, cd: 31 ] 0x3a, // toss 0x48, // ret [ end of bugsWithMeat:doVerb ] 0x38, SIG_UINT16(0x008e), // pushi 008e [ script ] 0x76, // push0 0x81, 0x02, // lag global[2] [ rm600 ] 0x4a, 0x04, // send 4 0x31, 0x0e, // bnt 0e [ run sDoMeat if not rm600:script? ] SIG_END }; static const uint16 laurabow2CDPatchFixBugsWithMeat[] = { PATCH_ADDTOOFFSET(+5), 0x38, PATCH_UINT16(0x00f6), // pushi 00f6 [ canControl ] 0x76, // push0 0x81, 0x50, // lag global[50] [ User ] 0x4a, 0x04, // send 4 0x2f, 0x0e, // bt 0e [ run sDoMeat if User:canControl? ] PATCH_END }; // LB2 CD ends act 5 in the middle of the finale music instead of waiting for // it to complete. This is a script bug and occurs in Sierra's interpreter. // // When catching the killer in room 480, sWrapMusic is used to play the chomp // sound followed by the finale music. sWrapMusic uses localSound to play both // resources. sOrileyCaught:doit waits for the music to complete by testing // localSound:prevSignal for -1 before proceeding to act 6. This worked in // floppy versions. // // The problem is that CD versions include a newer Sound class with different // behavior. This new Sound:play doesn't call Sound:init on subsequent plays. // Sound:init is what initializes prevSignal to 0, and so localSound:prevSignal // is no longer re-initialized from -1 to 0 after playing the chomp, causing // sOrileyCaught:doit to treat the music as having immediately completed. // // We fix this by changing sOrileyCaught:doit to instead test localSound:handle // to determine if the music has completed. Sound:handle is always set when // playing and cleared when stopped or disposed. // // Applies to: All CD versions // Responsible method: sOrileyCaught:doit // Fixes bug: #10808 static const uint16 laurabow2CDSignatureFixAct5FinaleMusic[] = { SIG_MAGICDWORD, 0x38, SIG_UINT16(0x00ab), // pushi 00ab [ prevSignal ] 0x76, // push0 0x72, SIG_UINT16(0x083a), // lofsa localSound 0x4a, 0x04, // send 4 0x36, // push 0x35, 0xff, // ldi ff SIG_END }; static const uint16 laurabow2CDPatchFixAct5FinaleMusic[] = { 0x38, PATCH_UINT16(0x005a), // pushi 005a [ handle ] PATCH_ADDTOOFFSET(+7), 0x35, 0x00, // ldi 00 PATCH_END }; // LB2 does a speed test during startup (room 28) to determine the initial // detail level and to use for pacing later scenes. Even with the highest // score the detail level is only set to medium instead of highest like // other SCI games. // // Platforms such as iOS can introduce a lag during game initialization that // causes the speed test to occasionally get the lowest score, causing // detail to be initialized to lowest and subsequent scenes such as the act 5 // chase scene to go very slow. // // We patch startGame:doit to ignore the score and always set the highest detail // level and cpu speed so that detail needn't be manually increased and act 5 // behaves consistently. This also helps touchscreen devices as the game's // detail slider is prohibitively difficult to manually set to highest without // switching from the default touch mode. // // Applies to: All Floppy and CD versions // Responsible method: startGame:doit/ // Fixes bug: #10761 static const uint16 laurabow2SignatureDisableSpeedTest[] = { 0x89, 0x57, // lsg global[57] [ speed test result ] SIG_MAGICDWORD, 0x35, 0x03, // ldi 03 [ low-speed threshold ] 0x24, // le? 0x31, 0x04, // bnt 04 0x35, 0x01, // ldi 01 [ lowest detail ] 0x33, 0x0d, // jmp 0d 0x89, 0x57, // lsg global[57] [ speed test result ] SIG_END }; static const uint16 laurabow2PatchDisableSpeedTest[] = { 0x38, PATCH_UINT16(0x0005), // pushi 0005 0x81, 0x01, // lag global[1] 0x4a, 0x06, // send 06 [ LB2:detailLevel = 5, max detail ] 0x35, 0x0f, // ldi 0f 0xa1, 0x57, // sag global[57] [ global[57] = f, max cpu speed ] 0x33, 0x10, // jmp 10 [ continue init ] PATCH_END }; // Laura Bow 2 CD resets the audio mode to speech on init/restart // We already sync the settings from ScummVM (see SciEngine::syncIngameAudioOptions()) // and this script code would make it impossible to see the intro using "dual" mode w/o using debugger command // That's why we remove the corresponding code // Patched method: LB2::init, rm100::init static const uint16 laurabow2CDSignatureAudioTextSupportModeReset[] = { SIG_MAGICDWORD, 0x35, 0x02, // ldi 02 0xa1, 0x5a, // sag global[5a] SIG_END }; static const uint16 laurabow2CDPatchAudioTextSupportModeReset[] = { 0x34, PATCH_UINT16(0x0001), // ldi 0001 (waste bytes) 0x18, // not (waste bytes) PATCH_END }; // Directly use global[5a] for view-cel id // That way it's possible to use a new "dual" mode view in the game menu // View 995, loop 13, cel 0 -> "text" // View 995, loop 13, cel 1 -> "speech" // View 995, loop 13, cel 2 -> "dual" (this view is injected by us into the game) // Patched method: gcWin::open static const uint16 laurabow2CDSignatureAudioTextMenuSupport1[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg global[5a] 0x35, 0x02, // ldi 02 0x1a, // eq? 0x36, // push SIG_END }; static const uint16 laurabow2CDPatchAudioTextMenuSupport1[] = { PATCH_ADDTOOFFSET(+2), 0x35, 0x01, // ldi 01 0x04, // sub PATCH_END }; // Adds another button state for the text/audio button. We currently use the "speech" view for "dual" mode. // Patched method: iconMode::doit static const uint16 laurabow2CDSignatureAudioTextMenuSupport2[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg global[5a] 0x3c, // dup 0x1a, // eq? 0x31, 0x0a, // bnt [set text mode] 0x35, 0x02, // ldi 02 0xa1, 0x5a, // sag global[5a] 0x35, 0x01, // ldi 01 0xa5, 0x00, // sat temp[0] 0x33, 0x0e, // jmp [draw cel code] 0x3c, // dup 0x35, 0x02, // ldi 02 0x1a, // eq? 0x31, 0x08, // bnt [draw cel code] 0x35, 0x01, // ldi 01 0xa1, 0x5a, // sag global[5a] 0x35, 0x00, // ldi 00 0xa5, 0x00, // sat temp[0] 0x3a, // toss SIG_END }; static const uint16 laurabow2CDPatchAudioTextMenuSupport2[] = { 0x81, 0x5a, // lag global[5a] 0x78, // push1 0x02, // add 0xa1, 0x5a, // sag global[5a] 0x36, // push 0x35, 0x03, // ldi 03 0x1e, // gt? 0x31, 0x03, // bnt [skip over] 0x78, // push1 0xa9, 0x5a, // ssg global[5a] 0x89, 0x5a, // lsg global[5a] 0x35, 0x01, // ldi 01 0x04, // sub 0xa5, 0x00, // sat temp[0] [ calculate global[5a] - 1 to use as view cel id ] 0x33, 0x07, // jmp [draw cel code, don't do toss] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry laurabow2Signatures[] = { { true, 560, "CD: painting closing immediately", 1, laurabow2CDSignaturePaintingClosing, laurabow2CDPatchPaintingClosing }, { true, 0, "CD: fix problematic icon bar", 1, laurabow2CDSignatureFixProblematicIconBar, laurabow2CDPatchFixProblematicIconBar }, { true, 90, "CD: fix yvette's tut response", 1, laurabow2CDSignatureFixYvetteTutResponse, laurabow2CDPatchFixYvetteTutResponse }, { true, 350, "CD/Floppy: museum party fix entering south 1/2", 1, laurabow2SignatureMuseumPartyFixEnteringSouth1, laurabow2PatchMuseumPartyFixEnteringSouth1 }, { true, 350, "CD/Floppy: museum party fix entering south 2/2", 1, laurabow2SignatureMuseumPartyFixEnteringSouth2, laurabow2PatchMuseumPartyFixEnteringSouth2 }, { true, 430, "CD/Floppy: make wired east door persistent", 1, laurabow2SignatureRememberWiredEastDoor, laurabow2PatchRememberWiredEastDoor }, { true, 430, "CD/Floppy: fix wired east door", 1, laurabow2SignatureFixWiredEastDoor, laurabow2PatchFixWiredEastDoor }, { true, 448, "CD/Floppy: fix armor hall door pathfinding", 1, laurabow2SignatureFixArmorHallDoorPathfinding, laurabow2PatchFixArmorHallDoorPathfinding }, { true, 460, "CD/Floppy: fix crate room east door lockup", 1, laurabow2SignatureFixCrateRoomEastDoorLockup, laurabow2PatchFixCrateRoomEastDoorLockup }, { true, 2660, "CD/Floppy: fix elevator lockup", 1, laurabow2SignatureFixElevatorLockup, laurabow2PatchFixElevatorLockup }, { true, 550, "CD/Floppy: fix back rub east entrance lockup", 1, laurabow2SignatureFixBackRubEastEntranceLockup, laurabow2PatchFixBackRubEastEntranceLockup }, { true, 26, "Floppy: fix act 4 initialization", 1, laurabow2SignatureFixAct4Initialization, laurabow2PatchFixAct4Initialization }, { true, 550, "Floppy: missing desk lamp message", 1, laurabow2SignatureMissingDeskLampMessage, laurabow2PatchMissingDeskLampMessage }, { true, 440, "Floppy: handle armor inset events", 1, laurabow2SignatureHandleArmorInsetEvents, laurabow2PatchHandleArmorInsetEvents }, { true, 600, "Floppy: fix bugs with meat", 1, laurabow2FloppySignatureFixBugsWithMeat, laurabow2FloppyPatchFixBugsWithMeat }, { true, 600, "CD: fix bugs with meat", 1, laurabow2CDSignatureFixBugsWithMeat, laurabow2CDPatchFixBugsWithMeat }, { true, 480, "CD: fix act 5 finale music", 1, laurabow2CDSignatureFixAct5FinaleMusic, laurabow2CDPatchFixAct5FinaleMusic }, { true, 28, "CD/Floppy: disable speed test", 1, laurabow2SignatureDisableSpeedTest, laurabow2PatchDisableSpeedTest }, // King's Quest 6 and Laura Bow 2 share basic patches for audio + text support { false, 924, "CD: audio + text support 1", 1, kq6laurabow2CDSignatureAudioTextSupport1, kq6laurabow2CDPatchAudioTextSupport1 }, { false, 924, "CD: audio + text support 2", 1, kq6laurabow2CDSignatureAudioTextSupport2, kq6laurabow2CDPatchAudioTextSupport2 }, { false, 924, "CD: audio + text support 3", 1, kq6laurabow2CDSignatureAudioTextSupport3, kq6laurabow2CDPatchAudioTextSupport3 }, { false, 928, "CD: audio + text support 4", 1, kq6laurabow2CDSignatureAudioTextSupport4, kq6laurabow2CDPatchAudioTextSupport4 }, { false, 928, "CD: audio + text support 5", 2, kq6laurabow2CDSignatureAudioTextSupport5, kq6laurabow2CDPatchAudioTextSupport5 }, { false, 0, "CD: audio + text support disable mode reset", 1, laurabow2CDSignatureAudioTextSupportModeReset, laurabow2CDPatchAudioTextSupportModeReset }, { false, 100, "CD: audio + text support disable mode reset", 1, laurabow2CDSignatureAudioTextSupportModeReset, laurabow2CDPatchAudioTextSupportModeReset }, { false, 24, "CD: audio + text support LB2 menu 1", 1, laurabow2CDSignatureAudioTextMenuSupport1, laurabow2CDPatchAudioTextMenuSupport1 }, { false, 24, "CD: audio + text support LB2 menu 2", 1, laurabow2CDSignatureAudioTextMenuSupport2, laurabow2CDPatchAudioTextMenuSupport2 }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // Mother Goose SCI1/SCI1.1 // MG::replay somewhat calculates the savedgame-id used when saving again // this doesn't work right and we remove the code completely. // We set the savedgame-id directly right after restoring in kRestoreGame. // We also draw the background picture in here instead. // This Mixed Up Mother Goose draws the background picture before restoring, // instead of doing it properly in MG::replay. This fixes graphic issues, // when restoring from GMM. // // Applies to at least: English SCI1 CD, English SCI1.1 floppy, Japanese FM-Towns // Responsible method: MG::replay (script 0) static const uint16 mothergoose256SignatureReplay[] = { 0x7a, // push2 0x78, // push1 0x5b, 0x00, 0xbe, // lea global[BEh] 0x36, // push 0x43, 0x70, 0x04, // callk MemorySegment 0x7a, // push2 0x5b, 0x00, 0xbe, // lea global[BEh] 0x36, // push 0x76, // push0 0x43, 0x62, 0x04, // callk StrAt 0xa1, 0xaa, // sag global[AAh] 0x7a, // push2 0x5b, 0x00, 0xbe, // lea global[BEh] 0x36, // push 0x78, // push1 0x43, 0x62, 0x04, // callk StrAt 0x36, // push 0x35, 0x20, // ldi 20 0x04, // sub 0xa1, SIG_ADDTOOFFSET(+1), // sag global[57h], for FM-Towns: sag global[9Dh] // 35 bytes 0x39, 0x03, // pushi 03 0x89, SIG_ADDTOOFFSET(+1), // lsg global[1Dh], for FM-Towns: lsg global[1Eh] 0x76, // push0 0x7a, // push2 0x5b, 0x00, 0xbe, // lea global[BEh] 0x36, // push 0x7a, // push2 0x43, 0x62, 0x04, // callk StrAt 0x36, // push 0x35, 0x01, // ldi 01 0x04, // sub 0x36, // push 0x43, 0x62, 0x06, // callk StrAt // 22 bytes 0x7a, // push2 0x5b, 0x00, 0xbe, // lea global[BEh] 0x36, // push 0x39, 0x03, // pushi 03 0x43, 0x62, 0x04, // callk StrAt // 10 bytes 0x36, // push 0x35, SIG_MAGICDWORD, 0x20, // ldi 20 0x04, // sub 0xa1, 0xb3, // sag global[B3h] // 6 bytes SIG_END }; static const uint16 mothergoose256PatchReplay[] = { 0x39, 0x06, // pushi 06 0x76, // push0 0x76, // push0 0x38, PATCH_UINT16(200), // pushi 200d 0x38, PATCH_UINT16(320), // pushi 320d 0x76, // push0 0x76, // push0 0x43, 0x15, 0x0c, // callk SetPort -> set picture port to full screen // 15 bytes 0x39, 0x04, // pushi 04 0x3c, // dup 0x76, // push0 0x38, PATCH_UINT16(255), // pushi 255d 0x76, // push0 0x43, 0x6f, 0x08, // callk Palette -> set intensity to 0 for all colors // 11 bytes 0x7a, // push2 0x38, PATCH_UINT16(800), // pushi 800 0x76, // push0 0x43, 0x08, 0x04, // callk DrawPic -> draw picture 800 // 8 bytes 0x39, 0x06, // pushi 06 0x39, 0x0c, // pushi 0Ch 0x76, // push0 0x76, // push0 0x38, PATCH_UINT16(200), // pushi 200 0x38, PATCH_UINT16(320), // pushi 320 0x78, // push1 0x43, 0x6c, 0x0c, // callk Graph -> send everything to screen // 16 bytes 0x39, 0x06, // pushi 06 0x76, // push0 0x76, // push0 0x38, PATCH_UINT16(156), // pushi 156d 0x38, PATCH_UINT16(258), // pushi 258d 0x39, 0x03, // pushi 03 0x39, 0x04, // pushi 04 0x43, 0x15, 0x0c, // callk SetPort -> set picture port back // 17 bytes 0x34, PATCH_UINT16(0x0000), // ldi 0000 (dummy) 0x34, PATCH_UINT16(0x0000), // ldi 0000 (dummy) PATCH_END }; // when saving, it also checks if the savegame ID is below 13. // we change this to check if below 113 instead // // Applies to at least: English SCI1 CD, English SCI1.1 floppy, Japanese FM-Towns // Responsible method: Game::save (script 994 for SCI1), MG::save (script 0 for SCI1.1) static const uint16 mothergoose256SignatureSaveLimit[] = { 0x89, SIG_MAGICDWORD, 0xb3, // lsg global[b3] 0x35, 0x0d, // ldi 0d 0x20, // ge? SIG_END }; static const uint16 mothergoose256PatchSaveLimit[] = { PATCH_ADDTOOFFSET(+2), 0x35, 0x0d + SAVEGAMEID_OFFICIALRANGE_START, // ldi 113d PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry mothergoose256Signatures[] = { { true, 0, "replay save issue", 1, mothergoose256SignatureReplay, mothergoose256PatchReplay }, { true, 0, "save limit dialog (SCI1.1)", 1, mothergoose256SignatureSaveLimit, mothergoose256PatchSaveLimit }, { true, 994, "save limit dialog (SCI1)", 1, mothergoose256SignatureSaveLimit, mothergoose256PatchSaveLimit }, SCI_SIGNATUREENTRY_TERMINATOR }; #ifdef ENABLE_SCI32 #pragma mark - #pragma mark Mixed-up Mother Goose Deluxe // The game uses pic 10005 to render the Sierra logo, but then it also // initialises a logo object with view 502 on the same priority as the pic. In // the original interpreter, it is dumb luck which is drawn first (based on the // order of the memory IDs), though usually the pic is drawn first because not // many objects have been created at the start of the game. In ScummVM, the // renderer guarantees a sort order based on the creation order of screen items, // and since the view is created after the pic, it wins and is drawn on top. // This patch stops the view object from being created at all. // // Applies to at least: English CD from King's Quest Collection // Responsible method: sShowLogo::changeState static const uint16 mothergooseHiresLogoSignature[] = { 0x38, SIG_SELECTOR16(init), // pushi init ($8e) SIG_MAGICDWORD, 0x76, // push0 0x72, SIG_UINT16(0x0082), // lofsa logo[82] 0x4a, SIG_UINT16(0x0004), // send $4 SIG_END }; static const uint16 mothergooseHiresLogoPatch[] = { 0x33, 0x08, // jmp [past bad logo init] PATCH_END }; // After finishing the rhyme at the fountain, a horse will appear and walk // across the screen. The priority of the horse is set too high, so it is // rendered in front of the fountain instead of behind the fountain. This patch // corrects the priority so the horse draws behind the fountain. // // Applies to at least: English CD from King's Quest Collection // Responsible method: rhymeScript::changeState static const uint16 mothergooseHiresHorseSignature[] = { SIG_MAGICDWORD, 0x39, SIG_SELECTOR8(setPri), // pushi setPri ($4a) 0x78, // push1 0x38, SIG_UINT16(0x00b7), // pushi $b7 SIG_END }; static const uint16 mothergooseHiresHorsePatch[] = { PATCH_ADDTOOFFSET(+3), // pushi setPri, push1 0x38, PATCH_UINT16(0x59), // pushi $59 PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry mothergooseHiresSignatures[] = { { true, 0, "disable volume reset on startup (1/2)", 2, sci2VolumeResetSignature, sci2VolumeResetPatch }, { true, 90, "disable volume reset on startup (2/2)", 1, sci2VolumeResetSignature, sci2VolumeResetPatch }, { true, 108, "fix bad logo rendering", 1, mothergooseHiresLogoSignature, mothergooseHiresLogoPatch }, { true, 318, "fix bad horse z-index", 1, mothergooseHiresHorseSignature, mothergooseHiresHorsePatch }, SCI_SIGNATUREENTRY_TERMINATOR }; #pragma mark - #pragma mark Phantasmagoria // Phantasmagoria persists audio volumes in the save games, but ScummVM manages // game volumes through the launcher, so stop the game from overwriting the // ScummVM volumes with volumes from save games. // Applies to at least: English CD // Fixes bug: #9700 static const uint16 phant1SavedVolumeSignature[] = { 0x7a, // push2 0x39, 0x08, // pushi 8 0x38, SIG_SELECTOR16(readWord), // pushi readWord ($20b) 0x76, // push0 0x72, SIG_UINT16(0x13c), // lofsa $13c (PREF.DAT) 0x4a, SIG_UINT16(0x04), // send 4 SIG_MAGICDWORD, 0xa1, 0xbc, // sag global[$bc] 0x36, // push 0x43, 0x76, SIG_UINT16(0x04), // callk DoAudio[76], 4 0x7a, // push2 0x76, // push0 0x38, SIG_SELECTOR16(readWord), // pushi readWord ($20b) 0x76, // push0 0x72, SIG_UINT16(0x13c), // lofsa $13c (PREF.DAT) 0x4a, SIG_UINT16(0x04), // send 4 0xa1, 0xbb, // sag global[$bb] 0x36, // push 0x43, 0x75, SIG_UINT16(0x04), // callk DoSound[75], 4 SIG_END }; static const uint16 phant1SavedVolumePatch[] = { 0x32, PATCH_UINT16(0x0024), // jmp [skip the whole sig, to prefFile::close] PATCH_END }; // Phantasmagoria performs an incomplete initialisation of a rat view when // exiting the alcove in the basement any time after chapter 3 when flag 26 is // not set. This causes the rat view to be rendered with the same origin and // priority as the background picture for the game plane, triggering last ditch // sorting of the screen items in the renderer. This happens to work OK most of // the time in SSCI because the last ditch sort uses memory handle indexes, and // the index of the rat seems to usually end up below the index for the // background pic, so the rat's screen item is submitted before the background, // ensuring that the background palette overrides the rat view's palette. In // ScummVM, last ditch sorting operates using the creation order of screen // items, so the rat ends up always sorting above the background, which causes // the background palette to get replaced by the rat palette, which corrupts the // background. This patch stops the game script from initialising the bad rat // view entirely. // Applies to at least: English CD, French CD // Fixes bug: #9957 static const uint16 phant1RatSignature[] = { SIG_MAGICDWORD, 0x78, // push1 0x39, 0x1a, // pushi $1a 0x45, 0x03, SIG_UINT16(0x0002), // callb [export 3 of script 0], 02 0x18, // not 0x31, 0x18, // bnt $18 SIG_END }; static const uint16 phant1RatPatch[] = { 0x33, 0x20, // jmp [past rat condition + call] PATCH_END }; // In Phantasmagoria the cursor's hover state will not trigger on any of the // buttons in the main menu after returning to the main menu from a game, or // when choosing "Quit" on the main menu and then cancelling the quit in the // confirmation dialogue, until another button has been hovered and unhovered // once. // This happens because the quit confirmation dialogue creates its own // event handling loop which prevents the main event loop from handling the // cursor leaving the button (which would reset global[193] to 0), and the // dialogue does not reset global[193] itself, so it remains at 2 until a new // button gets hovered and unhovered. // There is not enough space in the confirmation dialogue code to add a reset // of global[193], so we just remove the check entirely, since it is only used // to avoid resetting the cursor's view on every mouse movement, and this // button type is only used on the main menu and the in-game control panel. // // Applies to at least: English CD // Fixes bug: #9977 static const uint16 phant1RedQuitCursorSignature[] = { SIG_MAGICDWORD, 0x89, 0xc1, // lsg global[193] 0x35, 0x02, // ldi 02 SIG_END }; static const uint16 phant1RedQuitCursorPatch[] = { 0x33, 0x05, // jmp [past global[193] check] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry phantasmagoriaSignatures[] = { { true, 23, "make cursor red after clicking quit", 1, phant1RedQuitCursorSignature, phant1RedQuitCursorPatch }, { true, 901, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch }, { true, 1111, "ignore audio settings from save game", 1, phant1SavedVolumeSignature, phant1SavedVolumePatch }, { true, 20200, "fix broken rat init in sEnterFromAlcove", 1, phant1RatSignature, phant1RatPatch }, { true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch }, SCI_SIGNATUREENTRY_TERMINATOR }; #pragma mark - #pragma mark Phantasmagoria 2 // The game uses a spin loop when navigating to and from Curtis's computer in // the office, and when entering passwords, which causes the mouse to appear // unresponsive. Replace the spin loop with a call to ScummVM kWait. // Applies to at least: US English // Responsible method: Script 3000 localproc 2ee4, script 63019 localproc 4f04 static const uint16 phant2WaitParam1Signature[] = { SIG_MAGICDWORD, 0x35, 0x00, // ldi 0 0xa5, 0x00, // sat temp[0] 0x8d, 0x00, // lst temp[0] 0x87, 0x01, // lap param[1] SIG_END }; static const uint16 phant2WaitParam1Patch[] = { 0x78, // push1 0x8f, 0x01, // lsp param[1] 0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, 2 0x48, // ret PATCH_END }; // The interface bars at the top and bottom of the screen fade in and out when // hovered over. This fade is performed by a script loop that calls kFrameOut // directly and uses global[227] as the fade delta for each frame. It normally // is set to 1, which means that these fades are quite slow. We replace the use // of global[227] with an immediate value for a reasonable fade speed. // Applies to at least: US English static const uint16 phant2SlowIFadeSignature[] = { 0x43, 0x21, SIG_UINT16(0x0000), // callk FrameOut, 0 SIG_MAGICDWORD, 0x67, 0x03, // pTos 03 (scratch) 0x81, 0xe3, // lag global[227] SIG_END }; static const uint16 phant2SlowIFadePatch[] = { PATCH_ADDTOOFFSET(+6), // skip to lag 0x35, 0x05, // ldi 5 PATCH_END }; // The game uses a spin loop during music transitions which causes the mouse to // appear unresponsive during scene changes. Replace the spin loop with a call // to ScummVM kWait. // Applies to at least: US English // Responsible method: P2SongPlyr::wait4Fade static const uint16 phant2Wait4FadeSignature[] = { SIG_MAGICDWORD, 0x76, // push0 0x43, 0x79, SIG_UINT16(0x0000), // callk GetTime, 0 0xa5, 0x01, // sat temp[1] 0x78, // push1 SIG_END }; static const uint16 phant2Wait4FadePatch[] = { 0x78, // push1 0x8d, 0x00, // lst temp[0] 0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, 2 0x48, // ret PATCH_END }; // When reading the VERSION file, Phant2 sends a Str object instead of a // reference to a string (kernel signature violation), and flips the file handle // and size arguments, so the version file data never actually makes it into the // game. // Applies to at least: Phant2 US English CD static const uint16 phant2GetVersionSignature[] = { 0x36, // push 0x35, 0xff, // ldi $ff 0x1c, // ne? 0x31, 0x0e, // bnt $e 0x39, 0x04, // pushi 4 0x39, 0x05, // pushi 5 SIG_MAGICDWORD, 0x89, 0x1b, // lsg global[$1b] 0x8d, 0x05, // lst temp[5] 0x39, 0x09, // pushi 9 0x43, 0x5d, SIG_UINT16(0x08), // callk FileIO, 8 0x7a, // push2 0x78, // push1 0x8d, 0x05, // lst temp[5] 0x43, 0x5d, SIG_UINT16(0x04), // callk FileIO, 4 0x35, 0x01, // ldi 1 0xa1, 0xd8, // sag global[$d8] SIG_END }; static const uint16 phant2GetVersionPatch[] = { 0x39, 0x04, // pushi 4 0x39, 0x05, // pushi 5 0x81, 0x1b, // lag global[$1b] 0x39, PATCH_SELECTOR8(data), // pushi data 0x76, // push0 0x4a, PATCH_UINT16(0x0004), // send 4 0x36, // push 0x39, 0x09, // pushi 9 0x8d, 0x05, // lst temp[5] 0x43, 0x5d, PATCH_UINT16(0x08), // callk FileIO, 8 0x7a, // push2 0x78, // push1 0x8d, 0x05, // lst temp[5] 0x43, 0x5d, PATCH_UINT16(0x04), // callk FileIO, 4 0x78, // push1 0xa9, 0xd8, // ssg global[$d8] PATCH_END }; // The game uses a spin loop when displaying the success animation of the ratboy // puzzle, which causes the mouse to appear unresponsive. Replace the spin loop // with a call to ScummVM kWait. // Applies to at least: US English static const uint16 phant2RatboySignature[] = { 0x8d, 0x01, // lst temp[1] 0x35, 0x1e, // ldi $1e 0x22, // lt? SIG_MAGICDWORD, 0x31, 0x17, // bnt $17 [0c3d] 0x76, // push0 0x43, 0x79, SIG_UINT16(0x00), // callk GetTime, 0 SIG_END }; static const uint16 phant2RatboyPatch[] = { 0x78, // push1 0x35, 0x1e, // ldi $1e 0x36, // push 0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, $2 0x33, 0x14, // jmp [to next outer loop] PATCH_END }; // Phant2 has separate in-game volume controls for handling movie volume and // in-game volume (misleadingly labelled "music volume"), but really needs the // in-game volume to always be significantly lower than the movie volume in // order for dialogue in movies to be consistently audible, so patch the // in-game volume slider to limit it to our maximum. // Applies to at least: US English // Fixes bug: #10165 static const uint16 phant2AudioVolumeSignature[] = { SIG_MAGICDWORD, 0x39, 0x7f, // pushi 127 (clientMax value) 0x39, 0x14, // pushi 20 (clientPageSize value) SIG_ADDTOOFFSET(+10), // skip other init arguments 0x51, 0x5e, // class P2ScrollBar SIG_ADDTOOFFSET(+3), // skip send 0xa3, 0x06, // sal local[6] (identifies correct slider) SIG_END }; static const uint16 phant2AudioVolumePatch[] = { 0x39, kPhant2VolumeMax, // pushi (our custom volume max) 0x39, 0x14 * kPhant2VolumeMax / 127, // pushi (ratio of original value) PATCH_END }; // When censorship is disabled the game sticks at the end of every // save game name, and when it is enabled it pads the save game name with a // bunch of spaces. This is annoying and not helpful, so just disable all of // this nonsense. // Applies to at least: US English // Fixes bug: #10035 static const uint16 phant2SaveNameSignature1[] = { SIG_MAGICDWORD, 0x57, 0x4b, SIG_UINT16(0x06), // super SREdit, 6 0x63, // pToa (plane) SIG_END }; static const uint16 phant2SaveNamePatch1[] = { PATCH_ADDTOOFFSET(+4), // super SREdit, 6 0x48, // ret PATCH_END }; static const uint16 phant2SaveNameSignature2[] = { SIG_MAGICDWORD, 0xa5, 0x00, // sat temp[0] 0x39, SIG_SELECTOR8(format), // pushi format SIG_END }; static const uint16 phant2SaveNamePatch2[] = { PATCH_ADDTOOFFSET(+2), // sat temp[0] 0x33, 0x68, // jmp [past name mangling] PATCH_END }; // Phant2-specific version of sci2NumSavesSignature1/2 // Applies to at least: English CD static const uint16 phant2NumSavesSignature1[] = { SIG_MAGICDWORD, 0x8d, 0x01, // lst temp[1] 0x35, 0x14, // ldi 20 0x1a, // eq? SIG_END }; static const uint16 phant2NumSavesPatch1[] = { PATCH_ADDTOOFFSET(+2), // lst temp[1] 0x35, 0x63, // ldi 99 PATCH_END }; static const uint16 phant2NumSavesSignature2[] = { SIG_MAGICDWORD, 0x8d, 0x00, // lst temp[0] 0x35, 0x14, // ldi 20 0x22, // lt? SIG_END }; static const uint16 phant2NumSavesPatch2[] = { PATCH_ADDTOOFFSET(+2), // lst temp[0] 0x35, 0x63, // ldi 99 PATCH_END }; // The game script responsible for handling document scrolling in the computer // interface uses a spin loop to wait for 10 ticks every time the document // scrolls. This makes scrolling janky and makes the mouse appear // non-responsive. Eliminating the delay entirely makes scrolling with the arrow // buttons a little too quick; a delay of 3 ticks is an OK middle-ground between // allowing mostly fluid motion with mouse dragging and reasonably paced // scrolling holding down the arrows. Preferably, ScrollbarArrow::handleEvent or // ScrollbarArrow::action would only send cues once every N ticks whilst being // held down, but unfortunately the game was not programmed to do this. // Applies to at least: US English static const uint16 phant2SlowScrollSignature[] = { SIG_MAGICDWORD, 0x35, 0x0a, // ldi 10 0x22, // lt? 0x31, 0x17, // bnt [end of loop] 0x76, // push0 0x43, 0x79, SIG_UINT16(0x0000), // callk GetTime, 0 SIG_END }; static const uint16 phant2SlowScrollPatch[] = { 0x78, // push1 0x39, 0x03, // pushi 3 0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, 2 0x33, 0x13, // jmp [end of loop] PATCH_END }; // WynNetDoco::open calls setSize before it calls posn, but the values set by // posn are used by setSize, so the left/top coordinates of the text and note // fields is wrong for the first render of a document or email. (Incidentally, // these fields are the now-seen rect fields, and the game is doing a very bad // thing by touching these manually and then relying on the values instead of // asking the kernel.) This is most noticeable during chapters 1 and 3 when the // computer is displaying scary messages, since every time the scary message is // rendered the text fields re-render at the top-left corner of the screen. // Applies to at least: US English // Fixes bug: #10036 static const uint16 phant2BadPositionSignature[] = { SIG_MAGICDWORD, 0x39, SIG_SELECTOR8(setSize), // pushi setSize 0x76, // push0 0x39, SIG_SELECTOR8(init), // pushi init 0x78, // pushi 1 0x89, 0x03, // lsg global[3] 0x39, SIG_SELECTOR8(posn), // pushi posn 0x7a, // push2 0x66, SIG_ADDTOOFFSET(+2), // pTos (x position) 0x66, SIG_ADDTOOFFSET(+2), // pTos (y position) SIG_END }; static const uint16 phant2BadPositionPatch[] = { 0x39, PATCH_SELECTOR8(posn), // pushi posn 0x7a, // push2 0x66, PATCH_GETORIGINALUINT16(12), // pTos (x position) 0x66, PATCH_GETORIGINALUINT16(15), // pTos (y position) 0x39, PATCH_SELECTOR8(setSize), // pushi setSize 0x76, // push0 0x39, PATCH_SELECTOR8(init), // pushi init 0x78, // pushi 1 0x89, 0x03, // lsg global[3] PATCH_END }; // WynDocuStore::refresh resets the cel of the open folder and document icons, // so they don't end up being rendered as closed folder/document icons, but it // forgets to actually update the icon's View with the kernel, so they render // as closed for the first render after a refresh anyway. This is most // noticeable during chapters 1 and 3 when the computer is displaying scary // messages, since every time the scary message is rendered the icons re-render // as closed. // Applies to at least: US English static const uint16 phant2BadIconSignature[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(setCel), // pushi setCel 0x78, // push1 0x78, // push1 0x38, SIG_SELECTOR16(iconV), // pushi iconV 0x76, // push0 0x62, SIG_ADDTOOFFSET(+2), // pToa curFolder/curDoco 0x4a, SIG_UINT16(0x0004), // send 4 0x4a, SIG_UINT16(0x0006), // send 6 SIG_END }; static const uint16 phant2BadIconPatch[] = { PATCH_ADDTOOFFSET(+5), // pushi setCel, push1, push1 0x38, PATCH_SELECTOR16(update), // pushi update 0x76, // push0 0x4a, PATCH_UINT16(0x000a), // send 10 0x33, 0x04, // jmp [past unused bytes] PATCH_END }; // The left and right arrows move inventory items a pixel more than each // inventory item is wide, which causes the inventory to creep to the left by // one pixel per scrolled item. // Applies to at least: US English // Fixes bug: #10037 static const uint16 phant2InvLeftDeltaSignature[] = { SIG_MAGICDWORD, SIG_UINT16(0x0042), // delta SIG_UINT16(0x0019), // moveDelay SIG_END }; static const uint16 phant2InvLeftDeltaPatch[] = { PATCH_UINT16(0x0041), // delta PATCH_END }; static const uint16 phant2InvRightDeltaSignature[] = { SIG_MAGICDWORD, SIG_UINT16(0xffbe), // delta SIG_UINT16(0x0019), // moveDelay SIG_END }; static const uint16 phant2InvRightDeltaPatch[] = { PATCH_UINT16(0xffbf), // delta PATCH_END }; // The first inventory item is put too far to the right, which causes wide items // to get cut off on the right side of the inventory. // Applies to at least: US English static const uint16 phant2InvOffsetSignature[] = { SIG_MAGICDWORD, 0x35, 0x26, // ldi 38 0x64, SIG_SELECTOR16(xOff), // aTop xOff SIG_END }; static const uint16 phant2InvOffsetPatch[] = { 0x35, 0x1d, // ldi 29 PATCH_END }; // The text placement of "File" and "Note" content inside DocuStore File // Retrieval System makes some letters especially "g" overlap the // corresponding box. Set by 'WynNetDoco::open'. // We fix this by changing the position of those 2 inside the heap of // subclass 'WynNetDoco' slightly. // Applies to at least: English CD, Japanese CD, German CD // Fixes bug: #10034 static const uint16 phant2DocuStoreFileNotePlacementSignature[] = { SIG_MAGICDWORD, SIG_UINT16(0x0046), // nameX SIG_UINT16(0x000a), // nameY SIG_ADDTOOFFSET(+10), // skip over nameMsg* SIG_UINT16(0x0046), // noteX SIG_UINT16(0x001e), // noteY SIG_END }; static const uint16 phant2DocuStoreFileNotePlacementPatch[] = { PATCH_ADDTOOFFSET(+2), PATCH_UINT16(0x0006), // new nameY PATCH_ADDTOOFFSET(+12), PATCH_UINT16(0x001b), // new noteY PATCH_END }; // The text placement of "From" and "Subject" content inside DocuStore. // We fix this by changing the position inside the heap of subclass // 'WynNetEmail' slightly. // For this one, we also fix the horizontal placement. static const uint16 phant2DocuStoreEmailPlacementSignature[] = { SIG_MAGICDWORD, SIG_UINT16(0x0049), // nameX SIG_UINT16(0x0008), // nameY SIG_ADDTOOFFSET(+10), // skip over nameMsg* SIG_UINT16(0x0049), // noteX SIG_UINT16(0x001c), // noteY SIG_END }; static const uint16 phant2DocuStoreEmailPlacementPatch[] = { PATCH_UINT16(0x0050), // new nameX PATCH_UINT16(0x0006), // new nameY PATCH_ADDTOOFFSET(+10), PATCH_UINT16(0x0050), // new noteX PATCH_UINT16(0x001b), // new noteY PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry phantasmagoria2Signatures[] = { { true, 0, "speed up interface fades", 3, phant2SlowIFadeSignature, phant2SlowIFadePatch }, { true, 0, "fix bad arguments to get game version", 1, phant2GetVersionSignature, phant2GetVersionPatch }, { true, 3000, "replace spin loop in alien password window", 1, phant2WaitParam1Signature, phant2WaitParam1Patch }, { true, 4081, "replace spin loop after ratboy puzzle", 1, phant2RatboySignature, phant2RatboyPatch }, { true, 63001, "fix inventory left scroll delta", 1, phant2InvLeftDeltaSignature, phant2InvLeftDeltaPatch }, { true, 63001, "fix inventory right scroll delta", 1, phant2InvRightDeltaSignature, phant2InvRightDeltaPatch }, { true, 63001, "fix inventory wrong initial offset", 1, phant2InvOffsetSignature, phant2InvOffsetPatch }, { true, 63004, "limit in-game audio volume", 1, phant2AudioVolumeSignature, phant2AudioVolumePatch }, { true, 63016, "replace spin loop during music fades", 1, phant2Wait4FadeSignature, phant2Wait4FadePatch }, { true, 63019, "replace spin loop during computer load", 1, phant2WaitParam1Signature, phant2WaitParam1Patch }, { true, 63019, "replace spin loop during computer scrolling", 1, phant2SlowScrollSignature, phant2SlowScrollPatch }, { true, 63019, "fix bad doc/email name & memo positioning", 2, phant2BadPositionSignature, phant2BadPositionPatch }, { true, 63019, "fix bad folder/doc icon refresh", 2, phant2BadIconSignature, phant2BadIconPatch }, { true, 63019, "fix file and note content placement", 1, phant2DocuStoreFileNotePlacementSignature, phant2DocuStoreFileNotePlacementPatch }, { true, 63019, "fix email content placement", 1, phant2DocuStoreEmailPlacementSignature, phant2DocuStoreEmailPlacementPatch }, { true, 64990, "remove save game name mangling (1/2)", 1, phant2SaveNameSignature1, phant2SaveNamePatch1 }, { true, 64990, "increase number of save games (1/2)", 1, phant2NumSavesSignature1, phant2NumSavesPatch1 }, { true, 64990, "increase number of save games (2/2)", 2, phant2NumSavesSignature2, phant2NumSavesPatch2 }, { true, 64994, "remove save game name mangling (2/2)", 1, phant2SaveNameSignature2, phant2SaveNamePatch2 }, SCI_SIGNATUREENTRY_TERMINATOR }; #endif // =========================================================================== // Police Quest 1 VGA // When briefing is about to start in room 15, other officers will get into the room too. // When one of those officers gets into the way of ego, they will tell the player to sit down. // But control will be disabled right at that point. Ego may then go to his seat by himself, // or more often than not will just stand there. The player is unable to do anything. // // Sergeant Dooley will then enter the room. Tell the player to sit down 3 times and after // that it's game over. // // Because the Sergeant is telling the player to sit down, one has to assume that the player // is meant to still be in control. Which is why this script patch removes disabling of player control. // // The script also tries to make ego walk to the chair, but it fails because it gets stuck with other // actors. So I guess the safest way is to remove all of that and let the player do it manually. // // The responsible method seems to use a few hardcoded texts, which is why I have to assume that it's // not used anywhere else. I also checked all scripts and couldn't find any other calls to it. // // This of course also happens when using the original interpreter. // // Scripts work like this: manX::doit (script 134) triggers gab::changeState, which then triggers rm015::notify // // Applies to at least: English floppy // Responsible method: gab::changeState (script 152) // Fixes bug: #5865 static const uint16 pq1vgaSignatureBriefingGettingStuck[] = { 0x76, // push0 0x45, 0x02, 0x00, // callb [export 2 of script 0], 00 (disable control) 0x38, SIG_ADDTOOFFSET(+2), // pushi notify 0x76, // push0 0x81, 0x02, // lag global[2] (get current room) 0x4a, 0x04, // send 04 SIG_MAGICDWORD, 0x8b, 0x02, // lsl local[2] 0x35, 0x01, // ldi 01 0x02, // add SIG_END }; static const uint16 pq1vgaPatchBriefingGettingStuck[] = { 0x33, 0x0a, // jmp [to lsl local[2], skip over export 2 and ::notify] PATCH_END // rm015::notify would try to make ego walk to the chair }; // When at the police station, you can put or get your gun from your locker. // The script, that handles this, is buggy. It disposes the gun as soon as // you click, but then waits 2 seconds before it also closes the locker. // Problem is that it's possible to click again, which then results in a // disposed object getting accessed. This happened to work by pure luck in // SSCI. // This patch changes the code, so that the gun is actually given away // when the 2 seconds have passed and the locker got closed. // Applies to at least: English floppy // Responsible method: putGun::changeState (script 341) // Fixes bug: #5705, #6400 static const uint16 pq1vgaSignaturePutGunInLockerBug[] = { 0x35, 0x00, // ldi 00 0x1a, // eq? 0x31, 0x25, // bnt [next state check] SIG_ADDTOOFFSET(+22), // [skip 22 bytes] SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(put), // pushi put 0x78, // push1 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, 0x06, // send 06 - ego::put(0) 0x35, 0x02, // ldi 02 0x65, 0x1c, // aTop 1c (set timer to 2 seconds) 0x33, 0x0e, // jmp [end of method] 0x3c, // dup (state check) 0x35, 0x01, // ldi 01 0x1a, // eq? 0x31, 0x08, // bnt [end of method] 0x39, SIG_SELECTOR8(dispose), // pushi dispose 0x76, // push0 0x72, SIG_UINT16(0x0088), // lofsa 0088 0x4a, 0x04, // send 04 - locker::dispose SIG_END }; static const uint16 pq1vgaPatchPutGunInLockerBug[] = { PATCH_ADDTOOFFSET(+3), 0x31, 0x1c, // bnt [next state check] PATCH_ADDTOOFFSET(+22), 0x35, 0x02, // ldi 02 0x65, 0x1c, // aTop 1c (set timer to 2 seconds) 0x33, 0x17, // jmp [end of method] 0x3c, // dup (state check) 0x35, 0x01, // ldi 01 0x1a, // eq? 0x31, 0x11, // bnt [end of method] 0x38, PATCH_SELECTOR16(put), // pushi put 0x78, // push1 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, 0x06, // send 06 - ego::put(0) PATCH_END }; // When restoring a saved game, which was made while driving around, // the game didn't redraw the map. This also happened in Sierra SCI. // // The map is a picture resource and drawn over the main picture. // This is called an "overlay" in SCI. This wasn't implemented properly. // We fix it by actually implementing it properly. // // Applies to at least: English floppy // Responsible method: rm500::init, changeOverlay::changeState (script 500) // Fixes bug: #5016 static const uint16 pq1vgaSignatureMapSaveRestoreBug[] = { 0x39, 0x04, // pushi 04 SIG_ADDTOOFFSET(+2), // skip either lsg global[f9] or pTos register SIG_MAGICDWORD, 0x38, 0x64, 0x80, // pushi 8064 0x76, // push0 0x89, 0x28, // lsg global[28] 0x43, 0x08, 0x08, // callk DrawPic, 8 SIG_END }; static const uint16 pq1vgaPatchMapSaveRestoreBug[] = { 0x38, PATCH_SELECTOR16(overlay), // pushi overlay 0x7a, // push2 0x89, 0xf9, // lsg global[f9] 0x39, 0x64, // pushi 64 (no transition) 0x81, 0x02, // lag global[2] (current room object) 0x4a, 0x08, // send 08 0x18, // not (waste byte) PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry pq1vgaSignatures[] = { { true, 152, "getting stuck while briefing is about to start", 1, pq1vgaSignatureBriefingGettingStuck, pq1vgaPatchBriefingGettingStuck }, { true, 341, "put gun in locker bug", 1, pq1vgaSignaturePutGunInLockerBug, pq1vgaPatchPutGunInLockerBug }, { true, 500, "map save/restore bug", 2, pq1vgaSignatureMapSaveRestoreBug, pq1vgaPatchMapSaveRestoreBug }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // Police Quest 3 // The player can give the locket to Marie on day 6, which was supposed to grant // 10 points. Sadly no version did so, so it was not possible to complete the game // with a perfect score (460 points). // Those 10 points are mentioned in the official Sierra hint book for day 6, // which is why we consider this to be accurate. // This bug occurs of course also, when using the original interpreter. // We fix this issue by granting those 10 points. // Applies to at least: English PC floppy, English Amiga, German PC floppy // Responsible method: giveLocket::changeState(1), script 36 // Fixes bug: #9862 static const uint16 pq3SignatureGiveLocketPoints[] = { // selectors hardcoded in here, it seems all game versions use the same selector ids 0x39, 0x20, // pushi 20h (state) 0x78, // push1 0x78, // push1 0x39, 0x43, // pushi 43h (at) 0x78, // push1 SIG_MAGICDWORD, 0x39, 0x25, // pushi 25h 0x81, 0x09, // lag global[9] 0x4a, 0x06, // send 06 - Inv::at(25h) 0x4a, 0x06, // send 06 - locket::state(1) 0x38, SIG_UINT16(0x009b), // pushi 009bh (owner) 0x76, // push0 0x39, 0x43, // pushi 43h (at) 0x78, // push1 0x39, 0x25, // pushi 25h 0x81, 0x09, // lag global[9] 0x4a, 0x06, // send 06 - Inv:at(25h) 0x4a, 0x04, // send 04 - locket::owner SIG_END }; static const uint16 pq3PatchGiveLocketPoints[] = { // new code for points, 9 bytes 0x7a, // push2 0x38, PATCH_UINT16(0x00ff), // pushi 0x00ff - using last flag slot, seems to be unused 0x39, 0x0a, // pushi 10d - 10 points 0x45, 0x06, 0x04, // callb [export 6 of script 0], 4 // original code 0x39, 0x20, // pushi 20h (state) 0x78, // push1 0x78, // push1 0x39, 0x43, // pushi 43h (at) 0x78, // push1 0x39, 0x25, // pushi 25h 0x81, 0x09, // lag global[9] 0x4a, 0x06, // send 06 - Inv::at(25h) 0x4a, 0x06, // send 06 - locket::state(1) // optimized code, saving 9 bytes 0x38, PATCH_UINT16(0x009b), // pushi 009bh (owner) 0x76, // push0 0x4a, 0x04, // send 04 - locket::owner PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry pq3Signatures[] = { { true, 36, "give locket missing points", 1, pq3SignatureGiveLocketPoints, pq3PatchGiveLocketPoints }, SCI_SIGNATUREENTRY_TERMINATOR }; #ifdef ENABLE_SCI32 #pragma mark - #pragma mark Police Quest 4 // Add support for simultaneous speech & subtitles to the in-game UI. // The original game code has code paths for lo-res mode but only creates the // buttons in hi-res mode, so the lo-res code paths are removed to gain more // space for the patch. // Applies to: English CD // Responsible method: iconText::init, iconText::select static const uint16 pq4CdSpeechAndSubtitlesSignature[] = { // iconText::init 0x76, // push0 0x43, 0x22, SIG_UINT16(0x00), // callk IsHiRes 0x18, // not 0x31, 0x05, // bnt [skip next 2 opcodes, when hires] SIG_MAGICDWORD, 0x34, SIG_UINT16(0x2661), // ldi 9825 0x65, 0x78, // aTop mainView 0x89, 0x5a, // lsg global[$5a] 0x35, 0x01, // ldi 1 0x12, // and 0x30, SIG_UINT16(0x1b), // bnt [when in speech mode] 0x76, // push0 0x43, 0x22, SIG_UINT16(0x00), // callk IsHiRes SIG_ADDTOOFFSET(+45), // skip over the remaining code 0x38, SIG_SELECTOR16(init), // pushi init ($93) 0x76, // push0 0x59, 0x01, // &rest 01 0x57, 0x8f, SIG_UINT16(0x04), // super GCItem, 4 0x48, // ret // iconText::select 0x38, SIG_SELECTOR16(select), // pushi select ($1c4) 0x76, // push0 0x59, 0x01, // &rest 01 0x57, 0x8f, SIG_UINT16(0x04), // super GCItem, 4 0x89, 0x5a, // lsg global[$5a] 0x35, 0x02, // ldi 2 0x12, // and 0x30, SIG_UINT16(0x001f), // bnt [to currently-in-text-mode code] SIG_ADDTOOFFSET(+67), // skip over the rest 0x48, // ret SIG_END }; static const uint16 pq4CdSpeechAndSubtitlesPatch[] = { // iconText::init 0x76, // push0 0x41, 0x02, PATCH_UINT16(0x00), // call [our new subroutine which sets view+loop+cel], 0 0x33, 0x40, // jmp [to original init, super GCItem call] // new code for setting view+loop+cel 0x34, PATCH_UINT16(0x2aeb), // ldi 10987 0x65, 0x78, // aTop mainView - always set this view, because it's used by 2 states 0x89, 0x5a, // lsg global[$5a] 0x35, 0x03, // ldi 3 0x1a, // eq? 0x31, 0x04, // bnt [skip over follow up code] // speech+subtitles mode 0x78, // push1 0x69, 0x7a, // sTop mainLoop 0x48, // ret 0x89, 0x5a, // lsg global[$5a] 0x35, 0x01, // ldi 1 0x12, // and 0x31, 0x04, // bnt [skip over follow up code] // subtitles mode 0x76, // push0 0x69, 0x7a, // sTop mainLoop 0x48, // ret // speech mode 0x34, PATCH_UINT16(0x2ae6), // ldi 10982 0x65, 0x78, // aTop mainView 0x35, 0x0f, // ldi 15 0x65, 0x7a, // aTop mainLoop 0x48, // ret PATCH_ADDTOOFFSET(+38), // skip to iconText::select // iconText::select PATCH_ADDTOOFFSET(+10), // skip over the super code 0xc1, 0x5a, // +ag global[$5a] 0xa1, 0x5a, // sag global[$5a] 0x36, // push 0x35, 0x04, // ldi 4 0x28, // uge? 0x31, 0x03, // bnt [skip over follow up code] 0x78, // push1 0xa9, 0x5a, // ssg global[$5a] 0x76, // push0 0x41, 0x99, PATCH_UINT16(0x00), // call [our new subroutine which sets view+loop+cel, effectively -103], 0 0x33, 0x2f, // jmp [to end of original select, show call] PATCH_END }; // When showing the red shoe to Barbie, after showing the police badge but // before exhausting the normal dialogue tree, the game plays the expected // dialogue but fails to award points or set an internal flag indicating this // interaction has occurred (which is needed to progress in the game). // // This is because the game checks global[$9a] (dialogue progress flag) instead // of local[3] (badge shown flag) when interacting with Barbie. The game uses // the same `shoeShoe::changeState(0)` method for showing the shoe to the young // woman at the bar earlier in the game, and checks local[3] then, so just // check local[3] in both cases to prevent the game from appearing to be in an // unwinnable state just because the player interacted in the "wrong" order. // // Applies to at least: English floppy, German floppy, English CD, German CD // Fixes bug: #9849 static const uint16 pq4BittyKittyShowBarieRedShoeSignature[] = { // stripper::noun check is for checking, if police badge was shown SIG_MAGICDWORD, 0x89, 0x9a, // lsg global[$9a] 0x35, 0x02, // ldi 2 0x1e, // gt? 0x30, SIG_UINT16(0x0028), // bnt [skip 2 points code] 0x39, SIG_SELECTOR8(points), // pushi points ($61) SIG_END }; static const uint16 pq4BittyKittyShowBarbieRedShoePatch[] = { 0x83, 0x03, // lal local[3] 0x30, PATCH_UINT16(0x002b), // bnt [skip 2 points code] 0x33, 0x01, // jmp 1 (waste some bytes) PATCH_END }; // In PQ4, scripts for the city hall action sequences use `ticks`. These // continue to count down even during inventory interaction, so if the user is // unable to find the correct inventory item quickly enough for the sequence, // the game will immediately end with a "game over" once they close the // inventory and the main game loop resumes. This can seem like a game bug, so // we change these sequences to use `seconds`, which only tick down by 1 when // the game returns to the main loop and the wall time has changed, even if many // seconds have actually elapsed. However, since `seconds` uses absolute // hardware clock time with a granularity of 1 second, "one" second can actually // be less than one second if the timer is set in between hardware clock // seconds, so the values are increased slightly from their equivalent tick // values to compensate for this. // // TODO: The object structure changed in PQ4CD so ticks moved from 0x20 to 0x22. // Additional signatures/patches will need to be added for CD version. // // Applies to at least: English Floppy, German floppy // Responsible method: metzAttack::changeState(2) - 120 ticks (player needs to draw gun) // stickScr::changeState(0) - 180 ticks (player needs to tell enemy to drop gun) // dropStick::changeState(5) - 120 ticks (player needs to tell enemy to turn around) // turnMetz::changeState(5) - 600/420 ticks (player needs to cuff Metz) // all in script 390 static const uint16 pq4FloppyCityHallDrawGunTimerSignature[] = { SIG_MAGICDWORD, 0x4a, SIG_UINT16(0x08), // send 8 0x32, // jmp [ret] SIG_ADDTOOFFSET(+8), // skip over some code 0x35, 0x78, // ldi $78 (120) 0x65, 0x20, // aTop ticks SIG_END }; static const uint16 pq4FloppyCityHallDrawGunTimerPatch[] = { PATCH_ADDTOOFFSET(+12), // send 8, jmp, skip over some code 0x35, 0x05, // ldi 5 (120t/2s -> 5s) 0x65, 0x1c, // aTop seconds PATCH_END }; static const uint16 pq4FloppyCityHallTellEnemyDropWeaponTimerSignature[] = { SIG_MAGICDWORD, 0x34, SIG_UINT16(0xb4), // ldi $b4 (180) 0x65, 0x20, // aTop ticks 0x32, SIG_UINT16(0x5e), // jmp [to ret] SIG_END }; static const uint16 pq4FloppyCityHallTellEnemyDropWeaponTimerPatch[] = { 0x34, PATCH_UINT16(0x05), // ldi 5 (180t/3s -> 5s) 0x65, 0x1c, // aTop seconds PATCH_END }; static const uint16 pq4FloppyCityHallTellEnemyTurnAroundTimerSignature[] = { SIG_MAGICDWORD, 0x4a, SIG_UINT16(0x04), // send 4 0x35, 0x78, // ldi $78 (120) 0x65, 0x20, // aTop ticks SIG_END }; static const uint16 pq4FloppyCityHallTellEnemyTurnAroundTimerPatch[] = { PATCH_ADDTOOFFSET(+3), // send 4 0x35, 0x03, // ldi 3 (120t/2s -> 3s) 0x65, 0x1c, // aTop seconds PATCH_END }; static const uint16 pq4FloppyCityHallCuffEnemyTimerSignature[] = { SIG_MAGICDWORD, 0x34, SIG_UINT16(0x0258), // ldi $258 (600) 0x65, 0x20, // aTop ticks SIG_ADDTOOFFSET(+3), 0x34, SIG_UINT16(0x01a4), // ldi $1a4 (420) 0x65, 0x20, // aTop ticks SIG_END }; static const uint16 pq4FloppyCityHallCuffEnemyTimerPatch[] = { 0x34, PATCH_UINT16(0x0a), // ldi 10 (600t/10s) 0x65, 0x1c, // aTop seconds PATCH_ADDTOOFFSET(+3), 0x34, PATCH_UINT16(0x07), // ldi 7 (420t/7s) 0x65, 0x1c, // aTop seconds PATCH_END }; // The end game action sequence also uses ticks instead of seconds. See the // description of city hall action sequence issues for more information. // // Applies to at least: English Floppy, German floppy, English CD // Responsible method: comeInLast::changeState(11) static const uint16 pq4LastActionHeroTimerSignature[] = { SIG_MAGICDWORD, 0x34, SIG_UINT16(0x012c), // ldi $12c (300) 0x65, SIG_ADDTOOFFSET(+1), // aTop ticks ($20 for floppy, $22 for CD) SIG_END }; static const uint16 pq4LastActionHeroTimerPatch[] = { 0x34, PATCH_UINT16(0x0005), // ldi 5 (300t/5s) 0x65, PATCH_GETORIGINALBYTEADJUST(4, -4), // aTop seconds PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry pq4Signatures[] = { { true, 9, "add speech+subtitles to in-game UI", 1, pq4CdSpeechAndSubtitlesSignature, pq4CdSpeechAndSubtitlesPatch }, { true, 315, "fix missing points showing barbie the red shoe", 1, pq4BittyKittyShowBarieRedShoeSignature, pq4BittyKittyShowBarbieRedShoePatch }, { true, 390, "change floppy city hall use gun timer", 1, pq4FloppyCityHallDrawGunTimerSignature, pq4FloppyCityHallDrawGunTimerPatch }, { true, 390, "change floppy city hall say 'drop weapon' timer", 1, pq4FloppyCityHallTellEnemyDropWeaponTimerSignature, pq4FloppyCityHallTellEnemyDropWeaponTimerPatch }, { true, 390, "change floppy city hall say 'turn around' timer", 1, pq4FloppyCityHallTellEnemyTurnAroundTimerSignature, pq4FloppyCityHallTellEnemyTurnAroundTimerPatch }, { true, 390, "change floppy city hall use handcuffs timer", 1, pq4FloppyCityHallCuffEnemyTimerSignature, pq4FloppyCityHallCuffEnemyTimerPatch }, { true, 755, "change last action sequence timer", 1, pq4LastActionHeroTimerSignature, pq4LastActionHeroTimerPatch }, { true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch }, { true, 64918, "fix Str::strip in floppy version", 1, sci2BrokenStrStripSignature, sci2BrokenStrStripPatch }, { true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 }, { true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 }, { true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch }, SCI_SIGNATUREENTRY_TERMINATOR }; #pragma mark - #pragma mark Police Quest: SWAT // The init code that runs when PQ:SWAT starts up unconditionally resets the // master sound volume to 127, but the game should always use the volume stored // in ScummVM. // Applies to at least: English CD // Fixes bug: #9700 static const uint16 pqSwatVolumeResetSignature[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume 0x78, // push1 0x39, 0x7f, // pushi $7f 0x54, SIG_UINT16(0x0006), // self 6 SIG_END }; static const uint16 pqSwatVolumeResetPatch[] = { 0x32, PATCH_UINT16(0x0006), // jmp 6 [past volume reset] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry pqSwatSignatures[] = { { true, 0, "disable volume reset on startup (1/2)", 1, pqSwatVolumeResetSignature, pqSwatVolumeResetPatch }, { true, 1, "disable volume reset on startup (2/2)", 1, sci2VolumeResetSignature, sci2VolumeResetPatch }, SCI_SIGNATUREENTRY_TERMINATOR }; #endif // =========================================================================== // At the healer's house there is a bird's nest up on the tree. // The player can throw rocks at it until it falls to the ground. // The hero will then grab the item, that is in the nest. // // When running is active, the hero will not reach the actual destination // and because of that, the game will get stuck. // // We just change the coordinate of the destination slightly, so that walking, // sneaking and running work. // // This bug was fixed by Sierra at least in the Japanese PC-9801 version. // Applies to at least: English floppy (1.000, 1.012) // Responsible method: pickItUp::changeState (script 54) // Fixes bug: #6407 static const uint16 qfg1egaSignatureThrowRockAtNest[] = { 0x4a, 0x04, // send 04 (nest::x) 0x36, // push SIG_MAGICDWORD, 0x35, 0x0f, // ldi 0f (15d) 0x02, // add 0x36, // push SIG_END }; static const uint16 qfg1egaPatchThrowRockAtNest[] = { PATCH_ADDTOOFFSET(+3), 0x35, 0x12, // ldi 12 (18d) PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry qfg1egaSignatures[] = { { true, 54, "throw rock at nest while running", 1, qfg1egaSignatureThrowRockAtNest, qfg1egaPatchThrowRockAtNest }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // script 215 of qfg1vga pointBox::doit actually processes button-presses // during fighting with monsters. It strangely also calls kGetEvent. Because // the main User::doit also calls kGetEvent it's pure luck, where the event // will hit. It's the same issue as in freddy pharkas and if you turn DOSBox // to max cycles, sometimes clicks also won't get registered. Strangely it's // not nearly as bad as in our sci, but these differences may be caused by // timing. // We just reuse the active event, thus removing the duplicate kGetEvent call. // Applies to at least: English floppy // Responsible method: pointBox::doit // Fixes bug: #5038 static const uint16 qfg1vgaSignatureFightEvents[] = { 0x39, SIG_MAGICDWORD, SIG_SELECTOR8(new), // pushi new 0x76, // push0 0x51, 0x07, // class Event 0x4a, 0x04, // send 04 - call Event::new 0xa5, 0x00, // sat temp[0] 0x78, // push1 0x76, // push0 0x4a, 0x04, // send 04 - read Event::x 0xa5, 0x03, // sat temp[3] 0x76, // push0 (selector y) 0x76, // push0 0x85, 0x00, // lat temp[0] 0x4a, 0x04, // send 04 - read Event::y 0x36, // push 0x35, 0x0a, // ldi 0a 0x04, // sub (poor mans localization) ;-) SIG_END }; static const uint16 qfg1vgaPatchFightEvents[] = { 0x38, PATCH_SELECTOR16(curEvent), // pushi curEvent (15a) 0x76, // push0 0x81, 0x50, // lag global[50] 0x4a, 0x04, // send 04 - read User::curEvent -> needs one byte more than previous code 0xa5, 0x00, // sat temp[0] 0x78, // push1 0x76, // push0 0x4a, 0x04, // send 04 - read Event::x 0xa5, 0x03, // sat temp[3] 0x76, // push0 (selector y) 0x76, // push0 0x85, 0x00, // lat temp[0] 0x4a, 0x04, // send 04 - read Event::y 0x39, 0x00, // pushi 00 0x02, // add (waste 3 bytes) - we don't need localization, User::doit has already done it PATCH_END }; // Script 814 of QFG1VGA is responsible for showing dialogs. However, the death // screen message shown when the hero dies in room 64 (ghost room) is too large // (254 chars long). Since the window header and main text are both stored in // temp space, this is an issue, as the scripts read the window header, then the // window text, which erases the window header text because of its length. To // fix that, we allocate more temp space and move the pointer used for the // window header a little bit, wherever it's used in script 814. // Fixes bug: #6139. // Patch 1: Increase temp space static const uint16 qfg1vgaSignatureTempSpace[] = { SIG_MAGICDWORD, 0x3f, 0xba, // link 0xba 0x87, 0x00, // lap param[0] SIG_END }; static const uint16 qfg1vgaPatchTempSpace[] = { 0x3f, 0xca, // link 0xca PATCH_END }; // Patch 2: Move the pointer used for the window header a little bit static const uint16 qfg1vgaSignatureDialogHeader[] = { SIG_MAGICDWORD, 0x5b, 0x04, 0x80, // lea temp[0x80] 0x36, // push SIG_END }; static const uint16 qfg1vgaPatchDialogHeader[] = { 0x5b, 0x04, 0x90, // lea temp[0x90] PATCH_END }; // When clicking on the crusher in room 331, Ego approaches him to talk to him, // an action that is handled by moveToCrusher::changeState in script 331. The // scripts set Ego to move close to the crusher, but when Ego is sneaking instead // of walking, the target coordinates specified by script 331 are never reached, // as Ego is making larger steps, and never reaches the required spot. This is an // edge case that can occur when Ego is set to sneak. Normally, when clicking on // the crusher, ego is supposed to move close to position 79, 165. We change it // to 85, 165, which is not an edge case thus the freeze is avoided. // Fixes bug: #6180 static const uint16 qfg1vgaSignatureMoveToCrusher[] = { SIG_MAGICDWORD, 0x51, 0x1f, // class Motion 0x36, // push 0x39, 0x4f, // pushi 4f (79 - x) 0x38, SIG_UINT16(0x00a5), // pushi 00a5 (165 - y) 0x7c, // pushSelf SIG_END }; static const uint16 qfg1vgaPatchMoveToCrusher[] = { PATCH_ADDTOOFFSET(+3), 0x39, 0x55, // pushi 55 (85 - x) PATCH_END }; // Clicking "Do" on Crusher in room 331 while standing near the card table locks // up the game. This is due to a script bug which also occurs in the original. // This is unrelated to bug #6180 in which clicking "Do" on Crusher while // sneaking also locks up. // // rm331:doit sets ego's script to cardScript when ego enters a rectangle around // the card table and sets ego's script to none when exiting. This assumes that // ego can't have a different script set. Clicking "Do" on Crusher sets ego's // script to moveToCrusher. If moveToCrusher causes ego to enter or exit the // table's rectangle then the script will be stopped. When ego reaches Crusher // he will have no script to continue the sequence and the game will be stuck // in handsOff mode. // // We fix this by skipping the card table code in rm331:doit if ego already has // a script other than cardScript. This prevents the card game from interfering // with running scripts such as moveToCrusher. // // This bug was fixed in the Macintosh version by changing the card game to no // longer involve setting ego's script and removing the code from rm331:doit. // // Applies to: PC Floppy // Responsible method: rm331:doit // Fixes bug: #10826 static const uint16 qfg1vgaSignatureCrusherCardGame[] = { SIG_MAGICDWORD, 0x63, 0x12, // pToa script 0x31, 0x02, // bnt 02 0x33, 0x28, // jmp 28 [ card table location tests ] 0x38, SIG_SELECTOR16(script), // pushi script 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, 0x04, // send 4 [ ego:script? ] 0x31, 0x04, // bnt 04 0x35, 0x00, // ldi 00 [ does nothing ] 0x33, 0x1a, // jmp 1a [ card table location tests ] SIG_ADDTOOFFSET(+113), 0x39, SIG_SELECTOR8(doit), // pushi doit [ pc version only ] SIG_END }; static const uint16 qfg1vgaPatchCrusherCardGame[] = { 0x38, PATCH_SELECTOR16(script), // pushi script 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, 0x04, // send 4 [ ego:script? ] 0x31, 0x06, // bnt 06 0x74, PATCH_UINT16(0x0ee4), // lofss cardScript 0x1a, // eq? 0x31, 0x75, // bnt 75 [ skip card table location tests ] 0x63, 0x12, // pToa script 0x2f, 0x1a, // bt 1a [ card table location tests ] PATCH_END }; // Same pathfinding bug as above, where Ego is set to move to an impossible // spot when sneaking. In GuardsTrumpet::changeState, we change the final // location where Ego is moved from 111, 111 to 116, 116. // target coordinate is really problematic here. // // 114, 114 works when the speed slider is all the way up, but doesn't work // when the speed slider is not. // // It seems that this bug was fixed by Sierra for the Macintosh version. // // Applies to at least: English PC floppy // Responsible method: GuardsTrumpet::changeState(8) // Fixes bug: #6248 static const uint16 qfg1vgaSignatureMoveToCastleGate[] = { 0x51, SIG_ADDTOOFFSET(+1), // class MoveTo SIG_MAGICDWORD, 0x36, // push 0x39, 0x6f, // pushi 6f (111d) 0x3c, // dup (111d) - coordinates 111, 111 0x7c, // pushSelf SIG_END }; static const uint16 qfg1vgaPatchMoveToCastleGate[] = { PATCH_ADDTOOFFSET(+3), 0x39, 0x74, // pushi 74 (116d), changes coordinates to 116, 116 PATCH_END }; // Typo in the original Sierra scripts // Looking at a cheetaur resulted in a text about a Saurus Rex // The code treats both monster types the same. // Applies to at least: English floppy // Responsible method: smallMonster::doVerb // Fixes bug: #6249 static const uint16 qfg1vgaSignatureCheetaurDescription[] = { SIG_MAGICDWORD, 0x34, SIG_UINT16(0x01b8), // ldi 01b8 0x1a, // eq? 0x31, 0x16, // bnt 16 0x38, SIG_SELECTOR16(say), // pushi say (0127h) 0x39, 0x06, // pushi 06 0x39, 0x03, // pushi 03 0x78, // push1 0x39, 0x12, // pushi 12 -> monster type Saurus Rex SIG_END }; static const uint16 qfg1vgaPatchCheetaurDescription[] = { PATCH_ADDTOOFFSET(+14), 0x39, 0x11, // pushi 11 -> monster type cheetaur PATCH_END }; // In the "funny" room (Yorick's room) in QfG1 VGA, pulling the chain and // then pressing the button on the right side of the room results in // a broken game. This also happens in SSCI. // Problem is that the Sierra programmers forgot to disable the door that // gets opened by pulling the chain. So when ego falls down and then // rolls through the door, one method thinks that the player walks through // it and acts that way and the other method is still doing the roll animation. // The timer that closes the door (door11) is local[5]. Setting it to 1 during // happyFace::changeState(0) stops door11::doit from calling goTo6::init, so // the whole issue is stopped from happening. // // Applies to at least: English floppy // Responsible method: happyFace::changeState, door11::doit // Fixes bug: #6181 static const uint16 qfg1vgaSignatureFunnyRoomFix[] = { 0x65, 0x14, // aTop 14 (state) 0x36, // push 0x3c, // dup 0x35, 0x00, // ldi 00 0x1a, // eq? 0x30, SIG_UINT16(0x0025), // bnt 0025 [next state] SIG_MAGICDWORD, 0x35, 0x01, // ldi 01 0xa3, 0x4e, // sal local[4e] SIG_END }; static const uint16 qfg1vgaPatchFunnyRoomFix[] = { PATCH_ADDTOOFFSET(+3), 0x2e, PATCH_UINT16(0x0029), // bt 0029 [next state] - saves 4 bytes 0x35, 0x01, // ldi 01 0xa3, 0x4e, // sal local[4e] 0xa3, 0x05, // sal local[5] (set to 1) 0xa3, 0x05, // and again to make absolutely sure (actually to waste 2 bytes) PATCH_END }; // The player is able to buy (and also steal) potions in the healer's hut // Strangely Sierra delays the actual buy/get potion code for 60 ticks // Why they did that is unknown. The code is triggered anyway only after // the relevant dialog boxes are closed. // // This delay causes problems in case the user quickly enters the inventory. // That's why we change the amount of ticks to 1, so that the remaining states // are executed right after the dialog boxes are closed. // // Applies to at least: English floppy // Responsible method: cueItScript::changeState // Fixes bug: #6706 static const uint16 qfg1vgaSignatureHealerHutNoDelay[] = { 0x65, 0x14, // aTop 14 (state) 0x36, // push 0x3c, // dup 0x35, 0x00, // ldi 00 0x1a, // eq? 0x31, 0x07, // bnt 07 [next state] SIG_MAGICDWORD, 0x35, 0x3c, // ldi 3c (60 ticks) 0x65, 0x20, // aTop ticks 0x32, // jmp [end of method] SIG_END }; static const uint16 qfg1vgaPatchHealerHutNoDelay[] = { PATCH_ADDTOOFFSET(+9), 0x35, 0x01, // ldi 01 (1 tick only, so that execution will resume as soon as dialog box is closed) PATCH_END }; // When following the white stag, you can actually enter the 2nd room from the // mushroom/fairy location, which results in ego entering from the top. When // you then throw a dagger at the stag, one animation frame will stay on // screen, because of a script bug. // // Applies to at least: English floppy, Mac floppy // Responsible method: stagHurt::changeState // Fixes bug: #6135 static const uint16 qfg1vgaSignatureWhiteStagDagger[] = { 0x87, 0x01, // lap param[1] 0x65, 0x14, // aTop state 0x36, // push 0x3c, // dup 0x35, 0x00, // ldi 0 0x1a, // eq? 0x31, 0x16, // bnt [next parameter check] 0x76, // push0 0x45, 0x02, 0x00, // callb [export 2 of script 0], 0 SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(say), // pushi say (0127h) 0x39, 0x05, // pushi 05 0x39, 0x03, // pushi 03 0x39, 0x51, // pushi 51h 0x76, // push0 0x76, // push0 0x7c, // pushSelf 0x81, 0x5b, // lag global[5Bh] -> qg1Messager 0x4a, 0x0e, // send 0Eh -> qg1Messager::say(3, 51h, 0, 0, stagHurt) 0x33, 0x12, // jmp [end of method] 0x3c, // dup 0x35, 0x01, // ldi 1 0x1a, // eq? 0x31, 0x0c, // bnt [end of method] 0x38, // pushi... SIG_ADDTOOFFSET(+11), 0x3a, // toss 0x48, // ret SIG_END }; static const uint16 qfg1vgaPatchWhiteStagDagger[] = { PATCH_ADDTOOFFSET(+4), 0x2f, 0x05, // bt [next check] (state != 0) // state = 0 code 0x35, 0x01, // ldi 1 0x65, 0x1a, // aTop cycles 0x48, // ret 0x36, // push 0x35, 0x01, // ldi 1 0x1a, // eq? 0x31, 0x16, // bnt [state = 2 code] // state = 1 code 0x76, // push0 0x45, 0x02, 0x00, // callb [export 2 of script 0], 0 0x38, PATCH_SELECTOR16(say), // pushi say (0127h) 0x39, 0x05, // pushi 05 0x39, 0x03, // pushi 03 0x39, 0x51, // pushi 51h 0x76, // push0 0x76, // push0 0x7c, // pushSelf 0x81, 0x5b, // lag global[5Bh] -> qg1Messager 0x4a, 0x0e, // send 0Eh -> qg1Messager::say(3, 51h, 0, 0, stagHurt) 0x48, // ret // state = 2 code PATCH_ADDTOOFFSET(+13), 0x48, // ret (remove toss) PATCH_END }; // The dagger range has a script bug that can freeze the game or cause Brutus // to kill hero even after Brutus dies. // // When Bruno leaves, a 300 tick countdown starts. If hero kills Brutus or // leaves room 73 within those 300 ticks, then the game is left in a broken // state. For the rest of the game, if hero ever returns to the dagger range // from the east or west during the first half of the day, then the game will // freeze or Brutus, dead or not, will kill hero. // // Special thanks, credits and kudos to sluicebox, who did a ton of research on // this and even found this game bug originally. // // Applies to at least: English floppy, Mac floppy // Responsible method: brutusWaits::changeState // Fixes bug: #9558 static const uint16 qfg1vgaSignatureBrutusScriptFreeze[] = { 0x78, // push1 0x38, SIG_UINT16(0x0144), // pushi 144h (324d) 0x45, 0x05, 0x02, // callb [export 5 of script 0], 2 SIG_MAGICDWORD, 0x34, SIG_UINT16(0x012c), // ldi 12Ch (300d) 0x65, 0x20, // aTop ticks SIG_END }; static const uint16 qfg1vgaPatchBrutusScriptFreeze[] = { 0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 7 bytes) 0x35, 0x00, // ldi 0 0x35, 0x00, // ldi 0 PATCH_END }; // Speed up the speed test by a factor 50, ensuring the detected speed // will end up at the highest level. This improves the detail in // Yorick's room (96), and slightly changes the timing in other rooms. // // Method changed: speedTest::changeState static const uint16 qfg1vgaSignatureSpeedTest[] = { 0x76, // push0 0x43, 0x42, 0x00, // callk GetTime, 0 SIG_MAGICDWORD, 0xa3, 0x01, // sal local[1] 0x35, 0x32, // ldi 50 0x65, 0x1a, // aTop cycles SIG_END }; static const uint16 qfg1vgaPatchSpeedTest[] = { PATCH_ADDTOOFFSET(+6), 0x35, 0x01, // ldi 1 PATCH_END }; // The baby antwerps in room 78 lockup the game if they get in ego's way when // exiting south. They also crash the interpreter if they wander too far off // the screen. These problems also occur in Sierra's interpreter. // // The antwerps are controlled by the Wander motion which randomly moves them // around. There's nothing stopping them from moving past the southern edge of // the screen and they tend to do so. When ego moves south of 180, sExitAll // disables control and moves ego off screen, but if an antwerp is in the way // then ego stops and the user never regains control. Once an antwerp has // escaped the screen it continues to wander until its position overflows // several minutes later. This freezes Sierra's interpreter and currently // causes ours to fail an assertion due to constructing an invalid Rect. // // We fix both problems by not allowing antwerps south of 180 so that they // remain on screen and can't block ego's exit. This is consistent with // room 85 where they also appear but without a southern exit. The Wander // motion is only used by antwerps and the sparkles above Yorick in room 96, // so it can be safely patched to enforce a southern limit. We make room for // this patch by replacing Wander's calculations with their known results, // since the default Wander:distance of 30 is always used, and by overwriting // Wander:onTarget which no script calls and just returns zero. // // Applies to: PC Floppy, Mac Floppy // Responsible method: Wander:setTarget // Fixes bug: #9564 static const uint16 qfg1vgaSignatureAntwerpWander[] = { SIG_MAGICDWORD, 0x3f, 0x01, // link 01 0x78, // push1 0x76, // push0 0x63, 0x12, // pToa client 0x4a, 0x04, // send 4 0x36, // push 0x67, 0x30, // pTos distance 0x7a, // push2 0x76, // push0 0x67, 0x30, // pTos distance 0x35, 0x02, // ldi 02 0x06, // mul 0xa5, 0x00, // sat temp[0] [ distance * 2 ] 0x36, // push 0x43, 0x3c, 0x04, // callk Random, 4 0x04, // sub 0x02, // add 0x65, 0x16, // aTop x [ x = client:x + (distance - Random(0, temp[0])) ] 0x76, // push0 0x76, // push0 0x63, 0x12, // pToa client 0x4a, 0x04, // send 4 0x36, // push 0x67, 0x30, // pTos distance 0x7a, // push2 0x76, // push0 0x8d, 0x00, // lst temp[0] 0x43, 0x3c, 0x04, // callk Random, 4 0x04, // sub 0x02, // add 0x65, 0x18, // aTop y [ y = client:y + (distance - Random(0, temp[0])) ] 0x48, // ret 0x35, 0x00, // ldi 00 [ start of Wander:onTarget, returns 0 and isn't called ] SIG_END }; static const uint16 qfg1vgaPatchAntwerpWander[] = { 0x78, // push1 0x76, // push0 0x63, 0x12, // pToa client 0x4a, 0x04, // send 4 0x36, // push 0x39, 0x1e, // pushi 1e 0x7a, // push2 0x76, // push0 0x39, 0x3c, // pushi 3c 0x43, 0x3c, 0x04, // callk Random, 4 0x04, // sub 0x02, // add 0x65, 0x16, // aTop x [ x = client:x + (30d - Random(0, 60d)) ] 0x76, // push0 0x76, // push0 0x63, 0x12, // pToa client 0x4a, 0x04, // send 4 0x36, // push 0x39, 0x1e, // pushi 1e 0x7a, // push2 0x76, // push0 0x39, 0x3c, // pushi 3c 0x43, 0x3c, 0x04, // callk Random, 4 0x04, // sub 0x02, // add 0x7a, // push2 0x36, // push 0x38, PATCH_UINT16(0x00b4), // pushi 00b4 0x46, PATCH_UINT16(0x03e7), // calle [export 2 of script 999], 4 [ Min ] PATCH_UINT16(0x0002), 0x04, 0x65, 0x18, // aTop y [ y = Min(client:y + (30d - Random(0, 60d))), 180d) ] PATCH_END }; // QFG1VGA Mac disables all controls when the antwerp falls in room 78, killing // the player by not allowing them to defend themselves. // // The antwerp falls in rooms 78 and 85, and the only way to survive is to hold // up a weapon. These two antwerp scripts were identical in the PC version and // enabled all menu icons even though most of them couldn't really be used. // Sierra attempted to improve this in Mac by only enabling the inventory // icons but instead disabled everything in room 78 by not calling the enable // procedure. // // We fix this by calling the enable procedure like the script in room 85 does. // // Applies to: Mac Floppy // Responsible method: antwerped:changeState(1) // Fixes bug: #10856 static const uint16 qfg1vgaSignatureMacAntwerpControls[] = { 0x30, SIG_UINT16(0x0033), // bnt 0033 [ state 1 ] SIG_ADDTOOFFSET(+48), SIG_MAGICDWORD, 0x32, SIG_UINT16(0x014e), // jmp 014e [ end of method ] 0x3c, // dup 0x35, 0x01, // ldi 01 0x1a, // eq? 0x30, SIG_UINT16(0x0033), // bnt 0033 [ state 2 ] 0x38, SIG_UINT16(0x00f9), // pushi 00f9 [ canControl, hard coded for Mac ] SIG_END }; static const uint16 qfg1vgaPatchMacAntwerpControls[] = { 0x30, PATCH_UINT16(0x0030), // bnt 0030 [ state 1 ] PATCH_ADDTOOFFSET(+48), 0x3c, // dup 0x35, 0x01, // ldi 01 0x1a, // eq? 0x31, 0x37, // bnt 37 [ state 2 ] 0x76, // push0 0x45, 0x03, 0x00, // callb [export 3 of script 0], 00 [ enable all input ] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry qfg1vgaSignatures[] = { { true, 41, "moving to castle gate", 1, qfg1vgaSignatureMoveToCastleGate, qfg1vgaPatchMoveToCastleGate }, { true, 55, "healer's hut, no delay for buy/steal", 1, qfg1vgaSignatureHealerHutNoDelay, qfg1vgaPatchHealerHutNoDelay }, { true, 73, "brutus script freeze glitch", 1, qfg1vgaSignatureBrutusScriptFreeze, qfg1vgaPatchBrutusScriptFreeze }, { true, 77, "white stag dagger throw animation glitch", 1, qfg1vgaSignatureWhiteStagDagger, qfg1vgaPatchWhiteStagDagger }, { true, 78, "mac: enable antwerp controls", 1, qfg1vgaSignatureMacAntwerpControls, qfg1vgaPatchMacAntwerpControls }, { true, 96, "funny room script bug fixed", 1, qfg1vgaSignatureFunnyRoomFix, qfg1vgaPatchFunnyRoomFix }, { true, 210, "cheetaur description fixed", 1, qfg1vgaSignatureCheetaurDescription, qfg1vgaPatchCheetaurDescription }, { true, 215, "fight event issue", 1, qfg1vgaSignatureFightEvents, qfg1vgaPatchFightEvents }, { true, 216, "weapon master event issue", 1, qfg1vgaSignatureFightEvents, qfg1vgaPatchFightEvents }, { true, 299, "speedtest", 1, qfg1vgaSignatureSpeedTest, qfg1vgaPatchSpeedTest }, { true, 331, "moving to crusher", 1, qfg1vgaSignatureMoveToCrusher, qfg1vgaPatchMoveToCrusher }, { true, 331, "moving to crusher from card game", 1, qfg1vgaSignatureCrusherCardGame, qfg1vgaPatchCrusherCardGame }, { true, 814, "window text temp space", 1, qfg1vgaSignatureTempSpace, qfg1vgaPatchTempSpace }, { true, 814, "dialog header offset", 3, qfg1vgaSignatureDialogHeader, qfg1vgaPatchDialogHeader }, { true, 970, "antwerps wandering off-screen", 1, qfg1vgaSignatureAntwerpWander, qfg1vgaPatchAntwerpWander }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // This is a very complicated bug. // When the player encounters an enemy in the desert while riding a saurus and // later tries to get back on it by entering "ride", the game will not give // control back to the player. // // This is caused by script mountSaurus getting triggered twice. Once by // entering the command "ride" and then a second time by a proximity check. // // Both are calling mountSaurus::init() in script 20. This one disables // controls. Then mountSaurus::changeState() from script 660 is triggered. // Finally, mountSaurus::changeState(5) calls mountSaurus::dispose(), also in // script 20, which re-enables controls. // // A fix is difficult to implement. The code in script 20 is generic and used // by multiple objects // // An early attempt changed the responsible vars (global[102], global[161]) // during mountSaurus::changeState(5). This worked for controls, but // mountSaurus::init changes a few selectors of ego as well, which won't get // restored in that situation, which then messes up room changes and other // things. // // Instead we change sheepScript::changeState(2) in script 665. // // Note: This could cause issues in case there is a cutscene, where ego is // supposed to get onto the saurus using sheepScript. // // Applies to at least: English PC Floppy, English Amiga Floppy // Responsible method: mountSaurus::changeState(), mountSaurus::init(), mountSaurus::dispose() // Fixes bug: #5156 static const uint16 qfg2SignatureSaurusFreeze[] = { 0x3c, // dup 0x35, 0x02, // ldi 2 SIG_MAGICDWORD, 0x1a, // eq? 0x30, SIG_UINT16(0x0043), // bnt [ret] 0x76, // push0 SIG_ADDTOOFFSET(+61), // skip to dispose code 0x39, SIG_SELECTOR8(dispose), // pushi dispose 0x76, // push0 0x54, 0x04, // self 04 SIG_END }; static const uint16 qfg2PatchSaurusFreeze[] = { 0x81, 0x66, // lag global[66h] 0x2e, PATCH_UINT16(0x0040), // bt [to dispose code] 0x35, 0x00, // ldi 0 (waste 2 bytes) PATCH_END }; // The Jackalmen combat code has at least one serious issue. // // Jackalmen may attack in groups. This is handled by 2 globals. // global[136h]: amount of Jackalmen still alive. // global[137h]: amount of Jackalmen killed so far during combat. // // After combat has ended, global[137h] is subtracted from global[136h]. BUT // when the player manages to hit the last enemy AFTER defeating it during its // death animation (yes, that is possible - don't ask), the code is called a // second time. Subtracting global[137h] twice, which will make global[136h] // negative and will then create an inconsistent state. Some variables will // show that there is still an enemy, while others don't. The game will crash // when leaving the room. The original interpreter would show the infamous // "Oops, you did something we weren't expecting..." // // TODO: Check, if patch works for 1.000. That version surely has the same bug. // Applies to at least: English Floppy (1.102+1.105) // Responsible method: jackalMan::die (script 695) // Fixes bug: #10218 static const uint16 qfg2SignatureOopsJackalMen[] = { SIG_MAGICDWORD, 0x8b, 0x00, // lsl local[0] 0x35, 0x00, // ldi 0 0x22, // lt? 0x30, SIG_UINT16(0x000b), // bnt [Jackalman death animation code] 0x38, SIG_ADDTOOFFSET(+2), // pushi (die) 0x76, // push0 0x57, 0x66, 0x04, // super Monster, 4 0x48, // ret 0x32, SIG_UINT16(0x001a), // jmp (seems to be a compiler bug) // Jackalman death animation code 0x83, 0x00, // lal local[0] 0x18, // not 0x30, SIG_UINT16(0x0003), // bnt [make next enemy walk in] SIG_END }; static const uint16 qfg2PatchOopsJackalMen[] = { 0x80, PATCH_UINT16(0x0136), // lag global[136h] 0x31, 0x0e, // bnt [skip everything] - requires 5 extra bytes 0x8b, 0x00, // lsl local[0] 0x35, 0x00, // ldi 0 0x22, // lt? 0x31, 0x08, // bnt [Jackalman death animation code] (save 1 byte) 0x38, PATCH_GETORIGINALUINT16(+9), // pushi (die) 0x76, // push0 0x57, 0x66, 0x04, // super Monster, 4 0x48, // ret // Jackalman death animation code 0x83, 0x00, // lal local[0] 0x18, // not 0x31, 0x03, // bnt [make next enemy walk in] (save 1 byte) PATCH_END }; // Script 944 in QFG2 contains the FileSelector system class, used in the // character import screen. This gets incorrectly called constantly, whenever // the user clicks on a button in order to refresh the file list. This was // probably done because it would be easier to refresh the list whenever the // user inserted a new floppy disk, or changed directory. The problem is that // the script has a bug, and it invalidates the text of the entries in the // list. This has a high probability of breaking, as the user could change the // list very quickly, or the garbage collector could kick in and remove the // deleted entries. We don't allow the user to change the directory, thus the // contents of the file list are constant, so we can avoid the constant file // and text entry refreshes whenever a button is pressed, and prevent possible // crashes because of these constant quick object reallocations. // Fixes bug: #5096 static const uint16 qfg2SignatureImportDialog[] = { 0x63, SIG_MAGICDWORD, 0x20, // pToa text 0x30, SIG_UINT16(0x000b), // bnt [next state] 0x7a, // push2 0x39, 0x03, // pushi 03 0x36, // push 0x43, 0x72, 0x04, // callk Memory, 4 0x35, 0x00, // ldi 00 0x65, 0x20, // aTop text SIG_END }; static const uint16 qfg2PatchImportDialog[] = { PATCH_ADDTOOFFSET(+5), 0x48, // ret PATCH_END }; // Quest For Glory 2 character import doesn't properly set the character type // in versions 1.102 and below, which makes all imported characters a fighter. // // Sierra released an official patch. However the fix is really easy to // implement on our side, so we also patch the flaw in here in case we find it. // // The version released on GOG is 1.102 without this patch applied, so us // patching it is quite useful. // // Applies to at least: English Floppy // Responsible method: importHero::changeState // Fixes bug: inside versions 1.102 and below static const uint16 qfg2SignatureImportCharType[] = { 0x35, 0x04, // ldi 04 0x90, SIG_UINT16(0x023b), // lagi global[23Bh] 0x02, // add 0x36, // push 0x35, 0x04, // ldi 04 0x08, // div 0x36, // push 0x35, 0x0d, // ldi 0D 0xb0, SIG_UINT16(0x023b), // sagi global[023Bh] 0x8b, 0x1f, // lsl local[1Fh] 0x35, 0x05, // ldi 05 SIG_MAGICDWORD, 0xb0, SIG_UINT16(0x0150), // sagi global[0150h] 0x8b, 0x02, // lsl local[02h] SIG_END }; static const uint16 qfg2PatchImportCharType[] = { 0x80, PATCH_UINT16(0x023f), // lag global[23Fh] <-- patched to save 2 bytes 0x02, // add 0x36, // push 0x35, 0x04, // ldi 04 0x08, // div 0x36, // push 0xa8, PATCH_UINT16(0x0248), // ssg global[0248h] <-- patched to save 2 bytes 0x8b, 0x1f, // lsl local[1Fh] 0xa8, PATCH_UINT16(0x0155), // ssg global[0155h] <-- patched to save 2 bytes // new code, directly from the official sierra patch file 0x83, 0x01, // lal local[01h] 0xa1, 0xbb, // sag global[BBh] 0xa1, 0x73, // sag global[73h] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry qfg2Signatures[] = { { true, 665, "getting back on saurus freeze fix", 1, qfg2SignatureSaurusFreeze, qfg2PatchSaurusFreeze }, { true, 695, "Oops Jackalmen fix", 1, qfg2SignatureOopsJackalMen, qfg2PatchOopsJackalMen }, { true, 805, "import character type fix", 1, qfg2SignatureImportCharType, qfg2PatchImportCharType }, { true, 944, "import dialog continuous calls", 1, qfg2SignatureImportDialog, qfg2PatchImportDialog }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // Patch for the import screen in QFG3, same as the one for QFG2 above static const uint16 qfg3SignatureImportDialog[] = { 0x63, SIG_MAGICDWORD, 0x2a, // pToa text 0x31, 0x0b, // bnt [next state] 0x7a, // push2 0x39, 0x03, // pushi 03 0x36, // push 0x43, 0x72, 0x04, // callk Memory, 4 0x35, 0x00, // ldi 00 0x65, 0x2a, // aTop text SIG_END }; static const uint16 qfg3PatchImportDialog[] = { PATCH_ADDTOOFFSET(+4), 0x48, // ret PATCH_END }; // Patch for the Woo dialog option in Uhura's conversation. // // Problem: The Woo dialog option (0xffb5) is negative, and therefore // treated as an option opening a submenu. This leads to uhuraTell::doChild // being called, which calls hero::solvePuzzle and then proceeds with // Teller::doChild to open the submenu. However, there is no actual submenu // defined for option -75 since -75 does not show up in uhuraTell::keys. // This will cause Teller::doChild to run out of bounds while scanning through // uhuraTell::keys. // // Strategy: there is another conversation option in uhuraTell::doChild calling // hero::solvePuzzle (0xfffc) which does a ret afterwards without going to // Teller::doChild. We jump to this call of hero::solvePuzzle to get that same // behaviour. // // Applies to at least: English, German, Italian, French, Spanish Floppy // Responsible method: uhuraTell::doChild // Fixes bug: #5172 static const uint16 qfg3SignatureWooDialog[] = { SIG_MAGICDWORD, 0x67, 0x12, // pTos 12 (query) 0x35, 0xb6, // ldi b6 0x1a, // eq? 0x2f, 0x05, // bt 05 0x67, 0x12, // pTos 12 (query) 0x35, 0x9b, // ldi 9b 0x1a, // eq? 0x31, 0x0c, // bnt 0c 0x38, SIG_SELECTOR16(solvePuzzle), // pushi solvePuzzle (0297) 0x7a, // push2 0x38, SIG_UINT16(0x010c), // pushi 010c 0x7a, // push2 0x81, 0x00, // lag global[0] 0x4a, 0x08, // send 08 0x67, 0x12, // pTos 12 (query) 0x35, 0xb5, // ldi b5 SIG_END }; static const uint16 qfg3PatchWooDialog[] = { PATCH_ADDTOOFFSET(+0x29), 0x33, 0x11, // jmp [to 0x6a2, the call to hero::solvePuzzle for 0xFFFC] PATCH_END }; // Alternative version, with uint16 offsets, for GOG release of QfG3. static const uint16 qfg3SignatureWooDialogAlt[] = { SIG_MAGICDWORD, 0x67, 0x12, // pTos 12 (query) 0x35, 0xb6, // ldi b6 0x1a, // eq? 0x2e, SIG_UINT16(0x0005), // bt 05 0x67, 0x12, // pTos 12 (query) 0x35, 0x9b, // ldi 9b 0x1a, // eq? 0x30, SIG_UINT16(0x000c), // bnt 0c 0x38, SIG_SELECTOR16(solvePuzzle), // pushi solvePuzzle (0297) 0x7a, // push2 0x38, SIG_UINT16(0x010c), // pushi 010c 0x7a, // push2 0x81, 0x00, // lag global[0] 0x4a, 0x08, // send 08 0x67, 0x12, // pTos 12 (query) 0x35, 0xb5, // ldi b5 SIG_END }; static const uint16 qfg3PatchWooDialogAlt[] = { PATCH_ADDTOOFFSET(+44), 0x33, 0x12, // jmp [to 0x708, the call to hero::solvePuzzle for 0xFFFC] PATCH_END }; // When exporting characters at the end of Quest for Glory 3, the underlying // code has issues with values above 9999. // For further study: https://github.com/Blazingstix/QFGImporter/blob/master/QFGImporter/QFGImporter/QFG3.txt // // If a value is above 9999, parts or even the whole character file will get // corrupted. We calculate the checksum and add extra code to lower such // values to 9999. // // Applies to at least: English, French, German, Italian, Spanish floppy // Responsible method: saveHero::changeState // Fixes bug: #6807 static const uint16 qfg3SignatureExportChar[] = { 0x35, SIG_ADDTOOFFSET(+1), // ldi 00 / ldi 01 (2 loops, we patch both) 0xa5, 0x00, // sat temp[0] [contains index to data] 0x8d, 0x00, // lst temp[0] SIG_MAGICDWORD, 0x35, 0x2c, // ldi 2c 0x22, // lt? (index above or equal to 2Ch (44d)?) 0x31, 0x23, // bnt [exit loop] // from this point it's actually useless code, maybe a sci compiler bug 0x8d, 0x00, // lst temp[0] 0x35, 0x01, // ldi 01 0x02, // add 0x9b, 0x00, // lsli local[0] ---------- load local[0 + ACC] onto stack 0x8d, 0x00, // lst temp[0] 0x35, 0x01, // ldi 01 0x02, // add 0xb3, 0x00, // sali local[0] ---------- save stack to local[0 + ACC] // end of useless code 0x8b, SIG_ADDTOOFFSET(+1), // lsl local[36h/37h] ----- load local[36h/37h] onto stack 0x8d, 0x00, // lst temp[0] 0x35, 0x01, // ldi 01 0x02, // add 0x93, 0x00, // lali local[0] ---------- load local[0 + ACC] into ACC 0x02, // add -------------------- add ACC + stack and put into ACC 0xa3, SIG_ADDTOOFFSET(+1), // sal local[36h/37h] ----- save ACC to local[36h/37h] 0x8d, 0x00, // lst temp[0] ------------ temp[0] to stack 0x35, 0x02, // ldi 02 0x02, // add -------------------- add 2 to stack 0xa5, 0x00, // sat temp[0] ------------ save ACC to temp[0] 0x33, 0xd6, // jmp [loop] SIG_END }; static const uint16 qfg3PatchExportChar[] = { PATCH_ADDTOOFFSET(+11), 0x85, 0x00, // lat temp[0] 0x9b, 0x01, // lsli local[0] + 1 ------ load local[ ACC + 1] onto stack 0x3c, // dup 0x34, PATCH_UINT16(0x2710), // ldi 2710h (10000d) 0x2c, // ult? ------------------- is value smaller than 10000? 0x2f, 0x0a, // bt [jump over] 0x3a, // toss 0x38, PATCH_UINT16(0x270f), // pushi 270fh (9999d) 0x3c, // dup 0x85, 0x00, // lat temp[0] 0xba, PATCH_UINT16(0x0001), // ssli local[0] + 1 ------ save stack to local[ACC + 1] (UINT16 to waste 1 byte) // jump offset 0x83, PATCH_GETORIGINALBYTE(+26), // lal local[37h/36h] ----- load local[37h/36h] into ACC 0x02, // add -------------------- add local[37h/36h] + data value PATCH_END }; // Quest for Glory 3 doesn't properly import the character type of QFG1 // character files. This issue was never addressed. It's caused by Sierra // reading data directly from the local area, which is only set by QFG2 // import data, instead of reading the properly set global variable. // // We fix it, by also directly setting the local variable. // // Applies to at least: English, French, German, Italian, Spanish floppy // Responsible method: importHero::changeState(4) static const uint16 qfg3SignatureImportQfG1Char[] = { SIG_MAGICDWORD, 0x82, SIG_UINT16(0x0238), // lal local[0x0238] 0xa0, SIG_UINT16(0x016a), // sag global[0x016a] 0xa1, 0x7d, // sag global[0x7d] 0x35, 0x01, // ldi 01 0x99, 0xfb, // lsgi global[0xfb] SIG_END }; static const uint16 qfg3PatchImportQfG1Char[] = { PATCH_ADDTOOFFSET(+8), 0xa3, 0x01, // sal local[1] 0x89, 0xfc, // lsg global[0xfc] (save 2 bytes vs global[0xfb + 1]) PATCH_END }; // The chief in his hut (room 640) is not drawn using the correct priority, // which results in a graphical glitch. This is a game bug and also happens // in Sierra's SCI. We adjust priority accordingly to fix it. // // Applies to at least: English, French, German, Italian, Spanish floppy // Responsible method: heap in script 640 // Fixes bug: #5173 static const uint16 qfg3SignatureChiefPriority[] = { SIG_MAGICDWORD, SIG_UINT16(0x0002), // yStep 0x0002 SIG_UINT16(0x0281), // view 0x0281 SIG_UINT16(0x0000), // loop 0x0000 SIG_UINT16(0x0000), // cel 0x0000 SIG_UINT16(0x0000), // priority 0x0000 SIG_UINT16(0x0000), // underbits 0x0000 SIG_UINT16(0x1000), // signal 0x1000 SIG_END }; static const uint16 qfg3PatchChiefPriority[] = { PATCH_ADDTOOFFSET(+8), PATCH_UINT16(0x000a), // priority 0x000A (10d) PATCH_ADDTOOFFSET(+2), PATCH_UINT16(0x1010), // signal 0x1010 (set fixed priority flag) PATCH_END }; // There are 3 points that can't be achieved in the game. They should've been // awarded for telling Rakeesh and Kreesha (room 285) about the Simabni // initiation. // However the array of posibble messages the hero can tell in that room // (local[156]) is missing the "Tell about Initiation" message (#31) which // awards these points. // This patch adds the message to that array, thus allowing the hero to tell // that message (after completing the initiation) and gain the 3 points. // A side effect of increasing the local[156] array is that the next local // array is shifted and shrinks in size from 4 words to 3. The patch changes // the 2 locations in the script that reference that array, to point to the new // location (local[$aa] --> local[$ab]). It is safe to shrink the 2nd array to // 3 words because only the first element in it is ever used. // // Note: You have to re-enter the room in case a saved game was loaded from a // previous version of ScummVM and that saved game was made inside that room. // // Applies to: English, French, German, Italian, Spanish and the GOG release. // Responsible method: heap in script 285 // Fixes bug: #7086 static const uint16 qfg3SignatureMissingPoints1[] = { // local[$9c] = [0 -41 -76 1 -30 -77 -33 -34 -35 -36 -37 -42 -80 999] // local[$aa] = [0 0 0 0] SIG_UINT16(0x0000), // 0 START MARKER SIG_MAGICDWORD, SIG_UINT16(0xffd7), // -41 "Greet" SIG_UINT16(0xffb4), // -76 "Say Good-bye" SIG_UINT16(0x0001), // 1 "Tell about Tarna" SIG_UINT16(0xffe2), // -30 "Tell about Simani" SIG_UINT16(0xffb3), // -77 "Tell about Prisoner" SIG_UINT16(0xffdf), // -33 "Dispelled Leopard Lady" SIG_UINT16(0xffde), // -34 "Tell about Leopard Lady" SIG_UINT16(0xffdd), // -35 "Tell about Leopard Lady" SIG_UINT16(0xffdc), // -36 "Tell about Leopard Lady" SIG_UINT16(0xffdb), // -37 "Tell about Village" SIG_UINT16(0xffd6), // -42 "Greet" SIG_UINT16(0xffb0), // -80 "Say Good-bye" SIG_UINT16(0x03e7), // 999 END MARKER SIG_ADDTOOFFSET(+2), // local[$aa][0] SIG_END }; static const uint16 qfg3PatchMissingPoints1[] = { PATCH_ADDTOOFFSET(+14), PATCH_UINT16(0xffe1), // -31 "Tell about Initiation" PATCH_UINT16(0xffde), // -34 "Tell about Leopard Lady" PATCH_UINT16(0xffdd), // -35 "Tell about Leopard Lady" PATCH_UINT16(0xffdc), // -36 "Tell about Leopard Lady" PATCH_UINT16(0xffdb), // -37 "Tell about Village" PATCH_UINT16(0xffd6), // -42 "Greet" PATCH_UINT16(0xffb0), // -80 "Say Good-bye" PATCH_UINT16(0x03e7), // 999 END MARKER PATCH_GETORIGINALUINT16(+28), // local[$aa][0] PATCH_END }; static const uint16 qfg3SignatureMissingPoints2a[] = { SIG_MAGICDWORD, 0x35, 0x00, // ldi 0 0xb3, 0xaa, // sali local[$aa] SIG_END }; static const uint16 qfg3SignatureMissingPoints2b[] = { SIG_MAGICDWORD, 0x36, // push 0x5b, 0x02, 0xaa, // lea local[$aa] SIG_END }; static const uint16 qfg3PatchMissingPoints2[] = { PATCH_ADDTOOFFSET(+3), 0xab, // local[$ab] (replace local[$aa]) PATCH_END }; // Partly WORKAROUND: // During combat, the game is not properly throttled. That's because the game uses // an inner loop for combat and does not iterate through the main loop. // It also doesn't call kGameIsRestarting. This may get fixed properly at some point // by rewriting the speed throttler. // // Additionally Sierra set the cycle speed of the hero to 0. Which explains // why the actions of the hero are so incredibly fast. This issue also happened // in the original interpreter, when the computer was too powerful. // // Applies to at least: English, French, German, Italian, Spanish PC floppy // Responsible method: combatControls::dispatchEvent (script 550) + WarriorObj in heap // Fixes bug: #6247 static const uint16 qfg3SignatureCombatSpeedThrottling1[] = { 0x3f, 0x03, // link 3d (these temp vars are never used) 0x76, // push0 0x43, 0x42, 0x00, // callk GetTime, 0d 0xa1, 0x58, // sag global[88] 0x36, // push 0x83, 0x01, // lal local[1] SIG_ADDTOOFFSET(+3), // ... SIG_MAGICDWORD, 0x89, 0xd2, // lsg global[210] 0x35, 0x00, // ldi 0 0x1e, // gt? SIG_ADDTOOFFSET(+6), // ... 0xa3, 0x01, // sal local[1] SIG_END }; static const uint16 qfg3PatchCombatSpeedThrottling1[] = { 0x76, // push0 (no link, freed +2 bytes) 0x43, 0x42, 0x00, // callk GetTime, 0d 0xa1, 0x58, // sag global[88] (no push, leave time in acc) 0x8b, 0x01, // lsl local[1] (stack up the local instead, freed +1 byte) 0x1c, // ne? 0x31, 0x0c, // bnt 12d [after sal] // 0x81, 0xd2, // lag global[210] (load into acc instead of stack) 0x76, // push0 (push0 instead of ldi 0, freed +1 byte) 0x22, // lt? (flip the comparison) 0x31, 0x06, // bnt 6d [after sal] // 0xe1, 0xd2, // -ag global[210] 0x81, 0x58, // lag global[88] 0xa3, 0x01, // sal local[1] 0x76, // push0 (0 call args) 0x43, 0x2c, 0x00, // callk GameIsRestarting, 0d (add this to trigger our speed throttler) PATCH_END }; static const uint16 qfg3SignatureCombatSpeedThrottling2[] = { SIG_MAGICDWORD, SIG_UINT16(12), // priority 12 SIG_UINT16(0x0000), // underbits 0 SIG_UINT16(0x4010), // signal 4010h SIG_ADDTOOFFSET(+18), SIG_UINT16(0x0000), // scaleSignal 0 SIG_UINT16(128), // scaleX 128 SIG_UINT16(128), // scaleY 128 SIG_UINT16(128), // maxScale 128 SIG_UINT16(0x0000), // cycleSpeed 0 SIG_END }; static const uint16 qfg3PatchCombatSpeedThrottling2[] = { PATCH_ADDTOOFFSET(+32), PATCH_UINT16(0x0005), // set cycleSpeed to 5 PATCH_END }; // In room #750, when the hero enters from the top east path (room #755), it // could go out of the contained-access polygon bounds, and be able to travel // freely in the room. // The reason is that the cutoff y value (42) that determines whether the hero // enters from the top or bottom path is inaccurate: it's possible to enter the // top path from as low as y=45. // This patch changes the cutoff to be 50 which should be low enough. // It also changes the position in which the hero enters from the top east path // as the current location is hidden behind the tree. // // Applies to: English, French, German, Italian, Spanish and the GOG release. // Responsible method: enterEast::changeState (script 750) // Fixes bug: #6693 static const uint16 qfg3SignatureRoom750Bounds1[] = { // (if (< (ego y?) 42) 0x76, // push0 (y) 0x76, // push0 0x81, 0x00, // lag global[0] (ego) 0x4a, 0x04, // send 4 SIG_MAGICDWORD, 0x36, // push 0x35, 42, // ldi 42 (if ego.y < 42) 0x22, // lt? SIG_END }; static const uint16 qfg3PatchRoom750Bounds1[] = { // (if (< (ego y?) 50) PATCH_ADDTOOFFSET(+8), 50, // 50 (replace 42) PATCH_END }; static const uint16 qfg3SignatureRoom750Bounds2[] = { // (ego x: 294 y: 39) 0x78, // push1 (x) 0x78, // push1 0x38, SIG_UINT16(294), // pushi 294 0x76, // push0 (y) 0x78, // push1 SIG_MAGICDWORD, 0x39, 0x1d, // pushi 29 0x81, 0x00, // lag global[0] (ego) 0x4a, 0x0c, // send 12 SIG_END }; static const uint16 qfg3PatchRoom750Bounds2[] = { // (ego x: 320 y: 39) PATCH_ADDTOOFFSET(+3), PATCH_UINT16(320), // 320 (replace 294) PATCH_ADDTOOFFSET(+3), 39, // 39 (replace 29) PATCH_END }; static const uint16 qfg3SignatureRoom750Bounds3[] = { // (ego setMotion: MoveTo 282 29 self) 0x38, SIG_SELECTOR16(setMotion), // pushi setMotion (0x133) 0x39, 0x04, // pushi 4 0x51, SIG_ADDTOOFFSET(+1), // class MoveTo 0x36, // push 0x38, SIG_UINT16(282), // pushi 282 SIG_MAGICDWORD, 0x39, 29, // pushi 29 0x7c, // pushSelf 0x81, 0x00, // lag global[0] (ego) 0x4a, 0x0c, // send 12 SIG_END }; static const uint16 qfg3PatchRoom750Bounds3[] = { // (ego setMotion: MoveTo 309 35 self) PATCH_ADDTOOFFSET(+9), PATCH_UINT16(309), // 309 (replace 282) PATCH_ADDTOOFFSET(+1), 35, // 35 (replace 29) PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry qfg3Signatures[] = { { true, 944, "import dialog continuous calls", 1, qfg3SignatureImportDialog, qfg3PatchImportDialog }, { true, 440, "dialog crash when asking about Woo", 1, qfg3SignatureWooDialog, qfg3PatchWooDialog }, { true, 440, "dialog crash when asking about Woo", 1, qfg3SignatureWooDialogAlt, qfg3PatchWooDialogAlt }, { true, 52, "export character save bug", 2, qfg3SignatureExportChar, qfg3PatchExportChar }, { true, 54, "import character from QfG1 bug", 1, qfg3SignatureImportQfG1Char, qfg3PatchImportQfG1Char }, { true, 640, "chief in hut priority fix", 1, qfg3SignatureChiefPriority, qfg3PatchChiefPriority }, { true, 285, "missing points for telling about initiation heap", 1, qfg3SignatureMissingPoints1, qfg3PatchMissingPoints1 }, { true, 285, "missing points for telling about initiation script", 1, qfg3SignatureMissingPoints2a, qfg3PatchMissingPoints2 }, { true, 285, "missing points for telling about initiation script", 1, qfg3SignatureMissingPoints2b, qfg3PatchMissingPoints2 }, { true, 550, "combat speed throttling script", 1, qfg3SignatureCombatSpeedThrottling1, qfg3PatchCombatSpeedThrottling1 }, { true, 550, "combat speed throttling heap", 1, qfg3SignatureCombatSpeedThrottling2, qfg3PatchCombatSpeedThrottling2 }, { true, 750, "hero goes out of bounds in room 750", 2, qfg3SignatureRoom750Bounds1, qfg3PatchRoom750Bounds1 }, { true, 750, "hero goes out of bounds in room 750", 2, qfg3SignatureRoom750Bounds2, qfg3PatchRoom750Bounds2 }, { true, 750, "hero goes out of bounds in room 750", 2, qfg3SignatureRoom750Bounds3, qfg3PatchRoom750Bounds3 }, SCI_SIGNATUREENTRY_TERMINATOR }; #ifdef ENABLE_SCI32 #pragma mark - #pragma mark Quest for Glory 4 // =========================================================================== // Cranium's TRAP screen in room 380 incorrectly creates an int array for // string data. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: trap::init() in script 83 // Fixes bug: #10766 static const uint16 qfg4TrapArrayTypeSignature[] = { 0x38, SIG_SELECTOR16(new), // pushi new 0x78, // push1 SIG_MAGICDWORD, 0x38, SIG_UINT16(0x0080), // pushi 128d (array size) 0x51, SIG_ADDTOOFFSET(+1), // class IntArray (CD=0x0b. floppy=0x0a) 0x4a, SIG_UINT16(0x0006), // send 6 SIG_END }; static const uint16 qfg4TrapArrayTypePatch[] = { PATCH_ADDTOOFFSET(+4), 0x38, PATCH_UINT16(0x0100), // pushi 256d (array size) 0x51, PATCH_GETORIGINALBYTEADJUST(8, +2), // class ByteArray (CD=0x0d, floppy=0x0c) PATCH_END }; // QFG4 has custom video benchmarking code inside a subroutine, which is called // by 'glryInit::init', that needs to be disabled. See: sci2BenchmarkSignature. // // Applies to at least: English CD, English floppy, German Floppy // Responsible method: localproc_0010() in script 1 static const uint16 qfg4BenchmarkSignature[] = { 0x38, SIG_SELECTOR16(new), // pushi new 0x76, // push0 0x51, SIG_ADDTOOFFSET(+1), // class View 0x4a, SIG_UINT16(0x0004), // send 4 0xa5, 0x00, // sat temp[0] 0x39, SIG_SELECTOR8(view), // pushi view SIG_MAGICDWORD, 0x78, // push1 0x38, SIG_UINT16(0x270f), // pushi $270f (9999) SIG_END }; static const uint16 qfg4BenchmarkPatch[] = { 0x35, 0x01, // ldi 1 0xa1, 0xbf, // sag global[191] 0x48, // ret PATCH_END }; // In room 800, at the start of the game, when automatically sliding down a // slope an error may happen inside Grooper::doit caused by a timing issue. // // We delay a bit, so that hero::cycler should always be set. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sFallsBackSide::changeState in script 803 // Fixes bug: #9801 static const uint16 qfg4SlidingDownSlopeSignature[] = { 0x87, 0x01, // lap param[1] 0x65, SIG_ADDTOOFFSET(+1), // aTop state 0x36, // push 0x3c, // dup 0x35, 0x00, // ldi 00 0x1a, // eq? 0x31, 0x30, // bnt [skip state 0] 0x38, SIG_SELECTOR16(handsOff), // pushi handsOff 0x76, // push0 0x81, 0x01, // lag global[1] 0x4a, SIG_UINT16(0x0004), // send 04 SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(cycleSpeed), // pushi cycleSpeed 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, SIG_UINT16(0x0004), // send 04 0xa3, 0x00, // sal local[0] 0x38, SIG_SELECTOR16(setStep), // pushi setStep 0x7a, // push2 0x78, // push1 0x78, // push1 0x38, SIG_SELECTOR16(setMotion), // pushi setMotion 0x38, SIG_UINT16(0x0004), // pushi 04 0x51, SIG_ADDTOOFFSET(+1), // class PolyPath 0x36, // push 0x39, 0x49, // pushi $49 0x39, 0x50, // pushi $50 0x7c, // pushSelf 0x81, 0x00, // lag global[0] 0x4a, SIG_UINT16(0x0014), // send $14 SIG_END }; static const uint16 qfg4SlidingDownSlopePatch[] = { PATCH_ADDTOOFFSET(+5), 0x2f, 0x34, // bt [skip state 0] 0x38, PATCH_SELECTOR16(handsOff), // pushi handsOff 0x76, // push0 0x81, 0x01, // lag global[1] 0x4a, PATCH_UINT16(0x0004), // send 04 0x78, // push1 0x39, 0x20, // pushi $20 0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, $2 0x38, PATCH_SELECTOR16(setStep), // pushi setStep 0x7a, // push2 0x78, // push1 0x78, // push1 0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion 0x38, PATCH_UINT16(0x0004), // pushi 04 0x51, PATCH_GETORIGINALBYTE(+44), // class PolyPath 0x36, // push 0x39, 0x49, // pushi $49 0x39, 0x50, // pushi $50 0x7c, // pushSelf 0x81, 0x00, // lag global[0] 0x38, PATCH_SELECTOR16(cycleSpeed), // pushi cycleSpeed 0x76, // push0 0x4a, PATCH_UINT16(0x0018), // send $18 0xa3, 0x00, // sal local[0] 0x3a, // toss 0x48, // ret PATCH_END }; // WORKAROUND: Script needed, because of differences in our pathfinding // algorithm. // At the inn, there is a path that goes off screen. In our pathfinding // algorithm, we move all the pathfinding points so that they are within // the visible area. However, two points of the path are outside the // screen, so moving them will place them both on top of each other, // thus creating an impossible pathfinding area. This makes the // pathfinding algorithm ignore the walkable area when the hero moves // up the ladder to his room. We therefore move one of the points // slightly, so that it is already within the visible screen, so that // the walkable polygon is valid, and the pathfinding algorithm can // work properly. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: rm320::init() in script 320 // Fixes bug: #10693 static const uint16 qfg4InnPathfindingSignature[] = { SIG_MAGICDWORD, 0x38, SIG_UINT16(0x0154), // pushi x = 340 0x39, 0x77, // pushi y = 119 0x38, SIG_UINT16(0x0114), // pushi x = 276 0x39, 0x31, // pushi y = 49 0x38, SIG_UINT16(0x00fc), // pushi x = 252 0x39, 0x30, // pushi y = 48 0x38, SIG_UINT16(0x00a5), // pushi x = 165 0x39, 0x55, // pushi y = 85 0x38, SIG_UINT16(0x00c0), // pushi x = 192 0x39, 0x55, // pushi y = 85 0x38, SIG_UINT16(0x010b), // pushi x = 267 0x39, 0x34, // pushi y = 52 0x38, SIG_UINT16(0x0144), // pushi x = 324 0x39, 0x77, // pushi y = 119 SIG_END }; static const uint16 qfg4InnPathfindingPatch[] = { PATCH_ADDTOOFFSET(+30), 0x38, PATCH_UINT16(0x013f), // pushi x = 319 (was 324) 0x39, 0x77, // pushi y = 119 PATCH_END }; // When autosave is enabled, Glory::save() (script 0) deletes savegame files in // a loop, while disk space is insufficient for a new save, or while there are // 20+ saves. Since ScummVM handles slots differently and allows far more // slots, this deletes all but the most recent 19 manual saves, merely by // walking from room to room! // // Ironically, kGetSaveFiles() (kfile.cpp) and the debugger's 'list_files' // command rely on listSavegames() (file.cpp), which specifically omits the // autosave slot, so the script will only ever delete manual saves. And the // space check doesn't take into account the reduced demand when overwriting an // existing autosave. // // No good can come of this loop. So we skip it entirely. If the disk truly is // out of space, a message box will complain, and the player can delete saves // voluntarily. // // Note: Glory::save() contains another space freeing loop, but it might be // unreachable. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: Glory::save() in script 0 // Fixes bug: #10758 static const uint16 qfg4AutosaveSignature[] = { 0x30, SIG_ADDTOOFFSET(+2), // bnt ?? [end the loop] 0x78, // push1 (1 call arg) // 0x39, SIG_SELECTOR8(data), // pushi data 0x76, // push0 SIG_ADDTOOFFSET(+2), // (CD="lag global[29]", floppy="lat temp[6]") 0x4a, SIG_UINT16(0x0004), // send 4d 0x36, // push SIG_MAGICDWORD, 0x43, 0x3f, SIG_UINT16(0x0002), // callk CheckFreeSpace, 2d 0x18, // not 0x2f, 0x05, // bt 05 [skip other OR condition] 0x8d, 0x09, // lst temp[9] (savegame file count) 0x35, 0x14, // ldi 20d 0x20, // ge? SIG_END }; static const uint16 qfg4AutosavePatch[] = { 0x32, // ... // jmp [end the loop] PATCH_END }; // The swamp areas have typos where a Grooper object is passed to // View::setLoop(), a method which expects an integer to store in the "loop" // property. This leads to arithmetic crashes later. We change it to // Actor::setLooper(). // // Applies to at least: English CD, English floppy, German floppy // Responsible method: // Script 440 // sToWater::changeState(3) // Script 530, 535 // sGlideFromTuff::changeState(1) // sGoGlide::changeState(2) // sFromWest::changeState(0) // sFromSouth::changeState(0) // Script 541, 542, 543 // sGlideFromTuff::changeState(1) // sFromEast::changeState(0) // sFromNorth::changeState(0) // sFromWest::changeState(0) // sFromSouth::changeState(0) // Script 545 // sCombatEnter::changeState(0) // sGlideFromTuff::changeState(2) // sFromNorth::changeState(0) // sFromEast::changeState(0) // sFromWest::changeState(0) // Fixes bug: #10777 static const uint16 qfg4SetLooperSignature1[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(setLoop), // pushi setLoop 0x78, // push1 0x51, 0x5a, // class Grooper SIG_END }; static const uint16 qfg4SetLooperPatch1[] = { 0x38, PATCH_SELECTOR16(setLooper), // pushi setLooper PATCH_END }; // As above, except it's an exported subclass of Grooper: stopGroop. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sJumpWater::changeState(3), sToJump::changeState(2) in script 10 // Fixes bug: #10777 static const uint16 qfg4SetLooperSignature2[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(setLoop), // pushi setLoop 0x78, // push1 0x7a, // push2 (2 call args) 0x39, 0x1c, // pushi 28d 0x78, // push1 0x43, 0x02, SIG_UINT16(0x0004), // callk ScriptID, 4d (ScriptID 28 1) SIG_END }; static const uint16 qfg4SetLooperPatch2[] = { 0x38, PATCH_SELECTOR16(setLooper), // pushi setLooper PATCH_END }; // The panel showing time of day gets stuck displaying consecutive moonrises. // Despite time actually advancing, the sun will never rise again because // local[5] is set to 1 for night UI and never resets until hero moves to // another room. // // temp[0] is not used in this method. Thus we can safely ignore and reuse the // code block that manipulates it in order to fix this bug. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: showTime::init() in script 7 // Fixes bug: #10775 static const uint16 qfg4MoonriseSignature[] = { SIG_MAGICDWORD, 0x81, 0x7a, // lag global[122] 0xa5, 0x00, // sat temp[0] 0x89, 0x7b, // lsg global[123] 0x35, 0x06, // ldi 6d 0x1c, // ne? 0x2f, 0x06, // bt 6d [skip remaining OR conditions] 0x89, 0x78, // lsg global[120] 0x34, SIG_UINT16(0x01f4), // ldi 500d 0x1e, // gt? 0x31, 0x02, // bnt 2d [skip the if block] 0xc5, 0x00, // +at temp[0] SIG_END }; static const uint16 qfg4MoonrisePatch[] = { 0x35, 0x00, // ldi 0 (reset the is-night var) 0xa3, 0x05, // sal local[5] 0x33, 0x0f, // jmp 15d [skip waste bytes] PATCH_END }; // Visiting the inn after rescuing Igor sets a plot flag. Such flags are tested // on subsequent visits to decide the dialogue options when clicking MOUTH on // hero. That particular check neglects time of day, allowing hero to talk to // an empty room after midnight... and get responses from the absent innkeeper. // // The inn's init() has a series of cond blocks to boil down all the checks // into values for local[2], representing discrete situations. Then there's a // switch block in sInitShit() that acts on those values, making arrival // announcements and setting new flags. // // "So Dmitri says the gypsy didn't really kill Igor after all." sets flag 132. // "I must thank you for saving our Tanya." sets flag 134. // // There are two bugged situations. When you have flag 132 and haven't gotten // 134 yet, local[2] = 11. When you get flag 134, local[2] = 12. Neither // of them consider the time of day, talking as if the innkeeper were always // present. // // A day in QFG4 is broken up into 3-hour spans: 6,7,0,1,2,3,4,5. Where 6 is // midnight. The sun rises in 0 and sets in 4. Current span is global[123]. The // innkeeper sprite is not around from midnight to morning. // // To make room, we optimize block 10's time check: // "t <= 3 || t is in [4, 5]" becomes "t <= 5". No need for a lengthy call // to do a simple comparison. Conceptually it meant, "daytime and evening". // // That gap is used to insert similar pre-midnight checks before block 11 and // block 12. This will sync them with the sprite's schedule. Ideally, the // sprite never would've been scheduled separately in the first place. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: rm320::init() in script 320 // Fixes bug: #10753 static const uint16 qfg4AbsentInnkeeperSignature[] = { SIG_MAGICDWORD, // (block 10, partway through) 0x31, 0x1c, // bnt 28d [block 11] 0x89, 0x7b, // lsg global[123] 0x35, 0x03, // ldi 3d 0x24, // le? // (~~ junk begins ~~) 0x2f, 0x0f, // bt 15d [after the calle] 0x39, 0x03, // pushi 3d (3 call args) 0x89, 0x7b, // lsg global[123] (needle value) 0x39, 0x04, // pushi 4d (haystack values...) 0x39, 0x05, // pushi 5d 0x46, SIG_UINT16(0xfde7), SIG_UINT16(0x0005), SIG_UINT16(0x0006), // calle [export 5 of script 64999], 6d (is needle in haystack?)) // (~~ junk ends ~~) 0x31, 0x04, // bnt 4d [block 11] 0x35, 0x0a, // ldi 10d 0x33, 0x29, // jmp 41d [done, local[2]=acc] // SIG_ADDTOOFFSET(+25), // (...block 11...) (patch ends after this) SIG_ADDTOOFFSET(+14), // (...block 12...) SIG_ADDTOOFFSET(+2), // (...else 0...) 0xa3, 0x02, // sal local[2] (all blocks set acc and jmp here) SIG_END }; static const uint16 qfg4AbsentInnkeeperPatch[] = { 0x31, 0x0e, // bnt 14d [block 11] 0x89, 0x7b, // lsg global[123] 0x35, 0x05, // ldi 5d (make it t <= 5) 0x24, // le? // (*snip*) 0x31, 0x07, // bnt 7d [block 11] 0x35, 0x0a, // ldi 10d 0x33, 0x3a, // jmp 58d [done, local[2]=acc] // 0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes) // (14 freed bytes remain.) // (use 7 freed bytes to prepend block 11) // (and shift all of block 11 up by 7 bytes) // (use that new gap below to prepend block 12) // // (block 11, prepend a time check) 0x89, 0x7b, // lsg global[123] 0x35, 0x05, // ldi 5d 0x24, // le? 0x31, 0x19, // bnt 25d [block 12] // (block 11, original ops shift up) 0x78, // push1 (1 call arg) 0x38, PATCH_UINT16(0x0084), // pushi 132d 0x45, 0x04, PATCH_UINT16(0x0002), // callb [export 4 of script 0], 2d (test flag 132) 0x31, 0x0f, // bnt 15d [next block] 0x78, // push1 (1 call arg) 0x38, PATCH_UINT16(0x0086), // pushi 134d 0x45, 0x04, PATCH_UINT16(0x0002), // callb [export 4 of script 0], 2d (test flag 134) 0x18, // not 0x31, 0x04, // bnt 4d [block 12] 0x35, 0x0b, // ldi 11d 0x33, 0x17, // jmp 23d [done, local[2]=acc] // // (block 12, prepend a time check) 0x89, 0x7b, // lsg global[123] 0x35, 0x05, // ldi 5d 0x24, // le? 0x31, 0x0e, // bnt 14d [else block] // (block 12, original ops continue here) PATCH_END }; // WORKAROUND: Script needed, because of differences in our pathfinding // algorithm. // When entering flipped stairways from the upper door, hero is initially // placed outside the walkable area. As a result, hero will float around // inappropriately in stairways leading to Tanya's room (620) and to the iron // safe (624). // // The polygon's first and final points are the top of the stairs. It's quite // narrow up there, and the final segment doesn't trace the wall very well. We // move the final point down and over to round out the path. Point 0 takes 19's // original place. Point 1 takes 0's original place. // // Disregard the responsible method's misleading name. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: rm620Code::init() in script 633 // Fixes bug: #10757 static const uint16 qfg4StairwayPathfindingSignature[] = { SIG_MAGICDWORD, 0x38, SIG_UINT16(0x00e2), // pushi 226d (point 0 is top-left) 0x39, 0x20, // pushi 32d 0x38, SIG_UINT16(0x00ed), // pushi 237d (point 1 is below on left) 0x39, 0x26, // pushi 38d SIG_ADDTOOFFSET(+87), // ... 0x38, SIG_UINT16(0x00e9), // pushi 233d (point 19 is top-right) 0x39, 0x20, // pushi 32d SIG_END }; static const uint16 qfg4StairwayPathfindingPatch[] = { 0x38, PATCH_UINT16(0x00e9), // pushi 233d (point 0 gets 19's coords) 0x39, 0x20, // pushi 32d 0x38, PATCH_UINT16(0x00e2), // pushi 226d (point 1 gets 0's coords) 0x39, 0x20, // pushi 32d PATCH_ADDTOOFFSET(+87), // ... 0x38, PATCH_UINT16(0x00fd), // pushi 253d (point 19 hugs the wall) 0x39, 0x2b, // pushi 43d PATCH_END }; // Whenever levitate is cast, a cryptic error message appears in-game. // " y value less than vanishingY" // // There are typos where hero is passed to Prop::setScale(), a method which // expects integers. We change it to Prop::setScaler(). // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sLevitate::changeState(3) in script 31 // sLevitating::changeState(0) in script 800 (CD only) // Fixes bug: #10726 static const uint16 qfg4SetScalerSignature[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(setScale), // pushi setScale 0x78, // push1 0x89, 0x00, // lsg global[0] (hero) SIG_END }; static const uint16 qfg4SetScalerPatch[] = { 0x38, PATCH_SELECTOR16(setScaler), // pushi setScaler PATCH_END }; // The castle's crest-operated bookshelf has an unconditional HAND message // which always says, "you haven't found the trigger yet," even after it's // open. // // We schedule the walk-out script (sLeaveSecretly) at the end of the opening // script (sSecret) to force hero to leave immediately, preventing any // interaction with an open bookshelf. // // An automatic exit is consistent with the other bookshelf passage rooms: // Chandelier (662) and EXIT (661). // // Clobbers Glory::handsOn() and sSecret::dispose() to do Room::setScript(). // Both of them are made redundant by setScript's built-in disposal and // sLeaveSecretly's immediate use of Glory::handsOff(). // // This patch has two variants, toggled to match the detected edition with // enablePatch() below. Aside from the patched lofsa value, they are identical. // // Applies to at least: English CD // Responsible method: sSecret::changeState(4) in script 663 // Fixes bug: #10756 static const uint16 qfg4CrestBookshelfCDSignature[] = { SIG_MAGICDWORD, 0x4a, SIG_UINT16(0x003e), // send 62d 0x36, // push SIG_ADDTOOFFSET(+5), // ... 0x38, SIG_SELECTOR16(handsOn), // pushi handsOn (begin clobbering) 0x76, // push0 0x81, 0x01, // lag global[1] (Glory) 0x4a, SIG_UINT16(0x0004), // send 4d 0x38, SIG_SELECTOR16(dispose), // pushi dispose 0x76, // push0 0x54, SIG_UINT16(0x0004), // self 4d SIG_END }; static const uint16 qfg4CrestBookshelfCDPatch[] = { PATCH_ADDTOOFFSET(+9), 0x38, PATCH_SELECTOR16(setScript), // pushi setScript 0x78, // push1 0x72, PATCH_UINT16(0x01a4), // lofsa sLeaveSecretly 0x36, // push 0x81, 0x02, // lag global[2] (rm663) 0x4a, PATCH_UINT16(0x0006), // send 6d 0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes) PATCH_END }; // Applies to at least: English floppy, German floppy static const uint16 qfg4CrestBookshelfFloppySignature[] = { SIG_MAGICDWORD, 0x4a, SIG_UINT16(0x003e), // send 62d 0x36, // push SIG_ADDTOOFFSET(+5), // ... 0x38, SIG_SELECTOR16(handsOn), // pushi handsOn (begin clobbering) 0x76, // push0 0x81, 0x01, // lag global[1] (Glory) 0x4a, SIG_UINT16(0x0004), // send 4d 0x38, SIG_SELECTOR16(dispose), // pushi dispose 0x76, // push0 0x54, SIG_UINT16(0x0004), // self 4d SIG_END }; static const uint16 qfg4CrestBookshelfFloppyPatch[] = { PATCH_ADDTOOFFSET(+9), 0x38, PATCH_SELECTOR16(setScript), // pushi setScript 0x78, // push1 0x72, PATCH_UINT16(0x018c), // lofsa sLeaveSecretly 0x36, // push 0x81, 0x02, // lag global[2] (rm663) 0x4a, PATCH_UINT16(0x0006), // send 6d 0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes) PATCH_END }; // Modifies room 663's sLeaveSecretly to avoid obstacles. // // Originally intended to start when hero arrives at a doorMat region, room // 663's walk-out script (sLeaveSecretly) ignores obstacles. The crest // bookshelf patch repurposes this script and requires collision detection to // exit properly, walking around the open bookshelf. // // Class numbers for MoveTo and PolyPath differ between CD vs floppy editions. // Their intervals happen to be the same, so we simply offset whatever is // there. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sLeaveSecretly::changeState(1) in script 663 // Fixes bug: #10756 static const uint16 qfg4CrestBookshelfMotionSignature[] = { 0x51, SIG_ADDTOOFFSET(+1), // class MoveTo 0x36, // push SIG_MAGICDWORD, 0x39, 0x1d, // pushi x = 29d 0x38, SIG_UINT16(0x0097), // pushi y = 151d SIG_END }; static const uint16 qfg4CrestBookshelfMotionPatch[] = { 0x51, PATCH_GETORIGINALBYTEADJUST(+1, +6), // class PolyPath PATCH_END }; // The castle's great hall (630) has a doorMat region that intermittently sends // hero back to the room they just left (barrel room) the instant they arrive. // // Entry from room 623 starts hero at (0, 157), the edge of the doorMat. We // shrink the region by 2 pixels. Then sEnterTheRoom moves hero safely across. // The region is a rectangle. Point 0 is top-left. Point 3 is bottom-left. // // Does not apply to English floppy 1.0. It lacked a western doorMat entirely. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: vClosentDoor::init() in script 630 // Fixes bug: #10731 static const uint16 qfg4GreatHallEntrySignature[] = { SIG_MAGICDWORD, 0x76, // push0 (point 0) 0x38, SIG_UINT16(0x0088), // pushi 136d SIG_ADDTOOFFSET(+10), // ... 0x76, // push0 0d (point 3) 0x38, SIG_UINT16(0x00b4), // pushi 180d SIG_END }; static const uint16 qfg4GreatHallEntryPatch[] = { 0x7a, // push2 PATCH_ADDTOOFFSET(+13), // ... 0x7a, // push2 PATCH_END }; // In QFG4, the kernel func SetNowSeen() returns void - meaning it doesn't // modify the accumulator to store a result. Yet math was performed on it! // // The function updates boundary box properties of a given View object, prior // to collision tests. IF (collision detection is warranted, and IF those tests // are true), THEN respond to the collision. // // SetNowSeen() was inserted in the middle of the IF block's list of conditions. // That way it can be short-circuited, and it runs before the tests. // // Problem: void functions make no promise about their truth value. After the // call, acc will be *whatever* happened to already be in there. This is bad. // // "(| (SetNowSeen horror) $0001)" // // Someone wrapped the func in a bitwise OR against 1. Thus *every* value is // guaranteed to become non-zero, always true. And the IF block won't break. // // In later SCI2 versions, SetNowSeen() would change to return a boolean. // // Whether a lucky confusion or ugly hack, the wrapped void IF condition works. // When an object leaks into the accumulator. SSCI doesn't mind OR'ing it, too. // ScummVM detects unsafe arithmetic and crashes. ScummVM needs proper numbers. // // "Invalid arithmetic operation (bitwise OR - params: 002e:1694 and 0000:0001)" // // We leave the OR wrapper. When the call returns, we manually feed the OR a // literal 1. Same effect. The IF block goes on evaluating conditions. // // Wraith, Vorpal Bunny, and Badder scripts are not affected. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: // (ego1, combat hero) Script 41 - xSlash::doit(), xDuck::doit(), xParryLow::doit() // (ego1, combat hero) Script 810 - slash::doit() // (Revenant) Script 830 - revenantForward::doit() // (Wyvern) Script 835 - doRSlash::doit(), doLSlash::doit(), tailAttack::doit() // (Chernovy) Script 840 - doLSlash::doit(), doRSlash::doit() // (Pit Horror) Script 855 - wipeSpell::doit() // (Necrotaur) Script 870 - attackLeft::doit(), attackRight::doit(), // headAttack::doit(), hurtMyself::changeState(1) // Fixes bug: #10138, #10419, #10710, #10814 static const uint16 qfg4ConditionalVoidSignature[] = { SIG_MAGICDWORD, 0x43, 0x0a, SIG_UINT16(0x0002), // callk SetNowSeen, 2d (update bounds for a stacked View) 0x36, // push (void func didn't set acc!) 0x35, 0x01, // ldi 1d 0x14, // or (whatever that was, make it non-zero) SIG_END }; static const uint16 qfg4ConditionalVoidPatch[] = { PATCH_ADDTOOFFSET(+4), // 0x78, // push1 (feed OR a literal 1) PATCH_END }; // In the graveyard rescuing Igor, ropes are briefly obscured by crypt pillars // in the background Pic. The Pic assigns a priority to the pillars for depth. // Ropes are initialized without priority. Then there's a setPri() call. // // The floppy edition's Actor::doit() readily calls UpdateScreenItem(). Thus it // promptly responds to the new priority, bringing the ropes to the front. // // The CD edition changed Actor to require a bit flag on the "signal" property // before it would call UpdateScreenItem(). So the CD edition graphics don't // update until much later, when the ropes begin an animation. // // We patch the heap for script 500 (the graveyard) to give rope1 and rope2 // that "signal" bit as soon as they're created. This'll be toggled with // enablePatch() below to only apply to the CD edition. // // Applies to at least: English CD // Responsible method: Actor::doit() in script 64998 // Fixes bug: #10751 static const uint16 qfg4GraveyardRopeSignature1[] = { SIG_MAGICDWORD, // (rope1 properties) SIG_UINT16(0x0064), // x = 100d SIG_UINT16(0xfff6), // y = -10d SIG_ADDTOOFFSET(+24), // ... SIG_UINT16(0x01f6), // view = 502d SIG_ADDTOOFFSET(+8), // ... SIG_UINT16(0x6000), // signal = 0x6000 SIG_END }; static const uint16 qfg4GraveyardRopePatch1[] = { PATCH_ADDTOOFFSET(+38), PATCH_UINT16(0x6001), // signal = 0x6001 PATCH_END }; static const uint16 qfg4GraveyardRopeSignature2[] = { SIG_MAGICDWORD, // (rope2 properties) SIG_UINT16(0x007f), // x = 127d SIG_UINT16(0xfffb), // y = -5d SIG_ADDTOOFFSET(+24), // ... SIG_UINT16(0x01f6), // view = 502d SIG_ADDTOOFFSET(+8), // ... SIG_UINT16(0x6000), // signal = 0x6000 SIG_END }; static const uint16 qfg4GraveyardRopePatch2[] = { PATCH_ADDTOOFFSET(+38), PATCH_UINT16(0x6001), // signal = 0x6001 PATCH_END }; // Rooms 622 and 623 play an extra door sound when entering. They both // delegate to script 645. It schedules sEnter, which indeed has an extra // sound. The CD edition removed the line. We remove it, too. // // Applies to at least: English floppy, German floppy // Responsible method: sEnter::changeState(4) in script 645 // Fixes bug: #10827 static const uint16 qfg4DoubleDoorSoundSignature[] = { 0x35, 0x04, // ldi 4d (state 4) SIG_ADDTOOFFSET(+3), // ... SIG_MAGICDWORD, 0x39, SIG_SELECTOR8(play), // pushi play 0x76, // push0 0x72, SIG_UINT16(0x0376), // lofsa doorSound 0x4a, SIG_UINT16(0x0004), // send 4d SIG_END }; static const uint16 qfg4DoubleDoorSoundPatch[] = { PATCH_ADDTOOFFSET(+5), 0x33, 0x07, // jmp 7d [skip waste bytes] PATCH_END }; // In the castle's iron safe room (643), the righthand door may send hero west // instead of east - if it was oiled before it was opened (not picked). // // The room uses local[2] to remember which door it last decided was nearest. // The proximity check when opening the right door doesn't reliably set // local[2]. The assignment was buried inside an IF block testing the oiled // flag to decide whether the door should squeak. So if the door's been oiled, // local[2] is not set. If hero had entered the safe from from the west, // rm643::init() would set local[2] to the left door, and sOpenTheDoor would // remember LEFT as it decided where to send hero to next. // // We move the local[2] assignment out of the IF block, to always run. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sOpenTheDoor::changeState(0) in script 643 // Fixes bug: #10829 static const uint16 qfg4SafeDoorEastSignature[] = { SIG_MAGICDWORD, // (else block, right door) 0x78, // push1 (1 call arg) 0x38, SIG_UINT16(0x00d7), // pushi 215d (right door oiled flag) 0x45, 0x04, SIG_UINT16(0x0002), // callb [export 4 of script 0], 2d (test flag 215) 0x18, // not 0x31, SIG_ADDTOOFFSET(+1), // bnt ?? [end the else block] // 0x35, 0x00, // ldi 0 0xa3, 0x02, // sal local[2] SIG_END }; static const uint16 qfg4SafeDoorEastPatch[] = { 0x35, 0x00, // ldi 0 0xa3, 0x02, // sal local[2] // 0x78, // push1 (1 call arg) 0x38, PATCH_UINT16(0x00d7), // pushi 215d (right door oiled flag) 0x45, 0x04, PATCH_UINT16(0x0002), // callb [export 4 of script 0], 2d (test flag 215) 0x18, // not 0x31, PATCH_GETORIGINALBYTEADJUST(10, -4), // bnt ?? [end the else block] PATCH_END }; // In the castle's iron safe room (643), plot flags are mixed up. When hero // oils either door, the other door's flag is set. Adjacent rooms oil their // respective doors properly from the outside. We switch the flags inside. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: vBackDoor::doVerb(32), vLeftDoor::doVerb(32) in script 643 // Fixes bug: #10829 static const uint16 qfg4SafeDoorOilSignature[] = { 0x35, 0x20, // ldi 32d (vBackDoor::doVerb(oil), right door) SIG_ADDTOOFFSET(+5), // ... SIG_MAGICDWORD, 0x38, SIG_UINT16(0x00d6), // pushi 214d (left oiled flag!?) 0x45, 0x02, SIG_UINT16(0x0002), // callb [export 2 of script 0], 2d (set flag 214) SIG_ADDTOOFFSET(+152), // ... 0x35, 0x20, // ldi 32d (vLeftDoor::doVerb(oil), left door) SIG_ADDTOOFFSET(+5), // ... 0x38, SIG_UINT16(0x00d7), // pushi 215d (right oiled flag!?) 0x45, 0x02, SIG_UINT16(0x0002), // callb [export 2 of script 0], 2d (set flag 215) SIG_END }; static const uint16 qfg4SafeDoorOilPatch[] = { PATCH_ADDTOOFFSET(+7), 0x38, PATCH_UINT16(0x00d7), // pushi 215d (right door, set right oiled flag) PATCH_ADDTOOFFSET(+4+152+7), 0x38, PATCH_UINT16(0x00d6), // pushi 214d (left door, set left oiled flag) PATCH_END }; // Waking after a dream by the staff in town (room 270) prevents the room from // creating a doorMat at nightfall, if hero rests repeatedly. The town gate // closes at night. Without the doorMat, hero isn't prompted to climb over the // gate. Instead, hero casually walks south and gets stuck in the next room // behind the closed gate. // // Since hero wakes in the morning, sAfterTheDream disposes any existing // doorMat. It neglects to reset local[2], which toggles rm270::doit()'s // constant checks for nightfall to replace the doorMat. // // We cache an object lookup and use the spare bytes to reset local[2]. // // Note: There was never any sunrise detection. If hero rests repeatedly until // morning, the doorMat will linger to needlessly prompt about climbing the // then-open gate. Harmless. The prompt sets global[423] (1=climb, 2=levitate). // The gate room only honors that global at night, so hero will simply walk // through. Heroes unable to climb/levitate would be denied until they re-enter // the room. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sAfterTheDream::changeState(2) in script 270 // Fixes bug: #10830 static const uint16 qfg4DreamGateSignature[] = { SIG_MAGICDWORD, 0x39, SIG_SELECTOR8(heading), // pushi heading 0x76, // push0 0x72, SIG_ADDTOOFFSET(+2), // lofsa fSouth 0x4a, SIG_UINT16(0x0004), // send 4d 0x31, 0x1a, // bnt 26d [skip disposing/nulling] (no heading) // 0x38, SIG_SELECTOR16(dispose), // pushi dispose 0x76, // push0 0x39, SIG_SELECTOR8(heading), // pushi heading 0x76, // push0 0x72, SIG_ADDTOOFFSET(+2), // lofsa fSouth 0x4a, SIG_UINT16(0x0004), // send 4d (accumulate heading) 0x4a, SIG_UINT16(0x0004), // send 4d (dispose heading) // 0x39, SIG_SELECTOR8(heading), // pushi heading 0x78, // push1 0x76, // push0 0x72, SIG_ADDTOOFFSET(+2), // lofsa fSouth 0x4a, SIG_UINT16(0x0006), // send 6d (set fSouth's heading to null) SIG_END }; static const uint16 qfg4DreamGatePatch[] = { 0x3f, 0x01, // link 1d (cache heading for reuse) 0x39, PATCH_SELECTOR8(heading), // pushi heading 0x76, // push0 0x72, PATCH_GETORIGINALUINT16(4), // lofsa fSouth 0x4a, PATCH_UINT16(0x0004), // send 4d 0xa5, 0x00, // sat temp[0] 0x31, 0x13, // bnt 19d [skip disposing/nulling] (no heading) // 0x38, PATCH_SELECTOR16(dispose), // pushi dispose 0x76, // push0 0x85, 0x00, // lat temp[0] 0x4a, PATCH_UINT16(0x0004), // send 4d (dispose: heading:) // 0x39, PATCH_SELECTOR8(heading), // pushi heading 0x78, // push1 0x76, // push0 0x72, PATCH_GETORIGINALUINT16(4), // lofsa fSouth 0x4a, PATCH_UINT16(0x0006), // send 6d (set fSouth's heading to null) // 0x76, // push0 0xab, 0x02, // ssl local[2] (let doit() watch for nightfall) PATCH_END }; // Some inventory item properties leak across restarts. Most conspicuously, the // torch icon appears pre-lit after a restart, if it had been lit before. // // script 16 - thePiepan (item #28): loop, cel, value // script 35 - theBroom (item #39): cel, value // script 35 - theTorch (item #44): cel // // Glory::restart() tries to revert a bunch of globals to their original state. // Each value was individually loaded into acc and assigned (ldi+sag, ldi+sag, // ldi+sag, etc). // // One range of globals could be distilled to multiples of 45. We optimize // those with a loop. Another range was arbitrary. We stack up those values all // at once, then loop over the stack to pop(), assign, and do the next global. // We use the freed bytes to reset the 3 items' properties with a subroutine. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: Glory::restart() in script 0 // Fixes bug: #10768 static const uint16 qfg4RestartSignature[] = { SIG_MAGICDWORD, 0x76, // push0 (this range is multiples of 45) 0x35, 0x01, // ldi 1d 0xb1, 0x90, // sagi (global[144 + 1] = 0) SIG_ADDTOOFFSET(+40), // ... 0x38, SIG_UINT16(0x013b), // pushi 315d SIG_ADDTOOFFSET(+2), // ldi ?? (array index here was typoed) 0xb1, 0x90, // sagi (global[144 + ?] = 315) 0x35, 0x14, // ldi 20d (this assignment doesn't fit a pattern) 0xa1, 0xc6, // sag global[198] 0x35, 0x02, // ldi 2d (this range has arbitrary values) 0xa0, SIG_UINT16(0x016f), // sag global[367] SIG_ADDTOOFFSET(+95), // ... 0x35, 0x0a, // ldi 10d 0xa0, SIG_UINT16(0x0183), // sag global[387] SIG_END }; static const uint16 qfg4RestartPatch[] = { // (loop to assign multiples of 45) 0x76, // push0 0xad, 0x00, // sst temp[0] // 0x8d, 0x00, // lst temp[0] (global[144 + n+1] = n*45) 0x35, 0x08, // ldi 8d 0x22, // lt? 0x31, 0x0c, // bnt 12d [end the loop] 0x8d, 0x00, // lst temp[0] 0x35, 0x2d, // ldi 45d 0x06, // mul 0x36, // push (temp[0] * 45) 0xc5, 0x00, // +at temp[0] 0xb1, 0x90, // sagi (global[144 + temp[0]]) 0x33, 0xed, // jmp -19d (loop) // (that loop freed +30 bytes) 0x35, 0x14, // ldi 20d (leave this assignment as-is) 0xa1, 0xc6, // sag global[198] // (stack up arbitrary values; then loop to assign them) 0x7a, // push2 (global[367] = 2) 0x3c, // dup (global[368] = 2) 0x39, 0x03, // pushi 3d (global[369] = 3) 0x3c, // dup (global[370] = 3) 0x3c, // dup (global[371] = 3) 0x39, 0x04, // pushi 4d (global[372] = 4) 0x39, 0x05, // pushi 5d (global[373] = 5) 0x3c, // dup (global[374] = 5) 0x39, 0x06, // pushi 6d (global[375] = 6) 0x39, 0x07, // pushi 7d (global[376] = 7) 0x39, 0x08, // pushi 8d (global[377] = 8) 0x3c, // dup (global[378] = 8) 0x39, 0x05, // pushi 5d (global[379] = 5) 0x39, 0x0a, // pushi 10d (global[380] = 10) 0x39, 0x0f, // pushi 15d (global[381] = 15) 0x39, 0x14, // pushi 20d (global[382] = 20) 0x39, 0x06, // pushi 6d (global[383] = 6) 0x39, 0x08, // pushi 8d (global[384] = 8) 0x39, 0x07, // pushi 7d (global[385] = 7) 0x39, 0x0a, // pushi 10d (global[386] = 10) 0x3c, // dup (global[387] = 10) // 0x39, 0x15, // pushi 21d (pop() and set, backward from 20 to 0) 0xad, 0x00, // sst temp[0] // 0xed, 0x00, // -st temp[0] 0x35, 0x00, // ldi 0 0x20, // ge? 0x31, 0x07, // bnt 7d [end the loop] 0x85, 0x00, // lat temp[0] 0xb8, PATCH_UINT16(0x016f), // ssgi (global[367 + n] = pop()) 0x33, 0xf2, // jmp -14d (loop) // (that loop freed +52 bytes) // (reset properties for a few items) 0x33, 0x1f, // jmp 31d [skip subroutine declaration] 0x38, PATCH_SELECTOR16(loop), // pushi loop 0x78, // push1 0x8f, 0x02, // lsp param[2] (loop varies) 0x38, PATCH_SELECTOR16(cel), // pushi cel 0x78, // push1 0x8f, 0x03, // lsp param[3] (cel varies) 0x38, PATCH_SELECTOR16(value), // pushi value (weight) 0x78, // push1 0x7a, // push2 (these items all weigh 2) // 0x39, PATCH_SELECTOR8(at), // pushi at 0x78, // push1 0x8f, 0x01, // lsp param[1] 0x81, 0x09, // global[9] (gloryInv) 0x4a, PATCH_UINT16(0x0006), // send 6d // 0x4a, PATCH_UINT16(0x0012), // send 18d 0x48, // ret 0x39, 0x03, // pushi 3d (call has 3 args) 0x39, 0x1c, // pushi 28d (thePiePan) 0x7a, // push2 (loop) 0x39, 0x0a, // pushi 10d (cel) 0x40, PATCH_UINT16(0xffd5), PATCH_UINT16(0x0006), // call [-43], 6d 0x39, 0x03, // pushi 3d (call has 3 args) 0x39, 0x27, // pushi 39d (theBroom) 0x39, 0x0a, // pushi 10d (loop) 0x76, // push0 (cel) 0x40, PATCH_UINT16(0xffc9), PATCH_UINT16(0x0006), // call [-55], 6d 0x39, 0x03, // pushi 3d (call has 3 args) 0x39, 0x2c, // pushi 44d (theTorch) 0x39, 0x08, // pushi 8d (loop) 0x39, 0x09, // pushi 9d (cel) 0x40, PATCH_UINT16(0xffbc), PATCH_UINT16(0x0006), // call [-68], 6d 0x33, 0x0a, // jmp 10d [skip waste bytes] PATCH_END }; // At the squid monolith (room 800), using the grapnel on the eastern ledge // disposes hero's scaler to freeze hero's size. A scaler dynamically shrinks // hero into the horizon as y-pos increases. It makes sense that hero should // maintain their size while climbing a vertical rope. // // Problem: After climbing the rope, both standing on the ledge and back on the // ground, hero's scaler will remain null. An exception will occur if a script // calls Prop::setScaler(hero) while hero's scaler is null. Casting Trigger on // the monolith, from either location, does it. As will climbing down, then // casting Levitate. Both spells have auras intended to fit hero's size. They // expect hero to have a scaler, not null. // // Ideally the climb script would've swapped in a dummy scaler, then swapped // the original scaler back upon return to ground level. Implementing that with // patches would be messy. There's no room to patch setScaler() itself to // broadly tolerate nulls. That'd avoid exceptions but wouldn't restore normal // scaling after a climb. // // As a last resort, we simply leave the original scaler on hero, erasing the // setScale() call that would freeze hero's size. The hero shrinks/grows a // little while climbing as a side effect, but that's barely noticeable. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sUseTheGrapnel::changeState(5) in script 800 // Fixes bug: #10837 static const uint16 qfg4RopeScalerSignature[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(setScale), // pushi setScale 0x76, // push0 (no args, disposes scaler & freezes size) SIG_ADDTOOFFSET(+14), // ... 0x81, 0x00, // lag global[0] (hero) 0x4a, SIG_UINT16(0x0026), // send 38d SIG_END }; static const uint16 qfg4RopeScalerPatch[] = { 0x35, 0x01, // ldi 0 (erase 2 bytes) 0x35, 0x01, // ldi 0 (erase 2 bytes) PATCH_ADDTOOFFSET(+14+2), // ... 0x4a, PATCH_UINT16(0x0022), // send 34d PATCH_END }; // The fortune teller's third reading has the wrong card at the center. The 3rd // and 4th reading are about different people, yet both have "Queen of Cups". // // The 1st reading establishes "Queen of Cups" as: a woman of wisdom and love, // kind, generous, and virtuous. This fits the 4th reading: she uses her power // joyfully, giving gracefully and lovingly to others. // // The 1st reading establishes "Queen of Swords" as: a deceiver or deceived, // having suffered through terrible hardship, she faces her sorrows bravely, // but with deep loneliness. This fits the 3rd reading better: some cruel event // shaped her life... ambition, self-deception, and she is falling in love. // // We change the 3rd reading's center card to "Queen of Swords". // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sThirdReading:changeState(3) in script 475 // Fixes bug: #10824 static const uint16 qfg4Tarot3QueenSignature[] = { SIG_MAGICDWORD, 0x34, SIG_UINT16(0x03f1), // ldi 1009d ("Queen of Cups") 0xa3, 0x00, // sal local[0] SIG_ADDTOOFFSET(+46), // ... 0x39, 0x1f, // pushi 31d (say: 1 6 31 0 self) SIG_END }; static const uint16 qfg4Tarot3QueenPatch[] = { 0x34, PATCH_UINT16(0x03ed), // ldi 1005d ("Queen of Swords") PATCH_END }; // The fortune teller's third reading displays a right-turned "The Devil" card, // but Magda says it is "Death". // // We change the card to a right-turned "Death". // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sThirdReading:changeState(15) in script 475 // Fixes bug: #10823 static const uint16 qfg4Tarot3DeathSignature[] = { SIG_MAGICDWORD, 0x34, SIG_UINT16(0x03fa), // ldi 1018d ("The Devil") 0xa3, 0x00, // sal local[0] SIG_ADDTOOFFSET(+46), // ... 0x39, 0x23, // pushi 35d (say: 1 6 35 0 self) SIG_END }; static const uint16 qfg4Tarot3DeathPatch[] = { 0x34, PATCH_UINT16(0x03fd), // ldi 1021d ("Death") PATCH_END }; // The fortune teller's third reading places the "Two of Cups" across another // card, off-center. That View (1023) is cropped (130x64). All other horizontal // cards (130x86, 130x87) are padded at the bottom with transparent pixels. // // A utility script (sShowCard) is scheduled to create each card with a given // View (passed as local[0]) and move it onto a given pile (passed as local[2]: // center, west, south, east, north). It has a switch block deciding x,y coords // depending on the pile. // // We optimize a couple cases by consolidating their common code in a // subroutine to make room. The rewritten case for the east pile checks if the // requested card was "Two of Cups". If so, a special Y value is used. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sShowCard::changeState() in script 475 // Fixes bug: #10822 static const uint16 qfg4Tarot3TwoOfCupsSignature[] = { SIG_MAGICDWORD, 0x3c, // dup 0x35, 0x04, // ldi 4d (case 4) 0x1a, // eq? SIG_ADDTOOFFSET(+7), // ... 0x38, SIG_SELECTOR16(setStep), // pushi setStep SIG_ADDTOOFFSET(+11), // ... 0x51, SIG_ADDTOOFFSET(+1), // class Scaler SIG_ADDTOOFFSET(+16), // ... 0x51, SIG_ADDTOOFFSET(+1), // class MoveTo SIG_ADDTOOFFSET(+72), // ... 0x3a, // toss (end of this local[2] switch) 0x32, SIG_ADDTOOFFSET(+2), // jmp [end the state switch] SIG_END }; static const uint16 qfg4Tarot3TwoOfCupsPatch[] = { 0x33, 0x31, // jmp 49d [skip subroutine declaration] 0x38, PATCH_SELECTOR16(moveSpeed), // pushi moveSpeed 0x78, // push1 0x76, // push0 0x38, PATCH_SELECTOR16(setStep), // pushi setStep 0x7a, // push2 0x39, 0x1e, // pushi 30d 0x39, 0x0a, // pushi 10d 0x38, PATCH_SELECTOR16(setScaler), // pushi setScaler 0x39, 0x05, // pushi 5d 0x51, PATCH_GETORIGINALBYTE(26), // class Scaler 0x36, // push 0x39, 0x64, // pushi 100d 0x39, 0x23, // pushi 35d 0x38, PATCH_UINT16(0x0096), // pushi 150d 0x8f, 0x01, // lsp param[1] (setScalar, arg 5 varies) 0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion 0x39, 0x04, // pushi 4d 0x51, PATCH_GETORIGINALBYTE(44), // class MoveTo 0x36, // push 0x8f, 0x02, // lsp param[2] (setMotion, x arg varies) 0x8f, 0x03, // lsp param[3] (setMotion, y arg varies) 0x7c, // pushSelf 0x83, 0x01, // lal local[1] 0x4a, PATCH_UINT16(0x0028), // send 40d 0x48, // ret 0x3c, // dup 0x35, 0x04, // ldi 4d (case 4) 0x1a, // eq? 0x31, 0x1b, // bnt 27d [next case] 0x39, 0x03, // pushi 3d (call has 3 args) 0x39, 0x6e, // pushi 110d (setScalar, arg 5) 0x38, PATCH_UINT16(0x00d2), // pushi 210d (setMotion, x arg) // 0x8b, 0x00, // lsl local[0] (test the card's View number) 0x34, PATCH_UINT16(0x03ff), // ldi 1023d ("Two of Cups" is special) 0x1a, // eq? 0x31, 0x04, // bnt 4d [regular y arg] 0x39, 0x66, // pushi 102d (setMotion, special y arg) 0x33, 0x02, // jmp 2d [to the call] 0x39, 0x6e, // pushi 110d (setMotion, regular y arg) // 0x41, 0xb0, PATCH_UINT16(0x0006), // call [-80], 6d 0x33, 0x13, // jmp 19d [end the local[2] switch] 0x3c, // dup 0x35, 0x05, // ldi 5d (case 5) 0x1a, // eq? 0x31, 0x0d, // bnt 13d [end the local[2] switch] 0x39, 0x03, // pushi 3d (call has 3 args) 0x39, 0x32, // pushi 50d (setScalar, arg 5) 0x38, PATCH_UINT16(0x0090), // pushi 144d (setMotion, x arg) 0x39, 0x32, // pushi 50d (setMotion, y arg) 0x41, 0x9b, PATCH_UINT16(0x0006), // call [-101], 6d 0x33, 0x0c, // jmp 12d [skip to the original toss that ends this switch] PATCH_END }; // The fortune teller's third reading places horizontal cards on top of // vertical ones. Some then fall *through* the vertical card to the bottom. // // A utility script (sShowCard) creates each card and moves it onto a pile // (center, west, south, east, north). Then the card is assigned a priority // with setPri(). Generally these piles are two cards deep. Center has one. // // Every pile ought to start with priority 0 and increment thereafter. Somebody // mixed up the setPri() sequence. We change 0;1,0;1,0 to 0;0,1;0,1. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sThirdReading:changeState() in script 475 // Fixes bug: #10845 static const uint16 qfg4Tarot3PrioritySignature[] = { 0x78, // push1 (setPri: 1, "Eight of Swords", West, V) SIG_ADDTOOFFSET(+14), // ... 0x39, 0x20, // pushi 32d (say cond:32) SIG_ADDTOOFFSET(+68), // ... 0x76, // push0 (setPri: 0, "Strength", West, H) SIG_ADDTOOFFSET(+84), // ... 0x78, // push1 (setPri: 1, "The Magician", South, V) SIG_ADDTOOFFSET(+84), // ... 0x76, // push0 (setPri: 0, "Death", South, H) SIG_ADDTOOFFSET(+12), // ... SIG_MAGICDWORD, 0x39, 0x06, // pushi 6d (say verb:6) 0x39, 0x23, // pushi 36d (say cond:35) SIG_END }; static const uint16 qfg4Tarot3PriorityPatch[] = { 0x76, // push0 (setPri: 0, "Eight of Swords", West, V) PATCH_ADDTOOFFSET(+84), // ... 0x78, // push1 (setPri: 1, "Strength", West, H) PATCH_ADDTOOFFSET(+84), // ... 0x76, // push0 (setPri: 0, "The Magician", South, V) PATCH_ADDTOOFFSET(+84), // ... 0x78, // push1 (setPri: 1, "Death", South, H) PATCH_END }; // The fortune teller's fifth reading is unusual. It places all cards at the // center pile, periodically fading out to clear the table. When Magda // talks about the Sense Ritual, the "Six of Swords" (view 1048) sinks below // the previous card. // // A shared utility script that creates and places cards (sSetTheSignificator) // uses priority 12 as it deals, after which each card is given a lower value // with setPri(). "The Falling Tower" (view 1031) did *not* get a new priority. // Thus "Six of Swords", when given priority 1, sinks below 12. // // "Six of Swords" is the last card before a fade. We simply leave its priority // at 12 as well. Being the most recent card, it will be on top. No worry // about covering a subsequent card because the table will be cleared. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sFifthReading:changeState(32) in script 475 // Fixes bug: #10846 static const uint16 qfg4Tarot5PrioritySignature[] = { 0x39, SIG_ADDTOOFFSET(+1), // pushi setPri 0x78, // push1 0x78, // push1 (setPri: 1, "Six of Swords") SIG_MAGICDWORD, 0x83, 0x01, // lal local[1] (card obj) 0x4a, SIG_UINT16(0x0006), // send 6d SIG_ADDTOOFFSET(+9), // ... 0x39, 0x44, // pushi 68d (say cond:68) SIG_END }; static const uint16 qfg4Tarot5PriorityPatch[] = { 0x33, 0x07, // jmp 7d [skip the setPri() send] PATCH_END }; // When crossing the cave's tightrope in room 710, a tentacle emerges, and then // its animation freezes - in ScummVM, not the original interpreter. This // happens because of an extraneous argument passed to setCycle(). // // (tentacle setCycle: RandCycle tentacle) // // RandCycle can accept an optional arg, but it expects a number, not an // object. ScummVM doesn't catch the faulty arithmetic and behaves abnormally. // We remove the bad arg. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sTentacleDeath::changeState(3) in script 710 // Fixes bug: #10615 static const uint16 qfg4TentacleWriggleSignature[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(setCycle), // pushi setCycle 0x7a, // push2 0x51, SIG_ADDTOOFFSET(+1), // class RandCycle 0x36, // push 0x72, SIG_ADDTOOFFSET(+2), // loffsa tentacle 0x36, // push 0x72, SIG_ADDTOOFFSET(+2), // loffsa tentacle 0x4a, SIG_UINT16(0x0008), // send 8d SIG_END }; static const uint16 qfg4TentacleWrigglePatch[] = { PATCH_ADDTOOFFSET(+3), 0x78, // push1 (1 setCycle arg) PATCH_ADDTOOFFSET(+3), // ... 0x35, 0x00, // ldi 0 (erase 2 bytes) 0x35, 0x00, // ldi 0 (erase 2 bytes) PATCH_ADDTOOFFSET(+3), // ... 0x4a, PATCH_UINT16(0x0006), // send 6d PATCH_END }; // When crossing the cave's tightrope in room 710, a tentacle emerges. The // tentacle is supposed to reach a state where it waits indefinitely for an // external cue() to retract. If the speed slider is too high, a fighter // reaches the other side and sends a cue() before the tentacle is ready to // receive it. The tentacle never retracts. // // The fighter script (crossByHand) drains stamina in state 2 as hero moves // across. A slower speed would cost extra stamina. We add a delay after that // part is over, in state 3, just as hero is about to dismount. When state 4 // cues, the tentacle script (sTentacleDeath) will be ready (state 3). // // To create that delay we set the "cycles" property for a countdown and remove // all other advancement mechanisms. State 3 had a cue from say() and a // self-cue(). The former's "self" arg becomes null. The latter is erased. // // Crossing from the left (crossByHandLeft) doesn't require fixing. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: crossByHand::changeState(3) in script 710 // Fixes bug: #10615 static const uint16 qfg4PitRopeFighterSignature[] = { 0x65, SIG_ADDTOOFFSET(+1), // aTop state SIG_ADDTOOFFSET(+269), // ... 0x31, 0x1e, // bnt 30d (set a flag and say() on 1st crossing, else cue) SIG_ADDTOOFFSET(+8), // ... 0x38, SIG_SELECTOR16(say), // pushi say ("You just barely made it") 0x38, SIG_UINT16(0x0005), // pushi 5d 0x39, 0x0a, // pushi 10d 0x39, 0x06, // pushi 6d 0x39, 0x20, // pushi 32d 0x76, // push0 0x7c, // pushSelf SIG_ADDTOOFFSET(+5), // ... 0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch] SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(cue), // pushi cue 0x76, // push0 0x54, SIG_UINT16(0x0004), // self 4d 0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch] SIG_END }; static const uint16 qfg4PitRopeFighterPatch[] = { PATCH_ADDTOOFFSET(+271), // ... (2 + 269) 0x31, 0x1b, // bnt 26d [skip the say w/o ending the switch] PATCH_ADDTOOFFSET(+21), // ... (8 + 13) 0x76, // push0 (null caller, so say won't cue crossByHand) PATCH_ADDTOOFFSET(+5), // ... // (no jmp, self-cue becomes cycles) 0x35, 0x20, // ldi 32d 0x65, PATCH_GETORIGINALBYTEADJUST(1, +6), // aTop cycles (property offset = @state + 6d) 0x33, 0x04, // jmp 4d [skip waste bytes, end the switch] PATCH_END }; // As above, mages at high speed can get across the pit in room 710 before // tentacle is ready to receive a cue(). // // As luck would have it, hero's speed is cached and restored. Twice actually. // // Overview of the mage script (sLevitateOverPit) // State 1-3: Cache hero's slider-based speed. // Set a temporary speed as hero unfurls the cloth. // Restore the original value. // Call handsOn(). Wait for an external cue(). // State 4: Call handsOff(). // If cued by the Levitate spell (script 21), go to 5-7. // A plain cue() from anywhere else, leads to state 8. // State 5-7: Move across the pit. Skip to state 9. // State 8: An abort message. // State 9-10: Cache hero's speed again. // Set a temporary speed as hero folds up the cloth. // Restore the original value, and normalize hero. Call handsOn(). // // Patch 1: We overwrite some derelict code in state 5, caching the // slider-based speed again, in case the player adjusted it before casting // Levitate, then setting a fixed speed of our own for the crossing. // // Patch 2: Patch 1 already cached and clobbered the speed. We remove the // original attempt to cache again in state 9. // // The result is caching/restoration at the beginning, aborting or caching and // crossing with our fixed value, and a restoration at the end (whichever value // was last cached). The added travel time has no side effect for mages. // // Mages have no other script to levitate across from left to right. At some // point in development, the meaning of "register" changed. The derelict // state 5 code thought 0/1 meant move right/left. Whereas state 4 decides 0/1 // means abort/cross, only ever moving left. The rightward MoveTo never runs. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sLevitateOverPit::changeState(5) in script 710 // Fixes bug: #10615 static const uint16 qfg4PitRopeMageSignature1[] = { 0x30, SIG_UINT16(0x0017), // bnt 23d [if register == 0 (never), move right] SIG_ADDTOOFFSET(+20), // ... (move left) 0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch] 0x38, SIG_SELECTOR16(setMotion), // pushi setMotion (move right) 0x38, SIG_UINT16(0x0004), // pushi 4d 0x51, SIG_ADDTOOFFSET(+1), // class MoveTo 0x36, // push SIG_MAGICDWORD, 0x38, SIG_UINT16(0x00da), // pushi 218d 0x39, 0x30, // pushi 48d 0x7c, // pushSelf 0x81, 0x00, // lag global[0] (hero) 0x4a, SIG_UINT16(0x000c), // send 12d 0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch] SIG_END }; static const uint16 qfg4PitRopeMagePatch1[] = { 0x34, PATCH_UINT16(0x0000), // ldi 0 (erase the branch) PATCH_ADDTOOFFSET(+20), // ... 0x38, PATCH_SELECTOR16(cycleSpeed), // pushi cycleSpeed 0x76, // push0 0x81, 0x00, // lag global[0] (hero) 0x4a, PATCH_UINT16(0x0004), // send 4d 0xa3, 0x02, // sal local[2] (cache again) // 0x38, PATCH_SELECTOR16(setSpeed), // pushi setSpeed 0x78, // push1 0x39, 0x08, // pushi 8d (set our fixed speed) 0x81, 0x00, // lag global[0] (hero) 0x4a, PATCH_UINT16(0x0006), // send 6d 0x5c, // selfID (erase 1 byte to keep disasm aligned) PATCH_END }; // Responsible method: sLevitateOverPit::changeState(9) in script 710 static const uint16 qfg4PitRopeMageSignature2[] = { SIG_MAGICDWORD, 0x35, 0x09, // ldi 9d (case 9 label) 0x38, SIG_SELECTOR16(cycleSpeed), // pushi cycleSpeed SIG_ADDTOOFFSET(+6), // ... 0xa3, 0x02, // sal local[2] (original re-cache) SIG_ADDTOOFFSET(+48), // ... 0x38, SIG_SELECTOR16(cycleSpeed), // pushi cycleSpeed 0x78, // push1 0x8b, 0x02, // lsl local[2] (restore cached speed) SIG_END }; static const uint16 qfg4PitRopeMagePatch2[] = { PATCH_ADDTOOFFSET(+11), // (don't cache our fixed speed) 0x35, 0x00, // ldi 0 (erase 2 bytes) PATCH_ADDTOOFFSET(+48), // ... 0x38, PATCH_SELECTOR16(setSpeed), // pushi setSpeed (keep cycleSpeed & moveSpeed sync'd) PATCH_END }; // WORKAROUND: Script needed, because of differences in our pathfinding // algorithm. // When entering forest room 557 from the east (563), hero is supposed to move // only a short distance into the room. ScummVM's pathfinding sends hero off // course, to the middle of the room and back. // // There's an unwalkable stream in the SE corner, and hero's coords were within // its polygon. We lower the top two points to keep hero on the outside. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: rm557::init() in script 557 // Fixes bug: #10857 static const uint16 qfg4Forest557PathfindingSignature[] = { SIG_MAGICDWORD, 0x38, SIG_UINT16(0x0119), // pushi 281d (point 3) 0x38, SIG_UINT16(0x0087), // pushi 135d 0x38, SIG_UINT16(0x013f), // pushi 319d (point 4) 0x38, SIG_UINT16(0x0087), // pushi 135d SIG_END }; static const uint16 qfg4Forest557PathfindingPatch[] = { PATCH_ADDTOOFFSET(+3), 0x38, PATCH_UINT16(0x0089), // pushi 137d PATCH_ADDTOOFFSET(+3), 0x38, PATCH_UINT16(0x0089), // pushi 137d PATCH_END }; // The Trigger spell stalls and never reaches handsOn when preceded by a // successful Summon Staff. An IF block calls hero::setCycle(Beg, self), which // cues self on completion. Its condition tests hero's "view" property and // executes if the staff is absent. There are no means to advance when the // staff is present. // // Open (script 13) is largely identical w/o this bug. We match its behavior. // // Due to differences between editions, this is addressed with two patches. The // first inserts a "seconds" property assignment before the IF, where it'll // always cue. We make room by condensing the IF conditions. There are two // "view" comparisons. Instead of sending for it twice, we recycle the view // with pprev. The second patch removes setCycle's cue by nulling its last arg. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: castTriggerScript::changeState(2) in script 11 // Fixes bug: #10860 static const uint16 qfg4TriggerStaffSignature1[] = { 0x65, SIG_ADDTOOFFSET(+1), // aTop register SIG_ADDTOOFFSET(+9), // ... (send for hero's view, push for comparison) 0x35, 0x11, // ldi 17d 0x1e, // gt? 0x31, SIG_ADDTOOFFSET(+1), // bnt ?? [to the not] SIG_ADDTOOFFSET(+9), // ... (send for hero's view and push again) SIG_MAGICDWORD, 0x35, 0x15, // ldi 21d 0x22, // lt? 0x31, SIG_ADDTOOFFSET(+1), // bnt ?? [to the not] //0x33, 0x00, // (Floppy has a jmp 0 here) //0x18, // not ( !(view > 17 && view < 21) ) SIG_END }; static const uint16 qfg4TriggerStaffPatch1[] = { PATCH_ADDTOOFFSET(+2), // (free bytes later, use them up here) 0x35, 0x03, // ldi 3d 0x65, PATCH_GETORIGINALBYTEADJUST(1, -8), // aTop seconds (property offset = @register - 8d) 0x35, 0x00, // ldi 0 (waste 2 bytes) 0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes) 0x39, PATCH_SELECTOR8(view), // pushi view 0x76, // push0 0x81, 0x00, // lag global[0] (hero) 0x4a, PATCH_UINT16(0x0004), // send 4d // 0x39, 0x11, // pushi 17d (push the literal, leave view in acc) 0x22, // lt? (view > 17 becomes 17 < view, set prev = acc) 0x31, PATCH_GETORIGINALBYTEADJUST(15, -8), // bnt ?? [to the not] // 0x60, // pprev (push the view from prev, ldi 21 comparison is next) PATCH_END }; static const uint16 qfg4TriggerStaffSignature2[] = { SIG_MAGICDWORD, 0x31, 0x0d, // bnt 13d [conditions failed, skip the send] 0x38, SIG_SELECTOR16(setCycle), // pushi setCycle 0x7a, // push2 0x51, SIG_ADDTOOFFSET(+1), // class Beg 0x36, // push 0x7c, // pushSelf (caller arg is cued afterward) SIG_END }; static const uint16 qfg4TriggerStaffPatch2[] = { PATCH_ADDTOOFFSET(+9), 0x76, // push0 (null caller arg, no cue) PATCH_END }; // The Open and Trigger spells init a green Prop for their effect. They don't // dispose it the first time, and the effect is absent on further castings. // // The author specifically nerfed dispose() on its first call by testing if a // variable has been set before allowing super::dispose(). We erase the // branch to ensure that the effect is always disposed. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: triggerEffect::dispose() in script 11 // openEffect::dispose() in script 13 // Fixes bug: #10860 static const uint16 qfg4EffectDisposalSignature[] = { 0x83, SIG_ADDTOOFFSET(+1), // lal local[?] (0 on first call, 1 thereafter) SIG_MAGICDWORD, 0x31, 0x0a, // bnt 10d [skip super::dispose()] 0x38, SIG_SELECTOR16(dispose), // pushi dispose 0x76, // push0 0x57, SIG_ADDTOOFFSET(+1), SIG_UINT16(0x0004), // super Prop, 4d 0x33, 0x04, // jmp 4d [ret] 0x35, 0x01, // ldi 1d (enable normal disposal) 0xa3, SIG_ADDTOOFFSET(+1), // sal local[?] SIG_END }; static const uint16 qfg4EffectDisposalPatch[] = { PATCH_ADDTOOFFSET(+2), 0x35, 0x00, // ldi 0 (erase the branch to always dispose) PATCH_END }; // After hero is geas'd in the dungeon (room 670) and teleported to the gate // (600), hero can walk through the closed gate and exit north to the castle // entrance. Two IF blocks with inconsistent conditions decide whether the // gate is open and whether to use a polygon that extends beyond the gate. // When re-entering from the forest (552), the gate is only open and passable // if hero is qualified. // // The room has distinct situations for merely teleporting from the dungeon // (local[0] = 11) and for entering from the forest while geas'd and carrying // all the ritual scrolls (local[0] = 10). The latter sets a vital plot flag. // Adding those checks and the flag to the former, plus opening the gate, // would be non-trivial. // // We edit the polygon's IF condition to remove the dungeon check, making the // closed gate impassable so hero will have to return from the forest. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: rm600::init() in script 600 // Fixes bug: #10871 static const uint16 qfg4DungeonGateSignature[] = { 0x39, 0x05, // pushi 5d (5 call args) 0x89, 0x0c, // lsg global[12] (needle value) SIG_MAGICDWORD, 0x38, SIG_UINT16(0x029e), // pushi 670 (Dungeon) 0x38, SIG_UINT16(0x032a), // pushi 810 (Combat) 0x38, SIG_UINT16(0x0262), // pushi 610 (Castle entrance) 0x38, SIG_UINT16(0x0276), // pushi 630 (Great hall) 0x46, SIG_UINT16(0xfde7), SIG_UINT16(0x0005), SIG_UINT16(0x000a), // calle [export 5 of script 64999], 10d (is needle in haystack?) SIG_END }; static const uint16 qfg4DungeonGatePatch[] = { 0x39, 0x04, // pushi 4d (4 call args) PATCH_ADDTOOFFSET(+2), // ... 0x34, PATCH_UINT16(0x0000), // ldi 0 (erase the Dungeon arg) PATCH_ADDTOOFFSET(+9), // ... 0x46, PATCH_UINT16(0xfde7), PATCH_UINT16(0x0005), PATCH_UINT16(0x0008), // calle [export 5 of script 64999], 8d (is needle in haystack?) PATCH_END }; // In the room (644) attached to the lower door of the bat-infested stairway, // a rogue will get stuck when attempting to open either door. Unlike in other // castle rooms, the door Tellers here aren't arranging to be cued after the // "It won't budge" message. Without the cue, a Teller won't clean() and return // control to the player. // // We follow the style of other rooms and replace gloryMessager::say() with // super::sayMessage(), which implicitly cues. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: leftDoorTeller::sayMessage(), rightDoorTeller::sayMessage() in script 644 // Fixes bug: #10874 static const uint16 qfg4StuckDoorSignature[] = { 0x38, SIG_SELECTOR16(say), // pushi say 0x38, SIG_UINT16(0x0006), // pushi 6d 0x39, 0x03, // pushi 3d SIG_MAGICDWORD, 0x39, 0x06, // pushi 6d 0x39, 0x09, // pushi 9d 0x78, // push1 0x76, // push0 0x38, SIG_UINT16(0x0280), // pushi 640d 0x81, 0x5b, // lag global[91] 0x4a, SIG_UINT16(0x0010), // send 16d SIG_ADDTOOFFSET(+89), // ... 0x57, SIG_ADDTOOFFSET(+1), SIG_UINT16(0x0004), // super Teller, 4d SIG_END }; static const uint16 qfg4StuckDoorPatch[] = { 0x38, PATCH_SELECTOR16(sayMessage), // pushi sayMessage 0x39, 0x03, // pushi 3d 0x3c, // dup 0x39, 0x06, // pushi 6d 0x39, 0x09, // pushi 9d 0x59, 0x01, // &rest 1d 0x57, PATCH_GETORIGINALBYTE(112), PATCH_UINT16(0x000a), // super Teller, 10d 0x32, PATCH_UINT16(0x0003), // jmp 3d [skip waste bytes] PATCH_END }; // In the thieves' guild (room 430), the tunnel is not immediately walkable // when it is revealed (by moving a barrel and solving a puzzle). Hero must // re-enter the room to update the polygon. // // Curing Chief *will* immediately replace the polygon. However, most players // will lack the item necessary on the first visit. Meeting Chief is how they // learn about the item. If they go get it, they'll re-enter the room. // // The room's init has a cond block to check plot flags and declare one of 3 // polygons. The 3rd condition also inits secritExit, an invisible Feature // that sends hero out of town when walked upon. // // Patch 1: Other patches ensure the passage will be walkable the moment it is // revealed. Chief is standing inside it. We skip the original code that would // set up the passage as he gets cured. It is redundant now. If hero can reach // him, the passage is already revealed. We won't let secritExit init twice. // // Patch 2: We free bytes in rm340::init() by condensing Feature inits with a // loop. Stack up their addresses. Pop & send repeatedly. Then we declare a // subroutine that disposes any existing obstacles, jumps into the cond block // to declare the 3rd poly, jumps back, passes it to addObstacles(), and inits // secritExit. // // When the cond block's 3rd condition runs, we immediately call our // subroutine to do everything and end the cond, leaving the original polygon // declaration intact below the jump. // // Patch 3: The passage starts opening at sBarrelMove state 8. We need more // room than case 8 can offer, so we arrange for *multiple* cases to run // during state 8 - by omitting the final jump that would short-circuit. // // Cases 1-5 have derelict code, once intended to move the barrel back and // forth, now only left. This is because barrel::doVerb(4) schedules // sBarrelMove in the absence of flag 254 and sets register=1 if the barrel is // in the left position already. Case 0 uses the same criteria in deciding to // skip to state 6. Thus cases 1-5 never see register==1. The barrel never // moves back, and bytes predicated on register==1 are available. // // We reduce case 2 to only the necessary ops and splice in a new case that // runs during state 8 as a prologue to the original case 8. Our prologue // calls the subroutine to add the 3rd polygon. This patch has two variants, // toggled to match the detected edition with enablePatch() below. Aside from // the call offset, they are identical. // // Applies to at least: English CD, English floppy, German floppy // Responsible method: sChangeThief::changeState() in script 340 // Fixes bug: #9894 static const uint16 qfg4GuildWalkSignature1[] = { 0x38, SIG_SELECTOR16(dispose), // pushi dispose SIG_ADDTOOFFSET(+20), // ... (dispose and null global[2]'s "obstacles" property) 0x4a, SIG_UINT16(0x0006), // send 6d SIG_ADDTOOFFSET(+85), // ... SIG_ADDTOOFFSET(+238), // ... (secritExit init and addObstacle) SIG_MAGICDWORD, 0x4a, SIG_UINT16(0x00a6), // send 166d (polygon init) 0x36, // push SIG_ADDTOOFFSET(+5), // ... (global[2] addObstacle: polygon) SIG_END }; static const uint16 qfg4GuildWalkPatch1[] = { 0x32, PATCH_UINT16(0x0017), // jmp 23d (skip obstacles disposal) PATCH_ADDTOOFFSET(+108), 0x32, PATCH_UINT16(0x00f4), // jmp 244d (skip secritExit and polygon) PATCH_END }; // Responsible method: rm340::init() in script 340 static const uint16 qfg4GuildWalkSignature2[] = { 0x38, SIG_SELECTOR16(init), // pushi init 0x76, // push0 0x38, SIG_SELECTOR16(approachVerbs), // pushi approachVerbs 0x78, // push1 0x39, 0x04, // pushi 4d 0x72, SIG_ADDTOOFFSET(+2), // lofsa steps1 0x4a, SIG_UINT16(0x000a), // send 10d SIG_ADDTOOFFSET(+10), // ... (similar inits follow) 0x72, SIG_ADDTOOFFSET(+2), // lofsa steps2 SIG_ADDTOOFFSET(+13), // ... 0x72, SIG_ADDTOOFFSET(+2), // lofsa barrels1 SIG_ADDTOOFFSET(+13), // ... 0x72, SIG_ADDTOOFFSET(+2), // lofsa barrels2 SIG_ADDTOOFFSET(+13), // ... 0x72, SIG_ADDTOOFFSET(+2), // lofsa crack1 SIG_ADDTOOFFSET(+13), // ... 0x72, SIG_ADDTOOFFSET(+2), // lofsa crack2 SIG_ADDTOOFFSET(+13), // ... 0x72, SIG_ADDTOOFFSET(+2), // lofsa pillar SIG_ADDTOOFFSET(+3), // ... SIG_ADDTOOFFSET(+26), // ... (global[78]::add() steps1 and steps2) SIG_ADDTOOFFSET(+459), // ... (cond block for polygons) SIG_MAGICDWORD, 0x32, SIG_UINT16(0x00f7), // jmp 247d [end the cond] (2nd condition done) // (else condition) 0x38, SIG_SELECTOR16(init), // pushi init 0x76, // push0 0x72, SIG_ADDTOOFFSET(+2), // lofsa secritExit 0x4a, SIG_UINT16(0x0004), // send 4d SIG_ADDTOOFFSET(+4), // ... (addObstacle and its arg count) SIG_ADDTOOFFSET(+228), // ... (3rd Polygon type, init, and push) SIG_ADDTOOFFSET(+5), // ... (end of the polygons cond) 0x38, SIG_SELECTOR16(init), // pushi init (super init:) SIG_END }; static const uint16 qfg4GuildWalkPatch2[] = { 0x3f, 0x02, // link 02 (set up loop vars, op affects the stack) 0x74, PATCH_GETORIGINALUINT16(11), // lofss steps1 0x74, PATCH_GETORIGINALUINT16(27), // lofss steps2 0x74, PATCH_GETORIGINALUINT16(43), // lofss barrels1 0x74, PATCH_GETORIGINALUINT16(59), // lofss barrels2 0x74, PATCH_GETORIGINALUINT16(75), // lofss crack1 0x74, PATCH_GETORIGINALUINT16(91), // lofss crack2 0x74, PATCH_GETORIGINALUINT16(107), // lofss pillar // 0x35, 0x08, // ldi 8d (decrement and send 7 times, while != 0) 0xa5, 0x00, // sat temp[0] // 0xe5, 0x00, // -at temp[0] 0x31, 0x13, // bnt 19d [on 0, end the loop] 0xad, 0x01, // sst temp[1] (pop the next object into a temp var) 0x38, PATCH_SELECTOR16(init), // pushi init 0x76, // push0 0x38, PATCH_SELECTOR16(approachVerbs), // pushi approachVerbs 0x78, // push1 0x39, 0x04, // pushi 4d 0x85, 0x01, // lat temp[1] (accumulate the object) 0x4a, PATCH_UINT16(0x000a), // send 10d 0x33, 0xe9, // jmp -23d [loop] 0x33, 0x33, // jmp 51d [skip subroutine declaration] 0x38, PATCH_SELECTOR16(obstacles), // pushi obstacles (look up "obstacles", might be null) 0x76, // push0 0x81, 0x02, // lag global[2] 0x4a, PATCH_UINT16(0x0004), // send 4d 0x31, 0x11, // bnt 17d [skip disposal and nulling] 0x38, PATCH_SELECTOR16(dispose), // pushi dispose 0x76, // push0 0x4a, PATCH_UINT16(0x0004), // send 4d ((global[2] obstacles?) dispose:) // 0x38, PATCH_SELECTOR16(obstacles), // pushi obstacles (null the "obstacles" property) 0x78, // push1 0x76, // push0 0x81, 0x02, // lag global[2] 0x4a, PATCH_UINT16(0x0006), // send 6d // 0x38, PATCH_SELECTOR16(addObstacle), // pushi addObstacle 0x78, // push1 0x32, PATCH_UINT16(0x020f), // jmp 527d [3rd polygon type, init, and push] // (That will jmp back here) 0x81, 0x02, // lag global[2] 0x4a, PATCH_UINT16(0x0006), // send 6d // 0x38, PATCH_SELECTOR16(init), // pushi init 0x76, // push0 0x72, PATCH_GETORIGINALUINT16(605), // lofsa secritExit 0x4a, PATCH_UINT16(0x0004), // send 4d 0x48, // ret 0x33, 0x07, // jmp 7d [skip waste bytes, to (global[78] add: steps1)] 0x5c, // selfID (waste 1 byte) PATCH_ADDTOOFFSET(+494), // ... 0x76, // push0 (0 call args, clobber the old secritExit init) 0x40, PATCH_UINT16(0xfdd6), PATCH_UINT16(0x0000), // call 0d [-554] (the subroutine does everything) 0x32, PATCH_UINT16(0x00ee), // jmp 238d [end the cond] 0x5c, // selfID (waste 1 byte) PATCH_ADDTOOFFSET(+4), // ... PATCH_ADDTOOFFSET(+228), // ... (3rd polygon type, init, and push) 0x32, PATCH_UINT16(0xfd0a), // jmp -758d [back into the subroutine] 0x35, 0x00, // ldi 0 (erase 2 bytes to keep disasm aligned) PATCH_END }; // Applies to at least: English CD // Responsible method: sBarrelMove::changeState(2) in script 340 static const uint16 qfg4GuildWalkCDSignature3[] = { SIG_MAGICDWORD, 0x30, SIG_UINT16(0x0032), // bnt 50d [next case] 0x35, 0x02, // ldi 2d (case 2 label) SIG_ADDTOOFFSET(+26), // ... (register branch and derelict say()) SIG_ADDTOOFFSET(+19), // ... (else, the rest of case 2 is a necessary say()) 0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch] SIG_END }; static const uint16 qfg4GuildWalkCDPatch3[] = { 0x31, 0x15, // bnt 21d [next case] 0x38, PATCH_SELECTOR16(say), // pushi say 0x39, 0x05, // pushi 5d 0x39, 0x06, // pushi 6d 0x39, 0x04, // pushi 4d 0x39, 0x13, // pushi 19d 0x76, // push0 0x7c, // pushSelf 0x81, 0x5b, // lag global[91] 0x4a, PATCH_UINT16(0x000e), // send 14d 0x32, PATCH_GETORIGINALUINT16ADJUST(51, +30), // jmp ?? [end the switch] 0x3c, // dup (case 8 prologue) 0x35, 0x08, // ldi 8d 0x1a, // eq? 0x31, 0x06, // bnt 6d [next case] 0x76, // push0 (0 call args) 0x40, PATCH_UINT16(0xf592), PATCH_UINT16(0x0000), // call [-2670], 0d (patch 2's subroutine) 0x33, 0x10, // jmp 16d [skip waste bytes] PATCH_END // (don't end the switch, keep testing cases) }; // Applies to at least: English floppy, German floppy // Responsible method: sBarrelMove::changeState(2) in script 340 static const uint16 qfg4GuildWalkFloppySignature3[] = { SIG_MAGICDWORD, 0x30, SIG_UINT16(0x0032), // bnt 50d [next case] 0x35, 0x02, // ldi 2d (case 2 label) SIG_ADDTOOFFSET(+26), // ... (register branch and derelict say()) SIG_ADDTOOFFSET(+19), // ... (else, the rest of case 2 is a necessary say()) 0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch] SIG_END }; static const uint16 qfg4GuildWalkFloppyPatch3[] = { 0x31, 0x15, // bnt 21d [next case] 0x38, PATCH_SELECTOR16(say), // pushi say 0x39, 0x05, // pushi 5d 0x39, 0x06, // pushi 6d 0x39, 0x04, // pushi 4d 0x39, 0x13, // pushi 19d 0x76, // push0 0x7c, // pushSelf 0x81, 0x5b, // lag global[91] 0x4a, PATCH_UINT16(0x000e), // send 14d 0x32, PATCH_GETORIGINALUINT16ADJUST(51, +30), // jmp ?? [end the switch] 0x3c, // dup (case 8 prologue) 0x35, 0x08, // ldi 8d 0x1a, // eq? 0x31, 0x06, // bnt 6d [next case] 0x76, // push0 (0 call args) 0x40, PATCH_UINT16(0xf5a8), PATCH_UINT16(0x0000), // call [-2648], 0d (patch 2's subroutine) 0x33, 0x10, // jmp 16d [skip waste bytes] PATCH_END // (don't end the switch, keep testing cases) }; // script, description, signature patch static const SciScriptPatcherEntry qfg4Signatures[] = { { true, 0, "prevent autosave from deleting save games", 1, qfg4AutosaveSignature, qfg4AutosavePatch }, { true, 0, "fix inventory leaks across restarts", 1, qfg4RestartSignature, qfg4RestartPatch }, { true, 1, "disable volume reset on startup", 1, sci2VolumeResetSignature, sci2VolumeResetPatch }, { true, 1, "disable video benchmarking", 1, qfg4BenchmarkSignature, qfg4BenchmarkPatch }, { true, 7, "fix consecutive moonrises", 1, qfg4MoonriseSignature, qfg4MoonrisePatch }, { true, 10, "fix setLooper calls (2/2)", 2, qfg4SetLooperSignature2, qfg4SetLooperPatch2 }, { true, 11, "fix spell effect disposal", 1, qfg4EffectDisposalSignature, qfg4EffectDisposalPatch }, { true, 11, "fix trigger after summon staff (1/2)", 1, qfg4TriggerStaffSignature1, qfg4TriggerStaffPatch1 }, { true, 11, "fix trigger after summon staff (2/2)", 1, qfg4TriggerStaffSignature2, qfg4TriggerStaffPatch2 }, { true, 13, "fix spell effect disposal", 1, qfg4EffectDisposalSignature, qfg4EffectDisposalPatch }, { true, 31, "fix setScaler calls", 1, qfg4SetScalerSignature, qfg4SetScalerPatch }, { true, 41, "fix conditional void calls", 3, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch }, { true, 83, "fix incorrect array type", 1, qfg4TrapArrayTypeSignature, qfg4TrapArrayTypePatch }, { true, 270, "fix town gate after a staff dream", 1, qfg4DreamGateSignature, qfg4DreamGatePatch }, { true, 320, "fix pathfinding at the inn", 1, qfg4InnPathfindingSignature, qfg4InnPathfindingPatch }, { true, 320, "fix talking to absent innkeeper", 1, qfg4AbsentInnkeeperSignature, qfg4AbsentInnkeeperPatch }, { true, 340, "CD/Floppy: fix guild tunnel access (1/3)", 1, qfg4GuildWalkSignature1, qfg4GuildWalkPatch1 }, { true, 340, "CD/Floppy: fix guild tunnel access (2/3)", 1, qfg4GuildWalkSignature2, qfg4GuildWalkPatch2 }, { false, 340, "CD: fix guild tunnel access (3/3)", 1, qfg4GuildWalkCDSignature3, qfg4GuildWalkCDPatch3 }, { false, 340, "Floppy: fix guild tunnel access (3/3)", 1, qfg4GuildWalkFloppySignature3, qfg4GuildWalkFloppyPatch3 }, { true, 440, "fix setLooper calls (1/2)", 1, qfg4SetLooperSignature1, qfg4SetLooperPatch1 }, { true, 475, "fix tarot 3 queen card", 1, qfg4Tarot3QueenSignature, qfg4Tarot3QueenPatch }, { true, 475, "fix tarot 3 death card", 1, qfg4Tarot3DeathSignature, qfg4Tarot3DeathPatch }, { true, 475, "fix tarot 3 two of cups placement", 1, qfg4Tarot3TwoOfCupsSignature, qfg4Tarot3TwoOfCupsPatch }, { true, 475, "fix tarot 3 card priority", 1, qfg4Tarot3PrioritySignature, qfg4Tarot3PriorityPatch }, { true, 475, "fix tarot 5 card priority", 1, qfg4Tarot5PrioritySignature, qfg4Tarot5PriorityPatch }, { false, 500, "CD: fix rope during Igor rescue (1/2)", 1, qfg4GraveyardRopeSignature1, qfg4GraveyardRopePatch1 }, { false, 500, "CD: fix rope during Igor rescue (2/2)", 1, qfg4GraveyardRopeSignature2, qfg4GraveyardRopePatch2 }, { true, 530, "fix setLooper calls (1/2)", 4, qfg4SetLooperSignature1, qfg4SetLooperPatch1 }, { true, 535, "fix setLooper calls (1/2)", 4, qfg4SetLooperSignature1, qfg4SetLooperPatch1 }, { true, 541, "fix setLooper calls (1/2)", 5, qfg4SetLooperSignature1, qfg4SetLooperPatch1 }, { true, 542, "fix setLooper calls (1/2)", 5, qfg4SetLooperSignature1, qfg4SetLooperPatch1 }, { true, 543, "fix setLooper calls (1/2)", 5, qfg4SetLooperSignature1, qfg4SetLooperPatch1 }, { true, 545, "fix setLooper calls (1/2)", 5, qfg4SetLooperSignature1, qfg4SetLooperPatch1 }, { true, 557, "fix forest 557 entry from east", 1, qfg4Forest557PathfindingSignature, qfg4Forest557PathfindingPatch }, { true, 600, "fix passable closed gate after geas", 1, qfg4DungeonGateSignature, qfg4DungeonGatePatch }, { true, 630, "fix great hall entry from barrel room", 1, qfg4GreatHallEntrySignature, qfg4GreatHallEntryPatch }, { true, 633, "fix stairway pathfinding", 1, qfg4StairwayPathfindingSignature, qfg4StairwayPathfindingPatch }, { true, 643, "fix iron safe's east door sending hero west", 1, qfg4SafeDoorEastSignature, qfg4SafeDoorEastPatch }, { true, 643, "fix iron safe's door oil flags", 1, qfg4SafeDoorOilSignature, qfg4SafeDoorOilPatch }, { true, 644, "fix castle door open message for rogue", 2, qfg4StuckDoorSignature, qfg4StuckDoorPatch }, { true, 645, "fix extraneous door sound in the castle", 1, qfg4DoubleDoorSoundSignature, qfg4DoubleDoorSoundPatch }, { false, 663, "CD: fix crest bookshelf", 1, qfg4CrestBookshelfCDSignature, qfg4CrestBookshelfCDPatch }, { false, 663, "Floppy: fix crest bookshelf", 1, qfg4CrestBookshelfFloppySignature, qfg4CrestBookshelfFloppyPatch }, { true, 663, "CD/Floppy: fix crest bookshelf motion", 1, qfg4CrestBookshelfMotionSignature, qfg4CrestBookshelfMotionPatch }, { true, 710, "fix tentacle wriggle cycler", 1, qfg4TentacleWriggleSignature, qfg4TentacleWrigglePatch }, { true, 710, "fix tentacle retraction for fighter", 1, qfg4PitRopeFighterSignature, qfg4PitRopeFighterPatch }, { true, 710, "fix tentacle retraction for mage (1/2)", 1, qfg4PitRopeMageSignature1, qfg4PitRopeMagePatch1 }, { true, 710, "fix tentacle retraction for mage (2/2)", 1, qfg4PitRopeMageSignature2, qfg4PitRopeMagePatch2 }, { true, 800, "fix setScaler calls", 1, qfg4SetScalerSignature, qfg4SetScalerPatch }, { true, 800, "fix grapnel removing hero's scaler", 1, qfg4RopeScalerSignature, qfg4RopeScalerPatch }, { true, 803, "fix sliding down slope", 1, qfg4SlidingDownSlopeSignature, qfg4SlidingDownSlopePatch }, { true, 810, "fix conditional void calls", 1, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch }, { true, 830, "fix conditional void calls", 2, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch }, { true, 835, "fix conditional void calls", 3, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch }, { true, 840, "fix conditional void calls", 2, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch }, { true, 855, "fix conditional void calls", 1, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch }, { true, 870, "fix conditional void calls", 5, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch }, { true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 }, { true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 }, { true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch }, SCI_SIGNATUREENTRY_TERMINATOR }; #endif // =========================================================================== // script 298 of sq4/floppy has an issue. object "nest" uses another property // which isn't included in property count. We return 0 in that case, so that // the game does not increment nest::x. The problem is that the script also // checks if x exceeds nest::x. We never reach that of course, so the // incorrect property means that the pterodactyl flight will continue // endlessly. We could either calculate the property count differently, // thereby fixing this bug, but I think that just patching it out is cleaner. // Fixes bug: #5093 static const uint16 sq4FloppySignatureEndlessFlight[] = { 0x39, 0x04, // pushi 04 (selector x) SIG_MAGICDWORD, 0x78, // push1 0x67, 0x08, // pTos 08 (property x) 0x63, SIG_ADDTOOFFSET(+1), // pToa (invalid property) - 44h for English floppy, 4ch for German floppy 0x02, // add SIG_END }; static const uint16 sq4FloppyPatchEndlessFlight[] = { PATCH_ADDTOOFFSET(+5), 0x35, 0x03, // ldi 03 (which would be the content of the property) PATCH_END }; // Floppy-only: When the player tries to throw something at the sequel police // in Space Quest X (zero g zone), the game will first show a textbox and // then cause a signature mismatch in ScummVM. In Sierra SCI, it'd crash the // whole game - or, when the Sierra "patch" got applied, display garbage. // // All of this is caused by a typo in the script. Right after the code for // showing the textbox, there is similar code for showing another textbox, but // without a pointer to the text. This has to be a typo, because there is no // unused text to be found within that script. // // Sierra's "patch" didn't include a proper fix (as in a modified script). // Instead they shipped a dummy text resource, which somewhat "solved" the // issue in Sierra SCI, but it still showed another textbox with garbage in // it. Funnily Sierra must have known that, because that new text resource // contains: "Hi! This is a kludge!" // // We properly fix it by removing the faulty code. // Applies to at least: English Floppy // Responsible method: sp1::doVerb // Fixes bug: found by SCI developer static const uint16 sq4FloppySignatureThrowStuffAtSequelPoliceBug[] = { 0x47, 0xff, 0x00, 0x02, // calle [export 0 of script 255], 2 0x3a, // toss SIG_MAGICDWORD, 0x36, // push 0x47, 0xff, 0x00, 0x02, // calle [export 0 of script 255], 2 SIG_END }; static const uint16 sq4FloppyPatchThrowStuffAtSequelPoliceBug[] = { PATCH_ADDTOOFFSET(+5), 0x48, // ret PATCH_END }; // Right at the start of Space Quest 4 CD, when walking up in the first room, ego will // immediately walk down just after entering the upper room. // // This is caused by the scripts setting ego's vertical coordinate to 189 (BDh), which is the // trigger in rooms to walk to the room below it. Sometimes this isn't triggered, because // the scripts also initiate a motion to vertical coordinate 188 (BCh). When you lower the game's speed, // this bug normally always triggers. And it triggers of course also in the original interpreter. // // It doesn't happen in PC floppy, because nsRect is not the same as in CD. // // We fix it by setting ego's vertical coordinate to 188 and we also initiate a motion to 187. // // Applies to at least: English PC CD // Responsible method: rm045::doit // Fixes bug: #5468 static const uint16 sq4CdSignatureWalkInFromBelowRoom45[] = { 0x76, // push0 SIG_MAGICDWORD, 0x78, // push1 0x38, SIG_UINT16(0x00bd), // pushi 00BDh 0x38, SIG_ADDTOOFFSET(+2), // pushi [setMotion selector] 0x39, 0x03, // pushi 3 0x51, SIG_ADDTOOFFSET(+1), // class MoveTo 0x36, // push 0x78, // push1 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, 0x04, // send 04 -> get ego::x 0x36, // push 0x38, SIG_UINT16(0x00bc), // pushi 00BCh SIG_END }; static const uint16 sq4CdPatchWalkInFromBelowRoom45[] = { PATCH_ADDTOOFFSET(+2), 0x38, PATCH_UINT16(0x00bc), // pushi 00BCh PATCH_ADDTOOFFSET(+15), 0x38, PATCH_UINT16(0x00bb), // pushi 00BBh PATCH_END }; // Sierra seems to have forgotten to include code to play the audio // describing the "Universal Remote Control" inside the "Hz So good" store. // // We add it, so that the audio is now playing. // // Applies to at least: English PC CD // Responsible method: doCatalog::changeState(1Ch) in script 391 // Implements enhancement: #10227 static const uint16 sq4CdSignatureMissingAudioUniversalRemote[] = { SIG_MAGICDWORD, 0x30, SIG_UINT16(0x00b1), // bnt [skip over state 1Ch code] 0x35, 0x1c, // ldi 1Ch 0x39, 0x0c, // pushi 0Ch SIG_ADDTOOFFSET(+127), // skip over to substate 1 code of state 1Ch code 0x32, SIG_UINT16(0x0028), // jmp [to toss/ret, substate 0-code] // substate 1 code 0x3c, // dup 0x35, 0x01, // ldi 01 0x1a, // eq? 0x30, SIG_UINT16(0x0021), // bnt [skip over substate 1 code] 0x39, SIG_SELECTOR8(number), // pushi number 0x78, // push1 0x7a, // push2 0x38, SIG_UINT16(0x0188), // pushi 188h 0x38, SIG_UINT16(0x018b), // pushi 18Bh 0x43, 0x3c, 0x04, // callk Random, 4 0x36, // push 0x39, SIG_SELECTOR8(play), // pushi play 0x76, // push0 0x81, 0x64, // lag global[64h] 0x4a, 0x0a, // send 0Ah 0x38, SIG_SELECTOR16(setScript), // pushi setScript 0x78, // push1 0x72, SIG_UINT16(0x0488), // lofsa startTerminal 0x36, // push 0x63, 0x12, // pToa client 0x4a, 0x06, // send 06 0x3a, // toss 0x33, 0x14, // jmp [to toss/ret] // state 1Dh, called when returning back to main menu from catalog sub menu 0x3c, // dup 0x35, 0x1d, // ldi 1Dh 0x1a, // eq? 0x31, 0x0e, // bnt [skip last state and toss/ret] 0x35, 0x1d, // ldi 1Dh 0x38, SIG_SELECTOR16(setScript), // pushi setScript 0x78, // push1 0x72, SIG_UINT16(0x0488), // lofsa startTerminal 0x36, // push 0x63, 0x12, // pToa client 0x4a, 0x06, // send 06 0x3a, // toss 0x48, // ret SIG_END }; static const uint16 sq4CdPatchMissingAudioUniversalRemote[] = { 0x30, PATCH_UINT16(0x00b7), // bnt [directly to last state code, saving 6 bytes] 0x32, PATCH_UINT16(0x009a), // jmp 154d [to our new code] // 1 not used byte here PATCH_ADDTOOFFSET(+128), // skip over to substate 1 code of state 1Ch code 0x32, PATCH_UINT16(0x003f), // substate 0 code, jumping to toss/ret // directly start with substate 1 code, saving 7 bytes 0x39, PATCH_SELECTOR8(number), // pushi number 0x78, // push1 0x7a, // push2 0x38, PATCH_UINT16(0x0188), // pushi 188h 0x38, PATCH_UINT16(0x018b), // pushi 18Bh 0x43, 0x3c, 0x04, // callk Random, 4 0x36, // push 0x39, PATCH_SELECTOR8(play), // pushi play 0x76, // push0 0x81, 0x64, // lag global[64h] 0x4a, 0x0a, // send 0Ah 0x33, 0x1a, // jmp [state 1Dh directly, saving 12 bytes] // additional code for playing missing audio (18 bytes w/o jmp back) 0x89, 0x5a, // lsg global[5Ah] 0x35, 0x01, // ldi 1 0x1c, // ne? 0x31, 0x0b, // bnt [skip play audio] 0x38, PATCH_SELECTOR16(say), // pushi say (0123h) 0x78, // push1 0x39, 0x14, // pushi 14h 0x72, PATCH_UINT16(0x0850), // lofsa newRob 0x4a, 0x06, // send 06 // now get back 0x39, 0x0c, // pushi 0Ch 0x32, PATCH_UINT16(0xff50), // jmp back PATCH_END }; // It seems that Sierra forgot to set a script flag when cleaning out the bank // account in Space Quest 4 CD. This was probably caused by the whole bank // account interaction getting a rewrite and polish in the CD version. // // Because of this bug, points for changing back clothes will not get awarded, // which makes it impossible to get a perfect point score in the CD version of // the game. The points are awarded by rm371::doit in script 371. // // We fix this. PC floppy does not have this bug. // // Note: Some Let's Plays on YouTube show points are in fact awarded. But those // Let's Plays were of a hacked Space Quest 4 version. It was part Floppy, // part CD version. We consider it to be effectively pirated and not a // canonical CD version of Space Quest 4. It's easy to identify for having // both voices and a store called "Radio Shock" instead of "Hz. So Good". // // Applies to at least: English PC CD // Responsible method: but2Script::changeState(2) // Fixes bug: #6866 static const uint16 sq4CdSignatureGetPointsForChangingBackClothes[] = { 0x35, 0x02, // ldi 02 SIG_MAGICDWORD, 0x1a, // eq? 0x30, SIG_UINT16(0x006a), // bnt [state 3] 0x76, SIG_ADDTOOFFSET(+46), // jump over "withdraw funds" code 0x33, 0x33, // jmp [end of state 2, set cycles code] SIG_ADDTOOFFSET(+51), // jump over "clean bank account" code 0x35, 0x02, // ldi 02 0x65, 0x1a, // aTop cycles 0x33, 0x0b, // jmp [toss/ret] 0x3c, // dup 0x35, 0x03, // ldi 03 0x1a, // eq? 0x31, 0x05, // bnt [toss/ret] SIG_END }; static const uint16 sq4CdPatchGetPointsForChangingBackClothes[] = { PATCH_ADDTOOFFSET(+3), 0x30, PATCH_UINT16(0x0070), // bnt [state 3] PATCH_ADDTOOFFSET(+47), // "withdraw funds" code 0x33, 0x39, // jmp [end of state 2, set cycles code] PATCH_ADDTOOFFSET(+51), 0x78, // push1 0x39, 0x1d, // pushi 1Dh 0x45, 0x07, 0x02, // callb [export 7 of script 0], 02 (set flag 1Dh - located at global[73h] bit 2) 0x35, 0x02, // ldi 02 0x65, 0x1c, // aTop cycles 0x33, 0x05, // jmp [toss/ret] // check for state 3 code removed to save 6 bytes PATCH_END }; // For Space Quest 4 CD, Sierra added a pick up animation for Roger when he // picks up the rope. // // When the player is detected by the zombie right at the start of the game, // while picking up the rope, scripts bomb out. // // This is caused by code intended to make Roger face the arriving drone. We // fix it by checking if ego::cycler is actually set before calling that code. // // Applies to at least: English PC CD // Responsible method: droidShoots::changeState(3) // Fixes bug: #6076 static const uint16 sq4CdSignatureGettingShotWhileGettingRope[] = { 0x35, 0x02, // ldi 02 0x65, 0x1a, // aTop cycles 0x32, SIG_UINT16(0x02fa), // jmp [end] SIG_MAGICDWORD, 0x3c, // dup 0x35, 0x02, // ldi 02 0x1a, // eq? 0x31, 0x0b, // bnt [state 3 check] 0x76, // push0 0x45, 0x02, 0x00, // callb [export 2 of script 0], 00 (disable controls) 0x35, 0x02, // ldi 02 0x65, 0x1a, // aTop cycles 0x32, SIG_UINT16(0x02e9), // jmp [end] 0x3c, // dup 0x35, 0x03, // ldi 03 0x1a, // eq? 0x31, 0x1e, // bnt [state 4 check] 0x76, // push0 0x45, 0x02, 0x00, // callb [export 2 of script 0], 00 (disable controls again??) 0x7a, // push2 0x89, 0x00, // lsg global[0] 0x72, SIG_UINT16(0x0242), // lofsa deathDroid 0x36, // push 0x45, 0x0d, 0x04, // callb [export 13 of script 0], 04 (set heading of ego to face droid) SIG_END }; static const uint16 sq4CdPatchGettingShotWhileGettingRope[] = { PATCH_ADDTOOFFSET(+11), // this makes state 2 only do the 2 cycles wait, controls should always be disabled already at this point 0x2f, 0xf3, // bt [previous state aTop cycles code] // Now we check for state 3, this change saves us 11 bytes 0x3c, // dup 0x35, 0x03, // ldi 03 0x1a, // eq? 0x31, 0x29, // bnt [state 4 check] // new state 3 code 0x76, // push0 0x45, 0x02, 0x00, // callb [export 2 of script 0], 00 (disable controls, actually not needed) 0x38, PATCH_SELECTOR16(cycler), // pushi cycler 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, 0x04, // send 04 (get ego::cycler) 0x30, PATCH_UINT16(0x000a), // bnt [skip the heading call] PATCH_END }; // The scripts in SQ4CD support simultaneous playing of speech and subtitles, // but this was not available as an option. The following two patches enable // this functionality in the game's GUI options dialog. // // Patch 1: iconTextSwitch::show, called when the text options button is shown. // This is patched to add the "Both" text resource (i.e. we end up with // "Speech", "Text" and "Both") static const uint16 sq4CdSignatureTextOptionsButton[] = { SIG_MAGICDWORD, 0x35, 0x01, // ldi 0x01 0xa1, 0x53, // sag global[0x53] 0x39, 0x03, // pushi 0x03 0x78, // push1 0x39, 0x09, // pushi 0x09 0x54, 0x06, // self 0x06 SIG_END }; static const uint16 sq4CdPatchTextOptionsButton[] = { PATCH_ADDTOOFFSET(+7), 0x39, 0x0b, // pushi 0x0b PATCH_END }; // Patch 2: Adjust a check in babbleIcon::init (the two guys from Andromeda), // shown when dying/quitting. // // Responsible method: babbleIcon::init // Fixes bug: #6068 static const uint16 sq4CdSignatureBabbleIcon[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg global[5a] 0x35, 0x02, // ldi 02 0x1a, // eq? 0x31, 0x26, // bnt 26 [02a7] SIG_END }; static const uint16 sq4CdPatchBabbleIcon[] = { 0x89, 0x5a, // lsg global[5a] 0x35, 0x01, // ldi 01 0x1a, // eq? 0x2f, 0x26, // bt 26 [02a7] PATCH_END }; // Patch 3: Add the ability to toggle among the three available options // when the text options button is clicked: "Speech", "Text" and "Both". // Refer to the patch above for additional details. // // Responsible method: iconTextSwitch::doit static const uint16 sq4CdSignatureTextOptions[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg global[90] 0x3c, // dup 0x35, 0x01, // ldi 0x01 0x1a, // eq? 0x31, 0x06, // bnt 0x06 (0x0691) 0x35, 0x02, // ldi 0x02 0xa1, 0x5a, // sag global[90] 0x33, 0x0a, // jmp 0x0a (0x69b) 0x3c, // dup 0x35, 0x02, // ldi 0x02 0x1a, // eq? 0x31, 0x04, // bnt 0x04 (0x069b) 0x35, 0x01, // ldi 0x01 0xa1, 0x5a, // sag global[90] 0x3a, // toss 0x38, SIG_SELECTOR16(show), // pushi show (0x00d9) 0x76, // push0 0x54, 0x04, // self 0x04 0x48, // ret SIG_END }; static const uint16 sq4CdPatchTextOptions[] = { 0x89, 0x5a, // lsg global[90] 0x3c, // dup 0x35, 0x03, // ldi 0x03 (acc = 3) 0x1a, // eq? (global[90] == 3) 0x2f, 0x07, // bt 0x07 0x89, 0x5a, // lsg global[90] 0x35, 0x01, // ldi 0x01 (acc = 1) 0x02, // add (acc = global[90] + 1) 0x33, 0x02, // jmp 0x02 0x35, 0x01, // ldi 0x01 (reset acc to 1) 0xa1, 0x5a, // sag global[90] 0x33, 0x03, // jmp 0x03 (jump over the wasted bytes below) 0x34, PATCH_UINT16(0x0000), // ldi 0x0000 (waste 3 bytes) 0x3a, // toss // (the rest of the code is the same) PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry sq4Signatures[] = { { true, 298, "Floppy: endless flight", 1, sq4FloppySignatureEndlessFlight, sq4FloppyPatchEndlessFlight }, { true, 700, "Floppy: throw stuff at sequel police bug", 1, sq4FloppySignatureThrowStuffAtSequelPoliceBug, sq4FloppyPatchThrowStuffAtSequelPoliceBug }, { true, 45, "CD: walk in from below for room 45 fix", 1, sq4CdSignatureWalkInFromBelowRoom45, sq4CdPatchWalkInFromBelowRoom45 }, { true, 391, "CD: missing Audio for universal remote control", 1, sq4CdSignatureMissingAudioUniversalRemote, sq4CdPatchMissingAudioUniversalRemote }, { true, 396, "CD: get points for changing back clothes fix", 1, sq4CdSignatureGetPointsForChangingBackClothes, sq4CdPatchGetPointsForChangingBackClothes }, { true, 701, "CD: getting shot, while getting rope", 1, sq4CdSignatureGettingShotWhileGettingRope, sq4CdPatchGettingShotWhileGettingRope }, { true, 0, "CD: Babble icon speech and subtitles fix", 1, sq4CdSignatureBabbleIcon, sq4CdPatchBabbleIcon }, { true, 818, "CD: Speech and subtitles option", 1, sq4CdSignatureTextOptions, sq4CdPatchTextOptions }, { true, 818, "CD: Speech and subtitles option button", 1, sq4CdSignatureTextOptionsButton, sq4CdPatchTextOptionsButton }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // When you leave Ulence Flats, another timepod is supposed to appear. // On fast machines, that timepod appears fully immediately and then // starts to appear like it should be. That first appearance is caused // by the scripts setting an invalid cel number and the machine being // so fast that there is no time for another script to actually fix // the cel number. On slower machines, the cel number gets fixed // by the cycler and that's why only fast machines are affected. // The same issue happens in Sierra SCI. // We simply set the correct starting cel number to fix the bug. // Responsible method: robotIntoShip::changeState(9) static const uint16 sq1vgaSignatureUlenceFlatsTimepodGfxGlitch[] = { 0x39, SIG_MAGICDWORD, SIG_SELECTOR8(cel), // pushi cel 0x78, // push1 0x39, 0x0a, // pushi 0x0a (set ship::cel to 10) 0x38, SIG_UINT16(0x00a0), // pushi 0x00a0 (ship::setLoop) SIG_END }; static const uint16 sq1vgaPatchUlenceFlatsTimepodGfxGlitch[] = { PATCH_ADDTOOFFSET(+3), 0x39, 0x09, // pushi 0x09 (set ship::cel to 9) PATCH_END }; // In Ulence Flats, there is a space ship, that you will use at some point. // Near that space ship are 2 force field generators. When you look at the top // of those generators, the game will crash. This happens also in Sierra SCI. // It's caused by a jump, that goes out of bounds. // // We currently do not know if this was caused by a compiler glitch or if it // was a developer error. Anyway we patch this glitchy code, so that the game // won't crash anymore. // // Applies to at least: English Floppy // Responsible method: radar1::doVerb // Fixes bug: #6816 static const uint16 sq1vgaSignatureUlenceFlatsGeneratorGlitch[] = { SIG_MAGICDWORD, 0x1a, // eq? 0x30, SIG_UINT16(0xcdf4), // bnt [absolute 0xf000] SIG_END }; static const uint16 sq1vgaPatchUlenceFlatsGeneratorGlitch[] = { PATCH_ADDTOOFFSET(+1), 0x32, PATCH_UINT16(0x0000), // jmp 0x0000 (waste bytes) PATCH_END }; // No documentation for this patch (TODO) static const uint16 sq1vgaSignatureEgoShowsCard[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(timesShownID), // pushi timesShownID 0x78, // push1 0x38, SIG_SELECTOR16(timesShownID), // pushi timesShownID 0x76, // push0 0x51, 0x7c, // class DeltaurRegion 0x4a, 0x04, // send 0x04 (get timesShownID) 0x36, // push 0x35, 0x01, // ldi 1 0x02, // add 0x36, // push 0x51, 0x7c, // class DeltaurRegion 0x4a, 0x06, // send 0x06 (set timesShownID) 0x36, // push (wrong, acc clobbered by class, above) 0x35, 0x03, // ldi 0x03 0x22, // lt? SIG_END }; // Note that this script patch is merely a reordering of the // instructions in the original script. static const uint16 sq1vgaPatchEgoShowsCard[] = { 0x38, PATCH_SELECTOR16(timesShownID), // pushi timesShownID 0x76, // push0 0x51, 0x7c, // class DeltaurRegion 0x4a, 0x04, // send 0x04 (get timesShownID) 0x36, // push 0x35, 0x01, // ldi 1 0x02, // add 0x36, // push (this push corresponds to the wrong one above) 0x38, PATCH_SELECTOR16(timesShownID), // pushi timesShownID 0x78, // push1 0x36, // push 0x51, 0x7c, // class DeltaurRegion 0x4a, 0x06, // send 0x06 (set timesShownID) 0x35, 0x03, // ldi 0x03 0x22, // lt? PATCH_END }; // The spider droid on planet Korona has a fixed movement speed, // which is way faster than the default movement speed of ego. // This means that the player would have to turn up movement speed, // otherwise it will be impossible to escape it. // We fix this issue by making the droid move a bit slower than ego // does (relative to movement speed setting). // // Applies to at least: English PC floppy // Responsible method: spider::doit static const uint16 sq1vgaSignatureSpiderDroidTiming[] = { SIG_MAGICDWORD, 0x63, 0x4e, // pToa script 0x30, SIG_UINT16(0x0005), // bnt [further method code] 0x35, 0x00, // ldi 00 0x32, SIG_UINT16(0x0062), // jmp [super-call] 0x38, SIG_UINT16(0x0088), // pushi 0088h (script) 0x76, // push0 0x81, 0x02, // lag global[2] (current room) 0x4a, 0x04, // send 04 (get room script) 0x30, SIG_UINT16(0x0005), // bnt [further method code] 0x35, 0x00, // ldi 00 0x32, SIG_UINT16(0x0052), // jmp [super-call] 0x89, 0xa6, // lsg global[a6] (set to 1 when ego went up the skeleton tail, set to 2 when going down) 0x35, 0x01, // ldi 01 0x1a, // eq? 0x30, SIG_UINT16(0x0012), // bnt [PChase set code] (when global[A6] != 1) 0x81, 0xb5, // lag global[b5] 0x30, SIG_UINT16(0x000d), // bnt [PChase set code] (when global[B5] == 0) 0x38, SIG_UINT16(0x008c), // pushi 008c 0x78, // push1 0x72, SIG_UINT16(0x1cb6), // lofsa moveToPath 0x36, // push 0x54, 0x06, // self 06 0x32, SIG_UINT16(0x0038), // jmp [super-call] // PChase set call 0x81, 0xb5, // lag global[B5] 0x18, // not 0x30, SIG_UINT16(0x0032), // bnt [super-call] (when global[B5] != 0) // followed by: // is spider in current room // is global[A6h] == 2? -> set PChase SIG_END }; // 58 bytes) // global[A6h] != 1 (did NOT went up the skeleton) // global[B5h] = 0 -> set PChase // global[B5h] != 0 -> do not do anything // global[A6h] = 1 (did went up the skeleton) // global[B5h] = 0 -> set PChase // global[B5h] != 0 -> set moveToPath static const uint16 sq1vgaPatchSpiderDroidTiming[] = { 0x63, 0x4e, // pToa script 0x2f, 0x68, // bt [super-call] 0x38, PATCH_UINT16(0x0088), // pushi 0088 (script) 0x76, // push0 0x81, 0x02, // lag global[2] (current room) 0x4a, 0x04, // send 04 0x2f, 0x5e, // bt [super-call] // --> 12 bytes saved // new code 0x38, PATCH_UINT16(0x0176), // pushi 0176 (egoMoveSpeed) 0x76, // push0 0x81, 0x01, // lag global[1] 0x4a, 0x04, // send 04 - sq1::egoMoveSpeed 0x36, // push 0x36, // push 0x35, 0x03, // ldi 03 0x0c, // shr 0x02, // add --> egoMoveSpeed + (egoMoveSpeed >> 3) 0x39, 0x01, // pushi 01 (waste 1 byte) 0x02, // add --> egoMoveSpeed++ 0x65, 0x4c, // aTop cycleSpeed 0x65, 0x5e, // aTop moveSpeed // new code end 0x81, 0xb5, // lag global[B5] 0x31, 0x13, // bnt [PChase code chunk] 0x89, 0xa6, // lsg global[A6] 0x35, 0x01, // ldi 01 0x1a, // eq? 0x31, 0x3e, // bnt [super-call] 0x38, PATCH_UINT16(0x008c), // pushi 008c 0x78, // push1 0x72, PATCH_UINT16(0x1cb6), // lofsa moveToPath 0x36, // push 0x54, 0x06, // self 06 - spider::setScript(movePath) 0x33, 0x32, // jmp [super-call] // --> 9 bytes saved PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry sq1vgaSignatures[] = { { true, 45, "Ulence Flats: timepod graphic glitch", 1, sq1vgaSignatureUlenceFlatsTimepodGfxGlitch, sq1vgaPatchUlenceFlatsTimepodGfxGlitch }, { true, 45, "Ulence Flats: force field generator glitch", 1, sq1vgaSignatureUlenceFlatsGeneratorGlitch, sq1vgaPatchUlenceFlatsGeneratorGlitch }, { true, 58, "Sarien armory droid zapping ego first time", 1, sq1vgaSignatureEgoShowsCard, sq1vgaPatchEgoShowsCard }, { true, 704, "spider droid timing issue", 1, sq1vgaSignatureSpiderDroidTiming, sq1vgaPatchSpiderDroidTiming }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // The toolbox in sq5 is buggy. When you click on the upper part of the "put // in inventory" button (some items only - for example the hole puncher at the // upper left), points will get awarded correctly, and the item will get put // into the player's inventory, but you will then get a "not here" message, // and the item will also remain as the current mouse cursor. // The bug report says items may get lost when exiting the toolbox screen, // That was not reproduced. // This is caused by the mouse-click event getting reprocessed (which wouldn't // be a problem by itself). Reprocessing treats coordinates differently from // the first click (script 226 includes a local subroutine, which checks // coordinates in a hardcoded way w/o port-adjustment). // Because of this, the hotspot for the button is lower than it should be, // which results in the game thinking the user didn't click on the button and // also results in the "not here" message. // We fix it by combining state 0 + 1 of takeTool::changeState and so stopping // the event from being reprocessed... without touching SCI system scripts. // Applies to at least: English/German/French PC floppy // Responsible method: takeTool::changeState // Fixes bug: #6457 static const uint16 sq5SignatureToolboxFix[] = { 0x31, 0x13, // bnt [check for state 1] SIG_MAGICDWORD, 0x38, SIG_UINT16(0x00aa), // pushi 00aa 0x39, 0x05, // pushi 05 0x39, 0x16, // pushi 16 0x76, // push0 0x39, 0x03, // pushi 03 0x76, // push0 0x7c, // pushSelf 0x81, 0x5b, // lag global[5b] 0x4a, 0x0e, // send 0e 0x32, SIG_UINT16(0x0088), // jmp [end of method] 0x3c, // dup 0x35, 0x01, // ldi 01 0x1a, // eq? 0x31, 0x28, // bnt [check for state 2] SIG_END }; static const uint16 sq5PatchToolboxFix[] = { 0x31, 0x41, // bnt [check for state 2] PATCH_ADDTOOFFSET(+16), // skip to jmp offset 0x35, 0x01, // ldi 01 0x65, 0x14, // aTop [state] 0x36, 0x00, 0x00, // ldi 0000 (waste 3 bytes) 0x35, 0x00, // ldi 00 (waste 2 bytes) PATCH_END }; // WORKAROUND: Script needed, because of differences in our pathfinding // algorithm // After entering the drive bay (room 1000) through the hallway, clicking walk // in most places causes ego to automatically turn around and return to the // previous room. This is due to differences in our pathfinding algorithm from // Sierra's which results in ego first walking backwards into the control area // that triggers the script sExitToHall. // // We work around this by adjusting ego's initial MoveTo position by a few // pixels to one which doesn't cause pathfinding to send ego backwards. // // Applies to: PC Floppy // Responsible method: sEnterFromHall:changeState(0) // Fixes bug: #7155 static const uint16 sq5SignatureDriveBayPathfindingFix[] = { SIG_MAGICDWORD, 0x39, 0x0e, // pushi 0e [ x = 14d ] 0x39, 0x6e, // pushi 6e [ y = 110d ] SIG_END }; static const uint16 sq5PatchDriveBayPathfindingFix[] = { 0x39, 0x10, // pushi 10 [ x = 16d ] 0x39, 0x6f, // pushi 6f [ y = 111d ] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry sq5Signatures[] = { { true, 226, "toolbox fix", 1, sq5SignatureToolboxFix, sq5PatchToolboxFix }, { true, 1000, "drive bay pathfinding fix", 1, sq5SignatureDriveBayPathfindingFix, sq5PatchDriveBayPathfindingFix }, SCI_SIGNATUREENTRY_TERMINATOR }; #ifdef ENABLE_SCI32 #pragma mark - #pragma mark RAMA // RAMA has custom video benchmarking code that needs to be disabled; see // sci2BenchmarkSignature static const uint16 ramaBenchmarkSignature[] = { 0x38, SIG_SELECTOR16(view), // pushi view SIG_MAGICDWORD, 0x78, // push1 0x38, SIG_UINT16(0xfdd4), // pushi 64980 SIG_END }; static const uint16 ramaBenchmarkPatch[] = { 0x34, PATCH_UINT16(0x2710), // ldi 10000 0x48, // ret PATCH_END }; // RAMA uses a custom save game format that game scripts read and write // manually. The save game format serialises object references, which SSCI could // be done just by writing int16s (since object references were just 16-bit // indexes), but in ScummVM we have to write the full 32-bit reg_t. We hijack // kFileIOReadWord/kFileIOWriteWord to do this for us, but we need the game to // agree to use those kFileIO calls instead of doing raw reads and creating its // own numbers, as it tries to do here in `SaveManager::readWord`. static const uint16 ramaSerializeRegTSignature1[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(newWith), // pushi newWith ($10b) 0x7a, // push2 0x7a, // push2 0x72, SIG_UINT16(0x0000), // lofsa "" 0x36, // push 0x51, 0x0f, // class Str SIG_END }; static const uint16 ramaSerializeRegTPatch1[] = { 0x38, PATCH_SELECTOR16(readWord), // pushi readWord 0x76, // push0 0x62, PATCH_SELECTOR16(saveFilePtr), // pToa saveFilePtr 0x4a, PATCH_UINT16(0x0004), // send 4 0x48, // ret PATCH_END }; // When restoring a NukeTimer client, the game makes a self-call to // `NukeTimer::getSubscriberObj` from `NukeTimer::serialize`, but forgets to // pass a required argument. In SSCI this happens to work because the value on // the stack where the first argument should be is the `getSubscriberObj` // selector, so it evaluates to true, but currently ScummVM defaults // uninitialised param reads to 0 so the game was following the wrong path and // breaking. // Applies to at least: US English // Fixes bug: #10263 static const uint16 ramaNukeTimerSignature[] = { 0x7e, SIG_ADDTOOFFSET(+2), // line whatever SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(getSubscriberObj), // pushi getSubscriberObj ($3ca) 0x76, // push0 0x54, SIG_UINT16(0x0004), // self 4 SIG_END }; static const uint16 ramaNukeTimerPatch[] = { 0x38, PATCH_SELECTOR16(getSubscriberObj), // pushi getSubscriberObj ($3ca) 0x78, // push1 0x38, PATCH_UINT16(0x0001), // pushi 1 (wasting bytes) 0x54, PATCH_UINT16(0x0006), // self 6 PATCH_END }; // When opening a datacube on the pocket computer, `DocReader::init` will try // to perform arithmetic on a pointer to `thighComputer::plane` then use the // resulting value as the priority for the DocReader. This happened to work in // SSCI because the plane pointer would just be a high numeric value, but // ScummVM needs an actual number, not a pointer. // Applies to at least: US English static const uint16 ramaDocReaderInitSignature[] = { 0x39, SIG_SELECTOR8(priority), // pushi priority ($1a) 0x78, // push1 0x39, SIG_SELECTOR8(plane), // pushi plane ($19) 0x76, // push0 0x7a, // push2 SIG_MAGICDWORD, 0x39, 0x2c, // pushi 44 0x76, // push0 0x43, 0x02, SIG_UINT16(0x04), // callk ScriptID, 4 SIG_END }; static const uint16 ramaDocReaderInitPatch[] = { PATCH_ADDTOOFFSET(+3), // pushi priority, push1 0x39, PATCH_SELECTOR8(priority), // pushi priority PATCH_END }; // It is not possible to change the directory for ScummVM save games, so // disable the "change directory" button in the RAMA save dialog. static const uint16 ramaChangeDirSignature[] = { SIG_MAGICDWORD, 0x7e, SIG_UINT16(0x0064), // line 100 0x39, SIG_SELECTOR8(state), // pushi state ($1d) 0x78, // push1 0x39, 0x03, // pushi 3 0x72, SIG_ADDTOOFFSET(+2), // lofsa changeDirI 0x4a, SIG_UINT16(0x000e), // send 14 SIG_END }; static const uint16 ramaChangeDirPatch[] = { PATCH_ADDTOOFFSET(+6), // line 100, pushi state, push1 0x39, 0x00, // pushi 0 PATCH_END }; static const SciScriptPatcherEntry ramaSignatures[] = { { true, 55, "fix bad DocReader::init priority calculation", 1, ramaDocReaderInitSignature, ramaDocReaderInitPatch }, { true, 85, "fix SaveManager to use normal readWord calls", 1, ramaSerializeRegTSignature1, ramaSerializeRegTPatch1 }, { true, 201, "fix crash restoring save games using NukeTimer", 1, ramaNukeTimerSignature, ramaNukeTimerPatch }, { true, 64908, "disable video benchmarking", 1, ramaBenchmarkSignature, ramaBenchmarkPatch }, { true, 64990, "disable change directory button", 1, ramaChangeDirSignature, ramaChangeDirPatch }, SCI_SIGNATUREENTRY_TERMINATOR }; #pragma mark - #pragma mark Shivers // In room 35170, there is a CCTV control station with a joystick that must be // clicked and dragged to pan the camera. In order to enable dragging, on // mousedown, the `vJoystick::handleEvent` method calls `vJoystick::doVerb(1)`, // which enables the drag functionality of the joystick. However, // `vJoystick::handleEvent` then makes a super call to // `ShiversProp::handleEvent`, which calls `vJoystick::doVerb()`. This second // call, which fails to pass an argument, causes an uninitialized read off the // stack for the first parameter. In SSCI, this happens to work because the // uninitialized value on the stack happens to be 1. Disabling the super call // avoids the bad doVerb call without any apparent ill effect. // The same problem exists when trying to drag the volume & brightness sliders // in the main menu. These controls are also fixed by this patch. // Applies to at least: US English static const uint16 shiversEventSuperCallSignature[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(handleEvent), // pushi handleEvent 0x78, // push1 0x8f, 0x01, // lsp param[1] 0x59, 0x02, // &rest 2 0x57, 0x7f, SIG_UINT16(0x0006), // super ShiversProp[7f], 6 SIG_END }; static const uint16 shiversEventSuperCallPatch[] = { 0x48, // ret PATCH_END }; // When the Ixupi is present in the Gods and Items intro room, the game tries to // play a sound using the play selector, but its arguments are only appropriate // for the fade selector. // If the badly constructed sound object from this call ends up receiving a // signal at any time in the future, the game will try to send to a number and // crash (because the third argument to play is supposed to be a client object, // but here it is a number instead). Other rooms make this same call with the // correct fade selector, so fix the selector here to match. // Applies to at least: English CD static const uint16 shiversGodsIxupiPlaySoundSignature[] = { SIG_MAGICDWORD, 0x39, SIG_SELECTOR8(play), // pushi play ($33) 0x38, SIG_UINT16(0x0006), // pushi 6 SIG_END }; static const uint16 shiversGodsIxupiPlaySoundPatch[] = { 0x38, PATCH_SELECTOR16(fade), // pushi fade ($f3) 0x39, 0x06, // pushi 6 PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry shiversSignatures[] = { { true, 990, "fix volume & brightness sliders", 2, shiversEventSuperCallSignature, shiversEventSuperCallPatch }, { true, 23090, "fix bad Ixupi sound call", 1, shiversGodsIxupiPlaySoundSignature, shiversGodsIxupiPlaySoundPatch }, { true, 35170, "fix CCTV joystick interaction", 1, shiversEventSuperCallSignature, shiversEventSuperCallPatch }, { true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch }, SCI_SIGNATUREENTRY_TERMINATOR }; #pragma mark - #pragma mark Space Quest 6 // After the explosion in the Quarters of Deepship 86, the game tries to perform // a dramatic long fade, but does this with an unreasonably large number of // divisions which takes tens of seconds to finish (because transitions are not // CPU-dependent in ScummVM). // Fixes bug: #9590 static const uint16 sq6SlowTransitionSignature1[] = { SIG_MAGICDWORD, 0x38, SIG_UINT16(0x0578), // pushi $578 0x51, 0x33, // class Styler SIG_END }; static const uint16 sq6SlowTransitionPatch1[] = { 0x38, PATCH_UINT16(0x01f4), // pushi 500 PATCH_END }; // For whatever reason, SQ6 sets the default number of transition divisions to // be a much larger value at startup (200 vs 30) if it thinks it is running in // Windows. Room 410 (eulogy room) also unconditionally resets divisions to the // larger value. // Fixes bug: #9590 static const uint16 sq6SlowTransitionSignature2[] = { SIG_MAGICDWORD, 0x38, SIG_UINT16(0x00c8), // pushi $c8 0x51, 0x33, // class Styler SIG_END }; static const uint16 sq6SlowTransitionPatch2[] = { 0x38, PATCH_UINT16(0x001e), // pushi 30 PATCH_END }; // SQ6 has custom video benchmarking code that needs to be disabled; see // sci2BenchmarkSignature. (The sci2BenchmarkPatch is suitable for use with // SQ6 as well.) static const uint16 sq6BenchmarkSignature[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(init), // pushi init 0x76, // push0 0x7e, SIG_ADDTOOFFSET(+2), // line 0x38, SIG_SELECTOR16(posn), // pushi posn SIG_END }; // script, description, signature patch static const SciScriptPatcherEntry sq6Signatures[] = { { true, 0, "fix slow transitions", 1, sq6SlowTransitionSignature2, sq6SlowTransitionPatch2 }, { true, 15, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch }, { true, 22, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch }, { true, 410, "fix slow transitions", 1, sq6SlowTransitionSignature2, sq6SlowTransitionPatch2 }, { true, 460, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch }, { true, 500, "fix slow transitions", 1, sq6SlowTransitionSignature1, sq6SlowTransitionPatch1 }, { true, 510, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch }, { true, 64908, "disable video benchmarking", 1, sq6BenchmarkSignature, sci2BenchmarkPatch }, { true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 }, { true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 }, { true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch }, SCI_SIGNATUREENTRY_TERMINATOR }; #pragma mark - #pragma mark Torins Passage // A subroutine that gets called by 'Torin::init' unconditionally resets the // audio volumes to defaults, but the game should always use the volume stored // in ScummVM. This patch is basically identical to the patch for LSL7, except // that they left line numbers in the LSL7 scripts and changed the music volume. // Applies to at least: English CD // Fixes bug: #9700 static const uint16 torinVolumeResetSignature1[] = { SIG_MAGICDWORD, 0x35, 0x28, // ldi $28 0xa1, 0xe3, // sag global[$e3] (music volume) 0x35, 0x3c, // ldi $3c 0xa1, 0xe4, // sag global[$e4] (sfx volume) 0x35, 0x64, // ldi $64 0xa1, 0xe5, // sag global[$e5] (speech volume) SIG_END }; static const uint16 torinVolumeResetPatch1[] = { 0x33, 0x0a, // jmp [past volume resets] PATCH_END }; // A subroutine that gets called by 'Torin::init' unconditionally resets the // audio volumes to values stored in torin.prf, but the game should always use // the volume stored in ScummVM. This patch is basically identical to the patch // for LSL7, except that they left line numbers in the LSL7 scripts. // Applies to at least: English CD // Fixes bug: #9700 static const uint16 torinVolumeResetSignature2[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(readWord), // pushi readWord ($020b) 0x76, // push0 SIG_ADDTOOFFSET(+6), // ... 0xa1, 0xe3, // sag global[$e3] (music volume) SIG_ADDTOOFFSET(+10), // ... 0xa1, 0xe4, // sag global[$e4] (sfx volume) SIG_ADDTOOFFSET(+10), // ... 0xa1, 0xe5, // sag global[$e5] (speech volume) SIG_END }; static const uint16 torinVolumeResetPatch2[] = { PATCH_ADDTOOFFSET(+10), 0x18, 0x18, // (waste bytes) PATCH_ADDTOOFFSET(+10), // ... 0x18, 0x18, // (waste bytes) PATCH_ADDTOOFFSET(+10), // ... 0x18, 0x18, // (waste bytes) PATCH_END }; // In Escarpa, it is possible for Boogle to be left outside of Torin's bag // when fast-forwarding through the exit animation of the seraglio. If this // happens, when the player goes from the seraglio to the dragon's cave and // then tries to worm Boogle to the left side of the cave, the game will hang // because Boogle is on the wrong side of the navigable area barrier and cannot // move through it to continue the cutscene. This patch fixes the fast-forward // code 'soBoogleBackUp::ff' in the seraglio so that Boogle's in-the-bag flag // is set when fast-forwarding. // Applies to at least: English CD, Spanish CD // Fixes bug: #9836 static const uint16 torinSeraglioBoogleFlagSignature[] = { 0x35, 0x00, // ldi 0 SIG_MAGICDWORD, 0xa3, 0x00, // sal local[0] 0x38, SIG_SELECTOR16(test), // pushi test SIG_ADDTOOFFSET(+0x5a), // all the rest of the method // CHECKME: Spanish version seems to have a total of 0x5d bytes from this point to the ret // FIXME: Check for end of method (e.g. ret) and add different signatures in case localized versions are different SIG_END }; static const uint16 torinSeraglioBoogleFlagPatch[] = { // @1e5f // ldi 0, sal local[0] removed from here (+4 bytes) // @1e5f (+4 bytes) // local[0] = /* oFlags */ ScriptID(64017, 0); 0x7a, // push2 0x38, PATCH_UINT16(0xfa11), // pushi 64017 0x76, // push0 0x43, 0x02, PATCH_UINT16(0x0004), // callk ScriptID[2], 4 0xa3, 0x00, // sal local[0] (-2 bytes) // @1e6a (+2 bytes) // acc = local[0].test(94); 0x38, PATCH_SELECTOR16(test), // pushi test 0x78, // push1 0x39, 0x5e, // pushi 94 0x4a, PATCH_UINT16(0x0006), // send 6 // @1e73 (+2 bytes) // if (!acc) goto elseCase; 0x30, PATCH_UINT16(0x0034), // bnt 0x31 + 3 // @1e76 (+2 bytes) // global[0].get(ScriptID(64001, 0).get(20)); 0x38, PATCH_SELECTOR16(get), // pushi get 0x78, // push1 0x38, PATCH_SELECTOR16(get), // pushi get 0x78, // push1 0x39, 0x14, // pushi 20 0x7a, // push2 0x38, PATCH_UINT16(0xfa01), // pushi 64001 0x76, // push0 0x43, 0x02, PATCH_UINT16(0x0004), // callk ScriptID[2], 4 0x4a, PATCH_UINT16(0x0006), // send 6 0x36, // push 0x81, 0x00, // lag global[0] (ego) 0x4a, PATCH_UINT16(0x0006), // send 6 // @1e92 (+2 bytes) // local[0].set(52); 0x38, PATCH_SELECTOR16(set), // pushi set 0x78, // push1 0x39, 0x34, // pushi 52 0x83, 0x00, // lal local[0] (+7 byte) 0x4a, PATCH_UINT16(0x0006), // send 6 // @1e9d (+9 bytes) // goto endOfBranch; 0x33, 0x0b, // jmp [to end of conditional branch] (+1 byte) // @1e9f (+10 bytes) // elseCase: local[0].clear(97); 0x38, PATCH_SELECTOR16(clear), // pushi clear 0x78, // push1 0x39, 0x61, // pushi 97 0x83, 0x00, // lal local[0] (+7 bytes) 0x4a, PATCH_UINT16(0x0006), // send 6 // @1eaa (+17 bytes) // endOfBranch: local[0].set(232); 0x38, PATCH_SELECTOR16(set), // pushi set (-3 bytes) 0x78, // push1 (-1 byte) 0x38, PATCH_UINT16(0x00e8), // pushi 232 (Boogle-in-bag flag) (-3 bytes) 0x83, 0x00, // lal local[0] (-2 bytes) 0x4a, PATCH_UINT16(0x0006), // send 6 (-3 bytes) // @1eb6 (+5 bytes) // local[0] = 0; self.dispose(); 0x38, PATCH_SELECTOR16(dispose), // pushi dispose 0x76, // push0 0x3c, // dup (-1 byte) 0xab, 0x00, // ssl local[0] (-2 bytes) 0x54, PATCH_UINT16(0x0004), // self 4 0x48, // ret // @1ec1 (+2 bytes) PATCH_END }; // At least some French PointSoft releases of Torin's Passage managed to get // released with script 20700 from the official Sierra TORINPAT patch and // *unpatched* heap 20700. Worse, the selector table is not the same as the one // in the US release, so it is not possible to just apply TORINPAT to the game // (it will just explode later when mismatched selectors are used). So, here we // are hot-patching all of the wrong offsets in the original heap to match the // patched script. // Applies to at least: French PointSoft CD release static const uint16 torinPointSoft20700HeapSignature[] = { 0xe1, 0x15, 0x23, 0x16, // end of patched 20700.SCR (so we don't // accidentally patch the heap when it is correctly // matched with an unpatched script) SIG_ADDTOOFFSET(1), // padding byte added by Script::load SIG_ADDTOOFFSET(0x1d2), // first bad offset in the heap is at 0x1d2 SIG_MAGICDWORD, SIG_UINT16(0xd8), SIG_UINT16(0xd8), SIG_ADDTOOFFSET(0x200 - 0x1d2 - 4), // second bad offset, etc. SIG_UINT16(0xde), SIG_UINT16(0xde), SIG_ADDTOOFFSET(0x280 - 0x200 - 4), SIG_UINT16(0xe0), SIG_UINT16(0xe0), SIG_ADDTOOFFSET(0x300 - 0x280 - 4), SIG_UINT16(0xe2), SIG_UINT16(0xe2), SIG_ADDTOOFFSET(0x374 - 0x300 - 4), SIG_UINT16(0xe4), SIG_UINT16(0xe4), SIG_ADDTOOFFSET(0x3ce - 0x374 - 4), SIG_UINT16(0xee), SIG_UINT16(0xee), SIG_ADDTOOFFSET(0x44e - 0x3ce - 4), SIG_UINT16(0xf0), SIG_UINT16(0xf0), SIG_ADDTOOFFSET(0x482 - 0x44e - 4), SIG_UINT16(0xf6), SIG_UINT16(0xf6), SIG_ADDTOOFFSET(0x4b6 - 0x482 - 4), SIG_UINT16(0xfc), SIG_UINT16(0xfc), SIG_ADDTOOFFSET(0x4ea - 0x4b6 - 4), SIG_UINT16(0x106), SIG_UINT16(0x106), SIG_ADDTOOFFSET(0x51e - 0x4ea - 4), SIG_UINT16(0x110), SIG_UINT16(0x110), SIG_ADDTOOFFSET(0x55c - 0x51e - 4), SIG_UINT16(0x116), SIG_UINT16(0x116), SIG_ADDTOOFFSET(0x5a2 - 0x55c - 4), SIG_UINT16(0x118), SIG_UINT16(0x118), SIG_END }; static const uint16 torinPointSoft20700HeapPatch[] = { PATCH_ADDTOOFFSET(4), // end of patched 20700.SCR PATCH_ADDTOOFFSET(1), // padding byte PATCH_ADDTOOFFSET(0x1d2), // first bad offset PATCH_UINT16(0xdc), PATCH_UINT16(0xdc), PATCH_ADDTOOFFSET(0x200 - 0x1d2 - 4), // second bad offset, etc. PATCH_UINT16(0xe6), PATCH_UINT16(0xe6), PATCH_ADDTOOFFSET(0x280 - 0x200 - 4), PATCH_UINT16(0xe8), PATCH_UINT16(0xe8), PATCH_ADDTOOFFSET(0x300 - 0x280 - 4), PATCH_UINT16(0xea), PATCH_UINT16(0xea), PATCH_ADDTOOFFSET(0x374 - 0x300 - 4), PATCH_UINT16(0xec), PATCH_UINT16(0xec), PATCH_ADDTOOFFSET(0x3ce - 0x374 - 4), PATCH_UINT16(0xf6), PATCH_UINT16(0xf6), PATCH_ADDTOOFFSET(0x44e - 0x3ce - 4), PATCH_UINT16(0xf8), PATCH_UINT16(0xf8), PATCH_ADDTOOFFSET(0x482 - 0x44e - 4), PATCH_UINT16(0xfe), PATCH_UINT16(0xfe), PATCH_ADDTOOFFSET(0x4b6 - 0x482 - 4), PATCH_UINT16(0x104), PATCH_UINT16(0x104), PATCH_ADDTOOFFSET(0x4ea - 0x4b6 - 4), PATCH_UINT16(0x10e), PATCH_UINT16(0x10e), PATCH_ADDTOOFFSET(0x51e - 0x4ea - 4), PATCH_UINT16(0x118), PATCH_UINT16(0x118), PATCH_ADDTOOFFSET(0x55c - 0x51e - 4), PATCH_UINT16(0x11e), PATCH_UINT16(0x11e), PATCH_ADDTOOFFSET(0x5a2 - 0x55c - 4), PATCH_UINT16(0x120), PATCH_UINT16(0x120), PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry torinSignatures[] = { { true, 20600, "fix wrong boogle bag flag on fast-forward", 1, torinSeraglioBoogleFlagSignature, torinSeraglioBoogleFlagPatch }, { true, 20700, "fix bad heap in PointSoft release", 1, torinPointSoft20700HeapSignature, torinPointSoft20700HeapPatch }, { true, 64000, "disable volume reset on startup (1/2)", 1, torinVolumeResetSignature1, torinVolumeResetPatch1 }, { true, 64000, "disable volume reset on startup (2/2)", 1, torinVolumeResetSignature2, torinVolumeResetPatch2 }, { true, 64866, "increase number of save games", 1, torinLarry7NumSavesSignature, torinLarry7NumSavesPatch }, SCI_SIGNATUREENTRY_TERMINATOR }; #endif // ================================================================================= ScriptPatcher::ScriptPatcher() { int selectorCount = ARRAYSIZE(selectorNameTable); int selectorNr; // Allocate table for selector-IDs and initialize that table as well _selectorIdTable = new Selector[ selectorCount ]; for (selectorNr = 0; selectorNr < selectorCount; selectorNr++) _selectorIdTable[selectorNr] = -1; _runtimeTable = NULL; _isMacSci11 = false; } ScriptPatcher::~ScriptPatcher() { delete[] _runtimeTable; delete[] _selectorIdTable; } // will actually patch previously found signature area void ScriptPatcher::applyPatch(const SciScriptPatcherEntry *patchEntry, SciSpan scriptData, int32 signatureOffset) { const uint16 *patchData = patchEntry->patchData; byte orgData[PATCH_VALUELIMIT]; int32 offset = signatureOffset; uint16 patchWord = *patchEntry->patchData; uint16 patchSelector = 0; // Copy over original bytes from script uint32 orgDataSize = scriptData.size() - offset; if (orgDataSize > PATCH_VALUELIMIT) orgDataSize = PATCH_VALUELIMIT; scriptData.subspan(offset, orgDataSize).unsafeCopyDataTo(orgData); while (patchWord != PATCH_END) { uint16 patchCommand = patchWord & PATCH_COMMANDMASK; uint16 patchValue = patchWord & PATCH_VALUEMASK; switch (patchCommand) { case PATCH_CODE_ADDTOOFFSET: { // add value to offset offset += patchValue; break; } case PATCH_CODE_GETORIGINALBYTE: { // get original byte from script and adjust it if (patchValue >= orgDataSize) error("Script-Patcher: can not get requested original byte from script"); byte orgByte = orgData[patchValue]; int16 adjustValue; patchData++; adjustValue = (int16)(*patchData); scriptData[offset] = orgByte + adjustValue; offset++; break; } case PATCH_CODE_GETORIGINALUINT16: { // get original byte from script and adjust it if ((patchValue >= orgDataSize) || (((uint32)patchValue + 1) >= orgDataSize)) error("Script-Patcher: can not get requested original uint16 from script"); uint16 orgUINT16; int16 adjustValue; if (!_isMacSci11) { orgUINT16 = orgData[patchValue] | (orgData[patchValue + 1] << 8); } else { orgUINT16 = orgData[patchValue + 1] | (orgData[patchValue] << 8); } patchData++; adjustValue = (int16)(*patchData); orgUINT16 += adjustValue; if (!_isMacSci11) { scriptData[offset] = orgUINT16 & 0xFF; scriptData[offset + 1] = orgUINT16 >> 8; } else { scriptData[offset] = orgUINT16 >> 8; scriptData[offset + 1] = orgUINT16 & 0xFF; } offset += 2; break; } case PATCH_CODE_UINT16: case PATCH_CODE_SELECTOR16: { byte byte1; byte byte2; switch (patchCommand) { case PATCH_CODE_UINT16: { byte1 = patchValue & PATCH_BYTEMASK; patchData++; patchWord = *patchData; if (patchWord & PATCH_COMMANDMASK) error("Script-Patcher: Patch inconsistent"); byte2 = patchWord & PATCH_BYTEMASK; break; } case PATCH_CODE_SELECTOR16: { patchSelector = _selectorIdTable[patchValue]; byte1 = patchSelector & 0xFF; byte2 = patchSelector >> 8; break; } default: byte1 = 0; byte2 = 0; } if (!_isMacSci11) { scriptData[offset++] = byte1; scriptData[offset++] = byte2; } else { // SCI1.1+ on macintosh had uint16s in script in BE-order scriptData[offset++] = byte2; scriptData[offset++] = byte1; } break; } case PATCH_CODE_SELECTOR8: { patchSelector = _selectorIdTable[patchValue]; if (patchSelector & 0xFF00) error("Script-Patcher: 8 bit selector required, game uses 16 bit selector"); scriptData[offset] = patchSelector & 0xFF; offset++; break; } case PATCH_CODE_BYTE: scriptData[offset] = patchValue & PATCH_BYTEMASK; offset++; } patchData++; patchWord = *patchData; } } bool ScriptPatcher::verifySignature(uint32 byteOffset, const uint16 *signatureData, const char *signatureDescription, const SciSpan &scriptData) { uint16 sigSelector = 0; uint16 sigWord = *signatureData; while (sigWord != SIG_END) { uint16 sigCommand = sigWord & SIG_COMMANDMASK; uint16 sigValue = sigWord & SIG_VALUEMASK; switch (sigCommand) { case SIG_CODE_ADDTOOFFSET: { // add value to offset byteOffset += sigValue; break; } case SIG_CODE_UINT16: case SIG_CODE_SELECTOR16: { if (byteOffset + 1 < scriptData.size()) { byte byte1; byte byte2; switch (sigCommand) { case SIG_CODE_UINT16: { byte1 = sigValue & SIG_BYTEMASK; signatureData++; sigWord = *signatureData; if (sigWord & SIG_COMMANDMASK) error("Script-Patcher: signature inconsistent\nFaulty signature: '%s'", signatureDescription); byte2 = sigWord & SIG_BYTEMASK; break; } case SIG_CODE_SELECTOR16: { sigSelector = _selectorIdTable[sigValue]; byte1 = sigSelector & 0xFF; byte2 = sigSelector >> 8; break; } default: byte1 = 0; byte2 = 0; } if (!_isMacSci11) { if ((scriptData[byteOffset] != byte1) || (scriptData[byteOffset + 1] != byte2)) sigWord = SIG_MISMATCH; } else { // SCI1.1+ on macintosh had uint16s in script in BE-order if ((scriptData[byteOffset] != byte2) || (scriptData[byteOffset + 1] != byte1)) sigWord = SIG_MISMATCH; } byteOffset += 2; } else { sigWord = SIG_MISMATCH; } break; } case SIG_CODE_SELECTOR8: { if (byteOffset < scriptData.size()) { sigSelector = _selectorIdTable[sigValue]; if (sigSelector & 0xFF00) error("Script-Patcher: 8 bit selector required, game uses 16 bit selector\nFaulty signature: '%s'", signatureDescription); if (scriptData[byteOffset] != (sigSelector & 0xFF)) sigWord = SIG_MISMATCH; byteOffset++; } else { sigWord = SIG_MISMATCH; // out of bounds } break; } case SIG_CODE_BYTE: if (byteOffset < scriptData.size()) { if (scriptData[byteOffset] != sigWord) sigWord = SIG_MISMATCH; byteOffset++; } else { sigWord = SIG_MISMATCH; // out of bounds } } if (sigWord == SIG_MISMATCH) break; signatureData++; sigWord = *signatureData; } if (sigWord == SIG_END) // signature fully matched? return true; return false; } // will return -1 if no match was found, otherwise an offset to the start of the signature match int32 ScriptPatcher::findSignature(uint32 magicDWord, int magicOffset, const uint16 *signatureData, const char *patchDescription, const SciSpan &scriptData) { if (scriptData.size() < 4) // we need to find a DWORD, so less than 4 bytes is not okay return -1; // magicDWord is in platform-specific BE/LE form, so that the later match will work, this was done for performance const uint32 searchLimit = scriptData.size() - 3; uint32 DWordOffset = 0; // first search for the magic DWORD while (DWordOffset < searchLimit) { if (magicDWord == scriptData.getUint32At(DWordOffset)) { // magic DWORD found, check if actual signature matches uint32 offset = DWordOffset + magicOffset; if (verifySignature(offset, signatureData, patchDescription, scriptData)) return offset; } DWordOffset++; } // nothing found return -1; } int32 ScriptPatcher::findSignature(const SciScriptPatcherEntry *patchEntry, const SciScriptPatcherRuntimeEntry *runtimeEntry, const SciSpan &scriptData) { return findSignature(runtimeEntry->magicDWord, runtimeEntry->magicOffset, patchEntry->signatureData, patchEntry->description, scriptData); } // Attention: Magic DWord is returned using platform specific byte order. This is done on purpose for performance. void ScriptPatcher::calculateMagicDWordAndVerify(const char *signatureDescription, const uint16 *signatureData, bool magicDWordIncluded, uint32 &calculatedMagicDWord, int &calculatedMagicDWordOffset) { Selector curSelector = -1; int magicOffset; byte magicDWord[4]; int magicDWordLeft = 0; uint16 curWord; uint16 curCommand; uint32 curValue; byte byte1 = 0; byte byte2 = 0; memset(magicDWord, 0, sizeof(magicDWord)); curWord = *signatureData; magicOffset = 0; while (curWord != SIG_END) { curCommand = curWord & SIG_COMMANDMASK; curValue = curWord & SIG_VALUEMASK; switch (curCommand) { case SIG_MAGICDWORD: { if (magicDWordIncluded) { if ((calculatedMagicDWord) || (magicDWordLeft)) error("Script-Patcher: Magic-DWORD specified multiple times in signature\nFaulty patch: '%s'", signatureDescription); magicDWordLeft = 4; calculatedMagicDWordOffset = magicOffset; } else { error("Script-Patcher: Magic-DWORD sequence found in patch data\nFaulty patch: '%s'", signatureDescription); } break; } case SIG_CODE_ADDTOOFFSET: { magicOffset -= curValue; if (magicDWordLeft) error("Script-Patcher: Magic-DWORD contains AddToOffset command\nFaulty patch: '%s'", signatureDescription); break; } case SIG_CODE_UINT16: case SIG_CODE_SELECTOR16: { // UINT16 or 1 switch (curCommand) { case SIG_CODE_UINT16: { signatureData++; curWord = *signatureData; if (curWord & SIG_COMMANDMASK) error("Script-Patcher: signature entry inconsistent\nFaulty patch: '%s'", signatureDescription); if (!_isMacSci11) { byte1 = curValue; byte2 = curWord & SIG_BYTEMASK; } else { byte1 = curWord & SIG_BYTEMASK; byte2 = curValue; } break; } case SIG_CODE_SELECTOR16: { curSelector = _selectorIdTable[curValue]; if (curSelector == -1) { curSelector = g_sci->getKernel()->findSelector(selectorNameTable[curValue]); _selectorIdTable[curValue] = curSelector; } if (!_isMacSci11) { byte1 = curSelector & 0x00FF; byte2 = curSelector >> 8; } else { byte1 = curSelector >> 8; byte2 = curSelector & 0x00FF; } break; } } magicOffset -= 2; if (magicDWordLeft) { // Remember current word for Magic DWORD magicDWord[4 - magicDWordLeft] = byte1; magicDWordLeft--; if (magicDWordLeft) { magicDWord[4 - magicDWordLeft] = byte2; magicDWordLeft--; } if (!magicDWordLeft) { // Magic DWORD is now known, convert to platform specific byte order calculatedMagicDWord = READ_UINT32(magicDWord); } } break; } case SIG_CODE_BYTE: case SIG_CODE_SELECTOR8: { if (curCommand == SIG_CODE_SELECTOR8) { curSelector = _selectorIdTable[curValue]; if (curSelector == -1) { curSelector = g_sci->getKernel()->findSelector(selectorNameTable[curValue]); _selectorIdTable[curValue] = curSelector; if (curSelector != -1) { if (curSelector & 0xFF00) error("Script-Patcher: 8 bit selector required, game uses 16 bit selector\nFaulty patch: '%s'", signatureDescription); } } curValue = curSelector; } magicOffset--; if (magicDWordLeft) { // Remember current byte for Magic DWORD magicDWord[4 - magicDWordLeft] = (byte)curValue; magicDWordLeft--; if (!magicDWordLeft) { // Magic DWORD is now known, convert to platform specific byte order calculatedMagicDWord = READ_UINT32(magicDWord); } } break; } case PATCH_CODE_GETORIGINALBYTE: case PATCH_CODE_GETORIGINALUINT16: { signatureData++; // skip over extra uint16 break; } default: break; } signatureData++; curWord = *signatureData; } if (magicDWordLeft) error("Script-Patcher: Magic-DWORD beyond End-Of-Signature\nFaulty patch: '%s'", signatureDescription); if (magicDWordIncluded) { if (!calculatedMagicDWord) { error("Script-Patcher: Magic-DWORD not specified in signature\nFaulty patch: '%s'", signatureDescription); } } } // This method calculates the magic DWORD for each entry in the signature table // and it also initializes the selector table for selectors used in the signatures/patches of the current game void ScriptPatcher::initSignature(const SciScriptPatcherEntry *patchTable) { const SciScriptPatcherEntry *curEntry = patchTable; SciScriptPatcherRuntimeEntry *curRuntimeEntry; int patchEntryCount = 0; // Count entries and allocate runtime data while (curEntry->signatureData) { patchEntryCount++; curEntry++; } _runtimeTable = new SciScriptPatcherRuntimeEntry[patchEntryCount]; memset(_runtimeTable, 0, sizeof(SciScriptPatcherRuntimeEntry) * patchEntryCount); curEntry = patchTable; curRuntimeEntry = _runtimeTable; while (curEntry->signatureData) { // process signature curRuntimeEntry->active = curEntry->defaultActive; curRuntimeEntry->magicDWord = 0; curRuntimeEntry->magicOffset = 0; // We verify the signature data and remember the calculated magic DWord from the signature data calculateMagicDWordAndVerify(curEntry->description, curEntry->signatureData, true, curRuntimeEntry->magicDWord, curRuntimeEntry->magicOffset); // We verify the patch data calculateMagicDWordAndVerify(curEntry->description, curEntry->patchData, false, curRuntimeEntry->magicDWord, curRuntimeEntry->magicOffset); curEntry++; curRuntimeEntry++; } } // This method enables certain patches // It's used for patches, which are not meant to get applied all the time void ScriptPatcher::enablePatch(const SciScriptPatcherEntry *patchTable, const char *searchDescription) { const SciScriptPatcherEntry *curEntry = patchTable; SciScriptPatcherRuntimeEntry *runtimeEntry = _runtimeTable; int searchDescriptionLen = strlen(searchDescription); int matchCount = 0; while (curEntry->signatureData) { if (strncmp(curEntry->description, searchDescription, searchDescriptionLen) == 0) { // match found, enable patch runtimeEntry->active = true; matchCount++; } curEntry++; runtimeEntry++; } if (!matchCount) error("Script-Patcher: no patch found to enable"); } void ScriptPatcher::processScript(uint16 scriptNr, SciSpan scriptData) { const SciScriptPatcherEntry *signatureTable = NULL; const SciScriptPatcherEntry *curEntry = NULL; SciScriptPatcherRuntimeEntry *curRuntimeEntry = NULL; const Sci::SciGameId gameId = g_sci->getGameId(); switch (gameId) { case GID_CAMELOT: signatureTable = camelotSignatures; break; case GID_ECOQUEST: signatureTable = ecoquest1Signatures; break; case GID_ECOQUEST2: signatureTable = ecoquest2Signatures; break; case GID_FANMADE: signatureTable = fanmadeSignatures; break; case GID_FREDDYPHARKAS: signatureTable = freddypharkasSignatures; break; #ifdef ENABLE_SCI32 case GID_HOYLE5: if (g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 100)) && g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 700))) signatureTable = hoyle5Signatures; else if (g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 100)) && !g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 700))) signatureTable = hoyle5ChildrensCollectionSignatures; else if (!g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 100)) && g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 700))) signatureTable = hoyle5BridgeSignatures; break; case GID_GK1: signatureTable = gk1Signatures; break; case GID_GK2: signatureTable = gk2Signatures; break; #endif case GID_KQ5: signatureTable = kq5Signatures; break; case GID_KQ6: signatureTable = kq6Signatures; break; #ifdef ENABLE_SCI32 case GID_KQ7: signatureTable = kq7Signatures; break; #endif case GID_LAURABOW: signatureTable = laurabow1Signatures; break; case GID_LAURABOW2: signatureTable = laurabow2Signatures; break; #ifdef ENABLE_SCI32 case GID_LIGHTHOUSE: signatureTable = lighthouseSignatures; break; #endif case GID_LONGBOW: signatureTable = longbowSignatures; break; case GID_LSL1: signatureTable = larry1Signatures; break; case GID_LSL2: signatureTable = larry2Signatures; break; case GID_LSL5: signatureTable = larry5Signatures; break; case GID_LSL6: signatureTable = larry6Signatures; break; #ifdef ENABLE_SCI32 case GID_LSL6HIRES: signatureTable = larry6HiresSignatures; break; case GID_LSL7: signatureTable = larry7Signatures; break; #endif case GID_MOTHERGOOSE256: signatureTable = mothergoose256Signatures; break; #ifdef ENABLE_SCI32 case GID_MOTHERGOOSEHIRES: signatureTable = mothergooseHiresSignatures; break; case GID_PHANTASMAGORIA: signatureTable = phantasmagoriaSignatures; break; case GID_PHANTASMAGORIA2: signatureTable = phantasmagoria2Signatures; break; #endif case GID_PQ1: signatureTable = pq1vgaSignatures; break; case GID_PQ3: signatureTable = pq3Signatures; break; #ifdef ENABLE_SCI32 case GID_PQ4: signatureTable = pq4Signatures; break; case GID_PQSWAT: signatureTable = pqSwatSignatures; break; #endif case GID_QFG1: signatureTable = qfg1egaSignatures; break; case GID_QFG1VGA: signatureTable = qfg1vgaSignatures; break; case GID_QFG2: signatureTable = qfg2Signatures; break; case GID_QFG3: signatureTable = qfg3Signatures; break; #ifdef ENABLE_SCI32 case GID_QFG4: signatureTable = qfg4Signatures; break; case GID_RAMA: signatureTable = ramaSignatures; break; case GID_SHIVERS: signatureTable = shiversSignatures; break; #endif case GID_SQ1: signatureTable = sq1vgaSignatures; break; case GID_SQ4: signatureTable = sq4Signatures; break; case GID_SQ5: signatureTable = sq5Signatures; break; #ifdef ENABLE_SCI32 case GID_SQ6: signatureTable = sq6Signatures; break; case GID_TORIN: signatureTable = torinSignatures; break; #endif default: break; } if (signatureTable) { _isMacSci11 = (g_sci->getPlatform() == Common::kPlatformMacintosh && getSciVersion() >= SCI_VERSION_1_1); if (!_runtimeTable) { // Abort, in case selectors are not yet initialized (happens for games w/o selector-dictionary) if (!g_sci->getKernel()->selectorNamesAvailable()) return; // signature table needs to get initialized (Magic DWORD set, selector table set) initSignature(signatureTable); // Do additional game-specific initialization switch (gameId) { case GID_KQ5: if (g_sci->_features->useAltWinGMSound()) { // See the explanation in the kq5SignatureWinGMSignals comment enablePatch(signatureTable, "Win: GM Music signal checks"); } break; case GID_KQ6: if (g_sci->isCD()) { // Enables Dual mode patches (audio + subtitles at the same time) for King's Quest 6 enablePatch(signatureTable, "CD: audio + text support"); } break; case GID_LAURABOW2: if (g_sci->isCD()) { // Enables Dual mode patches (audio + subtitles at the same time) for Laura Bow 2 enablePatch(signatureTable, "CD: audio + text support"); } break; case GID_QFG4: if (g_sci->isCD()) { // Floppy doesn't need this enablePatch(signatureTable, "CD: fix rope during Igor rescue (1/2)"); enablePatch(signatureTable, "CD: fix rope during Igor rescue (2/2)"); // Similar signatures that patch with different addresses/offsets enablePatch(signatureTable, "CD: fix guild tunnel access (3/3)"); enablePatch(signatureTable, "CD: fix crest bookshelf"); } else { enablePatch(signatureTable, "Floppy: fix guild tunnel access (3/3)"); enablePatch(signatureTable, "Floppy: fix crest bookshelf"); } break; default: break; } } curEntry = signatureTable; curRuntimeEntry = _runtimeTable; while (curEntry->signatureData) { if ((scriptNr == curEntry->scriptNr) && (curRuntimeEntry->active)) { int32 foundOffset = 0; int16 applyCount = curEntry->applyCount; do { foundOffset = findSignature(curEntry, curRuntimeEntry, scriptData); if (foundOffset != -1) { // found, so apply the patch debugC(kDebugLevelScriptPatcher, "Script-Patcher: '%s' on script %d offset %d", curEntry->description, scriptNr, foundOffset); applyPatch(curEntry, scriptData, foundOffset); } applyCount--; } while ((foundOffset != -1) && (applyCount)); } curEntry++; curRuntimeEntry++; } } } } // End of namespace Sci