/* 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 "localize", // Freddy Pharkas "put", // Police Quest 1 VGA "say", // 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 "cycler", // Space Quest 4 / system selector "setLoop", // Laura Bow 1 Colonel's Bequest "ignoreActors", // Laura Bow 1 Colonel's Bequest #ifdef ENABLE_SCI32 "newWith", // SCI2 array script "scrollSelections", // GK2 "posn", // SCI2 benchmarking script "detailLevel", // GK2 benchmarking "view", // RAMA benchmarking, GK1 "fade", // Shivers "play", // Shivers "handleEvent", // Shivers "test", // Torin "get", // Torin, GK1 "has", // GK1 "set", // Torin "clear", // Torin "masterVolume", // SCI2 master volume reset "data", // Phant2 "format", // Phant2 "setSize", // Phant2 "setCel", // Phant2, GK1 "iconV", // Phant2 "update", // Phant2 "xOff", // Phant2 "setCycle", // GK1 "fore", // KQ7 "back", // KQ7 "font", // KQ7 "setScale", // LSL6hires "setScaler", // LSL6hires "readWord", // LSL7, Phant1, Torin "flag", // PQ4 "select", // PQ4 #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_localize, SELECTOR_put, SELECTOR_say, SELECTOR_solvePuzzle, SELECTOR_timesShownID, SELECTOR_startText, SELECTOR_startAudio, SELECTOR_modNum, SELECTOR_cycler, SELECTOR_setLoop, SELECTOR_ignoreActors #ifdef ENABLE_SCI32 , SELECTOR_newWith, SELECTOR_scrollSelections, SELECTOR_posn, SELECTOR_detailLevel, SELECTOR_view, SELECTOR_fade, SELECTOR_play, SELECTOR_handleEvent, SELECTOR_test, SELECTOR_get, SELECTOR_has, SELECTOR_set, SELECTOR_clear, SELECTOR_masterVolume, SELECTOR_data, SELECTOR_format, SELECTOR_setSize, SELECTOR_setCel, SELECTOR_iconV, SELECTOR_update, SELECTOR_xOff, SELECTOR_setCycle, SELECTOR_fore, SELECTOR_back, SELECTOR_font, SELECTOR_setScale, SELECTOR_setScaler, SELECTOR_readWord, SELECTOR_flag, SELECTOR_select #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(0x04), // 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, 0x8, // 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 1 0x4a, SIG_UINT16(0x06), // send 6 SIG_END }; static const uint16 sci2VolumeResetPatch[] = { 0x32, PATCH_UINT16(8), // 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(3), // pushi 03 0x39, 0x0e, // pushi 0e 0x8d, 0x0b, // lst temp[0b] 0x36, // push 0x54, SIG_UINT16(0x000a), // self 0a 0x33, 0x0b, // jmp to [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 b9h SIG_ADDTOOFFSET(+571), // skip 571 bytes 0x39, 0x7a, // pushi 7a <-- initialization code when walking automatically 0x78, // push1 0x7a, // push2 0x38, SIG_UINT16(0x00a9), // + 0xa9, 0x00, // pushi 00a9 - script 169 0x78, // push1 0x43, 0x02, 0x04, // call kScriptID 0x36, // push 0x81, 0x00, // lag 00 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 export1 from script 0 (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 export1 from script 0 (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 }; // script, description, signature patch static const SciScriptPatcherEntry ecoquest1Signatures[] = { { true, 660, "CD: bad messagebox and freeze", 1, ecoquest1SignatureStayAndHelp, ecoquest1PatchStayAndHelp }, 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, PATCH_UINT16(0x2631), // pushi 2631 0x39, 0x6a, // pushi 6a 0x39, 0x64, // pushi 64 0x43, 0x1b, 0x14, // call kDisplay 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 07] 0x3a, // toss 0x48, // ret 0x38, PATCH_UINT16(0x0007), // pushi 07 (parameter count) (waste 1 byte) 0x39, 0x0b, // push (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 17 (color) (waste 1 byte) 0x43, 0x6c, 0x0e, // call kGraph 0x38, PATCH_UINT16(0x0005), // pushi 05 (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, // call kGraph 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, // call kDisplay 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 07 (parameter count) 0x39, 0x0b, // push (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 17 (color) 0x43, 0x6c, 0x0e, // call kGraph // 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 05 (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, // call kGraph // 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), // skip 494 (0x1EE) bytes 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 the game. // The script use 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. // // For this game we patch the code to use slot 99 instead. kSaveGame also checks for Cascade Quest, // will then check, if slot 99 is asked for and 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 01 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 PATCH_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 so that our speed throttler is triggered SIG_ADDTOOFFSET(+47), // skip almost all of inner loop 0x33, 0xca, // jmp [inner loop start] PATCH_END }; // script 0 of freddy pharkas/CD PointsSound::check waits for a signal and if // no signal received will call kDoSound(0xD) which is a dummy in sierra sci // and 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 we 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: unknown static const uint16 freddypharkasSignatureScoreDisposal[] = { 0x67, 0x32, // pTos 32 (selector theAudCount) 0x78, // push1 SIG_MAGICDWORD, 0x39, 0x0d, // pushi 0d 0x43, 0x75, 0x02, // call kDoAudio 0x1c, // ne? 0x31, // bnt (-> to 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 }; // script 235 of freddy pharkas rm235::init and sEnterFrom500::changeState // 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 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 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 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, // ldi 00 (waste 2 bytes) PATCH_ADDTOOFFSET(+3), 0x06, // send 06 - call IconBar::disable(7) PATCH_END }; // script 215 of freddy pharkas 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 and if you turn dos-box 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 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), 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: unknown 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 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 }; // 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, 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 }; // 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, 500, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop }, { true, 64937, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop }, 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 }; // `sInGateWithPermission::changeState(0)` is called whenever the player walks // through the swinging door. On day 6, when the cop is outside for the beignet, // this action 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 patch it to 20 // seconds instead. // Applies to at least: English PC-CD, German PC-CD, English Mac 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. 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 // Responsible method: getTheVeve::changeState(1) static const uint16 gk1Day5DrumBookDialogueSignature[] = { 0x31, 0x0b, // bnt [skip giving player drum book code] 0x38, SIG_SELECTOR16(get), // pushi $200 (get) 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 $202 (has) 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 $202 (has) 0x78, // push1 0x39, 0x0e, // pushi $e 0x81, 0x00, // lag global[0] 0x4a, PATCH_UINT16(0x06), // send 6 - GKEgo::has($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 1 0x65, PATCH_GETORIGINALBYTEADJUST(+6, +6), // aTop ticks 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. // Applies to at least: English Floppy // TODO: Check if English Mac is affected too and if this patch applies 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 $e (view) 0x76, // push0 0x4a, SIG_UINT16(0x04), // send 4 0xa5, 0x00, // sat 0 0x38, SIG_SELECTOR16(dispose), // pushi dispose 0x76, // push0 0x63, 0x50, // pToa $50 0x4a, SIG_UINT16(0x04), // send 4 0x85, 0x00, // lat 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 $e (view) 0x76, // push0 0x4a, PATCH_UINT16(0x04), // send 4 0xa5, 0x00, // sat 00 0x38, PATCH_SELECTOR16(dispose), // pushi dispose 0x76, // push0 0x63, 0x50, // pToa $50 0x4a, PATCH_UINT16(0x04), // send 4 0x85, 0x00, // lat 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 }; // script, description, signature patch static const SciScriptPatcherEntry gk1Signatures[] = { { true, 51, "fix interrogation bug", 1, gk1InterrogationBugSignature, gk1InterrogationBugPatch }, { true, 212, "fix day 5 drum book dialogue error", 1, gk1Day5DrumBookDialogueSignature, gk1Day5DrumBookDialoguePatch }, { true, 212, "fix day 5 phone softlock", 1, gk1Day5PhoneFreezeSignature, gk1Day5PhoneFreezePatch }, { 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, 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. // // Applies to at least: English CD 1.00, English Steam 1.01 // Responsible method: ScrollButton::track static const uint16 gk2InvScrollSignature[] = { 0x7e, SIG_ADDTOOFFSET(2), // line whatever SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(scrollSelections), // pushi $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 $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 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 static const uint16 gk2VolumeResetSignature[] = { SIG_MAGICDWORD, 0x35, 0x3f, // ldi $3f 0xa1, 0x4c, // sag $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; see // sci2BenchmarkSignature 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 0 0x7e, SIG_ADDTOOFFSET(+2), // line 0x7e, SIG_ADDTOOFFSET(+2), // line 0x39, SIG_SELECTOR8(view), // pushi $e (view) 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 10000 / 25 - 1 0x81, 0x01, // lag 1 0x4a, PATCH_UINT16(0x06), // 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 harpy scene export 29 of script 0 is called in kq5cd and // has an issue for those calls, where temp 3 won't get inititialized, but // is later used to set master volume. This issue makes sierra sci set // the volume to max. We fix the export, so volume won't get modified in // those cases. 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 global 191h 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 in temp 3) 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) -> write to temp 3 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 global 191h 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 in temp 3) // 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 }; // This is a heap patch, and it modifies the properties of an object, instead // of patching script code. // // The witchCage object in script 200 is broken and claims to have 12 // variables 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 // // 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, // change BNT into JMP PATCH_END }; // In the final battle, the DOS version uses signals in the music to handle // timing, while in the Windows version another method is used and the GM // tracks do not contain these signals. // The original kq5 interpreter used global 400 to distinguish between // Windows (1) and DOS (0) versions. // We replace the 4 relevant checks for global 400 by a fixed true when // we use these GM tracks. // // Instead, we could have set global 400, but this has the possibly unwanted // side effects of switching to black&white cursors (which also needs complex // changes to GameFeatures::detectsetCursorType() ) and breaking savegame // compatibilty between the DOS and Windows CD versions of KQ5. // TODO: Investigate these side effects more closely. static const uint16 kq5SignatureWinGMSignals[] = { SIG_MAGICDWORD, 0x80, SIG_UINT16(0x0190), // lag 0x190 0x18, // not 0x30, SIG_UINT16(0x001b), // bnt +0x001B 0x89, 0x57, // lsg 0x57 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, 200, "CD: witch cage init", 1, kq5SignatureWitchCageInit, kq5PatchWitchCageInit }, { true, 124, "Multilingual: Ending glitching out", 3, kq5SignatureMultilingualEndingGlitch, kq5PatchMultilingualEndingGlitch }, { false, 124, "Win: GM Music signal checks", 4, kq5SignatureWinGMSignals, kq5PatchWinGMSignals }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // When giving the milk bottle to one of the babies in the garden in KQ6 (room // 480), script 481 starts a looping baby cry sound. However, that particular // script also has an overriden check method (cryMusic::check). This method // 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 the // unnecessary cryMusic::check method out, 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. // Fixes bug: #4955 static const uint16 kq6SignatureDuplicateBabyCry[] = { SIG_MAGICDWORD, 0x83, 0x00, // lal 00 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 // 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" ("show" is 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, // neg (either 2000 or 0000 in acc, this will create dfff or ffff) - saves 2 bytes 0x12, // and 0x65, 0x30, // aTop state 0x38, // pushi "show" PATCH_GETORIGINALUINT16(+22), 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, // bnt [menu exit code] PATCH_GETORIGINALBYTEADJUST(+39, +6),// dynamic offset must be 0x0E for PC and 0x0D for mac 0x34, PATCH_UINT16(0x2000), // ldi 2000 0x12, // and 0x2f, 0x05, // bt [to return] 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 // 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), // adjust jump to [check for 11h code] PATCH_ADDTOOFFSET(+162), 0x39, PATCH_SELECTOR8(doit), // pushi (doit) 0x76, // push0 0x81, 0x0a, // lag 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 and there is a // 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) 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 }; // 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, // kMemory 0xa5, 0xc9, // sat global[c9] SIG_END }; static const uint16 kq6laurabow2CDPatchAudioTextSupport2[] = { PATCH_ADDTOOFFSET(+7), 0xa1, 98, // sag 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, // kMemory SIG_END }; static const uint16 kq6laurabow2CDPatchAudioTextSupport3[] = { PATCH_ADDTOOFFSET(+3), 0x89, 98, // lsg 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, // skip over 3 unused bytes PATCH_ADDTOOFFSET(+22), 0x89, 98, // lsp 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, do nothing 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. // Or also in room 300 at the cliffs (aka copy protection), when Alexander falls down the cliffs (closes automatically, but too late). // Or in room 210, when Alexander gives the ring to the nightingale (these ones will 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, // adjust jump to reuse audio mode addText-calling code PATCH_ADDTOOFFSET(+85), // right at the MAGIC_DWORD // check, if text is supposed to be shown. If yes, skip the follow-up check (param[1]) 0x89, 0x5a, // lsg global[5Ah] 0x35, 0x01, // ldi 01 0x12, // and 0x2f, 0x07, // bt [skip over param check] // original code, checks param[1] 0x8f, 0x01, // lsp param[1] 0x35, 0x01, // ldi 01 0x1a, // eq? 0x31, 0x10, // bnt [code to set property repressText to 1], adjusted // 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, 0x00, 0x00, 0x35, 0x00, // 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, 481, "duplicate baby cry", 1, kq6SignatureDuplicateBabyCry, kq6PatchDuplicateBabyCry }, { true, 907, "inventory stack fix", 1, kq6SignatureInventoryStackFix, kq6PatchInventoryStackFix }, { true, 87, "Drink Me bottle fix", 1, kq6SignatureDrinkMeFix, kq6PatchDrinkMeFix }, { true, 640, "Tickets, only fix", 1, kq6SignatureTicketsOnly, kq6PatchTicketsOnly }, // 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. // // Applies to at least: PC CD 1.4 English, 1.51 English, 1.51 German, 2.00 English // Patched method: KQNarrator::init static const uint16 kq7SubtitleFixSignature1[] = { SIG_MAGICDWORD, 0x39, SIG_SELECTOR8(fore), // pushi $25 (fore) 0x78, // push1 0x39, 0x06, // pushi 6 - sets fore to 6 0x39, SIG_SELECTOR8(back), // pushi $26 (back) 0x78, // push1 0x78, // push1 - sets back to 1 0x39, SIG_SELECTOR8(font), // pushi $2a (font) 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(0x18), // 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 // Patched method: Narrator::init 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(0x04), // 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(0x06), // 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 // Patched method: Narrator::say 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(0x04), // 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(0x04), // self 4 // additionally set background color here (5 bytes) 0x34, PATCH_UINT16(0xFF), // pushi 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; see // sci2BenchmarkSignature static const uint16 kq7BenchmarkSignature[] = { 0x38, SIG_SELECTOR16(new), // pushi new 0x76, // push0 0x51, SIG_ADDTOOFFSET(+1), // class Actor 0x4a, SIG_UINT16(0x04), // send 4 0xa5, 0x00, // sat 0 0x39, SIG_SELECTOR8(view), // pushi $e (view) 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 temporarily displays an X cursor, but does this by // spinning for 90000 cycles, which make 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) // Applies to at least: KQ7 English 2.00b static const uint16 kq7PragmaFailSpinSignature[] = { 0x35, 0x00, // ldi 0 0xa5, 0x02, // sat 2 SIG_MAGICDWORD, 0x8d, 0x02, // lst 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 spinloop", 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 (the 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 1359 (global // 200 bit 15). Hopefully that is good enough to not break the game. // Applies to at least: English 1.0 & 2.0 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 }; // script, description, signature patch static const SciScriptPatcherEntry lighthouseSignatures[] = { { true, 5, "fix bad globals clear after credits", 1, lighthouseFlagResetSignature, lighthouseFlagResetPatch }, { 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 210 in the German version of Longbow handles the case where Robin // hands out the scroll to Marion and then types his name using the hand code. // The German version script contains a typo (probably a copy/paste error), // and the function that is used to show each letter is called twice. The // second time that the function is called, the second parameter passed to // the function is undefined, thus kStrCat() that is called inside the function // reads a random pointer and crashes. We patch all of the 5 function calls // (one for each letter typed from "R", "O", "B", "I", "N") so that they are // the same as the English version. // Applies to at least: German floppy // Responsible method: unknown // Fixes bug: #5264 static const uint16 longbowSignatureShowHandCode[] = { 0x78, // push1 0x78, // push1 0x72, SIG_ADDTOOFFSET(+2), // lofsa (letter, that was typed) 0x36, // push 0x40, SIG_ADDTOOFFSET(+2), // call 0x02, // perform the call above with 2 parameters 0x36, // push 0x40, SIG_ADDTOOFFSET(+2), // call SIG_MAGICDWORD, 0x02, // perform the call above with 2 parameters 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 call untouched // The following will remove the duplicate call 0x32, PATCH_UINT16(0x0002), // jmp 02 - skip 2 bytes (the remainder of the first call) 0x48, // ret (dummy, should never be reached) 0x48, // ret (dummy, should never be reached) 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, 00, // 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, SIG_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, // bt [skip over case 1] // temp[0] == 1 0x38, SIG_UINT16(0x002b), // pushi 002Bh - that's what's normally at local[111h] 0x33, 0x0F, // jmp [kRandom call] // temp[0] >= 2 0x8d, 00, // lst temp[0] 0x35, 0x02, // ldi 02 0x04, // sub 0x9a, SIG_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 }; // script, description, signature patch static const SciScriptPatcherEntry longbowSignatures[] = { { true, 210, "hand code crash", 5, longbowSignatureShowHandCode, longbowPatchShowHandCode }, { true, 225, "arithmetic berry bush fix", 1, longbowSignatureBerryBushFix, longbowPatchBerryBushFix }, 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 the script to use global 90, 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 8e 0x80, SIG_UINT16(0x01e0), // lag 1e0 0x18, // not 0x30, SIG_UINT16(0x000f), // bnt [don't give points] 0x35, 0x01, // ldi 01 0xa0, 0xe0, 0x01, // sag 1e0 SIG_END }; static const uint16 larry2PatchWearParachutePoints[] = { PATCH_ADDTOOFFSET(+4), 0x80, PATCH_UINT16(0x005a), // lag 5a (global 90) PATCH_ADDTOOFFSET(+6), 0xa0, PATCH_UINT16(0x005a), // sag 5a (global 90) PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry larry2Signatures[] = { { true, 63, "plane: no points for wearing plane", 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, // call export 10 of script 0 0x78, // push1 0x39, 0x26, // pushi 26h (limo arrived flag) 0x45, 0x07, 0x02, // call export 7 of script 0 (sets flag) SIG_END }; static const uint16 larry5PatchGreenCardLimoBug[] = { PATCH_ADDTOOFFSET(+8), 0x34, PATCH_UINT16(0), // ldi 0000 (dummy) 0x34, PATCH_UINT16(0), // 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), // change pattiTalker::x to 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 00 SIG_ADDTOOFFSET(+680), // [skip 680 bytes] 0x8f, 0x01, // lsp 01 (offset 0x2cf) 0x7a, // push2 0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea 0004 010e 0x36, // push 0x43, 0x7c, 0x0e, // kMessage[7c] 0e SIG_ADDTOOFFSET(+90), // [skip 90 bytes] 0x38, SIG_UINT16(0x00d6), // pushi 00d6 (offset 0x335) 0x78, // push1 0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea 0004 010e 0x36, // push SIG_ADDTOOFFSET(+76), // [skip 76 bytes] 0x38, SIG_UINT16(0x00cd), // pushi 00cd (offset 0x38b) 0x39, 0x03, // pushi 03 0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea 0004 010e 0x36, SIG_END }; static const uint16 larry6PatchDeathDialog[] = { 0x3e, 0x00, 0x02, // link 0200 PATCH_ADDTOOFFSET(+687), 0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea 0004 0140 PATCH_ADDTOOFFSET(+98), 0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea 0004 0140 PATCH_ADDTOOFFSET(+82), 0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea 0004 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 $14b (setScale) 0x38, SIG_UINT16(0x05), // pushi 5 0x51, 0x2c, // class 2c (Scaler) SIG_END }; static const uint16 larry6HiresSetScalePatch[] = { 0x38, PATCH_SELECTOR16(setScaler), // pushi $14f (setScaler) 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 static const uint16 larry6HiresVolumeResetSignature[] = { SIG_MAGICDWORD, 0x35, 0x0b, // ldi $0b 0xa1, 0xc2, // sag $c2 SIG_END }; static const uint16 larry6HiresVolumeResetPatch[] = { 0x32, PATCH_UINT16(1), // 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 $e3 (music volume) 0x7e, SIG_ADDTOOFFSET(2), // line whatever 0x35, 0x3c, // ldi $3c 0xa1, 0xe4, // sag $e4 (sfx volume) 0x7e, SIG_ADDTOOFFSET(2), // line whatever 0x35, 0x64, // ldi $64 0xa1, 0xe5, // sag $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), // advance file stream 0xa1, 0xe3, // sag $e3 (music volume) SIG_ADDTOOFFSET(3), // line whatever SIG_ADDTOOFFSET(10), // advance file stream 0xa1, 0xe4, // sag $e4 (sfx volume) SIG_ADDTOOFFSET(3), // line whatever SIG_ADDTOOFFSET(10), // advance file stream 0xa1, 0xe5, // sag $e5 (speech volume) SIG_END }; static const uint16 larry7VolumeResetPatch2[] = { PATCH_ADDTOOFFSET(10), // advance file stream 0x18, 0x18, // waste bytes PATCH_ADDTOOFFSET(3), // line whatever PATCH_ADDTOOFFSET(10), // advance file stream 0x18, 0x18, // waste bytes PATCH_ADDTOOFFSET(3), // line whatever PATCH_ADDTOOFFSET(10), // advance file stream 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(500), // pushi $1f4 SIG_END }; static const uint16 larry7MakeCheesePriorityPatch[] = { PATCH_ADDTOOFFSET(+4), // pushi setPri, push1 0x38, PATCH_UINT16(374), // pushi $176 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 $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, is 152, 107 and may not be reachable depending on where // Laura/ego was, when "use oil on helmet of armor" / "open visor of armor" got entered. // Bad coordinates are for example 82, 110, which then cause collisions and effectively an endless loop. // Game will effectively "freeze" and the user is only able to restore a previous game. // This also happened, when using the original interpreter. // 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(0x96), // pushi 0096 (150d) 0x39, 0x6c, // pushi 6c (108d) 0x38, SIG_UINT16(0x98), // pushi 0098 (152d) SIG_END }; static const uint16 laurabow1PatchArmorOpenVisorFix[] = { PATCH_ADDTOOFFSET(+2), 0x39, 0x68, // pushi 68 (104d) (-2) 0x38, SIG_UINT16(0x94), // pushi 0094 (148d) (-2) 0x39, 0x6f, // pushi 6f (111d) (+3) 0x38, SIG_UINT16(0x9a), // 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. // And 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, SIG_UINT16(0x1a59), // lofsa "Can" 0x4a, 0x04, // send 04 0x76, // push0 0x72, SIG_UINT16(0x19a1), // lofsa "Visor" 0x4a, 0x04, // send 04 0x76, // push0 0x72, SIG_UINT16(0x194d), // lofsa "note" 0x4a, 0x04, // send 04 0x76, // push0 0x72, SIG_UINT16(0x18f9), // lofsa "valve" 18f3 0x4a, 0x04, // send 04 // new code to enable input as well, needs 9 spare bytes 0x38, SIG_UINT16(0x00e2), // 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 }; // When you tell Lilly about Gertie in room 35, Lilly will then walk to the left and off the screen. // In case Laura (ego) is in the way, the whole game will basically block and you won't be able // to do anything except saving + 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 }; // 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, 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 }, 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, // kScriptID (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, // kScriptID (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, // kScriptID (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, // kScriptID (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 74h 0x35, 0x00, // ldi 00 (waste bytes) 0x35, 0x00, // ldi 00 PATCH_END }; // When entering the main musem party room (w/ the golden Egyptian head), // Laura is waslking a bit into the room automatically. // In case 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 making Laura 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(+151), SIG_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, // pushi PATCH_GETORIGINALUINT16ADJUST(+96, -1), // get handsOff code and ubstract 1 from it to get handsOn 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 export000_4, 02 (sets door-bitflag) 0x33, 0x06, // jmp [super-code] 0x78, // push1 0x39, 0x63, // pushi 63h 0x45, 0x03, 0x02, // callb export000_3, 02 (resets door-bitflag) 0x38, SIG_ADDTOOFFSET(+2), // pushi CD: 011dh, Floppy: 012ch 0x78, // push1 0x8f, 0x01, // lsp param[01] 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, 97, // lag 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 export000_4, 02 (sets door-bitflag) 0x33, 0x0b, // jmp [super-code] 0x45, 0x03, 0x02, // callb export000_3, 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(97), // sag 97d (set our eastDoor-wired-global) 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, 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 }, // 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] -> FM-Towns [9Dh] // 35 bytes 0x39, 0x03, // pushi 03 0x89, SIG_ADDTOOFFSET(+1), // lsg global[1Dh] -> FM-Towns [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[BE] 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[b3] // 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), // push 200 0x38, PATCH_UINT16(320), // push 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 $8e (init) SIG_MAGICDWORD, 0x76, // push0 0x72, SIG_UINT16(0x82), // lofsa logo[82] 0x4a, SIG_UINT16(0x04), // 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 $4a (setPri) 0x78, // push1 0x38, SIG_UINT16(0xb7), // 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 static const uint16 phant1SavedVolumeSignature[] = { 0x7a, // push2 0x39, 0x08, // pushi 8 0x38, SIG_SELECTOR16(readWord), // push $20b (readWord) 0x76, // push0 0x72, SIG_UINT16(0x13c), // lofsa $13c (PREF.DAT) 0x4a, SIG_UINT16(0x04), // send 4 SIG_MAGICDWORD, 0xa1, 0xbc, // sag $bc 0x36, // push 0x43, 0x76, SIG_UINT16(0x04), // callk DoAudio[76], 4 0x7a, // push2 0x76, // push0 0x38, SIG_SELECTOR16(readWord), // push $20b (readWord) 0x76, // push0 0x72, SIG_UINT16(0x13c), // lofsa $13c (PREF.DAT) 0x4a, SIG_UINT16(0x04), // send 4 0xa1, 0xbb, // sag $bb 0x36, // push 0x43, 0x75, SIG_UINT16(0x04), // callk DoSound[75], 4 SIG_END }; static const uint16 phant1SavedVolumePatch[] = { 0x32, PATCH_UINT16(36), // jmp [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 static const uint16 phant1RatSignature[] = { SIG_MAGICDWORD, 0x78, // push1 0x39, 0x1a, // pushi $1a 0x45, 0x03, SIG_UINT16(0x02), // callb 3, 2 0x18, // not 0x31, 0x18, // bnt $18 SIG_END }; static const uint16 phant1RatPatch[] = { 0x33, 0x20, // jmp [past rat condition + call] PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry phantasmagoriaSignatures[] = { { 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 0 0x8d, 0x00, // lst 0 0x87, 0x01, // lap 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. Global 227 // normally contains the value 1, which means that these fades are quite slow. // This patch replaces the use of global 227 with an immediate value that gives // a reasonable fade speed. // Applies to at least: US English static const uint16 phant2SlowIFadeSignature[] = { 0x43, 0x21, SIG_UINT16(0), // callk FrameOut, 0 SIG_MAGICDWORD, 0x67, 0x03, // pTos 03 (scratch) 0x81, 0xe3, // lag $e3 (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(0), // callk GetTime, 0 0xa5, 0x01, // sat 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 $1b 0x8d, 0x05, // lst 5 0x39, 0x09, // pushi 9 0x43, 0x5d, SIG_UINT16(0x08), // callk FileIO, 8 0x7a, // push2 0x78, // push1 0x8d, 0x05, // lst 5 0x43, 0x5d, SIG_UINT16(0x04), // callk FileIO, 4 0x35, 0x01, // ldi 1 0xa1, 0xd8, // sag $d8 SIG_END }; static const uint16 phant2GetVersionPatch[] = { 0x39, 0x04, // pushi 4 0x39, 0x05, // pushi 5 0x81, 0x1b, // lag $1b 0x39, PATCH_SELECTOR8(data), // pushi data 0x76, // push0 0x4a, PATCH_UINT16(4), // send 4 0x36, // push 0x39, 0x09, // pushi 9 0x8d, 0x05, // lst 5 0x43, 0x5d, PATCH_UINT16(0x08), // callk FileIO, 8 0x7a, // push2 0x78, // push1 0x8d, 0x05, // lst 5 0x43, 0x5d, PATCH_UINT16(0x04), // callk FileIO, 4 0x78, // push1 0xa9, 0xd8, // ssg $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 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 (misleading 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 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 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 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 0 0x39, SIG_SELECTOR8(format), // pushi format SIG_END }; static const uint16 phant2SaveNamePatch2[] = { PATCH_ADDTOOFFSET(+2), // sat 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 1 0x35, 0x14, // ldi 20 0x1a, // eq? SIG_END }; static const uint16 phant2NumSavesPatch1[] = { PATCH_ADDTOOFFSET(+2), // lst 1 0x35, 0x63, // ldi 99 PATCH_END }; static const uint16 phant2NumSavesSignature2[] = { SIG_MAGICDWORD, 0x8d, 0x00, // lst 0 0x35, 0x14, // ldi 20 0x22, // lt? SIG_END }; static const uint16 phant2NumSavesPatch2[] = { PATCH_ADDTOOFFSET(+2), // lst 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(0), // 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 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 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 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(0x04), // send 4 0x4a, SIG_UINT16(0x06), // 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(0x0a), // 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 static const uint16 phant2InvLeftDeltaSignature[] = { SIG_MAGICDWORD, SIG_UINT16(0x42), // delta SIG_UINT16(0x19), // moveDelay SIG_END }; static const uint16 phant2InvLeftDeltaPatch[] = { PATCH_UINT16(0x41), // delta PATCH_END }; static const uint16 phant2InvRightDeltaSignature[] = { SIG_MAGICDWORD, SIG_UINT16(0xffbe), // delta SIG_UINT16(0x19), // 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 }; // 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, 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, // call export 2 of script 0 (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 00 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 --- next state check target 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 --- next state check target 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 00 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, // kDrawPic (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[02] (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 export000_6, 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 $93 (init) 0x76, // push0 0x59, 0x01, // &rest 01 0x57, 0x8f, SIG_UINT16(0x04), // super GCItem 0x48, // ret // iconText::select 0x38, SIG_SELECTOR16(select), // pushi $1c4 (select) 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(0x1f), // bnt [jump 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, // plusag 5Ah (increase 5Ah by one) 0xa1, 0x5a, // sag 5Ah (save) 0x36, // push 0x35, 0x04, // ldi 04 0x28, // uge? 0x31, 0x03, // bnt [skip over follow up code] 0x78, // push1 0xa9, 0x5a, // ssg 5Ah (save) 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` 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 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(flag), // pushi $61 (flag) SIG_END }; static const uint16 pq4BittyKittyShowBarbieRedShoePatch[] = { 0x83, 0x03, // lal local[3] 0x30, PATCH_UINT16(0x002b), // bnt [skip 2 points code] 0x33, 1, // 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. // 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 // // 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. static const uint16 pq4FloppyCityHallDrawGunTimerSignature[] = { SIG_MAGICDWORD, 0x4a, SIG_UINT16(0x08), // send 8 0x32, // jmp [ret] SIG_ADDTOOFFSET(+8), // skip over some code 0x35, 0x78, // pushi $78 (120) 0x65, 0x20, // aTop ticks SIG_END }; static const uint16 pq4FloppyCityHallDrawGunTimerPatch[] = { PATCH_ADDTOOFFSET(+12), // send 8, jmp, skip over some code 0x35, 0x05, // pushi 4 (120t/2s -> 4s) 0x65, 0x1c, // aTop seconds PATCH_END }; // stickScr::changeState(0) static const uint16 pq4FloppyCityHallTellEnemyDropWeaponTimerSignature[] = { SIG_MAGICDWORD, 0x34, SIG_UINT16(0xb4), // pushi $b4 (180) 0x65, 0x20, // aTop ticks 0x32, SIG_UINT16(0x5e), // jmp to ret SIG_END }; static const uint16 pq4FloppyCityHallTellEnemyDropWeaponTimerPatch[] = { 0x34, PATCH_UINT16(0x05), // pushi 5 (180t/3s -> 5s) 0x65, 0x1c, // aTop seconds PATCH_END }; // dropStick::changeState(5) static const uint16 pq4FloppyCityHallTellEnemyTurnAroundTimerSignature[] = { SIG_MAGICDWORD, 0x4a, SIG_UINT16(0x04), // send 4 0x35, 0x78, // pushi $78 (120) 0x65, 0x20, // aTop ticks SIG_END }; static const uint16 pq4FloppyCityHallTellEnemyTurnAroundTimerPatch[] = { PATCH_ADDTOOFFSET(+3), // send 4 0x35, 0x03, // pushi 3 (120t/2s -> 3s) 0x65, 0x1c, // aTop seconds PATCH_END }; // turnMetz::changeState(5) static const uint16 pq4FloppyCityHallCuffEnemyTimerSignature[] = { SIG_MAGICDWORD, 0x34, SIG_UINT16(0x258), // pushi $258 (600) 0x65, 0x20, // aTop ticks SIG_ADDTOOFFSET(+3), 0x34, SIG_UINT16(0x1a4), // pushi $1a4 (420) 0x65, 0x20, // aTop ticks SIG_END }; static const uint16 pq4FloppyCityHallCuffEnemyTimerPatch[] = { 0x34, PATCH_UINT16(0x0a), // pushi 10 (600t/10s) 0x65, 0x1c, // aTop seconds PATCH_ADDTOOFFSET(+3), 0x34, SIG_UINT16(0x07), // pushi 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(0x12c), // pushi $12c (300) 0x65, SIG_ADDTOOFFSET(+1), // aTop ticks ($20 for floppy, $22 for CD) SIG_END }; static const uint16 pq4LastActionHeroTimerPatch[] = { 0x34, PATCH_UINT16(0x05), // pushi 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 static const uint16 pqSwatVolumeResetSignature[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume 0x78, // push1 0x39, 0x7f, // push $7f 0x54, SIG_UINT16(0x06), // self 6 SIG_END }; static const uint16 pqSwatVolumeResetPatch[] = { 0x32, PATCH_UINT16(6), // 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 dos-box // 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 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 15a (selector curEvent) 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 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 }; // 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 0127h (selector "say") 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. // Local 5 of that room is a timer, that closes the door (object door11). // 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 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 4e 0xa3, 0x05, // sal 05 (sets local 5 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 from script 0, 0 SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(say), // pushi 0127h (selector "say") 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 -> [ret] 0x3c, // dup 0x35, 0x01, // ldi 1 0x1a, // eq? 0x31, 0x0c, // bnt [ret] 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 from script 0, 0 0x38, PATCH_SELECTOR16(say), // pushi 0127h (selector "say") 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 you even after you've killed him. // This is a bug in the original game. // // When Bruno leaves, a 300 tick countdown starts. If you kill Brutus or leave room 73 within those 300 ticks then // the game is left in a broken state. For the rest of the game, if you ever return to the dagger range from the // east or west during the first half of the day then the game will freeze or Brutus will come back to life // and kill you, even if you already killed him. // // 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(0x144), // pushi 144h (324d) 0x45, 0x05, 0x02, // call export 5 of script 0 SIG_MAGICDWORD, 0x34, SIG_UINT16(0x12c), // ldi 12Ch (300d) 0x65, 0x20, // aTop ticks SIG_END }; static const uint16 qfg1vgaPatchBrutusScriptFreeze[] = { 0x34, PATCH_UINT16(0), // ldi 0 (waste 7 bytes) 0x35, 0x00, // ldi 0 0x35, 0x00, // ldi 0 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, 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, 331, "moving to crusher", 1, qfg1vgaSignatureMoveToCrusher, qfg1vgaPatchMoveToCrusher }, { true, 814, "window text temp space", 1, qfg1vgaSignatureTempSpace, qfg1vgaPatchTempSpace }, { true, 814, "dialog header offset", 3, qfg1vgaSignatureDialogHeader, qfg1vgaPatchDialogHeader }, 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 // mountSaurus::changeState(5) finally calls mountSaurus::dispose(), which is also in script 20 // which finally re-enables controls // // A fix is difficult to implement. The code in script 20 is generic and used by multiple objects // // Originally I decided to change the responsible globals (66h and A1h) during mountSaurus::changeState(5). // This worked as far as 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. // // I have now decided to change sheepScript::changeState(2) in script 665 instead. // // This fix 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 5 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 66h 0x2e, SIG_UINT16(0x0040), // bt [to dispose code] 0x35, 0x00, // ldi 0 (waste 2 bytes) 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 importerted 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, SIG_UINT16(0x0248), // ssg global[0248h] <-- patched to save 2 bytes 0x8b, 0x1f, // lsl local[1Fh] 0xa8, SIG_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, 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 0297 0x7a, // push2 0x38, SIG_UINT16(0x010c), // pushi 010c 0x7a, // push2 0x81, 0x00, // lag 00 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 0297 0x7a, // push2 0x38, SIG_UINT16(0x010c), // pushi 010c 0x7a, // push2 0x81, 0x00, // lag 00 0x4a, 0x08, // send 08 0x67, 0x12, // pTos 12 (query) 0x35, 0xb5, // ldi b5 SIG_END }; static const uint16 qfg3PatchWooDialogAlt[] = { PATCH_ADDTOOFFSET(+0x2C), 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, that are 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 are fixing the code because of that. We are patching code, that is calculating 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 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 Quest for Glory 1 character files. // This issue was never addressed. It's caused by Sierra reading data directly from the local // area, which is only set by Quest For Glory 2 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 01 -> also set local[01] 0x89, 0xfc, // lsg global[0xFD] -> save 2 bytes 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), // new 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 local156 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 ($aa --> $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[$aa] ==> local[$ab] 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[] = { 0x31, 0x0d, // bnt [skip code] SIG_MAGICDWORD, 0x89, 0xd2, // lsg global[D2h] 0x35, 0x00, // ldi 0 0x1e, // gt? 0x31, 0x06, // bnt [skip code] 0xe1, 0xd2, // -ag global[D2h] (jump skips over this) 0x81, 0x58, // lag global[58h] 0xa3, 0x01, // sal local[01] SIG_END }; static const uint16 qfg3PatchCombatSpeedThrottling1[] = { 0x80, 0xd2, // lsg global[D2h] 0x14, // or 0x31, 0x06, // bnt [skip code] - saves 4 bytes 0xe1, 0xd2, // -ag global[D2h] 0x81, 0x58, // lag global[58h] 0xa3, 0x01, // sal local[01] (jump skips over this) // our code 0x76, // push0 0x43, 0x2c, 0x00, // callk GameIsRestarting <-- add this so that our speed throttler is triggered PATCH_END }; static const uint16 qfg3SignatureCombatSpeedThrottling2[] = { SIG_MAGICDWORD, SIG_UINT16(12), // priority 12 SIG_UINT16(0), // underbits 0 SIG_UINT16(0x4010), // signal 4010h SIG_ADDTOOFFSET(+18), SIG_UINT16(0), // scaleSignal 0 SIG_UINT16(128), // scaleX SIG_UINT16(128), // scaleY SIG_UINT16(128), // maxScale SIG_UINT16(0), // cycleSpeed SIG_END }; static const uint16 qfg3PatchCombatSpeedThrottling2[] = { PATCH_ADDTOOFFSET(+32), PATCH_UINT16(5), // 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 <-- comparing ego.y with 42 0x22, // lt? SIG_END }; static const uint16 qfg3PatchRoom750Bounds1[] = { // (if (< (ego y?) 50) PATCH_ADDTOOFFSET(+8), 50, // 42 --> 50 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, 29, // 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), // 294 --> 320 PATCH_ADDTOOFFSET(+3), 39, // 29 --> 39 PATCH_END }; static const uint16 qfg3SignatureRoom750Bounds3[] = { // (ego setMotion: MoveTo 282 29 self) 0x38, SIG_SELECTOR16(setMotion), // pushi "setMotion" 0x133 in QfG3 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), // 282 --> 309 PATCH_ADDTOOFFSET(+1), 35, // 29 --> 35 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 // The trap init code incorrectly creates an int array for string data. // Applies to at least: English CD static const uint16 qfg4TrapArrayTypeSignature[] = { 0x38, SIG_SELECTOR16(new), // pushi new 0x78, // push1 0x38, SIG_UINT16(0x80), // pushi $80 (128) SIG_MAGICDWORD, 0x51, 0x0b, // class $b (IntArray) 0x4a, SIG_UINT16(0x06), // send 6 SIG_END }; static const uint16 qfg4TrapArrayTypePatch[] = { PATCH_ADDTOOFFSET(+4), // pushi $92 (new), push1 0x38, PATCH_UINT16(0x100), // pushi $100 (256) 0x51, 0x0d, // class $d (ByteArray) PATCH_END }; // QFG4 has custom video benchmarking code that needs to be disabled; see // sci2BenchmarkSignature static const uint16 qfg4BenchmarkSignature[] = { 0x38, SIG_SELECTOR16(new), // pushi new 0x76, // push0 0x51, SIG_ADDTOOFFSET(+1), // class View 0x4a, SIG_UINT16(0x04), // send 4 0xa5, 0x00, // sat 0 0x39, SIG_SELECTOR8(view), // pushi $e (view) SIG_MAGICDWORD, 0x78, // push1 0x38, SIG_UINT16(0x270f), // push $270f (9999) SIG_END }; static const uint16 qfg4BenchmarkPatch[] = { 0x35, 0x01, // ldi 0 0xa1, 0xbf, // sag $bf (191) 0x48, // ret PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry qfg4Signatures[] = { { true, 1, "disable volume reset on startup", 1, sci2VolumeResetSignature, sci2VolumeResetPatch }, { true, 1, "disable video benchmarking", 1, qfg4BenchmarkSignature, qfg4BenchmarkPatch }, { true, 83, "fix incorrect array type", 1, qfg4TrapArrayTypeSignature, qfg4TrapArrayTypePatch }, { 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, the game // adds it to nest::x. The problem is that the script also checks if x exceeds // we never reach that of course, so the pterodactyl-flight will go endlessly // we could either calculate property count differently somehow fixing this // but I think 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/ // crash the whole game in Sierra SCI/display garbage (the latter when the Sierra "patch" got applied). // // All of this is caused by a typo in the script. Right after the code for showing the textbox, // there is more 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, // call export 255_0, 2 0x3a, // toss SIG_MAGICDWORD, 0x36, // push 0x47, 0xff, 0x00, 0x02, // call export 255_0, 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 }; // 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. Bug also happened, when using the original interpreter. // Bug does not happen for PC floppy. // // Attention: Some Let's Plays on youtube show that points are in fact awarded. Which is true. // But those Let's Plays were actually created by playing a hacked Space Quest 4 version // (which is part Floppy, part CD version - we consider it to be effectively pirated) // and not the actual CD version of Space Quest 4. // It's easy to identify - talkie + store called "Radio Shack" -> is hacked version. // // 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, // ldi 1Dh 0x45, 0x07, 0x02, // call export 7 of script 0 (set flag) -> effectively sets 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 also happens, when using the original interpreter. // // This is caused by code, that's supposed 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, // call export 2 of script 0 -> 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, // call export 2 of script 0 -> disable controls again?? 0x7a, // push2 0x89, 0x00, // lsg global[0] 0x72, SIG_UINT16(0x0242), // lofsa deathDroid 0x36, // push 0x45, 0x0d, 0x04, // call export 13 of script 0 -> 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, // call export 2 of script 0 (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(10), // bnt [jump over 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 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, which handles the babble icon // (e.g. the two guys from Andromeda) shown when dying/quitting. // Fixes bug: #6068 static const uint16 sq4CdSignatureBabbleIcon[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg 5a 0x35, 0x02, // ldi 02 0x1a, // eq? 0x31, 0x26, // bnt 26 [02a7] SIG_END }; static const uint16 sq4CdPatchBabbleIcon[] = { 0x89, 0x5a, // lsg 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. // iconTextSwitch::doit (called when the text options button is clicked) static const uint16 sq4CdSignatureTextOptions[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg 0x5a (load global 90 to stack) 0x3c, // dup 0x35, 0x01, // ldi 0x01 0x1a, // eq? (global 90 == 1) 0x31, 0x06, // bnt 0x06 (0x0691) 0x35, 0x02, // ldi 0x02 0xa1, 0x5a, // sag 0x5a (save acc to global 90) 0x33, 0x0a, // jmp 0x0a (0x69b) 0x3c, // dup 0x35, 0x02, // ldi 0x02 0x1a, // eq? (global 90 == 2) 0x31, 0x04, // bnt 0x04 (0x069b) 0x35, 0x01, // ldi 0x01 0xa1, 0x5a, // sag 0x5a (save acc to global 90) 0x3a, // toss 0x38, SIG_SELECTOR16(show), // pushi 0x00d9 0x76, // push0 0x54, 0x04, // self 0x04 0x48, // ret SIG_END }; static const uint16 sq4CdPatchTextOptions[] = { 0x89, 0x5a, // lsg 0x5a (load global 90 to stack) 0x3c, // dup 0x35, 0x03, // ldi 0x03 (acc = 3) 0x1a, // eq? (global 90 == 3) 0x2f, 0x07, // bt 0x07 0x89, 0x5a, // lsg 0x5a (load global 90 to stack again) 0x35, 0x01, // ldi 0x01 (acc = 1) 0x02, // add: acc = global 90 (on stack) + 1 (previous acc value) 0x33, 0x02, // jmp 0x02 0x35, 0x01, // ldi 0x01 (reset acc to 1) 0xa1, 0x5a, // sag 0x5a (save acc to 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, 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), // push "timesShownID" 0x78, // push1 0x38, SIG_SELECTOR16(timesShownID), // push "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), // push "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), // push "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 [current 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] <-- flag gets set to 1 when ego went up the skeleton tail, when going down it's set to 2 0x35, 0x01, // ldi 01 0x1a, // eq? 0x30, SIG_UINT16(0x0012), // bnt [PChase set code], in case global A6 <> 1 0x81, 0xb5, // lag global[b5] 0x30, SIG_UINT16(0x000d), // bnt [PChase set code], in case global B5 == 0 0x38, SIG_UINT16(0x008c), // pushi 008c 0x78, // push1 0x72, SIG_UINT16(0x1cb6), // lofsa 1CB6 (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], in case 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, // push 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 to be the current mouse cursor. // The bug report also says that items may get lost. I wasn't able to reproduce // that part. // This is caused by the mouse-click event getting reprocessed (which wouldn't // be a problem by itself) and during this reprocessing coordinates are not // processed the same as during 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 // then results in the game thinking that the user didn't click on the button // and also results in the previously mentioned message. // This happened in Sierra SCI as well (of course). // We fix it by combining state 0 + 1 of takeTool::changeState and so stopping // the event to get reprocessed. This was the only way possible, because everything // else is done in SCI system scripts and I don't want to touch those. // 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 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 }; // script, description, signature patch static const SciScriptPatcherEntry sq5Signatures[] = { { true, 226, "toolbox fix", 1, sq5SignatureToolboxFix, sq5PatchToolboxFix }, 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 }; // script, description, signature patch static const SciScriptPatcherEntry ramaSignatures[] = { { true, 64908, "disable video benchmarking", 1, ramaBenchmarkSignature, ramaBenchmarkPatch }, 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 1 0x59, 0x02, // &rest 2 0x57, 0x7f, SIG_UINT16(0x06), // 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 $33 0x38, SIG_UINT16(0x06), // pushi 6 SIG_END }; static const uint16 shiversGodsIxupiPlaySoundPatch[] = { 0x38, PATCH_SELECTOR16(fade), // pushi $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). static const uint16 sq6SlowTransitionSignature1[] = { SIG_MAGICDWORD, 0x38, SIG_UINT16(0x578), // pushi $578 0x51, 0x33, // class Styler SIG_END }; static const uint16 sq6SlowTransitionPatch1[] = { 0x38, SIG_UINT16(0x1f4), // 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. static const uint16 sq6SlowTransitionSignature2[] = { SIG_MAGICDWORD, 0x38, SIG_UINT16(0xc8), // pushi $c8 0x51, 0x33, // class Styler SIG_END }; static const uint16 sq6SlowTransitionPatch2[] = { 0x38, SIG_UINT16(0x1e), // 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 $140 (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 // The init code that runs when Torin 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 LSL7, except // that they left line numbers in the LSL7 scripts and changed the music volume. // Applies to at least: English CD static const uint16 torinVolumeResetSignature1[] = { SIG_MAGICDWORD, 0x35, 0x28, // ldi $28 0xa1, 0xe3, // sag $e3 (music volume) 0x35, 0x3c, // ldi $3c 0xa1, 0xe4, // sag $e4 (sfx volume) 0x35, 0x64, // ldi $64 0xa1, 0xe5, // sag $e5 (speech volume) SIG_END }; static const uint16 torinVolumeResetPatch1[] = { 0x33, 0x0a, // jmp [past volume resets] PATCH_END }; // The init code that runs when Torin starts up 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 static const uint16 torinVolumeResetSignature2[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16(readWord), // pushi $020b (readWord) 0x76, // push0 SIG_ADDTOOFFSET(6), // advance file stream 0xa1, 0xe3, // sag $e3 (music volume) SIG_ADDTOOFFSET(10), // advance file stream 0xa1, 0xe4, // sag $e4 (sfx volume) SIG_ADDTOOFFSET(10), // advance file stream 0xa1, 0xe5, // sag $e5 (speech volume) SIG_END }; static const uint16 torinVolumeResetPatch2[] = { PATCH_ADDTOOFFSET(10), // advance file stream 0x18, 0x18, // waste bytes PATCH_ADDTOOFFSET(10), // advance file stream 0x18, 0x18, // waste bytes PATCH_ADDTOOFFSET(10), // advance file stream 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 // in the seraglio so that Boogle's in-the-bag flag is set when fast forwarding. // Applies to at least: English CD static const uint16 torinSeraglioBoogleFlagSignature[] = { 0x35, 0x00, // ldi 0 SIG_MAGICDWORD, 0xa3, 0x00, // sal 0 0x38, SIG_SELECTOR16(test), // pushi test SIG_ADDTOOFFSET(0x5a), // all the rest of the method SIG_END }; static const uint16 torinSeraglioBoogleFlagPatch[] = { // @1e5f // ldi 0, sal 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(4), // callk ScriptID[2], 4 0xa3, 0x00, // sal 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(0x06), // send 6 // @1e73 (+2 bytes) // if (!acc) goto elseCase; 0x30, PATCH_UINT16(0x34), // 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(4), // callk ScriptID[2], 4 0x4a, PATCH_UINT16(0x06), // send 6 0x36, // push 0x81, 0x00, // lag 0 (ego) 0x4a, PATCH_UINT16(0x06), // send 6 // @1e92 (+2 bytes) // local[0].set(52); 0x38, PATCH_SELECTOR16(set), // pushi set 0x78, // push1 0x39, 0x34, // pushi 52 0x83, 0x00, // lal 0 (+7 byte) 0x4a, PATCH_UINT16(0x06), // 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 0 (+7 bytes) 0x4a, PATCH_UINT16(0x06), // 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(0xe8), // pushi 232 (Boogle-in-bag flag) (-3 bytes) 0x83, 0x00, // lal 0 (-2 bytes) 0x4a, PATCH_UINT16(0x06), // 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 0 (-2 bytes) 0x54, PATCH_UINT16(4), // 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: signatureTable = hoyle5Signatures; 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_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; 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