/* 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" #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. 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 "show", // system selector "x", // system selector "cel", // system selector "setMotion", // system selector "deskSarg", // Gabriel Knight "localize", // Freddy Pharkas "put", // Police Quest 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 NULL }; enum ScriptPatcherSelectors { SELECTOR_cycles = 0, SELECTOR_seconds, SELECTOR_init, SELECTOR_dispose, SELECTOR_new, SELECTOR_curEvent, SELECTOR_disable, SELECTOR_show, SELECTOR_x, SELECTOR_cel, SELECTOR_setMotion, SELECTOR_deskSarg, SELECTOR_localize, SELECTOR_put, SELECTOR_solvePuzzle, SELECTOR_timesShownID, SELECTOR_startText, SELECTOR_startAudio, SELECTOR_modNum }; // =========================================================================== // 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 + 0x7e, 0x07, // 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 + 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 + 0x20, 0x05, // jmp [end of fawaz::handleEvent] SIG_END }; static const uint16 camelotPatchPeepingTom[] = { PATCH_ADDTOOFFSET +576, 0x32, PATCH_UINT16 + 0xbd, 0xfd, // 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 + 0x22, 0x01, // pushi 0122 0x78, // push1 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, 0x06, // send 06 - call ego::setMotion(0) 0x39, SIG_SELECTOR8 + SELECTOR_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 + 0x22, 0x01, // pushi 0122 0x78, // push1 0x76, // push0 0x81, 0x00, // lag global[0] 0x4a, 0x06, // send 06 - call ego::setMotion(0) 0x39, PATCH_SELECTOR8 + SELECTOR_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 + 0x80, 0x02, // 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 + 0x31, 0x26, // 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 + 0x07, 0x00, // 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 + 0xd7, 0x00, // pushi 215d 0x78, // push1 (visual screen) 0x38, PATCH_UINT16 + 0x17, 0x00, // pushi 17 (color) (waste 1 byte) 0x43, 0x6c, 0x0e, // call kGraph 0x38, PATCH_UINT16 + 0x05, 0x00, // 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 + 0xd7, 0x00, // 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 + 0x23, 0x00, // 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 + 0x31, 0x26, // 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 + 0xd7, 0x00, // 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 + 0xd7, 0x00, // 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 + 0xee, 0x01, // 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 }; // =========================================================================== // 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 fanmadeSignatureInfiniteLoop[] = { 0x38, SIG_UINT16 + 0x4c, 0x00, // pushi 004c 0x39, 0x00, // pushi 00 0x87, 0x01, // lap 01 0x4b, 0x04, // send 04 SIG_MAGICDWORD, 0x18, // not 0x30, SIG_UINT16 + 0x2f, 0x00, // bnt 002f [06a5] --> jmp ffbc [0664] --> BUG! infinite loop SIG_END }; static const uint16 fanmadePatchInfiniteLoop[] = { PATCH_ADDTOOFFSET | +10, 0x30, SIG_UINT16 + 0x32, 0x00, // bnt 0032 [06a8] --> pushi 004c PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry fanmadeSignatures[] = { { true, 999, "infinite loop on typo", 1, fanmadeSignatureInfiniteLoop, fanmadePatchInfiniteLoop }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // 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 + 0x00, 0x00, // ldi 0000 0x34, PATCH_UINT16 + 0x00, 0x00, // ldi 0000 0x34, PATCH_UINT16 + 0x00, 0x00, // 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 + SELECTOR_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 + SELECTOR_new, // pushi new 0x76, // push0 0x38, SIG_SELECTOR16 + SELECTOR_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 + SELECTOR_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 + 0x74, 0x01, // 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, 235, "CD: canister pickup hang", 3, freddypharkasSignatureCanisterHang, freddypharkasPatchCanisterHang }, { true, 320, "ladder event issue", 2, freddypharkasSignatureLadderEvent, freddypharkasPatchLadderEvent }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // daySixBeignet::changeState (4) is called when the cop goes out and sets cycles to 220. // this is not enough time to get to the door, so we patch that to 23 seconds // Applies to at least: English PC-CD, German PC-CD, English Mac // Responsible method: daySixBeignet::changeState static const uint16 gk1SignatureDay6PoliceBeignet[] = { 0x35, 0x04, // ldi 04 0x1a, // eq? 0x30, SIG_ADDTOOFFSET +2, // bnt [next state check] 0x38, SIG_SELECTOR16 + SELECTOR_dispose, // pushi dispose 0x76, // push0 0x72, SIG_ADDTOOFFSET +2, // lofsa deskSarg 0x4a, SIG_UINT16 + 0x04, 0x00, // send 04 SIG_MAGICDWORD, 0x34, SIG_UINT16 + 0xdc, 0x00, // ldi 220 0x65, SIG_ADDTOOFFSET +1, // aTop cycles (1a for PC, 1c for Mac) 0x32, // jmp [end] SIG_END }; static const uint16 gk1PatchDay6PoliceBeignet[] = { PATCH_ADDTOOFFSET +16, 0x34, PATCH_UINT16 + 0x17, 0x00, // ldi 23 0x65, PATCH_GETORIGINALBYTEADJUST +20, +2, // aTop seconds (1c for PC, 1e for Mac) PATCH_END }; // sargSleeping::changeState (8) is called when the cop falls asleep and sets cycles to 220. // this is not enough time to get to the door, so we patch it to 42 seconds // Applies to at least: English PC-CD, German PC-CD, English Mac // Responsible method: sargSleeping::changeState static const uint16 gk1SignatureDay6PoliceSleep[] = { 0x35, 0x08, // ldi 08 0x1a, // eq? 0x31, SIG_ADDTOOFFSET +1, // bnt [next state check] SIG_MAGICDWORD, 0x34, SIG_UINT16 + 0xdc, 0x00, // ldi 220 0x65, SIG_ADDTOOFFSET +1, // aTop cycles (1a for PC, 1c for Mac) 0x32, // jmp [end] 0 }; static const uint16 gk1PatchDay6PoliceSleep[] = { PATCH_ADDTOOFFSET +5, 0x34, SIG_UINT16 + 0x2a, 0x00, // ldi 42 0x65, PATCH_GETORIGINALBYTEADJUST +9, +2, // aTop seconds (1c for PC, 1e for Mac) PATCH_END }; // startOfDay5::changeState (20h) - when gabriel goes to the phone the script will hang // Applies to at least: English PC-CD, German PC-CD, English Mac // Responsible method: startOfDay5::changeState static const uint16 gk1SignatureDay5PhoneFreeze[] = { 0x4a, SIG_MAGICDWORD, SIG_UINT16 + 0x0c, 0x00, // send 0c 0x35, 0x03, // ldi 03 0x65, SIG_ADDTOOFFSET +1, // aTop cycles 0x32, SIG_ADDTOOFFSET +2, // jmp [end] 0x3c, // dup 0x35, 0x21, // ldi 21 SIG_END }; static const uint16 gk1PatchDay5PhoneFreeze[] = { PATCH_ADDTOOFFSET +3, 0x35, 0x06, // ldi 01 0x65, PATCH_GETORIGINALBYTEADJUST +6, +6, // aTop ticks PATCH_END }; // Floppy version: Interrogation::dispose() compares an object reference // (stored in the view selector) with a number, leading to a crash (this kind // of comparison was not used in SCI32). The view selector is used to store // both a view number (in some cases), and a view reference (in other cases). // In the floppy version, the checks are in the wrong order, so there is a // comparison between a number an an object. In the CD version, the checks are // in the correct order, thus the comparison is correct, thus we use the code // from the CD version in the floppy one. // Applies to at least: English Floppy // Responsible method: Interrogation::dispose // TODO: Check, if English Mac is affected too and if this patch applies static const uint16 gk1SignatureInterrogationBug[] = { SIG_MAGICDWORD, 0x65, 0x4c, // aTop 4c 0x67, 0x50, // pTos 50 0x34, SIG_UINT16 + 0x10, 0x27, // ldi 2710 0x1e, // gt? 0x31, 0x08, // bnt 08 [05a0] 0x67, 0x50, // pTos 50 0x34, SIG_UINT16 + 0x10, 0x27, // ldi 2710 0x04, // sub 0x65, 0x50, // aTop 50 0x63, 0x50, // pToa 50 0x31, 0x15, // bnt 15 [05b9] 0x39, 0x0e, // pushi 0e 0x76, // push0 0x4a, SIG_UINT16 + 0x04, 0x00, // send 0004 0xa5, 0x00, // sat 00 0x38, SIG_SELECTOR16 + SELECTOR_dispose, // pushi dispose 0x76, // push0 0x63, 0x50, // pToa 50 0x4a, SIG_UINT16 + 0x04, 0x00, // send 0004 0x85, 0x00, // lat 00 0x65, 0x50, // aTop 50 SIG_END }; static const uint16 gk1PatchInterrogationBug[] = { 0x65, 0x4c, // aTop 4c 0x63, 0x50, // pToa 50 0x31, 0x15, // bnt 15 [05b9] 0x39, 0x0e, // pushi 0e 0x76, // push0 0x4a, 0x04, 0x00, // send 0004 0xa5, 0x00, // sat 00 0x38, SIG_SELECTOR16 + SELECTOR_dispose, // pushi dispose 0x76, // push0 0x63, 0x50, // pToa 50 0x4a, 0x04, 0x00, // send 0004 0x85, 0x00, // lat 00 0x65, 0x50, // aTop 50 0x67, 0x50, // pTos 50 0x34, PATCH_UINT16 + 0x10, 0x27, // ldi 2710 0x1e, // gt? 0x31, 0x08, // bnt 08 [05b9] 0x67, 0x50, // pTos 50 0x34, PATCH_UINT16 + 0x10, 0x27, // ldi 2710 0x04, // sub 0x65, 0x50, // aTop 50 PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry gk1Signatures[] = { { true, 51, "interrogation bug", 1, gk1SignatureInterrogationBug, gk1PatchInterrogationBug }, { true, 212, "day 5 phone freeze", 1, gk1SignatureDay5PhoneFreeze, gk1PatchDay5PhoneFreeze }, { true, 230, "day 6 police beignet timer issue", 1, gk1SignatureDay6PoliceBeignet, gk1PatchDay6PoliceBeignet }, { true, 230, "day 6 police sleep timer issue", 1, gk1SignatureDay6PoliceSleep, gk1PatchDay6PoliceSleep }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // 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 + 0x91, 0x01, // lag global[191h] 0x18, // not 0x30, SIG_UINT16 + 0x2c, 0x00, // bnt [jump further] (jumping, if global 191h is 1) 0x35, 0x01, // ldi 01 0xa0, SIG_UINT16 + 0x91, 0x01, // sag global[191h] (setting global 191h to 1) 0x38, SIG_UINT16 + 0x7b, 0x01, // 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 + 0x7b, 0x01, // 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 + 0x2f, 0x02, // 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 + 0x91, 0x01, // lag global[191h] // saving 1 byte due optimization 0x2e, PATCH_UINT16 + 0x23, 0x00, // bt [jump further] (jumping, if global 191h is 1) 0x35, 0x01, // ldi 01 0xa0, PATCH_UINT16 + 0x91, 0x01, // sag global[191h] (setting global 191h to 1) 0x38, PATCH_UINT16 + 0x7b, 0x01, // 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 + 0x00, 0x00, // top SIG_UINT16 + 0x00, 0x00, // left SIG_UINT16 + 0x00, 0x00, // bottom SIG_UINT16 + 0x00, 0x00, // right SIG_UINT16 + 0x00, 0x00, // extra property #1 SIG_MAGICDWORD, SIG_UINT16 + 0x7a, 0x00, // extra property #2 SIG_UINT16 + 0xc8, 0x00, // extra property #3 SIG_UINT16 + 0xa3, 0x00, // extra property #4 SIG_END }; static const uint16 kq5PatchWitchCageInit[] = { PATCH_UINT16 + 0x00, 0x00, // top PATCH_UINT16 + 0x7a, 0x00, // left PATCH_UINT16 + 0xc8, 0x00, // bottom PATCH_UINT16 + 0xa3, 0x00, // right 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 + 0x90, 0x01, // lag 0x190 0x18, // not 0x30, SIG_UINT16 + 0x1b, 0x00, // bnt +0x001B 0x89, 0x57, // lsg 0x57 SIG_END }; static const uint16 kq5PatchWinGMSignals[] = { 0x34, PATCH_UINT16 + 0x01, 0x00, // 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 }, { 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 + 0x00, 0x20, // 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 + 0xff, 0xdf, // ldi dfff 0x12, // and 0x65, 0x30, // aTop state 0x38, SIG_SELECTOR16 + SELECTOR_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 + 0x00, 0x20, // 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_GETORIGINALBYTE +22, PATCH_GETORIGINALBYTE +23, 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 + 0x00, 0x20, // 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 }; // 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. // 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 + SELECTOR_modNum, // pushi modNum SIG_END }; static const uint16 kq6laurabow2CDPatchAudioTextSupport1[] = { PATCH_ADDTOOFFSET +5, 0x33, 0x13, // jmp [audio call] PATCH_END }; // 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 }; // 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 }; // Patched method: Narrator::say (use audio memory) static const uint16 kq6laurabow2CDSignatureAudioTextSupport4[] = { 0x89, 0x5a, // lsg global[5a] 0x35, 0x01, // ldi 01 0x12, // and 0x31, 0x08, // bnt [skip code] 0x38, SIG_SELECTOR16 + SELECTOR_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 + SELECTOR_startAudio, // pushi startAudio 0x78, // push1 0x8f, 0x01, // lsp param[1] 0x54, 0x06, // self 06 SIG_END }; static const uint16 kq6laurabow2CDPatchAudioTextSupport4[] = { PATCH_ADDTOOFFSET +2, 0x34, PATCH_UINT16 + 0x01, 0x00, // ldi 0001 (waste 1 byte) 0x12, 0x18, // not - prepares acc for KQ6 talker::startText PATCH_ADDTOOFFSET +19, 0x89, 98, // lsp global[98d] PATCH_END }; // 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 patches specifically for King's Quest 6 // Fixes text window placement, when portrait+text is shown // Patched method: Kq6Talker::init static const uint16 kq6CDSignatureAudioTextSupport1[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg global[5a] 0x35, 0x02, // ldi 02 0x1a, // eq? 0x31, 0x32, // bnt [jump-for-text-code] 0x87, 0x00, // lap param[0] SIG_END }; static const uint16 kq6CDPatchAudioTextSupport1[] = { PATCH_ADDTOOFFSET +5, 0x33, 0x32, // jmp [jump-for-text-code] PATCH_END }; // Additional patches specifically for King's Quest 6 // Fixes low-res portrait staying on screen for hi-res mode // Patched method: Talker::startText // this method is called by Narrator::say and acc is 0 for text-only and true for 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 + 0xe1, 0x00, // 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 }; // Fixes text window placement, when portrait+text is shown (Guard in room 220) // 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, 0x34, PATCH_UINT16 + 0x01, 0x00, // ldi 0001 (waste 1 byte to overwrite eq?) PATCH_END }; // Fixes text window placement, when portrait+text is shown (Stepmother in room 250) // Patched method: tlkStepmother::init static const uint16 kq6CDSignatureAudioTextSupportStepmother[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg global[5a] 0x35, 0x02, // ldi 02 0x12, // and 0x31, 0x1a, // bnt [jump-for-text-code] SIG_END }; static const uint16 kq6CDPatchAudioTextSupportJumpAlways[] = { PATCH_ADDTOOFFSET +5, 0x33, // jump always PATCH_END }; // Fixes text window placement, when portrait+text is shown (Gnomes in room 450) // Patched method: GnomeTalker::init static const uint16 kq6CDSignatureAudioTextSupportGnomes[] = { SIG_MAGICDWORD, 0x89, 0x5a, // lsg global[5a] 0x35, 0x02, // ldi 02 0x1a, // eq? 0x31, 0x16, // bnt [jump-for-text-code] SIG_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 }, // King's Quest 6 and Laura Bow 2 share basic patches for audio + text support // *** King's Quest 6 audio + text support *** // TODO: all window placements seems to be fixed, game should be played through to check for any more issues { 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", 1, kq6CDSignatureAudioTextSupport1, kq6CDPatchAudioTextSupport1 }, { false, 928, "CD: audio + text support KQ6 2", 1, kq6CDSignatureAudioTextSupport2, kq6CDPatchAudioTextSupport2 }, { false, 1009, "CD: audio + text support KQ6 Guards", 2, kq6CDSignatureAudioTextSupportGuards, kq6CDPatchAudioTextSupportGuards }, { false, 1027, "CD: audio + text support KQ6 Stepmother", 1, kq6CDSignatureAudioTextSupportStepmother, kq6CDPatchAudioTextSupportJumpAlways }, { false, 1037, "CD: audio + text support KQ6 Gnomes", 1, kq6CDSignatureAudioTextSupportGnomes, kq6CDPatchAudioTextSupportJumpAlways }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // 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 + SELECTOR_setMotion, // pushi "setMotion" (0x11c in Longbow German) 0x39, SIG_SELECTOR8 + SELECTOR_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 + 0x02, 0x00, // 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 }; // script, description, signature patch static const SciScriptPatcherEntry longbowSignatures[] = { { true, 210, "hand code crash", 5, longbowSignatureShowHandCode, longbowPatchShowHandCode }, 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 + 0xe0, 0x01, // lag 1e0 0x18, // not 0x30, SIG_UINT16 + 0x0f, 0x00, // 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 + 0x5a, 0x00, // lag 5a (global 90) PATCH_ADDTOOFFSET +6, 0xa0, PATCH_UINT16 + 0x5a, 0x00, // 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 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 + 0x6e, 0x00, // object pattiTalker::x (110) SIG_UINT16 + 0xb4, 0x00, // 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 + 0x5a, 0x00, // change pattiTalker::x to 90 PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry larry5Signatures[] = { { 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 + 0x33, 0x01, // 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 + 0x04, 0x00, SIG_UINT16 + 0x0e, 0x01, // lea 0004 010e 0x36, // push 0x43, 0x7c, 0x0e, // kMessage[7c] 0e SIG_ADDTOOFFSET +90, // [skip 90 bytes] 0x38, SIG_UINT16 + 0xd6, 0x00, // pushi 00d6 (offset 0x335) 0x78, // push1 0x5a, SIG_UINT16 + 0x04, 0x00, SIG_UINT16 + 0x0e, 0x01, // lea 0004 010e 0x36, // push SIG_ADDTOOFFSET +76, // [skip 76 bytes] 0x38, SIG_UINT16 + 0xcd, 0x00, // pushi 00cd (offset 0x38b) 0x39, 0x03, // pushi 03 0x5a, SIG_UINT16 + 0x04, 0x00, SIG_UINT16 + 0x0e, 0x01, // lea 0004 010e 0x36, SIG_END }; static const uint16 larry6PatchDeathDialog[] = { 0x3e, 0x00, 0x02, // link 0200 PATCH_ADDTOOFFSET +687, 0x5a, PATCH_UINT16 + 0x04, 0x00, PATCH_UINT16 + 0x40, 0x01, // lea 0004 0140 PATCH_ADDTOOFFSET +98, 0x5a, PATCH_UINT16 + 0x04, 0x00, PATCH_UINT16 + 0x40, 0x01, // lea 0004 0140 PATCH_ADDTOOFFSET +82, 0x5a, PATCH_UINT16 + 0x04, 0x00, PATCH_UINT16 + 0x40, 0x01, // 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 }; // =========================================================================== // 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 + 0x31, 0x02, // 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 + 0x83, 0x02, // 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 + 0x31, 0x02, // 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 + 0x83, 0x02, // 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 + 0xf1, 0x00, // 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 }; // 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 }, // 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 }, 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. static const uint16 mothergoose256SignatureReplay[] = { 0x36, // push 0x35, SIG_MAGICDWORD, 0x20, // ldi 20 0x04, // sub 0xa1, 0xb3, // sag global[b3] SIG_END }; static const uint16 mothergoose256PatchReplay[] = { 0x34, PATCH_UINT16 + 0x00, 0x00, // ldi 0000 (dummy) 0x34, PATCH_UINT16 + 0x00, 0x00, // 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 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 }; // =========================================================================== // Police Quest 1 VGA // 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 + SELECTOR_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 + SELECTOR_dispose, // pushi "dispose" 0x76, // push0 0x72, SIG_UINT16 + 0x88, 0x00, // 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 + SELECTOR_put, // pushi "put" 0x78, // push1 0x76, // push0 0x81, 0x00, // lag 00 0x4a, 0x06, // send 06 - ego::put(0) PATCH_END }; // script, description, signature patch static const SciScriptPatcherEntry pq1vgaSignatures[] = { { true, 341, "put gun in locker bug", 1, pq1vgaSignaturePutGunInLockerBug, pq1vgaPatchPutGunInLockerBug }, 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 + SELECTOR_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 + SELECTOR_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 + 0xa5, 0x00, // 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 114, 114. // Fixes bug: #6248 static const uint16 qfg1vgaSignatureMoveToCastleGate[] = { SIG_MAGICDWORD, 0x51, 0x1f, // class MoveTo 0x36, // push 0x39, 0x6f, // pushi 6f (111 - x) 0x3c, // dup (111 - y) 0x7c, // pushSelf SIG_END }; static const uint16 qfg1vgaPatchMoveToCastleGate[] = { PATCH_ADDTOOFFSET +3, 0x39, 0x72, // pushi 72 (114 - x) 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 + 0xb8, 0x01, // ldi 01b8 0x1a, // eq? 0x31, 0x16, // bnt 16 0x38, SIG_UINT16 + 0x27, 0x01, // pushi 0127 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 + 0x25, 0x00, // 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 + 0x29, 0x00, // 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 }; // script, description, signature patch static const SciScriptPatcherEntry qfg1vgaSignatures[] = { { true, 215, "fight event issue", 1, qfg1vgaSignatureFightEvents, qfg1vgaPatchFightEvents }, { true, 216, "weapon master event issue", 1, qfg1vgaSignatureFightEvents, qfg1vgaPatchFightEvents }, { true, 814, "window text temp space", 1, qfg1vgaSignatureTempSpace, qfg1vgaPatchTempSpace }, { true, 814, "dialog header offset", 3, qfg1vgaSignatureDialogHeader, qfg1vgaPatchDialogHeader }, { true, 331, "moving to crusher", 1, qfg1vgaSignatureMoveToCrusher, qfg1vgaPatchMoveToCrusher }, { true, 41, "moving to castle gate", 1, qfg1vgaSignatureMoveToCastleGate, qfg1vgaPatchMoveToCastleGate }, { true, 210, "cheetaur description fixed", 1, qfg1vgaSignatureCheetaurDescription, qfg1vgaPatchCheetaurDescription }, { true, 96, "funny room script bug fixed", 1, qfg1vgaSignatureFunnyRoomFix, qfg1vgaPatchFunnyRoomFix }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // 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 + 0x0b, 0x00, // 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 }; // script, description, signature patch static const SciScriptPatcherEntry qfg2Signatures[] = { { 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: unknown // 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 + SELECTOR_solvePuzzle, // pushi 0297 0x7a, // push2 0x38, SIG_UINT16 + 0x0c, 0x01, // 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 }; // 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 }, SCI_SIGNATUREENTRY_TERMINATOR }; // =========================================================================== // 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 }; // 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 + SELECTOR_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 + 0x00, 0x00, // 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, 818, "CD: Speech and subtitles option", 1, sq4CdSignatureTextOptions, sq4CdPatchTextOptions }, { true, 0, "CD: Babble icon speech and subtitles fix", 1, sq4CdSignatureBabbleIcon, sq4CdPatchBabbleIcon }, { 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 + SELECTOR_cel, // pushi "cel" 0x78, // push1 0x39, 0x0a, // pushi 0x0a (set ship::cel to 10) 0x38, SIG_UINT16 + 0xa0, 0x00, // pushi 0x00a0 (ship::setLoop) SIG_END }; static const uint16 sq1vgaPatchUlenceFlatsTimepodGfxGlitch[] = { PATCH_ADDTOOFFSET +3, 0x39, 0x09, // pushi 0x09 (set ship::cel to 9) PATCH_END }; static const uint16 sq1vgaSignatureEgoShowsCard[] = { SIG_MAGICDWORD, 0x38, SIG_SELECTOR16 + SELECTOR_timesShownID, // push "timesShownID" 0x78, // push1 0x38, SIG_SELECTOR16 + SELECTOR_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 + SELECTOR_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 + SELECTOR_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 }; // script, description, signature patch static const SciScriptPatcherEntry sq1vgaSignatures[] = { { true, 45, "Ulence Flats: timepod graphic glitch", 1, sq1vgaSignatureUlenceFlatsTimepodGfxGlitch, sq1vgaPatchUlenceFlatsTimepodGfxGlitch }, { true, 58, "Sarien armory droid zapping ego first time", 1, sq1vgaSignatureEgoShowsCard, sq1vgaPatchEgoShowsCard }, 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 + 0xaa, 0x00, // 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 + 0x88, 0x00, // 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 }; // ================================================================================= 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; } ScriptPatcher::~ScriptPatcher() { delete[] _runtimeTable; delete[] _selectorIdTable; } // will actually patch previously found signature area void ScriptPatcher::applyPatch(const SciScriptPatcherEntry *patchEntry, byte *scriptData, const uint32 scriptSize, int32 signatureOffset, const bool isMacSci11) { 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 = scriptSize - offset; if (orgDataSize > PATCH_VALUELIMIT) orgDataSize = PATCH_VALUELIMIT; memcpy(&orgData, &scriptData[offset], orgDataSize); while (patchWord != PATCH_END) { uint16 patchCommand = patchWord & PATCH_COMMANDMASK; uint16 patchValue = patchWord & PATCH_VALUEMASK; switch (patchCommand) { case PATCH_ADDTOOFFSET: { // add value to offset offset += patchValue; break; } case PATCH_GETORIGINALBYTE: { // get original byte from script if (patchValue >= orgDataSize) error("Script-Patcher: can not get requested original byte from script"); scriptData[offset] = orgData[patchValue]; offset++; break; } case PATCH_GETORIGINALBYTEADJUST: { // 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_UINT16: case PATCH_SELECTOR16: { byte byte1; byte byte2; switch (patchCommand) { case PATCH_UINT16: { byte1 = patchValue & PATCH_BYTEMASK; patchData++; patchWord = *patchData; if (patchWord & PATCH_COMMANDMASK) error("Script-Patcher: Patch inconsistent"); byte2 = patchWord & PATCH_BYTEMASK; break; } case PATCH_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_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_BYTE: scriptData[offset] = patchValue & PATCH_BYTEMASK; offset++; } patchData++; patchWord = *patchData; } } // will return -1 if no match was found, otherwise an offset to the start of the signature match int32 ScriptPatcher::findSignature(const SciScriptPatcherEntry *patchEntry, SciScriptPatcherRuntimeEntry *runtimeEntry, const byte *scriptData, const uint32 scriptSize, const bool isMacSci11) { if (scriptSize < 4) // we need to find a DWORD, so less than 4 bytes is not okay return -1; const uint32 magicDWord = runtimeEntry->magicDWord; // is platform-specific BE/LE form, so that the later match will work const uint32 searchLimit = scriptSize - 3; uint32 DWordOffset = 0; // first search for the magic DWORD while (DWordOffset < searchLimit) { if (magicDWord == READ_UINT32(scriptData + DWordOffset)) { // magic DWORD found, check if actual signature matches uint32 offset = DWordOffset + runtimeEntry->magicOffset; uint32 byteOffset = offset; const uint16 *signatureData = patchEntry->signatureData; uint16 sigSelector = 0; uint16 sigWord = *signatureData; while (sigWord != SIG_END) { uint16 sigCommand = sigWord & SIG_COMMANDMASK; uint16 sigValue = sigWord & SIG_VALUEMASK; switch (sigCommand) { case SIG_ADDTOOFFSET: { // add value to offset byteOffset += sigValue; break; } case SIG_UINT16: case SIG_SELECTOR16: { if ((byteOffset + 1) < scriptSize) { byte byte1; byte byte2; switch (sigCommand) { case SIG_UINT16: { byte1 = sigValue & SIG_BYTEMASK; signatureData++; sigWord = *signatureData; if (sigWord & SIG_COMMANDMASK) error("Script-Patcher: signature inconsistent\nFaulty patch: '%s'", patchEntry->description); byte2 = sigWord & SIG_BYTEMASK; break; } case SIG_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_SELECTOR8: { if (byteOffset < scriptSize) { sigSelector = _selectorIdTable[sigValue]; if (sigSelector & 0xFF00) error("Script-Patcher: 8 bit selector required, game uses 16 bit selector\nFaulty patch: '%s'", patchEntry->description); if (scriptData[byteOffset] != (sigSelector & 0xFF)) sigWord = SIG_MISMATCH; byteOffset++; } else { sigWord = SIG_MISMATCH; // out of bounds } break; } case SIG_BYTE: if (byteOffset < scriptSize) { 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 offset; } DWordOffset++; } // nothing found return -1; } // 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, bool isMacSci11) { const SciScriptPatcherEntry *curEntry = patchTable; SciScriptPatcherRuntimeEntry *curRuntimeEntry; Selector curSelector = -1; int step; int magicOffset; byte magicDWord[4]; int magicDWordLeft = 0; const uint16 *curData; uint16 curWord; uint16 curCommand; uint32 curValue; byte byte1; byte byte2; 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 memset(magicDWord, 0, sizeof(magicDWord)); curRuntimeEntry->active = curEntry->defaultActive; curRuntimeEntry->magicDWord = 0; curRuntimeEntry->magicOffset = 0; for (step = 0; step < 2; step++) { switch (step) { case 0: curData = curEntry->signatureData; break; case 1: curData = curEntry->patchData; break; } curWord = *curData; magicOffset = 0; while (curWord != SIG_END) { curCommand = curWord & SIG_COMMANDMASK; curValue = curWord & SIG_VALUEMASK; switch (curCommand) { case SIG_MAGICDWORD: { if (step == 0) { if ((curRuntimeEntry->magicDWord) || (magicDWordLeft)) error("Script-Patcher: Magic-DWORD specified multiple times in signature\nFaulty patch: '%s'", curEntry->description); magicDWordLeft = 4; curRuntimeEntry->magicOffset = magicOffset; } break; } case SIG_ADDTOOFFSET: { magicOffset -= curValue; if (magicDWordLeft) error("Script-Patcher: Magic-DWORD contains AddToOffset command\nFaulty patch: '%s'", curEntry->description); break; } case SIG_UINT16: case SIG_SELECTOR16: { // UINT16 or 1 switch (curCommand) { case SIG_UINT16: { curData++; curWord = *curData; if (curWord & SIG_COMMANDMASK) error("Script-Patcher: signature entry inconsistent\nFaulty patch: '%s'", curEntry->description); if (!isMacSci11) { byte1 = curValue; byte2 = curWord & SIG_BYTEMASK; } else { byte1 = curWord & SIG_BYTEMASK; byte2 = curValue; } break; } case SIG_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) { curRuntimeEntry->magicDWord = READ_LE_UINT32(magicDWord); } } break; } case SIG_BYTE: case SIG_SELECTOR8: { if (curCommand == SIG_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'", curEntry->description); } } curValue = curSelector; } magicOffset--; if (magicDWordLeft) { // Remember current byte for Magic DWORD magicDWord[4 - magicDWordLeft] = (byte)curValue; magicDWordLeft--; if (!magicDWordLeft) { curRuntimeEntry->magicDWord = READ_LE_UINT32(magicDWord); } } } } curData++; curWord = *curData; } } if (magicDWordLeft) error("Script-Patcher: Magic-DWORD beyond End-Of-Signature\nFaulty patch: '%s'", curEntry->description); if (!curRuntimeEntry->magicDWord) error("Script-Patcher: Magic-DWORD not specified in signature\nFaulty patch: '%s'", curEntry->description); 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, byte *scriptData, const uint32 scriptSize) { 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; case GID_GK1: signatureTable = gk1Signatures; break; case GID_KQ5: signatureTable = kq5Signatures; break; case GID_KQ6: signatureTable = kq6Signatures; break; case GID_LAURABOW2: signatureTable = laurabow2Signatures; break; case GID_LONGBOW: signatureTable = longbowSignatures; break; case GID_LSL2: signatureTable = larry2Signatures; break; case GID_LSL5: signatureTable = larry5Signatures; break; case GID_LSL6: signatureTable = larry6Signatures; break; case GID_MOTHERGOOSE256: signatureTable = mothergoose256Signatures; break; case GID_PQ1: signatureTable = pq1vgaSignatures; break; case GID_QFG1VGA: signatureTable = qfg1vgaSignatures; break; case GID_QFG2: signatureTable = qfg2Signatures; break; case GID_QFG3: signatureTable = qfg3Signatures; break; case GID_SQ1: signatureTable = sq1vgaSignatures; break; case GID_SQ4: signatureTable = sq4Signatures; break; case GID_SQ5: signatureTable = sq5Signatures; break; default: break; } if (signatureTable) { bool 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, isMacSci11); // 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->speechAndSubtitlesEnabled()) { // Enables Audio + subtitles patches for King's Quest 6, when "Text and Speech: Both" is selected enablePatch(signatureTable, "CD: audio + text support"); } break; case GID_LAURABOW2: if (g_sci->speechAndSubtitlesEnabled()) { // Enables Audio + subtitles patches for Laura Bow 2, when "Text and Speech: Both" is selected 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, scriptSize, isMacSci11); 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, scriptSize, foundOffset, isMacSci11); } applyCount--; } while ((foundOffset != -1) && (applyCount)); } curEntry++; curRuntimeEntry++; } } } } // End of namespace Sci