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|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "sci/sci.h"
#include "sci/engine/kernel.h"
#include "sci/engine/script.h"
#include "sci/engine/state.h"
#include "sci/engine/features.h"
#include "sci/engine/script_patches.h"
#ifdef ENABLE_SCI32
#include "sci/engine/guest_additions.h"
#endif
#include "common/util.h"
namespace Sci {
// IMPORTANT:
// every patch entry needs the following:
// - script number (pretty obvious)
//
// - apply count
// specifies the number of times a patch is supposed to get applied.
// Most of the time, it should be 1.
//
// - magicDWORD + magicOffset
// please ALWAYS put 0 for those two. Both will get filled out at runtime by the patcher.
//
// - signature data (is used to identify certain script code, that needs patching)
// every signature needs to contain SIG_MAGICDWORD once.
// The following 4 bytes after SIG_MAGICDWORD - which don't have to be fixed, you may for example
// use SIG_SELECTOR16, will get used to quickly search for a partly match before verifying that
// the whole signature actually matches. If it's not included, the script patcher will error() out
// right when loading up the game.
// If selector-IDs are included, please use SIG_SELECTOR16 + SIG_SELECTOR8 [1]. Simply
// specify the selector that way, so that the patcher will search for the specific
// selector instead of looking for a hardcoded value. Selectors may not be the same
// between game versions.
// For UINT16s either use SIG_UINT16 or SIG_SELECTOR16.
// Macintosh versions of SCI games are using BE ordering instead of LE since SCI1.1 for UINT16s in scripts
// By using those 2 commands, it's possible to make patches work for PC and Mac versions of the same game.
// You may also skip bytes by using the SIG_ADDTOOFFSET command
// Every signature data needs to get terminated using SIGNATURE_END
//
// - patch data (is used for actually patching scripts)
// When a match is found, the patch data will get applied.
// Patch data is similar to signature data. Just use PATCH_SELECTOR16 + PATCH_SELECTOR8 [1]
// for patching in selectors.
// There are also patch specific commands.
// Those are PATCH_GETORIGINALBYTE, which fetches a byte from the original script
// and PATCH_GETORIGINALBYTEADJUST, which does the same but gets a second value
// from the uint16 array and uses that value to adjust the original byte.
// Every patch data needs to get terminated using PATCH_END
//
// - and please always add a comment about why the patch was done and what's causing issues.
// If possible make sure, that the patch works on localized (or just different) game versions
// as well in case those need patching too.
//
// [1] - selectors need to get specified in selectorTable[] and ScriptPatcherSelectors-enum
// before they can get used using the SIG_SELECTORx and PATCH_SELECTORx commands.
// You have to use the exact same order in both the table and the enum, otherwise
// it won't work.
// ATTENTION: selectors will only work here, when they are also in SelectorCache (selector.h)
static const char *const selectorNameTable[] = {
"cycles", // system selector
"seconds", // system selector
"init", // system selector
"dispose", // system selector
"new", // system selector
"curEvent", // system selector
"disable", // system selector
"doit", // system selector
"show", // system selector
"x", // system selector
"cel", // system selector
"setMotion", // system selector
"overlay", // system selector
"setPri", // system selector - for setting priority
"play", // system selector
"number", // system selector
"setScript", // system selector
"setCycle", // system selector
"setStep", // system selector
"cycleSpeed", // system selector
"handsOff", // system selector
"handsOn", // system selector
"localize", // Freddy Pharkas
"put", // Police Quest 1 VGA
"say", // Quest For Glory 1 VGA, QFG4
"script", // Quest For Glory 1 VGA
"solvePuzzle", // Quest For Glory 3
"timesShownID", // Space Quest 1 VGA
"startText", // King's Quest 6 CD / Laura Bow 2 CD for audio+text support
"startAudio", // King's Quest 6 CD / Laura Bow 2 CD for audio+text support
"modNum", // King's Quest 6 CD / Laura Bow 2 CD for audio+text support
"has", // King's Quest 6, GK1
"modeless", // King's Quest 6 CD
"cycler", // Space Quest 4 / system selector
"loop", // Laura Bow 1 Colonel's Bequest, QFG4
"setLoop", // Laura Bow 1 Colonel's Bequest, QFG4
"ignoreActors", // Laura Bow 1 Colonel's Bequest
"at", // Longbow, QFG4
"owner", // Longbow
"delete", // EcoQuest 1
"signal", // EcoQuest 1, GK1
#ifdef ENABLE_SCI32
"newWith", // SCI2 array script
"scrollSelections", // GK2
"posn", // SCI2 benchmarking script
"detailLevel", // GK2 benchmarking
"view", // RAMA benchmarking, GK1, QFG4
"fade", // Shivers
"handleEvent", // Shivers
"test", // Torin
"get", // Torin, GK1
"newRoom", // GK1
"normalize", // GK1
"set", // Torin
"clear", // Torin
"masterVolume", // SCI2 master volume reset
"data", // Phant2, QFG4
"format", // Phant2
"setSize", // Phant2
"setCel", // Phant2, GK1
"iconV", // Phant2
"update", // Phant2
"xOff", // Phant2
"fore", // KQ7
"back", // KQ7
"font", // KQ7
"setScale", // LSL6hires, QFG4
"setScaler", // LSL6hires, QFG4
"readWord", // LSL7, Phant1, Torin
"points", // PQ4
"select", // PQ4
"addObstacle", // QFG4
"handle", // RAMA
"saveFilePtr", // RAMA
"priority", // RAMA
"plane", // RAMA
"state", // RAMA
"getSubscriberObj", // RAMA
"cue", // QFG4
"heading", // QFG4
"moveSpeed", // QFG4
"sayMessage", // QFG4
"setLooper", // QFG4
"setSpeed", // QFG4
"value", // QFG4
#endif
NULL
};
enum ScriptPatcherSelectors {
SELECTOR_cycles = 0,
SELECTOR_seconds,
SELECTOR_init,
SELECTOR_dispose,
SELECTOR_new,
SELECTOR_curEvent,
SELECTOR_disable,
SELECTOR_doit,
SELECTOR_show,
SELECTOR_x,
SELECTOR_cel,
SELECTOR_setMotion,
SELECTOR_overlay,
SELECTOR_setPri,
SELECTOR_play,
SELECTOR_number,
SELECTOR_setScript,
SELECTOR_setCycle,
SELECTOR_setStep,
SELECTOR_cycleSpeed,
SELECTOR_handsOff,
SELECTOR_handsOn,
SELECTOR_localize,
SELECTOR_put,
SELECTOR_say,
SELECTOR_script,
SELECTOR_solvePuzzle,
SELECTOR_timesShownID,
SELECTOR_startText,
SELECTOR_startAudio,
SELECTOR_modNum,
SELECTOR_has,
SELECTOR_modeless,
SELECTOR_cycler,
SELECTOR_loop,
SELECTOR_setLoop,
SELECTOR_ignoreActors,
SELECTOR_at,
SELECTOR_owner,
SELECTOR_delete,
SELECTOR_signal
#ifdef ENABLE_SCI32
,
SELECTOR_newWith,
SELECTOR_scrollSelections,
SELECTOR_posn,
SELECTOR_detailLevel,
SELECTOR_view,
SELECTOR_fade,
SELECTOR_handleEvent,
SELECTOR_test,
SELECTOR_get,
SELECTOR_newRoom,
SELECTOR_normalize,
SELECTOR_set,
SELECTOR_clear,
SELECTOR_masterVolume,
SELECTOR_data,
SELECTOR_format,
SELECTOR_setSize,
SELECTOR_setCel,
SELECTOR_iconV,
SELECTOR_update,
SELECTOR_xOff,
SELECTOR_fore,
SELECTOR_back,
SELECTOR_font,
SELECTOR_setScale,
SELECTOR_setScaler,
SELECTOR_readWord,
SELECTOR_points,
SELECTOR_select,
SELECTOR_addObstacle,
SELECTOR_handle,
SELECTOR_saveFilePtr,
SELECTOR_priority,
SELECTOR_plane,
SELECTOR_state,
SELECTOR_getSubscriberObj,
SELECTOR_cue,
SELECTOR_heading,
SELECTOR_moveSpeed,
SELECTOR_sayMessage,
SELECTOR_setLooper,
SELECTOR_setSpeed,
SELECTOR_value
#endif
};
#ifdef ENABLE_SCI32
// It is not possible to change the directory for ScummVM save games, so disable
// the "change directory" button in the standard save dialogue
static const uint16 sci2ChangeDirSignature[] = {
0x72, SIG_ADDTOOFFSET(+2), // lofsa changeDirI
0x4a, SIG_UINT16(0x0004), // send 4
SIG_MAGICDWORD,
0x36, // push
0x35, 0xf7, // ldi $f7
0x12, // and
0x36, // push
SIG_END
};
static const uint16 sci2ChangeDirPatch[] = {
PATCH_ADDTOOFFSET(+3), // lofsa changeDirI
PATCH_ADDTOOFFSET(+3), // send 4
PATCH_ADDTOOFFSET(+1), // push
0x35, 0x00, // ldi 0
PATCH_END
};
// Save game script hardcodes the maximum number of save games to 20, but
// this is an artificial constraint that does not apply to ScummVM
static const uint16 sci2NumSavesSignature1[] = {
SIG_MAGICDWORD,
0x8b, 0x02, // lsl local[2]
0x35, 0x14, // ldi 20
0x22, // lt?
SIG_END
};
static const uint16 sci2NumSavesPatch1[] = {
PATCH_ADDTOOFFSET(+2), // lsl local[2]
0x35, 0x63, // ldi 99
PATCH_END
};
static const uint16 sci2NumSavesSignature2[] = {
SIG_MAGICDWORD,
0x8b, 0x02, // lsl local[2]
0x35, 0x14, // ldi 20
0x1a, // eq?
SIG_END
};
static const uint16 sci2NumSavesPatch2[] = {
PATCH_ADDTOOFFSET(+2), // lsl local[2]
0x35, 0x63, // ldi 99
PATCH_END
};
// Phantasmagoria & SQ6 try to initialize the first entry of an int16 array
// using an empty string, which is not valid (it should be a number)
static const uint16 sci21IntArraySignature[] = {
0x38, SIG_SELECTOR16(newWith), // pushi newWith
0x7a, // push2
0x39, 0x04, // pushi $4
0x72, SIG_ADDTOOFFSET(+2), // lofsa string ""
SIG_MAGICDWORD,
0x36, // push
0x51, 0x0b, // class IntArray
0x4a, 0x08, // send $8
SIG_END
};
static const uint16 sci21IntArrayPatch[] = {
PATCH_ADDTOOFFSET(+6), // push $b9; push2; pushi $4
0x76, // push0
0x34, PATCH_UINT16(0x0001), // ldi 0001 (waste bytes)
PATCH_END
};
// Most SCI32 games have a video performance benchmarking loop at the
// beginning of the game. Running this benchmark with calls to
// `OSystem::updateScreen` will often cause the benchmark to return a low value,
// which causes games to disable some visual effects. Running without calls to
// `OSystem::updateScreen` on any reasonably modern CPU will cause the benchmark
// to overflow, leading to randomly disabled effects. This patch changes the
// benchmarking code to always return the game's maximum speed value.
//
// Applies to at least: GK1 floppy, PQ4 floppy, PQ4CD, LSL6hires, Phant1,
// Shivers, SQ6
static const uint16 sci2BenchmarkSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
0x38, SIG_SELECTOR16(posn), // pushi posn
SIG_END
};
static const uint16 sci2BenchmarkPatch[] = {
0x7a, // push2
0x38, SIG_UINT16(64908), // pushi 64908
0x76, // push0
0x43, 0x03, SIG_UINT16(0x04), // callk DisposeScript[3], 4
0x48, // ret
PATCH_END
};
// The init code that runs in many SCI32 games unconditionally resets the music
// volume, but the game should always use the volume stored in ScummVM.
// Applies to at least: LSL6hires, MGDX, PQ:SWAT, QFG4
static const uint16 sci2VolumeResetSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume
0x78, // push1
0x39, SIG_ADDTOOFFSET(+1), // pushi [default volume]
0x81, 0x01, // lag global[1]
0x4a, SIG_UINT16(0x0006), // send 6
SIG_END
};
static const uint16 sci2VolumeResetPatch[] = {
0x32, PATCH_UINT16(0x0008), // jmp 8 [past volume reset]
PATCH_END
};
// At least Gabriel Knight 1 and Police Quest 4 floppy have a broken Str::strip inside script 64918.
// The code never passes over the actual string to kStringTrim, so that would not work and also trigger
// a signature mismatch.
// Localized version of Police Quest 4 were also affected.
// Gabriel Knight although affected doesn't seem to ever call the code, so there is no reason to patch it.
// Police Quest 4 CD got this fixed.
static const uint16 sci2BrokenStrStripSignature[] = {
SIG_MAGICDWORD,
0x85, 0x06, // lat temp[6]
0x31, 0x10, // bnt [jump to code that passes 2 parameters]
0x38, SIG_UINT16(0x00c2), // pushi 00c2 (callKernel)
0x38, SIG_UINT16(0x0003), // pushi 03
0x39, 0x0e, // pushi 0e
0x8d, 0x0b, // lst temp[0b]
0x36, // push
0x54, SIG_UINT16(0x000a), // self 0a
0x33, 0x0b, // jmp [ret]
// 2 parameter code
0x38, SIG_UINT16(0x00c2), // pushi 00c2
0x7a, // push2
0x39, 0x0e, // pushi 0e
0x8d, 0x0b, // lst temp[0b]
0x54, SIG_UINT16(0x0008), // self 08
SIG_END
};
static const uint16 sci2BrokenStrStripPatch[] = {
PATCH_ADDTOOFFSET(+2),
0x85, 0x06, // lat temp[6] (once more]
PATCH_ADDTOOFFSET(+3), // jump over pushi callKernel
0x39, 0x04, // pushi 04
0x39, 0x0e, // pushi 0e
// Attention: data is 0x14 in PQ4 CD, in floppy it's 0x12
0x67, 0x12, // pTos data (pass actual data)
0x8d, 0x0b, // lst temp[0b]
0x36, // push
0x54, PATCH_UINT16(0x000c), // self 0c
0x48, // ret
PATCH_END
};
// Torin/LSL7-specific version of sci2NumSavesSignature1/2
// Applies to at least: English CD
static const uint16 torinLarry7NumSavesSignature[] = {
SIG_MAGICDWORD,
0x36, // push
0x35, 0x14, // ldi 20
0x20, // ge?
SIG_END
};
static const uint16 torinLarry7NumSavesPatch[] = {
PATCH_ADDTOOFFSET(+1), // push
0x35, 0x63, // ldi 99
PATCH_END
};
#endif
// ===========================================================================
// Conquests of Camelot
// At the bazaar in Jerusalem, it's possible to see a girl taking a shower.
// If you get too close, you get warned by the father - if you don't get away,
// he will kill you.
// Instead of walking there manually, it's also possible to enter "look window"
// and ego will automatically walk to the window. It seems that this is something
// that wasn't properly implemented, because instead of getting killed, you will
// get an "Oops" message in Sierra SCI.
//
// This is caused by peepingTom in script 169 not getting properly initialized.
// peepingTom calls the object behind global[b9h]. This global variable is
// properly initialized when walking there manually (method fawaz::doit).
// When you instead walk there automatically (method fawaz::handleEvent), that
// global isn't initialized, which then results in the Oops-message in Sierra SCI
// and an error message in ScummVM/SCI.
//
// We fix the script by patching in a jump to the proper code inside fawaz::doit.
// Responsible method: fawaz::handleEvent
// Fixes bug: #6402
static const uint16 camelotSignaturePeepingTom[] = {
0x72, SIG_MAGICDWORD, SIG_UINT16(0x077e), // lofsa fawaz <-- start of proper initializion code
0xa1, 0xb9, // sag global[b9h]
SIG_ADDTOOFFSET(+571), // ...
0x39, 0x7a, // pushi 7a <-- initialization code when walking automatically
0x78, // push1
0x7a, // push2
0x38, SIG_UINT16(0x00a9), // pushi 00a9 - script 169
0x78, // push1
0x43, 0x02, 0x04, // callk ScriptID
0x36, // push
0x81, 0x00, // lag global[0]
0x4a, 0x06, // send 06
0x32, SIG_UINT16(0x0520), // jmp [end of fawaz::handleEvent]
SIG_END
};
static const uint16 camelotPatchPeepingTom[] = {
PATCH_ADDTOOFFSET(+576),
0x32, PATCH_UINT16(0xfdbd), // jmp [to fawaz::doit] (properly init peepingTom code)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry camelotSignatures[] = {
{ true, 62, "fix peepingTom Sierra bug", 1, camelotSignaturePeepingTom, camelotPatchPeepingTom },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// stayAndHelp::changeState (0) is called when ego swims to the left or right
// boundaries of room 660. Normally a textbox is supposed to get on screen
// but the call is wrong, so not only do we get an error message the script
// is also hanging because the cue won't get sent out
// This also happens in sierra sci
// Applies to at least: PC-CD
// Responsible method: stayAndHelp::changeState
// Fixes bug: #5107
static const uint16 ecoquest1SignatureStayAndHelp[] = {
0x3f, 0x01, // link 01
0x87, 0x01, // lap param[1]
0x65, 0x14, // aTop state
0x36, // push
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x1c, // bnt [next state]
0x76, // push0
0x45, 0x01, 0x00, // callb [export 1 of script 0], 00 (switching control off)
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0122), // pushi 0122
0x78, // push1
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x06, // send 06 - call ego::setMotion(0)
0x39, SIG_SELECTOR8(init), // pushi init
0x39, 0x04, // pushi 04
0x76, // push0
0x76, // push0
0x39, 0x17, // pushi 17
0x7c, // pushSelf
0x51, 0x82, // class EcoNarrator
0x4a, 0x0c, // send 0c - call EcoNarrator::init(0, 0, 23, self) (BADLY BROKEN!)
0x33, // jmp [end]
SIG_END
};
static const uint16 ecoquest1PatchStayAndHelp[] = {
0x87, 0x01, // lap param[1]
0x65, 0x14, // aTop state
0x36, // push
0x2f, 0x22, // bt [next state] (this optimization saves 6 bytes)
0x39, 0x00, // pushi 0 (wasting 1 byte here)
0x45, 0x01, 0x00, // callb [export 1 of script 0], 00 (switching control off)
0x38, PATCH_UINT16(0x0122), // pushi 0122
0x78, // push1
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x06, // send 06 - call ego::setMotion(0)
0x39, PATCH_SELECTOR8(init), // pushi init
0x39, 0x06, // pushi 06
0x39, 0x02, // pushi 02 (additional 2 bytes)
0x76, // push0
0x76, // push0
0x39, 0x17, // pushi 17
0x7c, // pushSelf
0x38, PATCH_UINT16(0x0280), // pushi 280 (additional 3 bytes)
0x51, 0x82, // class EcoNarrator
0x4a, 0x10, // send 10 - call EcoNarrator::init(2, 0, 0, 23, self, 640)
PATCH_END
};
// Giving the oily shell to Superfluous when he's out of the mask runs the
// wrong animation and skips messages in the CD version. Sierra modified
// getInOilyShell for the CD version by adding a new state to the beginning
// but forgot to increment the state numbers passed to self:changeState to
// their new values, causing the script to change to the wrong states.
//
// We fix this by incrementing the state numbers passed to self:changeState.
//
// Applies to: PC CD
// Responsible method: getInOilyShell:changeState
// Fixes bug #10881
static const uint16 ecoquest1SignatureGiveOilyShell[] = {
0x30, SIG_UINT16(0x000a), // bnt 000a
0x38, SIG_UINT16(0x0090), // pushi changeState [ hard coded for CD ]
0x78, // push1
0x7a, // push2 [ state 2 ]
0x54, SIG_MAGICDWORD, 0x06, // self 06
0x32, SIG_UINT16(0x0195), // jmp 0195
SIG_ADDTOOFFSET(+209),
0x39, 0x08, // pushi 08 [ state 8 ]
SIG_ADDTOOFFSET(+16),
0x39, 0x0b, // pushi 0b [ state 11 ]
SIG_END
};
static const uint16 ecoquest1PatchGiveOilyShell[] = {
0x31, 0x0b, // bnt 0b
0x38, PATCH_UINT16(0x0090), // pushi changeState [ hard coded for CD ]
0x78, // push1
0x39, 0x03, // pushi 03 [ state 3 ]
PATCH_ADDTOOFFSET(+214),
0x39, 0x09, // pushi 09 [ state 9 ]
PATCH_ADDTOOFFSET(+16),
0x39, 0x0c, // pushi 0c [ state 12 ]
PATCH_END
};
// Reading the prophecy scroll in the CD version breaks messages in at least
// rooms 100 and 120. scrollScript:init overwrites the global that holds the
// noun for the room's message tuples. This global was added in the CD version
// and is set by most rooms during initialization. This pattern was mistakenly
// applied to scrollScript which isn't a room and doesn't depend on the global.
//
// We fix this by skipping the problematic code which overwrites the global.
//
// Applies to: PC CD
// Responsible method: scrollScript:init
// Fixes bug #10883
static const uint16 ecoquest1SignatureProphecyScroll[] = {
SIG_MAGICDWORD,
0x35, 0x01, // ldi 01
0xa1, 0xfa, // sag fa [ global250 = 1 ]
SIG_END
};
static const uint16 ecoquest1PatchProphecyScroll[] = {
0x33, 0x02, // jmp 02 [ don't set global250 ]
PATCH_END
};
// The temple has a complex script bug in the CD version which can crash the
// interpreter when solving the mosaic puzzle after loading a game that was
// saved during the puzzle. The bug causes invalid memory access which locks up
// Sierra's interpreter and can cause ours to fail an assertion.
//
// Room 140 has three insets and a conch shell in the middle. This room's script
// was significantly changed in the CD version and transition animations were
// added. Due to these changes the shell no longer renders beneath the insets
// and so Sierra added code to hide the shell while they're displayed.
// Unfortunately this code is incorrect and leaves the game in a state that's
// unsafe to save. The shell is removed from the cast when showing an inset and
// then shell:init is called when hiding. This leaves shell:underBits pointing
// to hunk memory while temporarily not a member of the cast. Hunk memory isn't
// persisted in saved games but underBits' values are. SCI games handle this in
// Game:replay by clearing the underBits of cast members when restoring. Saving
// while the puzzle is displayed causes shell:underBits' stale hunk value to
// survive restoring. Solving the puzzle adds the shell back to the cast via
// init followed by a call to kAnimate that accesses the potentially stale
// shell:underBits. If the hunk segment id upon restoring in ScummVM is the
// same as when saved then this out of bounds access will fail an assertion.
//
// We fix this by fully disposing the shell when showing an inset so that its
// resources are cleaned up and it's safe to save the game. In order to do this
// without changing the animation effect we set shell's disposal flag and then
// immediately call shell:delete. This is equivalent to shell:dispose but
// prevents hiding the shell before the transition animation takes place.
//
// Applies to: PC CD
// Responsible methods: MosaicWall:doVerb, localproc_2ab6 in script 140
// Fixes bug #10884
static const uint16 ecoquest1SignatureMosaicPuzzleFix[] = {
0x36, // push [ conchShell:owner ]
0x34, SIG_UINT16(0x008c), // ldi 008c [ room number ]
0x1a, // eq? [ is conchShell owned by room 140? ]
0x30, SIG_UINT16(0x000b), // bnt 000b [ no shell to hide ]
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(delete), // pushi delete
0x78, // push1
0x72, SIG_UINT16(0x056a), // lofsa shell
0x36, // push
0x81, 0x05, // lag 05
0x4a, 0x06, // send 06 [ cast delete: shell ]
SIG_END
};
static const uint16 ecoquest1PatchMosaicPuzzleFix[] = {
0x89, 0x0b, // lsg 0b [ current room number, saves 2 bytes ]
0x1a, // eq? [ is conchShell owned by room 140? ]
0x31, 0x0e, // bnt 0e [ no shell to hide, save a byte ]
0x39, PATCH_SELECTOR8(signal), // pushi signal
0x78, // push1
0x38, PATCH_UINT16(0xc014), // pushi c014 [ kSignalDisposeMe | shell:signal ]
0x39, PATCH_SELECTOR8(delete), // pushi delete
0x76, // push0
0x72, PATCH_UINT16(0x056a), // lofsa shell
0x4a, 0x0a, // send 0a [ shell signal: c014, delete ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry ecoquest1Signatures[] = {
{ true, 140, "CD: mosaic puzzle fix", 2, ecoquest1SignatureMosaicPuzzleFix, ecoquest1PatchMosaicPuzzleFix },
{ true, 160, "CD: give superfluous oily shell", 1, ecoquest1SignatureGiveOilyShell, ecoquest1PatchGiveOilyShell },
{ true, 660, "CD: bad messagebox and freeze", 1, ecoquest1SignatureStayAndHelp, ecoquest1PatchStayAndHelp },
{ true, 816, "CD: prophecy scroll", 1, ecoquest1SignatureProphecyScroll, ecoquest1PatchProphecyScroll },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// doMyThing::changeState (2) is supposed to remove the initial text on the
// ecorder. This is done by reusing temp-space, that was filled on state 1.
// this worked in sierra sci just by accident. In our sci, the temp space
// is resetted every time, which means the previous text isn't available
// anymore. We have to patch the code because of that.
// Fixes bug: #4993
static const uint16 ecoquest2SignatureEcorder[] = {
0x31, 0x22, // bnt [next state]
0x39, 0x0a, // pushi 0a
0x5b, 0x04, 0x1e, // lea temp[1e]
0x36, // push
SIG_MAGICDWORD,
0x39, 0x64, // pushi 64
0x39, 0x7d, // pushi 7d
0x39, 0x32, // pushi 32
0x39, 0x66, // pushi 66
0x39, 0x17, // pushi 17
0x39, 0x69, // pushi 69
0x38, SIG_UINT16(0x2631), // pushi 2631
0x39, 0x6a, // pushi 6a
0x39, 0x64, // pushi 64
0x43, 0x1b, 0x14, // callk Display
0x35, 0x0a, // ldi 0a
0x65, 0x20, // aTop ticks
0x33, // jmp [end]
SIG_ADDTOOFFSET(+1), // [skip 1 byte]
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x31, // bnt [end]
SIG_END
};
static const uint16 ecoquest2PatchEcorder[] = {
0x2f, 0x02, // bt [to pushi 7]
0x3a, // toss
0x48, // ret
0x38, PATCH_UINT16(0x0007), // pushi 7d (parameter count) (waste 1 byte)
0x39, 0x0b, // pushi 11d (FillBoxAny)
0x39, 0x1d, // pushi 29d
0x39, 0x73, // pushi 115d
0x39, 0x5e, // pushi 94d
0x38, PATCH_UINT16(0x00d7), // pushi 215d
0x78, // push1 (visual screen)
0x38, PATCH_UINT16(0x0017), // pushi 23d (color) (waste 1 byte)
0x43, 0x6c, 0x0e, // callk Graph
0x38, PATCH_UINT16(0x0005), // pushi 5d (parameter count) (waste 1 byte)
0x39, 0x0c, // pushi 12d (UpdateBox)
0x39, 0x1d, // pushi 29d
0x39, 0x73, // pushi 115d
0x39, 0x5e, // pushi 94d
0x38, PATCH_UINT16(0x00d7), // pushi 215d
0x43, 0x6c, 0x0a, // callk Graph
PATCH_END
};
// Same patch as above for the ecorder introduction.
// Two workarounds are needed for this patch in workarounds.cpp (when calling
// kGraphFillBoxAny and kGraphUpdateBox), as there isn't enough space to patch
// the function otherwise.
// Fixes bug: #6467
static const uint16 ecoquest2SignatureEcorderTutorial[] = {
0x30, SIG_UINT16(0x0023), // bnt [next state]
0x39, 0x0a, // pushi 0a
0x5b, 0x04, 0x1f, // lea temp[1f]
0x36, // push
SIG_MAGICDWORD,
0x39, 0x64, // pushi 64
0x39, 0x7d, // pushi 7d
0x39, 0x32, // pushi 32
0x39, 0x66, // pushi 66
0x39, 0x17, // pushi 17
0x39, 0x69, // pushi 69
0x38, SIG_UINT16(0x2631), // pushi 2631
0x39, 0x6a, // pushi 6a
0x39, 0x64, // pushi 64
0x43, 0x1b, 0x14, // callk Display
0x35, 0x1e, // ldi 1e
0x65, 0x20, // aTop ticks
0x32, // jmp [end]
// 2 extra bytes, jmp offset
SIG_END
};
static const uint16 ecoquest2PatchEcorderTutorial[] = {
0x31, 0x23, // bnt [next state] (save 1 byte)
// The parameter count below should be 7, but we're out of bytes
// to patch! A workaround has been added because of this
0x78, // push1 (parameter count)
//0x39, 0x07, // pushi 7d (parameter count)
0x39, 0x0b, // pushi 11d (FillBoxAny)
0x39, 0x1d, // pushi 29d
0x39, 0x73, // pushi 115d
0x39, 0x5e, // pushi 94d
0x38, PATCH_UINT16(0x00d7), // pushi 215d
0x78, // push1 (visual screen)
0x39, 0x17, // pushi 23d (color)
0x43, 0x6c, 0x0e, // callk Graph
// The parameter count below should be 5, but we're out of bytes
// to patch! A workaround has been added because of this
0x78, // push1 (parameter count)
//0x39, 0x05, // pushi 5d (parameter count)
0x39, 0x0c, // pushi 12d (UpdateBox)
0x39, 0x1d, // pushi 29d
0x39, 0x73, // pushi 115d
0x39, 0x5e, // pushi 94d
0x38, PATCH_UINT16(0x00d7), // pushi 215d
0x43, 0x6c, 0x0a, // callk Graph
// We are out of bytes to patch at this point,
// so we skip 494 (0x1ee) bytes to reuse this code:
// ldi 1e
// aTop 20
// jmp 030e (jump to end)
0x32, PATCH_UINT16(0x01ee), // jmp 494d
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry ecoquest2Signatures[] = {
{ true, 50, "initial text not removed on ecorder", 1, ecoquest2SignatureEcorder, ecoquest2PatchEcorder },
{ true, 333, "initial text not removed on ecorder tutorial", 1, ecoquest2SignatureEcorderTutorial, ecoquest2PatchEcorderTutorial },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Fan-made games
// Attention: Try to make script patches as specific as possible
// CascadeQuest::autosave in script 994 is called various times to auto-save.
// It uses a fixed slot (999) for this purpose. This doesn't work in ScummVM,
// because we do not let scripts save directly into specific slots, but
// instead use virtual slots / detect scripts wanting to create a new slot.
// We patch the code to use slot 99 instead. kSaveGame also checks for Cascade
// Quest, and if slot 99 is asked for, it will then use the actual slot 0,
// which is the official ScummVM auto-save slot.
//
// Responsible method: CascadeQuest::autosave
// Fixes bug: #7007
static const uint16 fanmadeSignatureCascadeQuestFixAutoSaving[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x03e7), // pushi 3E7 (999d) -> save game slot 999
0x74, SIG_UINT16(0x06f8), // lofss "AutoSave"
0x89, 0x1e, // lsg global[1e]
0x43, 0x2d, 0x08, // callk SaveGame
SIG_END
};
static const uint16 fanmadePatchCascadeQuestFixAutoSaving[] = {
0x38, PATCH_UINT16((SAVEGAMEID_OFFICIALRANGE_START - 1)), // fix slot
PATCH_END
};
// EventHandler::handleEvent in Demo Quest has a bug, and it jumps to the
// wrong address when an incorrect word is typed, therefore leading to an
// infinite loop. This script bug was not apparent in SSCI, probably because
// event handling was slightly different there, so it was never discovered.
// Fixes bug: #5120
static const uint16 fanmadeSignatureDemoQuestInfiniteLoop[] = {
0x38, SIG_UINT16(0x004c), // pushi 004c
0x39, 0x00, // pushi 00
0x87, 0x01, // lap param[1]
0x4b, 0x04, // send 04
SIG_MAGICDWORD,
0x18, // not
0x30, SIG_UINT16(0x002f), // bnt 002f [06a5] --> jmp ffbc [0664] --> BUG! infinite loop
SIG_END
};
static const uint16 fanmadePatchDemoQuestInfiniteLoop[] = {
PATCH_ADDTOOFFSET(+10),
0x30, PATCH_UINT16(0x0032), // bnt 0032 [06a8] --> pushi 004c
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry fanmadeSignatures[] = {
{ true, 994, "Cascade Quest: fix auto-saving", 1, fanmadeSignatureCascadeQuestFixAutoSaving, fanmadePatchCascadeQuestFixAutoSaving },
{ true, 999, "Demo Quest: infinite loop on typo", 1, fanmadeSignatureDemoQuestInfiniteLoop, fanmadePatchDemoQuestInfiniteLoop },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// WORKAROUND
// Freddy Pharkas intro screen
// Sierra used inner loops for the scaling of the 2 title views.
// Those inner loops don't call kGameIsRestarting, which is why
// we do not update the screen and we also do not throttle.
//
// This patch fixes this and makes it work.
// Applies to at least: English PC-CD
// Responsible method: sTownScript::changeState(1), sTownScript::changeState(3) (script 110)
static const uint16 freddypharkasSignatureIntroScaling[] = {
0x38, SIG_ADDTOOFFSET(+2), // pushi (setLoop) (009b for PC CD)
0x78, // push1
SIG_ADDTOOFFSET(+1), // push0 for first code, push1 for second code
0x38, SIG_ADDTOOFFSET(+2), // pushi (setStep) (0143 for PC CD)
0x7a, // push2
0x39, 0x05, // pushi 05
0x3c, // dup
0x72, SIG_ADDTOOFFSET(+2), // lofsa (view)
SIG_MAGICDWORD,
0x4a, 0x1e, // send 1e
0x35, 0x0a, // ldi 0a
0xa3, 0x02, // sal local[2]
// start of inner loop
0x8b, 0x02, // lsl local[2]
SIG_ADDTOOFFSET(+43), // skip almost all of inner loop
0xa3, 0x02, // sal local[2]
0x33, 0xcf, // jmp [inner loop start]
SIG_END
};
static const uint16 freddypharkasPatchIntroScaling[] = {
// remove setLoop(), objects in heap are already prepared, saves 5 bytes
0x38,
PATCH_GETORIGINALUINT16(+6), // pushi (setStep)
0x7a, // push2
0x39, 0x05, // pushi 05
0x3c, // dup
0x72,
PATCH_GETORIGINALUINT16(+13), // lofsa (view)
0x4a, 0x18, // send 18 - adjusted
0x35, 0x0a, // ldi 0a
0xa3, 0x02, // sal local[2]
// start of new inner loop
0x39, 0x00, // pushi 00
0x43, 0x2c, 0x00, // callk GameIsRestarting (add this to trigger our speed throttler)
PATCH_ADDTOOFFSET(+47), // skip almost all of inner loop
0x33, 0xca, // jmp [inner loop start]
PATCH_END
};
// PointsSound::check waits for a signal. If no signal is received, it'll call
// kDoSound(0x0d) which is a dummy in sierra sci. ScummVM and will use acc
// (which is not set by the dummy) to trigger sound disposal. This somewhat
// worked in sierra sci because the sample was already playing in the sound
// driver. In our case, that would also stop the sample from playing, so we
// patch it out. The "score" code is already buggy and sets volume to 0 when
// playing.
// Applies to at least: English PC-CD
// Responsible method: PointsSound::check in script 0
// Fixes bug: #5059
static const uint16 freddypharkasSignatureScoreDisposal[] = {
0x67, 0x32, // pTos 32 (selector theAudCount)
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x0d, // pushi 0d
0x43, 0x75, 0x02, // callk DoAudio
0x1c, // ne?
0x31, // bnt [skip disposal]
SIG_END
};
static const uint16 freddypharkasPatchScoreDisposal[] = {
0x34, PATCH_UINT16(0x0000), // ldi 0000
0x34, PATCH_UINT16(0x0000), // ldi 0000
0x34, PATCH_UINT16(0x0000), // ldi 0000
PATCH_END
};
// In script 235, rm235::init and sEnterFrom500 disable icon 7+8 of iconbar (CD
// only). When picking up the canister after placing it down, the scripts will
// disable all the other icons. This results in IconBar::disable doing endless
// loops even in sierra sci because there is no enabled icon left. We remove
// the disabling of icon 8 (which is help). This fixes the issue.
// Applies to at least: English PC-CD
// Responsible method: rm235::init and sEnterFrom500::changeState
// Fixes bug: #5245
static const uint16 freddypharkasSignatureCanisterHang[] = {
0x38, SIG_SELECTOR16(disable), // pushi disable
0x7a, // push2
SIG_MAGICDWORD,
0x39, 0x07, // pushi 07
0x39, 0x08, // pushi 08
0x81, 0x45, // lag global[45]
0x4a, 0x08, // send 08 (call IconBar::disable(7, 8))
SIG_END
};
static const uint16 freddypharkasPatchCanisterHang[] = {
PATCH_ADDTOOFFSET(+3),
0x78, // push1
PATCH_ADDTOOFFSET(+2),
0x33, 0x00, // jmp 0 (waste 2 bytes)
PATCH_ADDTOOFFSET(+3),
0x06, // send 06 (call IconBar::disable(7))
PATCH_END
};
// In script 215, lowerLadder::doit and highLadder::doit actually process
// keyboard presses when the ladder is on the screen in that room. They
// strangely also call kGetEvent. Because the main User::doit also calls
// kGetEvent, it's pure luck, where the event will hit. It's the same issue
// as in QfG1VGA. If you turn DOSBox to max cycles and click around for ego,
// sometimes clicks also won't get registered. Strangely it's not nearly
// as bad as in our sci, but these differences may be caused by timing.
// We just reuse the active event, thus removing the duplicate kGetEvent
// call.
// Applies to at least: English PC-CD, German Floppy, English Mac
// Responsible method: lowerLadder::doit and highLadder::doit
// Fixes bug: #5060
static const uint16 freddypharkasSignatureLadderEvent[] = {
0x39, SIG_MAGICDWORD,
SIG_SELECTOR8(new), // pushi new
0x76, // push0
0x38, SIG_SELECTOR16(curEvent), // pushi curEvent
0x76, // push0
0x81, 0x50, // lag global[50]
0x4a, 0x04, // send 04 - read User::curEvent
0x4a, 0x04, // send 04 - call curEvent::new
0xa5, 0x00, // sat temp[0]
0x38, SIG_SELECTOR16(localize), // pushi localize
0x76, // push0
0x4a, 0x04, // send 04 (call curEvent::localize)
SIG_END
};
static const uint16 freddypharkasPatchLadderEvent[] = {
0x34, 0x00, 0x00, // ldi 0000 (waste 3 bytes, overwrites first 2 pushes)
PATCH_ADDTOOFFSET(+8),
0xa5, 0x00, // sat temp[0] (waste 2 bytes, overwrites 2nd send)
PATCH_ADDTOOFFSET(+2),
0x34, 0x00, 0x00, // ldi 0000
0x34, 0x00, 0x00, // ldi 0000 (waste 6 bytes, overwrites last 3 opcodes)
PATCH_END
};
// In the Macintosh version of Freddy Pharkas, kRespondsTo is broken for
// property selectors. They hacked the script to work around the issue,
// so we revert the script back to using the values of the DOS script.
// Applies to at least: English Mac
// Responsible method: publicfpInv::drawInvWindow in script 15
static const uint16 freddypharkasSignatureMacInventory[] = {
SIG_MAGICDWORD,
0x39, 0x23, // pushi 23
0x39, 0x74, // pushi 74
0x78, // push1
0x38, SIG_UINT16(0x0174), // pushi 0174 (on mac it's actually 0x01, 0x74)
0x85, 0x15, // lat temp[15]
SIG_END
};
static const uint16 freddypharkasPatchMacInventory[] = {
0x39, 0x02, // pushi 02 (now matches the DOS version)
PATCH_ADDTOOFFSET(+23),
0x39, 0x04, // pushi 04 (now matches the DOS version)
PATCH_END
};
// WORKAROUND
// FPFP Mac has an easter egg with a script bug that accidentally works in
// Sierra's interpreter. Clicking Talk on a small part of the mine in room 270
// triggers it. The script macThing plays macSound and waits for it to finish,
// but macSound:loop is set to -1, indicating that it should loop forever.
// ScummVM loops the sound and so macThing never advances to the next state and
// the user never regains control. Sierra's interpreter cues the script after
// the first play and doesn't loop the sound, despite macSound:loop.
//
// We work around this by setting macSound:loop correctly on the heap so that it
// only plays once and macThing proceeds.
//
// Applies to: Mac Floppy
// Responsible method: Heap in script 270
// Fixes bug #7065
static const uint16 freddypharkasSignatureMacEasterEgg[] = {
SIG_MAGICDWORD, // macSound
SIG_UINT16(0x0b89), // number = 2953
SIG_UINT16(0x007f), // vol = 127
SIG_UINT16(0x0000), // priority = 0
SIG_UINT16(0xffff), // loop = -1 [ loop sound forever ]
SIG_END
};
static const uint16 freddypharkasPatchMacEasterEgg[] = {
PATCH_ADDTOOFFSET(+6),
PATCH_UINT16(0x0001), // loop = 1 [ play sound once ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry freddypharkasSignatures[] = {
{ true, 0, "CD: score early disposal", 1, freddypharkasSignatureScoreDisposal, freddypharkasPatchScoreDisposal },
{ true, 15, "Mac: broken inventory", 1, freddypharkasSignatureMacInventory, freddypharkasPatchMacInventory },
{ true, 110, "intro scaling workaround", 2, freddypharkasSignatureIntroScaling, freddypharkasPatchIntroScaling },
{ true, 235, "CD: canister pickup hang", 3, freddypharkasSignatureCanisterHang, freddypharkasPatchCanisterHang },
{ true, 270, "Mac: easter egg hang", 1, freddypharkasSignatureMacEasterEgg, freddypharkasPatchMacEasterEgg },
{ true, 320, "ladder event issue", 2, freddypharkasSignatureLadderEvent, freddypharkasPatchLadderEvent },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Hoyle 5
// Several scripts in Hoyle5 contain a subroutine which spins on kGetTime until
// a certain number of ticks elapse. Since this wastes CPU and makes ScummVM
// unresponsive, the kWait kernel function (which was removed in SCI2) is
// reintroduced for Hoyle5, and the spin subroutines are patched here to call
// that function instead.
// Applies to at least: English Demo
static const uint16 hoyle5SignatureSpinLoop[] = {
SIG_MAGICDWORD,
0x76, // push0
0x43, 0x79, SIG_UINT16(0x00), // callk GetTime, $0
0x36, // push
0x87, 0x01, // lap param[1]
0x02, // add
0xa5, 0x00, // sat temp[0]
SIG_END
};
static const uint16 hoyle5PatchSpinLoop[] = {
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, $2
0x48, // ret
PATCH_END
};
// While playing Old Maid (room 200), a repeated typo in the game script
// means that `setScale` is called accidentally instead of `setScaler`.
// In SSCI this did not do much because the first argument happened to be
// smaller than the y-position of `ego`, but in ScummVM the first argument is
// larger and so a debug message "y value less than vanishingY" is displayed.
// This is the same issue as with LSL6 hires.
static const uint16 hoyle5SetScaleSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setScale), // pushi setScale ($14b)
0x38, SIG_UINT16(0x05), // pushi 5
0x51, 0x2c, // class Scaler
SIG_END
};
static const uint16 hoyle5PatchSetScale[] = {
0x38, PATCH_SELECTOR16(setScaler), // pushi setScaler ($14f)
PATCH_END
};
// There are two derived collections of Hoyle Classic Games:
// 1) The Hoyle Children's Collection, which includes the following games:
// - Crazy Eights (script 100)
// - Old Maid (script 200)
// - Checkers (script 1200)
// 2) Hoyle Bridge, which includes the following games:
// - Bridge (script 700)
// In these two collections, the scripts for the other games have been removed.
// Choosing any other game than the above results in a "No script found" error.
// The original game did not show the game selection screen, as there were
// direct shortucts to each game.
// Since we do show the game selection screen, we remove all the games
// which from the ones below, which are not included in each version:
// - Crazy Eights (script 100)
// - Old Maid (script 200)
// - Hearts (script 300)
// - Gin Rummy (script 400)
// - Cribbage (script 500)
// - Klondike / Solitaire (script 600)
// - Bridge (script 700)
// - Poker (script 1100)
// - Checkers (script 1200)
// - Backgammon (script 1300)
static const uint16 hoyle5SignatureCrazyEights[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x9c, 0x01, // lofsa chooseCrazy8s
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureOldMaid[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x2c, 0x02, // lofsa chooseOldMaid
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureHearts[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0xdc, 0x03, // lofsa chooseHearts
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureGinRummy[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0xbc, 0x02, // lofsa chooseGinRummy
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureCribbage[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x4c, 0x03, // lofsa chooseCribbage
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureKlondike[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0xfc, 0x04, // lofsa chooseKlondike
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureBridge[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x6c, 0x04, // lofsa chooseBridge
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignaturePoker[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x8c, 0x05, // lofsa choosePoker
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureCheckers[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0x1c, 0x06, // lofsa chooseCheckers
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5SignatureBackgammon[] = {
SIG_MAGICDWORD,
0x38, 0x8e, 0x00, // pushi 008e
0x76, // push0
0x38, 0xf0, 0x02, // pushi 02f0
0x76, // push0
0x72, 0xac, 0x06, // lofsa chooseBackgammon
0x4a, 0x08, 0x00, // send 0008
SIG_END
};
static const uint16 hoyle5PatchDisableGame[] = {
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry hoyle5Signatures[] = {
{ true, 3, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 23, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 200, "fix setScale calls", 11, hoyle5SetScaleSignature, hoyle5PatchSetScale },
{ true, 500, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 64937, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
// This entry has been placed so that the broken Poker game is disabled. This game uses an external DLL, PENGIN16.DLL,
// which is invoked via kWinDLL. We need to reverse the logic in PENGIN16.DLL and call it directly, in order to get this
// game to work properly. Until then, this game entry will be disabled.
{ true, 975, "disable Poker", 1, hoyle5SignaturePoker, hoyle5PatchDisableGame },
SCI_SIGNATUREENTRY_TERMINATOR
};
// script, description, signature patch
static const SciScriptPatcherEntry hoyle5ChildrensCollectionSignatures[] = {
{ true, 3, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 23, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 200, "fix setScale calls", 11, hoyle5SetScaleSignature, hoyle5PatchSetScale },
{ true, 500, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 64937, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 975, "disable Gin Rummy", 1, hoyle5SignatureGinRummy, hoyle5PatchDisableGame },
{ true, 975, "disable Cribbage", 1, hoyle5SignatureCribbage, hoyle5PatchDisableGame },
{ true, 975, "disable Klondike", 1, hoyle5SignatureKlondike, hoyle5PatchDisableGame },
{ true, 975, "disable Bridge", 1, hoyle5SignatureBridge, hoyle5PatchDisableGame },
{ true, 975, "disable Poker", 1, hoyle5SignaturePoker, hoyle5PatchDisableGame },
{ true, 975, "disable Hearts", 1, hoyle5SignatureHearts, hoyle5PatchDisableGame },
{ true, 975, "disable Backgammon", 1, hoyle5SignatureBackgammon, hoyle5PatchDisableGame },
SCI_SIGNATUREENTRY_TERMINATOR
};
// script, description, signature patch
static const SciScriptPatcherEntry hoyle5BridgeSignatures[] = {
{ true, 3, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 23, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 500, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 64937, "remove kGetTime spin", 1, hoyle5SignatureSpinLoop, hoyle5PatchSpinLoop },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 975, "disable Gin Rummy", 1, hoyle5SignatureGinRummy, hoyle5PatchDisableGame },
{ true, 975, "disable Cribbage", 1, hoyle5SignatureCribbage, hoyle5PatchDisableGame },
{ true, 975, "disable Klondike", 1, hoyle5SignatureKlondike, hoyle5PatchDisableGame },
{ true, 975, "disable Poker", 1, hoyle5SignaturePoker, hoyle5PatchDisableGame },
{ true, 975, "disable Hearts", 1, hoyle5SignatureHearts, hoyle5PatchDisableGame },
{ true, 975, "disable Backgammon", 1, hoyle5SignatureBackgammon, hoyle5PatchDisableGame },
{ true, 975, "disable Crazy Eights", 1, hoyle5SignatureCrazyEights, hoyle5PatchDisableGame },
{ true, 975, "disable Old Maid", 1, hoyle5SignatureOldMaid, hoyle5PatchDisableGame },
{ true, 975, "disable Checkers", 1, hoyle5SignatureCheckers, hoyle5PatchDisableGame },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Gabriel Knight 1
// `daySixBeignet::changeState(4)` is called when the cop goes outside. It sets
// cycles to 220. This is a CPU-speed dependent value and not usually enough
// time to get to the door, so patch it to 22 seconds.
//
// Applies to at least: English PC-CD, German PC-CD, English Mac
static const uint16 gk1Day6PoliceBeignetSignature1[] = {
0x35, 0x04, // ldi 4
0x1a, // eq?
0x30, SIG_ADDTOOFFSET(+2), // bnt [next state check]
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa deskSarg
0x4a, SIG_UINT16(0x04), // send 4
SIG_MAGICDWORD,
0x34, SIG_UINT16(0xdc), // ldi 220
0x65, SIG_ADDTOOFFSET(+1), // aTop cycles ($1a for PC, $1c for Mac)
0x32, // jmp [end]
SIG_END
};
static const uint16 gk1Day6PoliceBeignetPatch1[] = {
PATCH_ADDTOOFFSET(+16),
0x34, PATCH_UINT16(0x16), // ldi 22
0x65, PATCH_GETORIGINALBYTEADJUST(+20, +2), // aTop seconds ($1c for PC, $1e for Mac)
PATCH_END
};
// On day 6 when the cop is outside for the beignet, walking through the
// swinging door will also reset the puzzle timer so the player has 200 cycles
// to get through the area before the cop returns. This is a CPU-speed
// dependent value and not usually enough time to get to the door, so we patch
// it to 20 seconds instead.
//
// Applies to at least: English PC-CD, German PC-CD, English Mac
// Responsible method: sInGateWithPermission::changeState(0)
// Fixes bug: #9805
static const uint16 gk1Day6PoliceBeignetSignature2[] = {
0x72, SIG_ADDTOOFFSET(+2), // lofsa daySixBeignet
0x1a, // eq?
0x31, 0x0d, // bnt [skip set cycles]
0x38, SIG_SELECTOR16(cycles), // pushi cycles
0x78, // push1
SIG_MAGICDWORD,
0x38, SIG_UINT16(0xc8), // pushi 200
0x72, // lofsa
SIG_END
};
static const uint16 gk1Day6PoliceBeignetPatch2[] = {
PATCH_ADDTOOFFSET(+6),
0x38, PATCH_SELECTOR16(seconds), // pushi seconds
0x78, // push1
0x38, PATCH_UINT16(0x14), // pushi 20
PATCH_END
};
// `sargSleeping::changeState(8)` is called when the cop falls asleep and sets
// the puzzle timer to 220 cycles. This is CPU-speed dependent and not usually
// enough time to get to the door, so patch it to 22 seconds instead.
//
// Applies to at least: English PC-CD, German PC-CD, English Mac
static const uint16 gk1Day6PoliceSleepSignature[] = {
0x35, 0x08, // ldi 8
0x1a, // eq?
0x31, SIG_ADDTOOFFSET(+1), // bnt [next state check]
SIG_MAGICDWORD,
0x34, SIG_UINT16(0xdc), // ldi 220
0x65, SIG_ADDTOOFFSET(+1), // aTop cycles ($1a for PC, $1c for Mac)
0x32, // jmp [end]
SIG_END
};
static const uint16 gk1Day6PoliceSleepPatch[] = {
PATCH_ADDTOOFFSET(+5),
0x34, PATCH_UINT16(0x16), // ldi 22
0x65, PATCH_GETORIGINALBYTEADJUST(+9, +2), // aTop seconds (1c for PC, 1e for Mac)
PATCH_END
};
// At the start of day 5, when the player already has the veve but still needs
// to get the drum book, the drum book dialogue with Grace is played twice in
// a row, and then the veve dialogue gets played again even though it was
// already played during day 4.
//
// The duplicate drum book dialogue happens because it is triggered once in
// `GetTheVeve::changeState(0)` and then again in `GetTheVeve::changeState(11)`.
// The re-run of the veve dialogue happens because the game gives the player
// the drum book in `GetTheVeVe::changeState(1)`, then *after* doing so, checks
// if the player has the drum book and runs the veve dialogue if so.
//
// We fix both of these issues by skipping the has-drum-book check if the player
// just got the drum book in 'GetTheVeve::changeState(1)'.
// Doing this causes the game to jump from state 1 to state 12, which bypasses
// the duplicate drum book dialogue in state 11, as well as the veve dialogue
// trigger in the has-drum-book check.
//
// More notes: The veve newspaper item is inventory 9. The drum book is
// inventory 14. The flag for veve research is 36, the flag for drum
// research is 73.
//
// Special thanks, credits and kudos to sluicebox on IRC, who did a ton of
// research on this and even found this game bug originally.
//
// Applies to at least: English PC-CD, German PC-CD
static const uint16 gk1Day5DrumBookDialogueSignature[] = {
0x31, 0x0b, // bnt [skip giving player drum book code]
0x38, SIG_SELECTOR16(get), // pushi get ($200)
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x0e, // pushi $e
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x06), // send 6 - GKEgo::get($e)
// end of giving player drum book code
0x38, SIG_SELECTOR16(has), // pushi has ($202)
0x78, // push1
0x39, 0x0e, // pushi $e
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x06), // send 6 - GKEgo::has($e)
0x18, // not
0x30, SIG_UINT16(0x25), // bnt [veve newspaper code]
SIG_END
};
static const uint16 gk1Day5DrumBookDialoguePatch[] = {
0x31, 0x0d, // bnt [skip giving player drum book code] adjusted
PATCH_ADDTOOFFSET(+11), // skip give player drum book original code
0x33, 0x0d, // jmp [over the check inventory for drum book code]
// check inventory for drum book
0x38, PATCH_SELECTOR16(has), // pushi has ($202)
0x78, // push1
0x39, 0x0e, // pushi $e
0x81, 0x00, // lag global[0]
0x4a, PATCH_UINT16(0x0006), // send 6 - GKEgo::has($e)
0x2f, 0x23, // bt [veve newspaper code] (adjusted, saves 2 bytes)
PATCH_END
};
// When Gabriel goes to the phone, the script softlocks at
// `startOfDay5::changeState(32)`.
//
// Applies to at least: English PC-CD, German PC-CD, English Mac
static const uint16 gk1Day5PhoneFreezeSignature[] = {
0x4a, // send ...
SIG_MAGICDWORD, SIG_UINT16(0x0c), // ... $c
0x35, 0x03, // ldi 3
0x65, SIG_ADDTOOFFSET(+1), // aTop cycles
0x32, SIG_ADDTOOFFSET(+2), // jmp [end]
0x3c, // dup
0x35, 0x21, // ldi $21
SIG_END
};
static const uint16 gk1Day5PhoneFreezePatch[] = {
PATCH_ADDTOOFFSET(+3), // send $c
0x35, 0x06, // ldi 6
0x65, PATCH_GETORIGINALBYTEADJUST(+6, +6), // aTop ticks
PATCH_END
};
// When Gabriel is grabbing a vine, his saying "I can't believe I'm doing
// this..." is cut off. We change it so the scripts wait for the audio.
//
// This is not supposed to be applied to the Floppy version.
//
// Applies to at least: English PC-CD, German PC-CD, Spanish PC-CD
// Responsible method: vineSwing::changeState(1)
// Fixes bug: #9820
static const uint16 gk1Day9VineSwingSignature[] = {
0x38, SIG_UINT16(0x0004), // pushi $4
0x51, 0x17, // class CT
0x36, // push
0x39, 0x0b, // pushi $b
0x78, // push1
0x7c, // pushSelf
0x81, 0x00, // lag global[$0]
0x4a, SIG_UINT16(0x0020), // send $20
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion
0x78, // push1
0x76, // push0
0x72, SIG_UINT16(0x0412), // lofsa guard1
0x4a, SIG_UINT16(0x0006), // send $6
0x38, SIG_SELECTOR16(say), // pushi say
0x38, SIG_UINT16(0x0004), // pushi $4
SIG_MAGICDWORD,
0x39, 0x07, // pushi $7
0x39, 0x08, // pushi $8
0x39, 0x10, // pushi $10
0x78, // push1
0x81, 0x5b, // lag global[$5b]
0x4a, SIG_UINT16(0x000c), // send $c
SIG_END
};
static const uint16 gk1Day9VineSwingPatch[] = {
0x38, PATCH_UINT16(0x0003), // pushi $3
0x51, 0x17, // class CT
0x36, // push
0x39, 0x0b, // pushi $b
0x78, // push1
0x81, 0x00, // lag global[$0]
0x4a, PATCH_UINT16(0x001e), // send $20
0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion
0x78, // push1
0x76, // push0
0x72, PATCH_UINT16(0x0412), // lofsa guard1
0x4a, PATCH_UINT16(0x0006), // send $6
0x38, PATCH_SELECTOR16(say), // pushi say
0x38, PATCH_UINT16(0x0005), // pushi $5
0x39, 0x07, // pushi $7
0x39, 0x08, // pushi $8
0x39, 0x10, // pushi $10
0x78, // push1
0x7c, // pushSelf
0x81, 0x5b, // lag global[$5b]
0x4a, PATCH_UINT16(0x000e), // send $c
PATCH_END
};
// The mummies on day 9 move without animating if ego exits to the north before
// the first one finishes standing. This also occurs in Sierra's interpreter.
//
// The 12 outer rooms of the African mound all take place in room 710, which
// reinitializes its contents on each room change. Each room's mummy is guard1
// repositioned with a different view. When the mummies come to life,
// keyWorks:changeState(6) starts guard1's standing animation after which
// state 7 initializes guard1 for chasing ego. Ego however can leave before
// guard1 finishes standing, preventing state 7 from occurring. The script for
// exiting to the north assumes state 7 has run, otherwise guard1 remains on
// the wrong view with no cycler or looper in subsequent rooms.
//
// This bug is due to the script rightWay only partially initializing guard1 for
// chasing as opposed to wrongWay and backTrack which fully initialize. We fix
// this by replacing rightWay's partial initialization with the full version
// from keyWorks state 7. There are two versions of this patch due to
// significant differences between floppy and CD versions of this script.
//
// This patch is not applied to the NRS versions of this script, which address
// this bug by disabling control until guard1 finishes standing, giving the
// player less time to escape.
//
// Applies to: All PC Floppy and CD versions. TODO: Test Mac
// Responsible method: rightWay:changeState(1)
// Fixes bug: #10828
static const uint16 gk1MummyAnimateFloppySignature[] = {
0x39, SIG_SELECTOR8(view), // pushi view [ full guard1 init ]
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x02c5), // pushi 709d
SIG_ADDTOOFFSET(+674),
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion [ partial guard1 init ]
0x38, SIG_UINT16(0x0004), // pushi 0004
0x51, 0x70, // class PChase
0x36, // push
0x89, 0x00, // lsg global[0]
0x39, 0x0f, // pushi 0f
SIG_END
};
static const uint16 gk1MummyAnimateFloppyPatch[] = {
PATCH_ADDTOOFFSET(+680),
0x39, PATCH_SELECTOR8(view), // pushi view [ waste 6 stack items to be compatible with ]
0x76, // push0 [ the send instruction in full guard1 init ]
0x39, PATCH_SELECTOR8(view), // pushi view
0x76, // push0
0x39, PATCH_SELECTOR8(view), // pushi view
0x39, 0x00, // pushi 00
0x32, PATCH_UINT16(0xfd4b), // jmp -693d [ continue full guard1 init in keyWorks state 7 ]
PATCH_END
};
static const uint16 gk1MummyAnimateCDSignature[] = {
0x39, SIG_SELECTOR8(view), // pushi view [ full guard1 init ]
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x02c5), // pushi 709d
SIG_ADDTOOFFSET(+750),
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion [ partial guard1 init ]
0x38, SIG_UINT16(0x0004), // pushi 0004
0x51, 0x70, // class PChase
0x36, // push
0x89, 0x00, // lsg global[0]
0x39, 0x0f, // pushi 0f
SIG_END
};
static const uint16 gk1MummyAnimateCDPatch[] = {
PATCH_ADDTOOFFSET(+756),
0x39, PATCH_SELECTOR8(view), // pushi view [ waste 6 stack items to be compatible with ]
0x76, // push0 [ the send instruction in full guard1 init ]
0x39, PATCH_SELECTOR8(view), // pushi view
0x76, // push0
0x39, PATCH_SELECTOR8(view), // pushi view
0x39, 0x00, // pushi 00
0x32, PATCH_UINT16(0xfcff), // jmp -769d [ continue full guard1 init in keyWorks state 7 ]
PATCH_END
};
// In GK1, the `view` selector is used to store view numbers in some cases and
// object references to Views in other cases. `Interrogation::dispose` compares
// an object stored in the `view` selector with a number (which is not valid)
// because its checks are in the wrong order. The check order was fixed in the
// CD version, so just do what the CD version does.
//
// TODO: Check if English Mac is affected too and if this patch applies
// Applies to at least: English Floppy
static const uint16 gk1InterrogationBugSignature[] = {
SIG_MAGICDWORD,
0x65, 0x4c, // aTop $4c
0x67, 0x50, // pTos $50
0x34, SIG_UINT16(0x2710), // ldi $2710
0x1e, // gt?
0x31, 0x08, // bnt 8 [05a0]
0x67, 0x50, // pTos $50
0x34, SIG_UINT16(0x2710), // ldi $2710
0x04, // sub
0x65, 0x50, // aTop $50
0x63, 0x50, // pToa $50
0x31, 0x15, // bnt $15 [05b9]
0x39, SIG_SELECTOR8(view), // pushi view ($e)
0x76, // push0
0x4a, SIG_UINT16(0x04), // send 4
0xa5, 0x00, // sat temp[0]
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x63, 0x50, // pToa $50
0x4a, SIG_UINT16(0x04), // send 4
0x85, 0x00, // lat temp[0]
0x65, 0x50, // aTop $50
SIG_END
};
static const uint16 gk1InterrogationBugPatch[] = {
0x65, 0x4c, // aTop $4c
0x63, 0x50, // pToa $50
0x31, 0x15, // bnt $15 [05b9]
0x39, PATCH_SELECTOR8(view), // pushi view ($e)
0x76, // push0
0x4a, PATCH_UINT16(0x04), // send 4
0xa5, 0x00, // sat temp[0]
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x63, 0x50, // pToa $50
0x4a, PATCH_UINT16(0x04), // send 4
0x85, 0x00, // lat temp[0]
0x65, 0x50, // aTop $50
0x67, 0x50, // pTos $50
0x34, PATCH_UINT16(0x2710), // ldi $2710
0x1e, // gt?
0x31, 0x08, // bnt 8 [05b9]
0x67, 0x50, // pTos $50
0x34, PATCH_UINT16(0x2710), // ldi $2710
0x04, // sub
0x65, 0x50, // aTop $50
PATCH_END
};
// WORKAROUND: Script needed, because of differences in our pathfinding
// algorithm.
// In Madame Cazanoux's house, when Gabriel is leaving, he is placed on
// the edge of the walkable area initially. This leads to a failure in
// the pathfinding algorithm, and the pathfinding area is then ignored,
// so Gabriel goes straight to the door by walking through the wall.
// This is an edge case, which was apparently acceptable in SSCI. We
// change the upper border of the walk area slightly, so that Gabriel
// can be placed inside, and the pathfinding algorithm works correctly.
//
// Responsible method: rm280:init
// Fixes bug: #9770
static const uint16 gk1CazanouxPathfindingSignature[] = {
SIG_MAGICDWORD,
0x78, // push1 x = 1
0x38, SIG_UINT16(0x0090), // pushi y = 144
0x38, SIG_UINT16(0x00f6), // pushi x = 246
0x38, SIG_UINT16(0x0092), // pushi y = 146
0x38, SIG_UINT16(0x00f2), // pushi x = 242
0x39, 0x69, // pushi y = 105
0x39, 0x7c, // pushi x = 124
0x39, 0x68, // pushi y = 104
0x39, 0x56, // pushi x = 86
0x39, 0x6f, // pushi y = 111
0x39, 0x45, // pushi x = 69
0x39, 0x7c, // pushi y = 124
0x39, 0x2e, // pushi x = 46
0x38, SIG_UINT16(0x0081), // pushi y = 129
SIG_END
};
static const uint16 gk1CazanouxPathfindingPatch[] = {
PATCH_ADDTOOFFSET(+15),
0x39, 0x7c, // pushi x = 124
0x39, 0x67, // pushi y = 103 (was 104)
PATCH_END
};
// GK1 english pc floppy locks up on day 10 in the honfour (room 800) when
// using the keycard on an unlocked door's keypad. This is due to mistakenly
// calling handsOff instead of handsOn. Sierra fixed this in floppy patch 1.0a
// and all other versions.
//
// We fix this by changing handsOff to handsOn and passing 0 as the caller
// to gkMessager:say since the script disposes itself.
//
// Applies to: English PC Floppy only
// Responsible method: sUnlockDoor:changeState(2)
// Fixes bug: #10767
static const uint16 gk1HonfourUnlockDoorSignature[] = {
0x7c, // pushSelf
0x81, 0x5b, // lag global[5b]
0x4a, SIG_MAGICDWORD, // send e [ gkMessager:say ... self ]
SIG_UINT16(0x000e),
0x38, SIG_UINT16(0x0216), // pushi 0216 [ handsOff ]
SIG_END
};
static const uint16 gk1HonfourUnlockDoorPatch[] = {
0x76, // push0
0x81, 0x5b, // lag global[5b]
0x4a, PATCH_UINT16(0x000e), // send e [ gkMessager:say ... 0 ]
0x38, PATCH_UINT16(0x0217), // pushi 0217 [ handsOn ]
PATCH_END
};
// GK1 english pc floppy locks up on day 2 when using the binoculars to view
// room 410 when the artist's drawing blows away. This is particularly bad
// because when using the binoculars you can't use the mouse to access the
// control panel to restore.
//
// We fix this as Sierra did in later versions by not allowing the drawing to
// blow away when viewing through binoculars. To make room for this patch
// we remove initializing juggler:cycleSpeed to 6 as this is redundant.
// juggler is a Prop and Prop:cycleSpeed's initial value is 6.
//
// Applies to: English PC Floppy
// Responsible method: neJackson:init
// Fixes bug: #10797
static const uint16 gk1Day2BinocularsLockupSignature[] = {
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x01d6), // bnt 01d6 [ english pc floppy 1.0 only ]
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
0x38, SIG_SELECTOR16(cycleSpeed), // pushi cycleSpeed
0x78, // push1
0x39, 0x06, // pushi 06
0x38, SIG_SELECTOR16(setCycle), // pushi setCycle
0x78, // push1
0x51, 0x15, // class Fwd
0x36, // push
0x72, SIG_UINT16(0x02b0), // lofsa juggler
0x4a, SIG_UINT16(0x0010), // send 10 [ juggler: init, cycleSpeed: 6, setCycle: Fwd ]
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
0x72, SIG_UINT16(0x0538), // lofsa easel
0x4a, SIG_UINT16(0x0004), // send 4 [ easel: init ]
SIG_END
};
static const uint16 gk1Day2BinocularsLockupPatch[] = {
PATCH_ADDTOOFFSET(+6),
0x3c, // dup
0x76, // push0
0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle
0x78, // push1
0x51, 0x15, // class Fwd
0x36, // push
0x72, PATCH_UINT16(0x02b0), // lofsa juggler
0x4a, PATCH_UINT16(0x000a), // send a [ juggler: init, setCycle Fwd ]
0x76, // push0
0x72, PATCH_UINT16(0x0538), // lofsa easel
0x4a, PATCH_UINT16(0x0004), // send 4 [ easel: init ]
0x89, 0x0c, // lsg global[0c] [ previous room ]
0x34, PATCH_UINT16(0x0190), // ldi 0190 [ overlook ]
0x1c, // ne?
0x31, 0x09, // bnt 09 [ drawing doesn't blow away ]
PATCH_END
};
// GK1 english pc floppy has a missing-points bug on day 5 in room 240.
// Showing Mosely the veve sketch and Hartridge's notes awards 2 points
// but not if you show the notes before the veve.
// Sierra fixed this in floppy patch 1.0b and all other versions.
//
// We fix this by awarding 2 points when showing the veve second.
//
// Applies to: English PC Floppy
// Responsible method: showMoselyPaper:changeState(5)
// Fixes bug: #10763
static const uint16 gk1Day5MoselyVevePointsSignature[] = {
0x78, // push1
0x39, 0x1b, // pushi 1b
0x47, 0x0d, 0x00, SIG_UINT16(0x0002), // calle [export 0 of script 13], 02 [ is flag 1b set? ]
0x30, SIG_UINT16(0x001e), // bnt 001e [ haven't shown notes yet ]
0x78, // push1
0x39, 0x1a, // pushi 1a
0x47, 0x0d, 0x01, SIG_UINT16(0x0002), // calle [export 1 of script 13], 02 [ set flag 1a ]
0x38, SIG_UINT16(0x00f2), // pushi 00f2 [ say ]
0x38, SIG_UINT16(0x0005), // pushi 0005
0x39, 0x11, // pushi 11 [ noun ]
SIG_MAGICDWORD,
0x39, 0x10, // pushi 10 [ verb ]
0x39, 0x38, // pushi 38 [ cond ]
0x76, // push0
0x7c, // pushSelf
0x81, 0x5b, // lag global[5b] [ GkMessager ]
0x4a, SIG_UINT16(0x000e), // send 000e [ GkMessager:say ]
0x32, SIG_UINT16(0x0013), // jmp 0013
0x38, SIG_UINT16(0x00f2), // pushi 00f2 [ say ]
SIG_END
};
static const uint16 gk1Day5MoselyVevePointsPatch[] = {
0x38, PATCH_UINT16(0x00f2), // pushi 00f2 [ say ]
0x39, 0x05, // pushi 05
0x39, 0x11, // pushi 11 [ noun ]
0x39, 0x10, // pushi 10 [ verb ]
0x78, // push1
0x39, 0x1b, // pushi 1b
0x47, 0x0d, 0x00, PATCH_UINT16(0x0002), // calle [export 0 of script 13], 02 [ is flag 1b set? ]
0x31, 0x20, // bnt 20 [ pushi 37, continue GkMessager:say ]
0x38, PATCH_UINT16(0x02fa), // pushi 02fa [ getPoints ]
0x7a, // push2
0x38, PATCH_UINT16(0xfc19), // pushi fc19 [ no flag ]
0x7a, // push2 [ 2 points ]
0x81, 0x00, // lag global[0]
0x4a, PATCH_UINT16(0x0008), // send 8 [ GKEgo:getPoints -999 2 ]
0x78, // push1
0x39, 0x1a, // pushi 1a
0x47, 0x0d, 0x01, PATCH_UINT16(0x0002), // calle [export 1 of script 13], 02 [ set flag 1a ]
0x39, 0x38, // pushi 38 [ cond ]
0x33, 0x09, // jmp 9 [ continue GkMessager:say ]
PATCH_END
};
// GK1 english pc floppy has a missing message when showing certain items to
// Magentia in room 290 such as the flashlight. This triggers an error message.
// We fix this by passing GkMessager:say the correct cond as later versions do.
//
// Applies to: English PC Floppy 1.0
// Responsible method: magentia:doVerb
// Fixes bug: #10782
static const uint16 gk1ShowMagentiaItemSignature[] = {
SIG_MAGICDWORD,
0x76, // push0
0x39, 0x23, // pushi 23 [ invalid message cond ]
0x76, // push0
0x81, 0x5b, // lag global[5b] [ GkMessager ]
SIG_END
};
static const uint16 gk1ShowMagentiaItemPatch[] = {
PATCH_ADDTOOFFSET(+1),
0x39, 0x00, // pushi 0 [ "Does this mean anything to you?" ]
PATCH_END
};
// The day 5 snake attack has speed, audio, and graphics problems.
// These occur in all versions and also in Sierra's interpreter.
//
// Gabriel automatically walks cautiously in the darkened museum while looking
// around and saying lines, then a snake drops on him. Depending on the game's
// speed setting, the audio for "Why is it so dark in here?" is interrupted as
// much as halfway through by the next line, "Dr. John, hello?". The cautious
// walk animation runs at game speed, which can be fast, then abruptly changes
// to 10 (33%) when the snake drops, which looks off. Ego doesn't even reach
// the snake and instead stops short and warps 17 pixels to the right when the
// drop animation starts.
//
// We fix all of this. Initializing ego's speed to 10 solves the interrupted
// speech and inconsistent speed. It feels like this was the intended pacing.
// The snake-warping isn't a speed issue, ego's animation frames for this
// scene simply fall short of the snake's location. To fix that we start ego
// a little farther in the room and increase ego's final position so that he
// ends up directly under the snake and transitions to the drop animation
// smoothly. Finally, we initialize ego on the room's first cycle instead of
// second so that ego doesn't materialize after the room is already displayed.
//
// This patch works with pc floppy and cd even though they have different
// snakeAttack scripts. Floppy doesn't have speech to interrupt but it
// has the same issues.
//
// Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply
// Responsible method: snakeAttack:changeState
// Fixes bug: #10793
static const uint16 gk1Day5SnakeAttackSignature1[] = {
0x65, 0x1a, // aTop cycles
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
0x3c, // dup
0x35, 0x01, // ldi 1
SIG_MAGICDWORD,
0x1a, // eq?
0x30, SIG_UINT16(0x0048), // bnt 0048 [ state 2 ]
0x35, 0x01, // ldi 1 [ free bytes ]
0x39, SIG_SELECTOR8(view), // pushi view
0x78, // push1
0x38, SIG_UINT16(0x0107), // pushi 0107
0x38, SIG_SELECTOR16(setCel), // pushi setCel
0x78, // push1
0x76, // push0
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
0x78, // push1
0x76, // push0
0x39, SIG_SELECTOR8(signal), // pushi signal
0x78, // push1
0x39, SIG_SELECTOR8(signal), // pushi signal
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x0004), // send 4 [ GKEgo:signal? ]
SIG_ADDTOOFFSET(+18),
0x39, 0x64, // pushi 64 [ initial x ]
SIG_END
};
static const uint16 gk1Day5SnakeAttackPatch1[] = {
0x39, PATCH_SELECTOR8(view), // pushi view [ begin initializing ego in state 0 ]
0x78, // push1
0x33, 0x07, // jmp 07 [ continue initializing ego in state 0 ]
0x3c, // dup
0x18, // not [ acc = 1 ]
0x1a, // eq?
0x65, 0x1a, // aTop cycles [ just set cycles to 1 in state 1 ]
0x33, 0x48, // jmp 47 [ state 2 ]
0x38, PATCH_UINT16(0x0107), // pushi 0107
0x39, PATCH_SELECTOR8(cel), // pushi cel
0x78, // push1
0x76, // push0
0x38, PATCH_SELECTOR16(setLoop), // pushi setLoop
0x78, // push1
0x76, // push0
0x39, PATCH_SELECTOR8(signal), // pushi signal
0x78, // push1
0x38, PATCH_SELECTOR16(cycleSpeed), // pushi cycleSpeed
0x78, // push1
0x39, 0x0a, // pushi 0a
PATCH_ADDTOOFFSET(+5),
0x4a, PATCH_UINT16(0x000a), // send a [ GKEgo:signal?, cycleSpeed = a ]
PATCH_ADDTOOFFSET(+18),
0x39, 0x70, // pushi 70 [ new initial x ]
PATCH_END
};
// This just changes ego's second x coordinate but unfortunately that promotes it to 16 bits
static const uint16 gk1Day5SnakeAttackSignature2[] = {
SIG_MAGICDWORD,
0x39, 0x7a, // pushi 7a [ x for second walking loop ]
0x39, 0x7c, // pushi 7c
0x38, SIG_SELECTOR16(setCycle), // pushi setCycle
0x7a, // push2
0x51, 0x18, // class End
0x36, // push
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x0022), // send 22
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
SIG_END
};
static const uint16 gk1Day5SnakeAttackPatch2[] = {
0x38, PATCH_UINT16(0x008b), // pushi 008b [ new x for second walking loop ]
0x39, 0x7c, // pushi 7c
0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle
0x7a, // push2
0x51, 0x18, // class End
0x36, // push
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x4a, PATCH_UINT16(0x0022), // send 22
0x3a, // toss
0x48, // ret
PATCH_END
};
// When entering the police station (room 230) sGabeEnters sets ego speed
// to 4 for the door animation but fails to restore it to the game speed
// by calling GKEgo:normalize. This leaves ego at 75% speed until doing
// something that does call normalize.
//
// We fix this by calling GKEgo:normalize after Gabriel finishes walking
// through the door in sGabeEnters:changeState(4). This replaces setting
// GKEgo:ignoreActors to 0 but that's okay because normalize does that.
//
// Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply
// Responsible method: sGabeEnters:changeState(4)
// Fixes bug: #10780
static const uint16 gk1PoliceEgoSpeedFixSignature[] = {
0x38, SIG_MAGICDWORD, // pushi ignoreActors
SIG_SELECTOR16(ignoreActors),
0x78, // push1
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x000c), // send c [ GKEgo: ..., ignoreActors: 0 ]
SIG_END
};
static const uint16 gk1PoliceEgoSpeedFixPatch[] = {
0x38, PATCH_SELECTOR16(normalize), // pushi normalize
0x39, 0x00, // pushi 00
0x81, 0x00, // lag global[0]
0x4a, PATCH_UINT16(0x000a), // send a [ GKEgo: ..., normalize ]
PATCH_END
};
// When exiting the drugstore (room 250) egoExits sets ego speed to 15
// (slowest) for the door animation but fails to restore it to game
// speed by calling GKEgo:normalize. This leaves ego slow until doing
// something that does call normalize.
//
// We fix this by calling GKEgo:normalize after the door animation.
//
// Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply
// Responsible method: egoExits:changeState
// Fixes bug: #10780
static const uint16 gk1DrugStoreEgoSpeedFixSignature[] = {
0x30, SIG_UINT16(0x003f), // bnt 003f [ state 1 ]
SIG_ADDTOOFFSET(+60),
SIG_MAGICDWORD,
0x32, SIG_UINT16(0x0012), // jmp 12 [ end of method ]
0x3c, // dup
0x35, 0x01, // ldi 1
0x1a, // eq?
0x31, 0x0c, // bnt c [ end of method ]
0x38, SIG_SELECTOR16(newRoom), // pushi newRoom
0x78, // push1
0x38, SIG_UINT16(0x00c8), // pushi 00c8 [ map ]
0x81, 0x02, // lag global[2]
0x4a, SIG_UINT16(0x0006), // send 6 [ rm250:newRoom = map ]
0x3a, // toss
SIG_END
};
static const uint16 gk1DrugStoreEgoSpeedFixPatch[] = {
0x3a, // toss
0x31, 0x3d, // bnt 3d [ state 1 ]
PATCH_ADDTOOFFSET(+60),
0x48, // ret
0x38, PATCH_SELECTOR16(normalize), // pushi normalize
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, PATCH_UINT16(0x0004), // send 4 [ GKEgo:normalize ]
0x38, PATCH_SELECTOR16(newRoom), // pushi newRoom
0x78, // push1
0x38, PATCH_UINT16(0x00c8), // pushi 00c8 [ map ]
0x81, 0x02, // lag global[2]
0x4a, PATCH_UINT16(0x0006), // send 6 [ rm250:newRoom = map ]
PATCH_END
};
// GK1 CD version cuts off Grace's speech when hanging up the phone on day 1.
// This is a timing issue that also occurs in the original.
//
// startingCartoon:changeState(12) plays Grace's final phone message but doesn't
// synchronize it with the script. Instead ego goes through a series of movements
// that advance the state while Grace is speaking. Once the sequence is complete
// Grace hangs up the phone and starts her next message which interrupts the
// previous one. There is no mechanism to make sure that Grace's message has
// first completed and so it cut offs the last one or two words. The timing only
// worked in the original on slower machines that weren't able to run the
// sequence at full speed.
//
// We fix this by adding a delay to startingCartoon:changeState(18) so that
// Grace's speech has time to complete. This scene occurs before game speed
// can be set and it plays at a consistent speed on ScummVM.
//
// This patch is only applied to CD versions. Floppies have a different script.
//
// Applies to: All CD versions
// Responsible method: startingCartoon:changeState(18)
// Fixes bug: #10787
static const uint16 gk1Day1GracePhoneSignature[] = {
SIG_MAGICDWORD,
0x35, 0x12, // ldi 12
0x1a, // eq?
0x31, 0x2c, // bnt 2c
SIG_ADDTOOFFSET(+28),
0x38, SIG_UINT16(0x0003), // pushi 0003
0x51, 0x69, // class Osc
0x36, // push
0x78, // push1
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x0024), // send 24 [ GKEgo: ... setCycle: Osc 1 self ]
0x32, SIG_ADDTOOFFSET(+2), // jmp [ end of method ]
SIG_END
};
static const uint16 gk1Day1GracePhonePatch[] = {
PATCH_ADDTOOFFSET(+33),
0x7a, // push2
0x51, 0x69, // class Osc
0x36, // push
0x78, // push1
0x81, 0x00, // lag global[0]
0x4a, PATCH_UINT16(0x0022), // send 22 [ GKEgo: ... setCycle: Osc 1 ]
// advance to the next state in 6 seconds instead of when Gabriel finishes
// taking a sip of coffee, which takes 2 seconds, giving Grace's speech
// an extra 4 seconds to complete.
0x35, 0x06, // ldi 06
0x65, 0x1c, // aTop seconds
0x3a, // toss
0x48, // ret
PATCH_END
};
// French and Spanish CD versions contain an active debugging hotkey, ALT+N,
// which brings up a series of unskippable bug-reporting dialogs and
// eventually writes files to disk and crashes non-release builds due to
// an uninitialized read. This hotkey is always active and not hidden
// behind the game's debug mode flag so we just patch it out.
//
// Applies to: French and Spanish PC CD
// Responsible method: GK:handleEvent
// Fixes bug: #10781
static const uint16 gk1SysLoggerHotKeySignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x3100), // ldi 3100 [ ALT+N ]
0x1a, // eq?
0x31, // bnt
SIG_END
};
static const uint16 gk1SysLoggerHotKeyPatch[] = {
PATCH_ADDTOOFFSET(+4),
0x33, // jmp
PATCH_END
};
// After interrogating Gran in room 380, the room is re-initialized incorrectly.
// Clicking on objects while seated causes Gabriel to briefly flicker into
// standing and other frames. After standing, the knitting basket can be walked
// through. These are script bugs which also occur in Sierra's interpreter.
//
// Ego is initialized incorrectly by rm380:init when returning from interrogation
// (room 50). Several properties are wrong and it's bad luck that it works as
// well as it does or Sierra would have noticed. For comparison, the scripts
// egoEnters and sitDown do it correctly. rm380:init first initializes ego for
// walking and then applies only some of the properties for sitting in the chair.
//
// This leaves ego in a walking/sitting state with several problems:
// - signal flag kSignalDoesntTurn isn't set
// - cycler is set to StopWalk instead of none
// - loop/cel is set to 2 0 instead of 0 5
//
// rm380:init sets ego's loop/cel to 0 5 (Gabriel sitting) but the unexpected
// StopWalk immediately changes this to 2 0 (Gabriel starts talking) which went
// unnoticed because those two frames are similar. This is why Gabriel's hand
// is slightly raised when returning from interrogation. The flickering is due
// to ego attempting to turn to face items while sitting due to kSignalDoesntTurn
// not being set.
//
// We fix the flickering by passing a second parameter to GKEgo:setLoop which
// causes kSignalDoesntTurn to be set, preventing ego from attempting to face
// objects being clicked, just as egoEnters and sitDown do. We fix the knitting
// basket by adding its obstacle polygon to the room even when returning from
// interrogation, which Sierra forgot to do.
//
// Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply
// Responsible method: rm380:init
// Fixes bug: #9760, #10707
static const uint16 gk1GranRoomInitSignature[] = {
0x38, SIG_SELECTOR16(setCel), // pushi setCel
0x78, // push1
0x39, 0x05, // pushi 05
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
0x78, // push1
0x76, // push0 [ loop: 0 ]
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
0x38, SIG_SELECTOR16(posn), // pushi posn
SIG_MAGICDWORD,
0x7a, // push2
0x38, SIG_UINT16(0x00af), // pushi 00af
0x39, 0x75, // pushi 75
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x001e), // send 1e [ GKEgo: ... setCel: 5, setLoop: 0 ... ]
0x35, 0x01, // ldi 1
0xa3, 0x00, // sal local[0] [ 1, a non-zero value indicates ego is sitting ]
SIG_END
};
static const uint16 gk1GranRoomInitPatch[] = {
0x39, PATCH_SELECTOR8(cel), // pushi cel [ use cel instead of equivalent setCel to save a byte ]
0x78, // push1
0x39, 0x05, // pushi 05
0x38, PATCH_SELECTOR16(setLoop), // pushi setLoop
0x7a, // push2
0x76, // push0 [ loop: 0 ]
0x78, // push1 [ 2nd param tells setLoop to set kSignalDoesntTurn ]
0x38, PATCH_SELECTOR16(init), // pushi init
0x76, // push0
0x38, PATCH_SELECTOR16(posn), // pushi posn
0x7a, // push2
0x38, PATCH_UINT16(0x00af), // pushi 00af
0x39, 0x75, // pushi 75
0x81, 0x00, // lag global[0]
0xa3, 0x00, // sal local[0] [ setting a non-zero object instead of 1 saves 2 bytes ]
0x4a, PATCH_UINT16(0x0020), // send 20 [ GKEgo: ... cel: 5, setLoop: 0 1 ... ]
0x33, 0x87, // jmp -79 [ add knitting basket obstacle to room ]
PATCH_END
};
// Using the money on the fortune teller Lorelei is scripted to respond with
// a different message depending on whether she's sitting or dancing. This
// feature manages to have three bugs which all occur in Sierra's interpreter.
//
// Bug 1: The script transposes the sitting and dancing responses.
// We reverse the test so that the right messages are attempted.
//
// Bug 2: The script passes the wrong message tuple when Lorelei is sitting
// and so a missing message error occurs. We pass the right tuple.
//
// Bug 3: The audio36 resource for message 420 2 32 0 1 has the wrong tuple and
// so no audio plays when using the money on Lorelei while dancing.
// This is a CD resource bug which we fix in the audio loader.
//
// Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply
// Responsible method: lorelei:doVerb(32)
// Fixes bug: #10819
static const uint16 gk1LoreleiMoneySignature[] = {
0x30, SIG_UINT16(0x000d), // bnt 000d [ lorelei is sitting ]
SIG_ADDTOOFFSET(+19),
SIG_MAGICDWORD,
0x7a, // push2 [ noun ]
0x8f, 0x01, // lsp param[1] [ verb (32d) ]
0x39, 0x03, // pushi 03 [ cond ]
SIG_END
};
static const uint16 gk1LoreleiMoneyPatch[] = {
0x2e, PATCH_UINT16(0x000d), // bt 000d [ lorelei is dancing ]
PATCH_ADDTOOFFSET(+22),
0x39, 0x02, // pushi 02 [ correct cond ]
PATCH_END
};
// Using "Operate" on the fortune teller Lorelei's right chair causes a
// missing message error when she's standing in english pc floppy.
// We fix the message tuple as Sierra did in later versions.
//
// Applies to: English PC Floppy 1.0
// Responsible method: chair2:doVerb(8)
// Fixes bug: #10820
static const uint16 gk1OperateLoreleiChairSignature[] = {
// we have to reach far ahead of the doVerb method for a unique byte
// sequence to base a signature off of. chair2:doVerb has no unique bytes
// and is surrounded by doVerb methods which are duplicates of others.
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x023a), // lofsa sPickupVeil
0x36, // push
SIG_ADDTOOFFSET(+913),
0x39, 0x03, // pushi 03 [ cond ]
0x81, 0x5b, // lag global[5b] [ gkMessager ]
SIG_END
};
static const uint16 gk1OperateLoreleiChairPatch[] = {
PATCH_ADDTOOFFSET(+917),
0x39, 0x07, // pushi 07 [ correct cond ]
PATCH_END
};
// Using the photocopy of the veve on the artist causes a missing message error
// after giving the sketch from the lake and then the original veve file.
// This is due to using the wrong verb in the message tuple, which we fix.
//
// Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply
// Responsible method: artist:doVerb(24)
// Fixes bug: #10818
static const uint16 gk1ArtistVeveCopySignature[] = {
SIG_MAGICDWORD,
0x39, 0x30, // pushi 30 [ verb: original veve file ]
0x39, 0x1f, // pushi 1f [ cond ]
SIG_END
};
static const uint16 gk1ArtistVeveCopyPatch[] = {
0x39, 0x18, // pushi 18 [ verb: veve photocopy ]
PATCH_END
};
// After phoning Wolfgang on day 7, Gabriel is placed beyond room 220's obstacle
// boundary and can walk through walls and behind the room. This also occurs in
// the original. The script inconsistently uses accessible and inaccessible
// positions for placing ego next to the phone. We patch all instances to use
// the accessible position.
//
// Applies to: All PC Floppy and CD versions. TODO: Test Mac, should apply
// Responsible methods: rm220:init, useThePhone:changeState(0)
// Fixes bug: #10853
static const uint16 gk1EgoPhonePositionSignature[] = {
SIG_MAGICDWORD,
0x39, 0x68, // pushi 68 [ x: 104 ]
0x39, 0x7e, // pushi 7e [ y: 126 ]
SIG_END
};
static const uint16 gk1EgoPhonePositionPatch[] = {
0x39, 0x6b, // pushi 6b [ x: 107 ]
0x39, 0x7c, // pushi 7c [ y: 124 ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry gk1Signatures[] = {
{ true, 0, "remove alt+n syslogger hotkey", 1, gk1SysLoggerHotKeySignature, gk1SysLoggerHotKeyPatch },
{ true, 51, "fix interrogation bug", 1, gk1InterrogationBugSignature, gk1InterrogationBugPatch },
{ true, 211, "fix day 1 grace phone speech timing", 1, gk1Day1GracePhoneSignature, gk1Day1GracePhonePatch },
{ true, 212, "fix day 5 drum book dialogue error", 1, gk1Day5DrumBookDialogueSignature, gk1Day5DrumBookDialoguePatch },
{ true, 212, "fix day 5 phone softlock", 1, gk1Day5PhoneFreezeSignature, gk1Day5PhoneFreezePatch },
{ true, 220, "fix ego phone position", 2, gk1EgoPhonePositionSignature, gk1EgoPhonePositionPatch },
{ true, 230, "fix day 6 police beignet timer issue (1/2)", 1, gk1Day6PoliceBeignetSignature1, gk1Day6PoliceBeignetPatch1 },
{ true, 230, "fix day 6 police beignet timer issue (2/2)", 1, gk1Day6PoliceBeignetSignature2, gk1Day6PoliceBeignetPatch2 },
{ true, 230, "fix day 6 police sleep timer issue", 1, gk1Day6PoliceSleepSignature, gk1Day6PoliceSleepPatch },
{ true, 230, "fix police station ego speed", 1, gk1PoliceEgoSpeedFixSignature, gk1PoliceEgoSpeedFixPatch },
{ true, 240, "fix day 5 mosely veve missing points", 1, gk1Day5MoselyVevePointsSignature, gk1Day5MoselyVevePointsPatch },
{ true, 250, "fix ego speed when exiting drug store", 1, gk1DrugStoreEgoSpeedFixSignature, gk1DrugStoreEgoSpeedFixPatch },
{ true, 260, "fix day 5 snake attack (1/2)", 1, gk1Day5SnakeAttackSignature1, gk1Day5SnakeAttackPatch1 },
{ true, 260, "fix day 5 snake attack (2/2)", 1, gk1Day5SnakeAttackSignature2, gk1Day5SnakeAttackPatch2 },
{ true, 280, "fix pathfinding in Madame Cazanoux's house", 1, gk1CazanouxPathfindingSignature, gk1CazanouxPathfindingPatch },
{ true, 290, "fix magentia missing message", 1, gk1ShowMagentiaItemSignature, gk1ShowMagentiaItemPatch },
{ true, 380, "fix Gran's room obstacles and ego flicker", 1, gk1GranRoomInitSignature, gk1GranRoomInitPatch },
{ true, 410, "fix day 2 binoculars lockup", 1, gk1Day2BinocularsLockupSignature, gk1Day2BinocularsLockupPatch },
{ true, 410, "fix artist veve photocopy missing message", 1, gk1ArtistVeveCopySignature, gk1ArtistVeveCopyPatch },
{ true, 420, "fix lorelei chair missing message", 1, gk1OperateLoreleiChairSignature, gk1OperateLoreleiChairPatch },
{ true, 420, "fix lorelei money messages", 1, gk1LoreleiMoneySignature, gk1LoreleiMoneyPatch },
{ true, 710, "fix day 9 vine swing speech playing", 1, gk1Day9VineSwingSignature, gk1Day9VineSwingPatch },
{ true, 710, "fix day 9 mummy animation (floppy)", 1, gk1MummyAnimateFloppySignature, gk1MummyAnimateFloppyPatch },
{ true, 710, "fix day 9 mummy animation (cd)", 1, gk1MummyAnimateCDSignature, gk1MummyAnimateCDPatch },
{ true, 800, "fix day 10 honfour unlock door lockup", 1, gk1HonfourUnlockDoorSignature, gk1HonfourUnlockDoorPatch },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Gabriel Knight 2
// The down scroll button in GK2 jumps up a pixel on mousedown because there is
// a send to scrollSelections using an immediate value 1, which means to scroll
// up by 1 pixel. This patch fixes the send to scrollSelections by passing the
// button's delta instead of 1 in 'ScrollButton::track'.
//
// Applies to at least: English CD 1.00, English Steam 1.01
// Fixes bug: #9648
static const uint16 gk2InvScrollSignature[] = {
0x7e, SIG_ADDTOOFFSET(+2), // line whatever
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(scrollSelections), // pushi scrollSelections ($2c3)
0x78, // push1
0x78, // push1
0x63, 0x98, // pToa $98
0x4a, SIG_UINT16(0x06), // send 6
SIG_END
};
static const uint16 gk2InvScrollPatch[] = {
0x38, PATCH_SELECTOR16(scrollSelections), // pushi scrollSelections ($2c3)
0x78, // push1
0x67, 0x9a, // pTos $9a (delta)
0x63, 0x98, // pToa $98
0x4a, PATCH_UINT16(0x06), // send 6
0x18, 0x18, // (waste bytes)
PATCH_END
};
// The init code 'GK2::init' that runs when GK2 starts up unconditionally resets
// the music volume to 63, but the game should always use the volume stored in
// ScummVM.
// Applies to at least: English 1.00 CD
// Fixes bug: #9700
static const uint16 gk2VolumeResetSignature[] = {
SIG_MAGICDWORD,
0x35, 0x3f, // ldi $3f
0xa1, 0x4c, // sag global[$4c] (music volume)
SIG_END
};
static const uint16 gk2VolumeResetPatch[] = {
0x33, 0x02, // jmp 2 [past volume changes]
PATCH_END
};
// GK2 has custom video benchmarking code that needs to be disabled in a subroutine
// which is called from 'GK2::init'; see sci2BenchmarkSignature
// TODO: Patch is not applied to localized versions and needs to get adjusted
static const uint16 gk2BenchmarkSignature[] = {
0x7e, SIG_ADDTOOFFSET(+2), // line
0x38, SIG_SELECTOR16(new), // pushi new
0x76, // push0
0x51, SIG_ADDTOOFFSET(+1), // class Actor
0x4a, SIG_UINT16(0x04), // send 4
0xa5, 0x00, // sat temp[0]
0x7e, SIG_ADDTOOFFSET(+2), // line
0x7e, SIG_ADDTOOFFSET(+2), // line
0x39, SIG_SELECTOR8(view), // pushi view ($e)
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0xfdd4), // pushi 64980
SIG_END
};
static const uint16 gk2BenchmarkPatch[] = {
0x38, PATCH_SELECTOR16(detailLevel), // pushi detailLevel
0x78, // push1
0x38, PATCH_UINT16(399), // pushi 399 (10000 / 25 - 1)
0x81, 0x01, // lag global[1]
0x4a, PATCH_UINT16(0x0006), // send 6
0x34, PATCH_UINT16(10000), // ldi 10000
0x48, // ret
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry gk2Signatures[] = {
{ true, 0, "disable volume reset on startup", 1, gk2VolumeResetSignature, gk2VolumeResetPatch },
{ true, 0, "disable video benchmarking", 1, gk2BenchmarkSignature, gk2BenchmarkPatch },
{ true, 23, "fix inventory scroll start direction", 1, gk2InvScrollSignature, gk2InvScrollPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// At least during the harpy scene, export 29 of script 0 is called and has an
// issue where temp[3] won't get inititialized, but is later used to set
// master volume. This makes SSCI set the volume to max. We fix the procedure,
// so volume won't get modified in those cases.
//
// Applies to at least: PC CD
// Responsible method: export 29 in script 0
// Fixes bug: #5209
static const uint16 kq5SignatureCdHarpyVolume[] = {
SIG_MAGICDWORD,
0x80, SIG_UINT16(0x0191), // lag global[191h]
0x18, // not
0x30, SIG_UINT16(0x002c), // bnt [jump further] (jumping, if global[191h] is 1)
0x35, 0x01, // ldi 01
0xa0, SIG_UINT16(0x0191), // sag global[191h] (setting to 1)
0x38, SIG_UINT16(0x017b), // pushi 017b
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04 - read KQ5::masterVolume
0xa5, 0x03, // sat temp[3] (store volume)
0x38, SIG_UINT16(0x017b), // pushi 017b
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04 - read KQ5::masterVolume
0x36, // push
0x35, 0x04, // ldi 04
0x20, // ge? (followed by bnt)
SIG_END
};
static const uint16 kq5PatchCdHarpyVolume[] = {
0x38, PATCH_UINT16(0x022f), // pushi 022f (selector theVol) (3 new bytes)
0x76, // push0 (1 new byte)
0x51, 0x88, // class SpeakTimer (2 new bytes)
0x4a, 0x04, // send 04 (2 new bytes) -> read SpeakTimer::theVol
0xa5, 0x03, // sat temp[3] (2 new bytes)
0x80, PATCH_UINT16(0x0191), // lag global[191h]
// saving 1 byte due optimization
0x2e, PATCH_UINT16(0x0023), // bt [jump further] (jumping, if global[191h] is 1)
0x35, 0x01, // ldi 01
0xa0, PATCH_UINT16(0x0191), // sag global[191h] (setting to 1)
0x38, PATCH_UINT16(0x017b), // pushi 017b
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04 - read KQ5::masterVolume
0xa5, 0x03, // sat temp[3] (store volume)
// saving 8 bytes due removing of duplicate code
0x39, 0x04, // pushi 04 (saving 1 byte due swapping)
0x22, // lt? (because we switched values)
PATCH_END
};
// The witchCage object in script 200 is broken and claims to have 12
// properties instead of the 8 it should have because it is a Cage.
// Additionally its top,left,bottom,right properties are set to 0 rather
// than the right values. We fix the object by setting the right values.
// If they are all zero, this causes an impossible position check in
// witch::cantBeHere and an infinite loop when entering room 22.
//
// This bug is accidentally not triggered in SSCI because the invalid number
// of variables effectively hides witchCage::doit, causing this position check
// to be bypassed entirely.
// See also the warning+comment in Object::initBaseObject
//
// Applies to at least: PC CD, English PC floppy
// Responsible method: heap in script 200
// Fixes bug: #4964
static const uint16 kq5SignatureWitchCageInit[] = {
SIG_UINT16(0x0000), // top
SIG_UINT16(0x0000), // left
SIG_UINT16(0x0000), // bottom
SIG_UINT16(0x0000), // right
SIG_UINT16(0x0000), // extra property #1
SIG_MAGICDWORD,
SIG_UINT16(0x007a), // extra property #2
SIG_UINT16(0x00c8), // extra property #3
SIG_UINT16(0x00a3), // extra property #4
SIG_END
};
static const uint16 kq5PatchWitchCageInit[] = {
PATCH_UINT16(0x0000), // top
PATCH_UINT16(0x007a), // left
PATCH_UINT16(0x00c8), // bottom
PATCH_UINT16(0x00a3), // right
PATCH_END
};
// The multilingual releases of KQ5 hang right at the end during the magic
// battle with Mordack. It seems additional code was added to wait for signals,
// but the signals are never set and thus the game hangs. We disable that code,
// so that the battle works again. This also happened in the original
// interpreter. We must not change similar code, that happens before.
//
// Applies to at least: French PC floppy, German PC floppy, Spanish PC floppy
// Responsible method: stingScript::changeState, dragonScript::changeState, snakeScript::changeState
static const uint16 kq5SignatureMultilingualEndingGlitch[] = {
SIG_MAGICDWORD,
0x89, 0x57, // lsg global[57h]
0x35, 0x00, // ldi 0
0x1a, // eq?
0x18, // not
0x30, SIG_UINT16(0x0011), // bnt [skip signal check]
SIG_ADDTOOFFSET(+8), // skip globalSound::prevSignal get code
0x36, // push
0x35, 0x0a, // ldi 0Ah
SIG_END
};
static const uint16 kq5PatchMultilingualEndingGlitch[] = {
PATCH_ADDTOOFFSET(+6),
0x32, // jmp (replace bnt)
PATCH_END
};
// In the final battle, the DOS version uses signals in the music to handle
// timing, while in the Windows version another method is used and the GM
// tracks do not contain these signals. The original kq5 interpreter used
// global[400] to distinguish between Windows (1) and DOS (0) versions.
//
// We replace the global[400] checks with a fixed true. This is toggled with
// enablePatch() below when alternative Windows GM MIDI tracks are used.
//
// Instead, we could have set global[400], but this has the possibly unwanted
// side effects of switching to black&white cursors (which also needs complex
// changes to GameFeatures::detectsetCursorType()) and breaking savegame
// compatibilty between the DOS and Windows CD versions of KQ5.
//
// TODO: Investigate those side effects more closely.
// Applies to at least: Win CD
// Responsible method: mordOneScript::changeState(1), dragonScript::changeState(1),
// fireScript::changeState() in script 124
// Fixes bug: #6251
static const uint16 kq5SignatureWinGMSignals[] = {
SIG_MAGICDWORD,
0x80, SIG_UINT16(0x0190), // lag global[400]
0x18, // not
0x30, SIG_UINT16(0x001b), // bnt 0x001b
0x89, 0x57, // lsg global[87]
SIG_END
};
static const uint16 kq5PatchWinGMSignals[] = {
0x34, PATCH_UINT16(0x0001), // ldi 0x0001
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry kq5Signatures[] = {
{ true, 0, "CD: harpy volume change", 1, kq5SignatureCdHarpyVolume, kq5PatchCdHarpyVolume },
{ true, 124, "Multilingual: Ending glitching out", 3, kq5SignatureMultilingualEndingGlitch, kq5PatchMultilingualEndingGlitch },
{ false, 124, "Win: GM Music signal checks", 4, kq5SignatureWinGMSignals, kq5PatchWinGMSignals },
{ true, 200, "CD: witch cage init", 1, kq5SignatureWitchCageInit, kq5PatchWitchCageInit },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// In the garden (room 480), when giving the milk bottle to one of the babies,
// script 481 starts a looping a baby cry sound (cryMusic). However, that
// particular sound has an overriden check() method that explicitly restarts
// the sound, even if it's set to be looped. Thus the same sound is played
// twice, squelching all other sounds.
//
// We just rip out the unnecessary check() method, thereby stopping the sound
// from constantly restarting (since it's being looped anyway), thus the normal
// game speech can work while the baby cry sound is heard.
//
// Applies to at least: PC-CD
// Responsible method: cryMusic::check in script 481
// Fixes bug: #4955
static const uint16 kq6SignatureDuplicateBabyCry[] = {
SIG_MAGICDWORD,
0x83, 0x00, // lal local[0]
0x31, 0x1e, // bnt 1e [07f4]
0x78, // push1
0x39, 0x04, // pushi 04
0x43, 0x75, 0x02, // callk DoAudio[75], 02
SIG_END
};
static const uint16 kq6PatchDuplicateBabyCry[] = {
0x48, // ret
PATCH_END
};
// The inventory of King's Quest 6 is buggy. When it grows too large,
// it will get split into 2 pages. Switching between those pages will
// grow the stack, because it's calling itself per switch.
// Which means after a while ScummVM will bomb out because the stack frame
// will be too large. This patch fixes the buggy script.
//
// Applies to at least: PC-CD, English PC floppy, German PC floppy, English Mac
// Responsible method: KqInv::showSelf in script 907
// Fixes bug: #5681
static const uint16 kq6SignatureInventoryStackFix[] = {
0x67, 0x30, // pTos state
0x34, SIG_UINT16(0x2000), // ldi 2000
0x12, // and
0x18, // not
0x31, 0x04, // bnt [not first refresh]
0x35, 0x00, // ldi 00
SIG_MAGICDWORD,
0x65, 0x1e, // aTop curIcon
0x67, 0x30, // pTos state
0x34, SIG_UINT16(0xdfff), // ldi dfff
0x12, // and
0x65, 0x30, // aTop state
0x38, SIG_SELECTOR16(show), // pushi show (e1h for KQ6CD)
0x78, // push1
0x87, 0x00, // lap param[0]
0x31, 0x04, // bnt [use global for show]
0x87, 0x01, // lap param[1]
0x33, 0x02, // jmp [use param for show]
0x81, 0x00, // lag global[0]
0x36, // push
0x54, 0x06, // self 06 (KqInv::show)
0x31, SIG_ADDTOOFFSET(+1), // bnt [exit menu code] (0x08 for PC, 0x07 for mac)
0x39, 0x39, // pushi 39
0x76, // push0
0x54, 0x04, // self 04 (KqInv::doit)
SIG_END // followed by jmp (0x32 for PC, 0x33 for mac)
};
static const uint16 kq6PatchInventoryStackFix[] = {
0x67, 0x30, // pTos state
0x3c, // dup (1 more byte, needed for patch)
0x3c, // dup (1 more byte, saves 1 byte later)
0x34, PATCH_UINT16(0x2000), // ldi 2000
0x12, // and
0x2f, 0x02, // bt [not first refresh] - saves 3 bytes in total
0x65, 0x1e, // aTop curIcon
0x00, // bnot (neg, either 2000 or 0000 in acc, this will create dfff or ffff) - saves 2 bytes
0x12, // and
0x65, 0x30, // aTop state
0x38, PATCH_GETORIGINALUINT16(+22), // pushi show
0x78, // push1
0x87, 0x00, // lap param[0]
0x31, 0x04, // bnt [call show using global[0]]
0x8f, 0x01, // lsp param[1], save 1 byte total with lsg global[0] combined
0x33, 0x02, // jmp [call show using param[1]]
0x89, 0x00, // lsg global[0], save 1 byte total, see above
0x54, 0x06, // self 06 (call x::show)
0x31, PATCH_GETORIGINALBYTEADJUST(+39, +6), // bnt [menu exit code] (0x0e for pc, 0x0d for mac)
0x34, PATCH_UINT16(0x2000), // ldi 2000
0x12, // and
0x2f, 0x05, // bt [to ret]
0x39, 0x39, // pushi 39
0x76, // push0
0x54, 0x04, // self 04 (self::doit)
0x48, // ret (saves 2 bytes for PC, 1 byte for mac)
PATCH_END
};
// The "Drink Me" bottle code doesn't repaint the AddToPics elements to the
// screen, when Alexander returns back from the effect of the bottle.
// It's pretty strange that Sierra didn't find this bug, because it occurs
// when drinking the bottle right on the screen, where the bottle is found.
// This bug also occurs in Sierra SCI.
//
// Applies to at least: PC-CD, English PC floppy, German PC floppy, English Mac
// Responsible method: drinkMeScript::changeState in script 87
// Fixes bug: #5252
static const uint16 kq6SignatureDrinkMeFix[] = {
SIG_MAGICDWORD,
0x3c, // dup
0x35, 0x0f, // ldi 0f
0x1a, // eq?
0x30, SIG_UINT16(0x00a4), // bnt [skip to next check]
SIG_ADDTOOFFSET(+161),
0x32, SIG_UINT16(0x007f), // jmp [return]
0x3c, // dup
0x35, 0x10, // ldi 10
0x1a, // eq?
0x31, 0x07, // bnt [skip to next check]
0x35, 0x03, // ldi 03
0x65, 0x1a, // aTop (cycles)
0x32, SIG_UINT16(0x0072), // jmp [return]
0x3c, // dup
0x35, 0x11, // ldi 11
0x1a, // eq?
0x31, 0x13, // bnt [skip to next check]
SIG_ADDTOOFFSET(+20),
0x35, 0x12, // ldi 12
SIG_ADDTOOFFSET(+23),
0x35, 0x13, // ldi 13
SIG_END
};
static const uint16 kq6PatchDrinkMeFix[] = {
PATCH_ADDTOOFFSET(+5), // skip to bnt offset
PATCH_GETORIGINALBYTEADJUST(+5, +13), // [check for 11h code] (adjust bnt offset)
PATCH_ADDTOOFFSET(+162),
0x39, PATCH_SELECTOR8(doit), // pushi doit
0x76, // push0
0x81, 0x0a, // lag global[0a]
0x4a, 0x04, // send 04 (call addToPics::doit)
0x3a, // toss
0x48, // ret
PATCH_ADDTOOFFSET(+8), // skip to check 11h code
0x35, 0x10, // ldi 10 (instead of 11)
PATCH_ADDTOOFFSET(+23), // skip to check 12h code
0x35, 0x11, // ldi 11 (instead of 12)
PATCH_ADDTOOFFSET(+23), // skip to check 13h code
0x35, 0x12, // ldi 12 (instead of 13)
PATCH_END
};
// During the common Game Over cutscene, one of the guys says "Tickets, only",
// but the subtitle says "Tickets, please". Normally people wouldn't have
// noticed, but ScummVM supports audio + subtitles in this game at the same
// time. This is caused by a buggy message, which really has this text + audio
// attached.
// We assume that "Tickets, only" (the audio) is the correct one. There is
// another message with "Tickets, only" in both text and audio. We change
// message 1, 0, 1, 1 to message 5, 0, 0, 2 to fix this issue.
// This mismatch also occurs in Sierra SCI.
//
// Applies to at least: PC-CD
// Responsible method: modeLessScript::changeState(0) in script 640
static const uint16 kq6SignatureTicketsOnly[] = {
0x3c, // dup
0x35, 0x00, // ldi 0
0x1a, // eq?
SIG_MAGICDWORD,
0x31, 0x2b, // bnt [skip over state 0]
0x39, 0x1e, // pushi font (we keep the hardcoded selectors in here simply because this is only for KQ6-CD)
0x78, // push1
0x89, 0x16, // lsg global[16h]
0x38, SIG_UINT16(0x009a), // pushi posn
0x7a, // push2
0x38, SIG_UINT16(0x00c8), // pushi 00c8h (200d)
0x39, 0x64, // pushi 64h (100d)
0x38, SIG_UINT16(0x00ab), // pushi say
0x39, 0x05, // pushi 05 (parameter count for say)
0x76, // push0
0x78, // push1
0x76, // push0
0x78, // push1
0x78, // push1
SIG_END
};
static const uint16 kq6PatchTicketsOnly[] = {
0x32, PATCH_UINT16(0x0000), // jmp (waste 3 bytes)
0x2f, 0x2c, // bt [skip over state 0] (saves 1 byte)
0x39, 0x1e, // pushi font (we keep the hardcoded selectors in here simply because this is only for KQ6-CD)
0x78, // push1
0x89, 0x16, // lsg global[16h]
0x38, PATCH_UINT16(0x009a), // pushi posn
0x7a, // push2
0x38, PATCH_UINT16(0x00c8), // pushi 00c8h (200d)
0x39, 0x64, // pushi 64h (100d)
0x38, PATCH_UINT16(0x00ab), // pushi say
0x39, 0x05, // pushi 05 (parameter count for say)
0x76, // push0
0x39, 0x05, // pushi 05
0x76, // push0
0x76, // push0
0x7a, // push2
PATCH_END
};
// Looking at the ribbon in inventory says that there's a hair even after it's
// been removed. This occurs after the hair has been put in the skull or is on
// a different inventory page than the ribbon.
//
// The ribbon's Look handler has incorrect logic for determining if it contains
// a hair. It fails to test flag 143 which is set when getting the hair and so
// it displays the wrong message. The Do handler tests all the necessary flags.
// This bug probably would have been noticed except that both verb handlers
// also test inventory for hair, which is redundant as testing flags is enough,
// but it causes the right message some of the time. Testing inventory is wrong
// because possessing the hair is temporary, which is why the bug emerges after
// it's used, and it's broken because testing inventory across pages doesn't
// work in KQ6. ego:has returns false for any item on another page when the
// inventory window is open. As inventory increases the ribbon and hair end up
// on different pages and ribbon:doVerb can no longer see it.
//
// We fix the message by changing ribbon:doVerb(1) to test flag 143 like doVerb(5).
// This requires overwriting one of the redundant inventory tests.
//
// Beauty's clothes also have a hair and clothes:doVerb(1) has similar issues
// but it happens to work. Those items are always on the same page due to their
// low item numbers and the clothes are removed from inventory before the hair.
//
// Applies to: PC CD, PC Floppy, Mac Floppy
// Responsible method: ribbon:doVerb(1) in script 907
// Fixes bug: #10801
static const uint16 kq6SignatureLookRibbonFix[] = {
0x30, SIG_ADDTOOFFSET(+2), // bnt [ verb != Look ]
0x38, SIG_SELECTOR16(has), // pushi has
0x78, // push1
0x39, 0x04, // pushi 04
0x81, SIG_MAGICDWORD, 0x00, // lag global[0]
0x4a, 0x06, // send 6 [ ego:has 4 (beauty's hair) ]
0x2e, // bt [ continue hair tests ]
SIG_END
};
static const uint16 kq6PatchLookRibbonFix[] = {
PATCH_ADDTOOFFSET(+3),
0x78, // push1
0x38, PATCH_UINT16(0x008f), // pushi 008f
0x46, PATCH_UINT16(0x0391), // calle [export 0 of script 13], 02 [ is flag 8f set? ]
PATCH_UINT16(0x0000), 0x02,
PATCH_END
};
// KQ6 CD introduced a bug in the wallflower dance in room 480. The dance is
// supposed to last until the music ends but in Text mode it stops after only
// three seconds once the user gains control. This isn't usually enough time
// to get the hole in the wall. This bug also occurs in Sierra's interpreter.
//
// wallFlowerDance was changed in the CD version for Speech mode but broke Text.
// In Text mode, changeState(9) creates a dialog with Print, which blocks, and
// then sets ticks to 12. Meanwhile, wallFlowerDance:handleEvent cues if an
// event is received in state 9. A mouse click starts a 12 tick race which
// handleEvent wins, cueing before the countdown expires, and so the countdown
// expires on state 10, skipping ahead to the three second fadeout. Closing the
// dialog with the keyboard works because Dialog claims keyboard events when
// blocking, preventing wallFlowerDance:handleEvent from receiving and cueing.
//
// We fix this by setting the Print dialog to modeless as it was in the floppy
// version and removing the countdown. wallFlowerDance:handleEvent now receives
// all events and is the only one responsible for advancing state 9 to 10 in
// Text mode. This patch does not affect audio modes Speech and Both.
//
// Applies to: PC CD
// Responsible method: wallFlowerDance:changeState(9) in script 480
// Fixes bug: #10811
static const uint16 kq6CDSignatureWallFlowerDanceFix[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(init), // pushi init
0x76, // push0
0x51, 0x15, // class Print [ Print: ... init ]
0x4a, 0x24, // send 24
0x35, 0x0c, // ldi 0c
0x65, 0x20, // aTop ticks
0x32, SIG_UINT16(0x00d0), // jmp 00d0 [ end of method ]
SIG_END
};
static const uint16 kq6CDPatchWallFlowerDanceFix[] = {
0x38, PATCH_SELECTOR16(modeless), // pushi modeless
0x78, // push1
0x78, // push1
0x39, PATCH_SELECTOR8(init), // pushi init
0x76, // push0
0x51, 0x15, // class Print [ Print: ... modeless: 1, init ]
0x4a, 0x2a, // send 2a
0x3a, // toss
0x48, // ret
PATCH_END
};
// Audio + subtitles support - SHARED! - used for King's Quest 6 and Laura Bow 2.
// This patch gets enabled when the user selects "both" in the ScummVM
// "Speech + Subtitles" menu. We currently use global[98d] to hold a kMemory
// pointer.
// Applies to at least: KQ6 PC-CD, LB2 PC-CD
// Patched method: Messager::sayNext / lb2Messager::sayNext (always use text branch)
static const uint16 kq6laurabow2CDSignatureAudioTextSupport1[] = {
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x12, // and
SIG_MAGICDWORD,
0x31, 0x13, // bnt [audio call]
0x38, SIG_SELECTOR16(modNum), // pushi modNum
SIG_END
};
static const uint16 kq6laurabow2CDPatchAudioTextSupport1[] = {
PATCH_ADDTOOFFSET(+5),
0x33, 0x13, // jmp [audio call]
PATCH_END
};
// Applies to at least: KQ6 PC-CD, LB2 PC-CD
// Patched method: Messager::sayNext / lb2Messager::sayNext (allocate audio memory)
static const uint16 kq6laurabow2CDSignatureAudioTextSupport2[] = {
0x7a, // push2
0x78, // push1
0x39, 0x0c, // pushi 0c
0x43, SIG_MAGICDWORD, 0x72, 0x04, // callk Memory
0xa5, 0xc9, // sat temp[c9]
SIG_END
};
static const uint16 kq6laurabow2CDPatchAudioTextSupport2[] = {
PATCH_ADDTOOFFSET(+7),
0xa1, 0x62, // sag global[62] (global[98d])
PATCH_END
};
// Applies to at least: KQ6 PC-CD, LB2 PC-CD
// Patched method: Messager::sayNext / lb2Messager::sayNext (release audio memory)
static const uint16 kq6laurabow2CDSignatureAudioTextSupport3[] = {
0x7a, // push2
0x39, 0x03, // pushi 03
SIG_MAGICDWORD,
0x8d, 0xc9, // lst temp[c9]
0x43, 0x72, 0x04, // callk Memory
SIG_END
};
static const uint16 kq6laurabow2CDPatchAudioTextSupport3[] = {
PATCH_ADDTOOFFSET(+3),
0x89, 0x62, // lsg global[62] (global[98d])
PATCH_END
};
// startText call gets acc = 0 for text-only and acc = 2 for audio+text
// Applies to at least: KQ6 PC-CD, LB2 PC-CD
// Patched method: Narrator::say (use audio memory)
static const uint16 kq6laurabow2CDSignatureAudioTextSupport4[] = {
// set caller property code
0x31, 0x08, // bnt [set acc to 0 for caller]
0x87, 0x02, // lap param[2]
0x31, 0x04, // bnt [set acc to 0 for caller]
0x87, 0x02, // lap param[2]
0x33, 0x02, // jmp [set caller]
0x35, 0x00, // ldi 00
0x65, 0x68, // aTop caller
// call startText + startAudio code
0x89, 0x5a, // lsg global[5a]
0x35, 0x01, // ldi 01
0x12, // and
0x31, 0x08, // bnt [skip code]
0x38, SIG_SELECTOR16(startText), // pushi startText
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x54, 0x06, // self 06
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x12, // and
0x31, 0x08, // bnt [skip code]
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(startAudio), // pushi startAudio
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x54, 0x06, // self 06
SIG_END
};
static const uint16 kq6laurabow2CDPatchAudioTextSupport4[] = {
0x31, 0x02, // bnt [set caller]
0x87, 0x02, // lap param[2]
0x65, 0x68, // aTop caller
0x81, 0x5a, // lag global[5a]
0x78, // push1
0x12, // and
0x31, 0x11, // bnt [skip startText code]
0x81, 0x5a, // lag global[5a]
0x7a, // push2
0x12, // and
0x33, 0x03, // jmp 3 [skip unused bytes]
PATCH_ADDTOOFFSET(+22),
0x89, 0x62, // lsg global[62] (global[98d])
PATCH_END
};
// Applies to at least: KQ6 PC-CD, LB2 PC-CD
// Patched method: Talker::display/Narrator::say (remove reset saved mouse cursor code)
// code would screw over mouse cursor
static const uint16 kq6laurabow2CDSignatureAudioTextSupport5[] = {
SIG_MAGICDWORD,
0x35, 0x00, // ldi 00
0x65, 0x82, // aTop saveCursor
SIG_END
};
static const uint16 kq6laurabow2CDPatchAudioTextSupport5[] = {
0x18, 0x18, 0x18, 0x18, // (waste bytes)
PATCH_END
};
// Additional patch specifically for King's Quest 6
// Fixes text window placement, when in "dual" mode
// Applies to at least: PC-CD
// Patched method: Kq6Talker::init
static const uint16 kq6CDSignatureAudioTextSupport1[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, SIG_ADDTOOFFSET(+1), // bnt [jump-to-text-code]
0x78, // push1
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupport1[] = {
PATCH_ADDTOOFFSET(+4),
0x12, // and
PATCH_END
};
// Additional patch specifically for King's Quest 6
// Fixes low-res portrait staying on screen for hi-res mode
// Applies to at least: PC-CD
// Patched method: Talker::startText
// this method is called by Narrator::say and acc is 0 for text-only and 2 for dual mode (audio+text)
static const uint16 kq6CDSignatureAudioTextSupport2[] = {
SIG_MAGICDWORD,
0x3f, 0x01, // link 01
0x63, 0x8a, // pToa viewInPrint
0x18, // not
0x31, 0x06, // bnt [skip following code]
0x38, SIG_UINT16(0x00e1), // pushi 00e1
0x76, // push0
0x54, 0x04, // self 04
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupport2[] = {
PATCH_ADDTOOFFSET(+2),
0x67, 0x8a, // pTos viewInPrint
0x14, // or
0x2f, // bt [skip following code]
PATCH_END
};
// Additional patch specifically for King's Quest 6
// Fixes special windows, used for example in...
// The Pawn shop (room 280), when the man in a robe complains about no more
// mints.
// Room 300 at the cliffs (aka copy protection), when Alexander falls down
// the cliffs (closes automatically, but too late).
// Room 210, when Alexander gives the ring to the nightingale (these need a
// mouse click).
//
// We have to change even more code because the game uses PODialog class for
// text windows and myDialog class for audio. Both are saved to
// KQ6Print::dialog.
//
// Changing KQ6Print::dialog is disabled for now, because it has side-effects
// (breaking game over screens).
//
// Original comment:
// Sadly PODialog is created during KQ6Print::addText, myDialog is set during
// KQ6Print::showSelf, which is called much later and KQ6Print::addText
// requires KQ6Print::dialog to be set, which means we have to set it before
// calling addText for audio mode, otherwise the user would have to click to
// get those windows disposed.
//
// Applies to at least: PC-CD
// Patched method: KQ6Print::say
static const uint16 kq6CDSignatureAudioTextSupport3[] = {
0x31, 0x6e, // bnt [to text code]
SIG_ADDTOOFFSET(+85),
SIG_MAGICDWORD,
0x8f, 0x01, // lsp param[1]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x0c, // bnt [code to set property repressText to 1]
0x38, // pushi (selector addText)
SIG_ADDTOOFFSET(+9), // skip addText-calling code
0x33, 0x10, // jmp [to ret]
0x35, 0x01, // ldi 01
0x65, 0x2e, // aTop repressText
0x33, 0x0a, // jmp [to ret]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupport3[] = {
0x31, 0x68, // bnt (adjust branch to reuse audio mode addText-calling code)
PATCH_ADDTOOFFSET(+85), // (right at the MAGIC_DWORD)
// check, if text is supposed to be shown. If yes, skip the follow-up check (param[1])
0x89, 0x5a, // lsg global[5a]
0x35, 0x01, // ldi 01
0x12, // and
0x2f, 0x07, // bt [skip over param check]
// original code, checks param[1]
0x8f, 0x01, // lsp param[1]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x10, // bnt [code to set property repressText to 1], adjusted
// waste 5 bytes instead of using myDialog class for now
// setting myDialog class all the time causes game over screens to misbehave (bug #9771)
0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes)
0x35, 0x00, // ldi 0 (waste 2 bytes)
// use myDialog class, so that text box automatically disappears (this is not done for text only mode, like in the original)
//0x72, 0x0e, 0x00, // lofsa myDialog
//0x65, 0x12, // aTop dialog
// followed by original addText-calling code
0x38,
PATCH_GETORIGINALUINT16(+95), // pushi (addText)
0x78, // push1
0x8f, 0x02, // lsp param[2]
0x59, 0x03, // &rest 03
0x54, 0x06, // self 06
0x48, // ret
0x35, 0x01, // ldi 01
0x65, 0x2e, // aTop repressText
0x48, // ret
PATCH_END
};
// Additional patch specifically for King's Quest 6
// Fixes text-window size for hires portraits mode
// Otherwise at least at the end some text-windows will be way too small
// Applies to at least: PC-CD
// Patched method: Talker::init
static const uint16 kq6CDSignatureAudioTextSupport4[] = {
SIG_MAGICDWORD,
0x63, 0x94, // pToa raving
0x31, 0x0a, // bnt [no rave code]
0x35, 0x00, // ldi 00
SIG_ADDTOOFFSET(+6), // skip reset of bust, eyes and mouth
0x33, 0x24, // jmp [to super class code]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupport4[] = {
PATCH_ADDTOOFFSET(+12),
0x33, PATCH_GETORIGINALBYTEADJUST(+13, -6), // (adjust jump to also include setSize call)
PATCH_END
};
// Fixes text window placement, when dual mode is active (Guards in room 220)
// Applies to at least: PC-CD
// Patched method: tlkGateGuard1::init & tlkGateGuard2::init
static const uint16 kq6CDSignatureAudioTextSupportGuards[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x01, // ldi 01
0x1a, // eq?
SIG_END // followed by bnt for Guard1 and bt for Guard2
};
static const uint16 kq6CDPatchAudioTextSupportGuards[] = {
PATCH_ADDTOOFFSET(+2),
0x35, 0x02, // ldi 02
0x1c, // ne?
PATCH_END
};
// Fixes text window placement, when portrait+text is shown (Stepmother in room 250)
// Applies to at least: PC-CD
// Patched method: tlkStepmother::init
static const uint16 kq6CDSignatureAudioTextSupportStepmother[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x12, // and
0x31, // bnt [jump-for-text-code]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupportJumpAlways[] = {
PATCH_ADDTOOFFSET(+4),
0x1a, // eq?
PATCH_END
};
// Fixes "Girl In The Tower" to get played in dual mode as well
// Also changes credits to use CD audio for dual mode.
//
// Applies to at least: PC-CD
// Patched method: rm740::cue (script 740), sCredits::init (script 52)
static const uint16 kq6CDSignatureAudioTextSupportGirlInTheTower[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, // bnt [jump-for-text-code]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupportGirlInTheTower[] = {
PATCH_ADDTOOFFSET(+4),
0x12, // and
PATCH_END
};
// Fixes dual mode for scenes with Azure and Ariel (room 370)
// Effectively same patch as the one for fixing "Girl In The Tower"
// Applies to at least: PC-CD
// Patched methods: rm370::init, caughtAtGateCD::changeState, caughtAtGateTXT::changeState, toLabyrinth::changeState
// Fixes bug: #6750
static const uint16 kq6CDSignatureAudioTextSupportAzureAriel[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, // bnt [jump-for-text-code]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupportAzureAriel[] = {
PATCH_ADDTOOFFSET(+4),
0x12, // and
PATCH_END
};
// Additional patch specifically for King's Quest 6
// Adds another button state for the text/audio button. We currently use the "speech" view for "dual" mode.
// View 947, loop 9, cel 0+1 -> "text"
// View 947, loop 8, cel 0+1 -> "speech"
// View 947, loop 12, cel 0+1 -> "dual" (this view is injected by us into the game)
// Applies to at least: PC-CD
// Patched method: iconTextSwitch::show, iconTextSwitch::doit
static const uint16 kq6CDSignatureAudioTextMenuSupport[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x06, // bnt [set text view]
0x35, 0x08, // ldi 08
0x65, 0x14, // aTop loop
0x33, 0x04, // jmp [skip over text view]
0x35, 0x09, // ldi 09
0x65, 0x14, // aTop loop
SIG_ADDTOOFFSET(+102), // skip to iconTextSwitch::doit code
0x89, 0x5a, // lsg global[5a]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x06, // bnt [set text mode]
0x35, 0x02, // ldi 02
0xa1, 0x5a, // sag global[5a]
0x33, 0x0a, // jmp [skip over text mode code]
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x04, // bnt [skip over text ode code]
0x35, 0x01, // ldi 01
0xa1, 0x5a, // sag global[5a]
0x3a, // toss
0x67, 0x14, // pTos loop
0x35, 0x09, // ldi 09
0x1a, // eq?
0x31, 0x04, // bnt [set text view]
0x35, 0x08, // ldi 08
0x33, 0x02, // jmp [skip text view]
0x35, 0x09, // ldi 09
0x65, 0x14, // aTop loop
SIG_END
};
static const uint16 kq6CDPatchAudioTextMenuSupport[] = {
PATCH_ADDTOOFFSET(+13),
0x33, 0x79, // jmp [to new text+dual code]
PATCH_ADDTOOFFSET(+104), // seek to iconTextSwitch::doit
0x81, 0x5a, // lag global[5a]
0x78, // push1
0x02, // add
0xa1, 0x5a, // sag global[5a]
0x36, // push
0x35, 0x03, // ldi 03
0x1e, // gt?
0x31, 0x03, // bnt [skip over]
0x78, // push1
0xa9, 0x5a, // ssg global[5a]
0x33, 0x17, // jmp [iconTextSwitch::show call]
// additional code for iconTextSwitch::show
0x89, 0x5a, // lsg global[5a]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x04, // bnt [dual mode]
0x35, 0x09, // ldi 09
0x33, 0x02, // jmp [skip over dual mode]
0x35, 0x0c, // ldi 0c (view 947, loop 12, cel 0+1 is our "dual" view, injected by view.cpp)
0x65, 0x14, // aTop loop
0x32, PATCH_UINT16(0xff75), // jmp [back to iconTextSwitch::show]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry kq6Signatures[] = {
{ true, 87, "fix Drink Me bottle", 1, kq6SignatureDrinkMeFix, kq6PatchDrinkMeFix },
{ true, 480, "CD: fix wallflower dance", 1, kq6CDSignatureWallFlowerDanceFix, kq6CDPatchWallFlowerDanceFix },
{ true, 481, "fix duplicate baby cry", 1, kq6SignatureDuplicateBabyCry, kq6PatchDuplicateBabyCry },
{ true, 640, "fix 'Tickets, only' message", 1, kq6SignatureTicketsOnly, kq6PatchTicketsOnly },
{ true, 907, "fix inventory stack leak", 1, kq6SignatureInventoryStackFix, kq6PatchInventoryStackFix },
{ true, 907, "fix hair detection for ribbon's look msg", 1, kq6SignatureLookRibbonFix, kq6PatchLookRibbonFix },
// King's Quest 6 and Laura Bow 2 share basic patches for audio + text support
// *** King's Quest 6 audio + text support ***
{ false, 924, "CD: audio + text support KQ6&LB2 1", 1, kq6laurabow2CDSignatureAudioTextSupport1, kq6laurabow2CDPatchAudioTextSupport1 },
{ false, 924, "CD: audio + text support KQ6&LB2 2", 1, kq6laurabow2CDSignatureAudioTextSupport2, kq6laurabow2CDPatchAudioTextSupport2 },
{ false, 924, "CD: audio + text support KQ6&LB2 3", 1, kq6laurabow2CDSignatureAudioTextSupport3, kq6laurabow2CDPatchAudioTextSupport3 },
{ false, 928, "CD: audio + text support KQ6&LB2 4", 1, kq6laurabow2CDSignatureAudioTextSupport4, kq6laurabow2CDPatchAudioTextSupport4 },
{ false, 928, "CD: audio + text support KQ6&LB2 5", 2, kq6laurabow2CDSignatureAudioTextSupport5, kq6laurabow2CDPatchAudioTextSupport5 },
{ false, 909, "CD: audio + text support KQ6 1", 2, kq6CDSignatureAudioTextSupport1, kq6CDPatchAudioTextSupport1 },
{ false, 928, "CD: audio + text support KQ6 2", 1, kq6CDSignatureAudioTextSupport2, kq6CDPatchAudioTextSupport2 },
{ false, 104, "CD: audio + text support KQ6 3", 1, kq6CDSignatureAudioTextSupport3, kq6CDPatchAudioTextSupport3 },
{ false, 928, "CD: audio + text support KQ6 4", 1, kq6CDSignatureAudioTextSupport4, kq6CDPatchAudioTextSupport4 },
{ false, 1009, "CD: audio + text support KQ6 Guards", 2, kq6CDSignatureAudioTextSupportGuards, kq6CDPatchAudioTextSupportGuards },
{ false, 1027, "CD: audio + text support KQ6 Stepmother", 1, kq6CDSignatureAudioTextSupportStepmother, kq6CDPatchAudioTextSupportJumpAlways },
{ false, 52, "CD: audio + text support KQ6 Girl In The Tower", 1, kq6CDSignatureAudioTextSupportGirlInTheTower, kq6CDPatchAudioTextSupportGirlInTheTower },
{ false, 740, "CD: audio + text support KQ6 Girl In The Tower", 1, kq6CDSignatureAudioTextSupportGirlInTheTower, kq6CDPatchAudioTextSupportGirlInTheTower },
{ false, 370, "CD: audio + text support KQ6 Azure & Ariel", 6, kq6CDSignatureAudioTextSupportAzureAriel, kq6CDPatchAudioTextSupportAzureAriel },
{ false, 903, "CD: audio + text support KQ6 menu", 1, kq6CDSignatureAudioTextMenuSupport, kq6CDPatchAudioTextMenuSupport },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Kings Quest 7
// KQ7's subtitles were left unfinished in the shipped game, so there are
// several problems when enabling them from the ScummVM launcher:
//
// 1. `kqMessager::findTalker` tries to determine which class to use for
// displaying subtitles using the talker number of each message, but the
// talker data is often bogus (e.g. princess messages normally use talker 7,
// but talker 99 (which is for the narrator) is used for her messages at the
// start of chapter 2), so it can't be used.
// 2. Some display classes render subtitles at the top or middle of the game
// area, blocking the view of what is on the screen.
// 3. In some areas, the colors of the subtitles are changed arbitrarily (e.g.
// pink/purple at the start of chapter 2).
//
// To work around these problems, we always use KQTalker, force the text area to
// the bottom of the game area, and force it to always use black & white, which
// are guaranteed to not be changed by game scripts.
//
// We make 2 changes to KQNarrator::init and one to Narrator::say.
//
// Applies to at least: PC CD 1.4 English, 1.51 English, 1.51 German, 2.00 English
static const uint16 kq7SubtitleFixSignature1[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(fore), // pushi fore ($25)
0x78, // push1
0x39, 0x06, // pushi 6 - sets fore to 6
0x39, SIG_SELECTOR8(back), // pushi back ($26)
0x78, // push1
0x78, // push1 - sets back to 1
0x39, SIG_SELECTOR8(font), // pushi font ($2a)
0x78, // push1
0x89, 0x16, // lsg global[$16] - sets font to global[$16]
0x7a, // push2 (y)
0x78, // push1
0x76, // push0 - sets y to 0
0x54, SIG_UINT16(0x0018), // self $18
SIG_END
};
static const uint16 kq7SubtitleFixPatch1[] = {
0x33, 0x12, // jmp [skip special init code]
PATCH_END
};
// Applies to at least: PC CD 1.51 English, 1.51 German, 2.00 English
static const uint16 kq7SubtitleFixSignature2[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[$5a]
0x35, 0x02, // ldi 2
0x12, // and
0x31, 0x1e, // bnt [skip audio volume code]
0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume (0212h for 2.00, 0219h for 1.51)
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, SIG_UINT16(0x0004), // send 4
0x65, 0x32, // aTop curVolume
0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume (0212h for 2.00, 0219h for 1.51)
0x78, // push1
0x67, 0x32, // pTos curVolume
0x35, 0x02, // ldi 2
0x06, // mul
0x36, // push
0x35, 0x03, // ldi 3
0x08, // div
0x36, // push
0x81, 0x01, // lag global[1]
0x4a, SIG_UINT16(0x0006), // send 6
// end of volume code
0x35, 0x01, // ldi 1
0x65, 0x28, // aTop initialized
SIG_END
};
static const uint16 kq7SubtitleFixPatch2[] = {
PATCH_ADDTOOFFSET(+5), // skip to bnt
0x31, 0x1b, // bnt [skip audio volume code]
PATCH_ADDTOOFFSET(+15), // right after "aTop curVolume / pushi masterVolume / push1"
0x7a, // push2
0x06, // mul (saves 3 bytes in total)
0x36, // push
0x35, 0x03, // ldi 3
0x08, // div
0x36, // push
0x81, 0x01, // lag global[1]
0x4a, PATCH_UINT16(0x06), // send 6
// end of volume code
0x35, 0x76, // ldi 118
0x65, 0x16, // aTop y
0x78, // push1 (saves 1 byte)
0x69, 0x28, // sTop initialized
PATCH_END
};
// Applies to at least: PC CD 1.51 English, 1.51 German, 2.00 English
static const uint16 kq7SubtitleFixSignature3[] = {
SIG_MAGICDWORD,
0x63, 0x28, // pToa initialized
0x18, // not
0x31, 0x07, // bnt [skip init code]
0x38, SIG_SELECTOR16(init), // pushi init ($8e for 2.00, $93 for 1.51)
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 4
// end of init code
0x8f, 0x00, // lsp param[0]
0x35, 0x01, // ldi 1
0x1e, // gt?
0x31, 0x08, // bnt [set acc to 0]
0x87, 0x02, // lap param[2]
0x31, 0x04, // bnt [set acc to 0]
0x87, 0x02, // lap param[2]
0x33, 0x02, // jmp [over set acc to 0 code]
0x35, 0x00, // ldi 00
0x65, 0x18, // aTop caller
SIG_END
};
static const uint16 kq7SubtitleFixPatch3[] = {
PATCH_ADDTOOFFSET(+2), // skip over "pToa initialized code"
0x2f, 0x0c, // bt [skip init code] - saved 1 byte
0x38, PATCH_GETORIGINALUINT16(+6), // pushi init
0x76, // push0
0x54, PATCH_UINT16(0x0004), // self 4
// additionally set background color here (5 bytes)
0x34, PATCH_UINT16(0x00ff), // ldi 255
0x65, 0x2e, // aTop back
// end of init code
0x8f, 0x00, // lsp param[0]
0x35, 0x01, // ldi 1 (this may get optimized to get another byte)
0x1e, // gt?
0x31, 0x04, // bnt [set acc to 0]
0x87, 0x02, // lap param[2]
0x2f, 0x02, // bt [over set acc to 0 code]
PATCH_END
};
// KQ7 has custom video benchmarking code that needs to be disabled in a subroutine
// that is called by KQ7CD::init; see sci2BenchmarkSignature
static const uint16 kq7BenchmarkSignature[] = {
0x38, SIG_SELECTOR16(new), // pushi new
0x76, // push0
0x51, SIG_ADDTOOFFSET(+1), // class Actor
0x4a, SIG_UINT16(0x0004), // send 4
0xa5, 0x00, // sat temp[0]
0x39, SIG_SELECTOR8(view), // pushi view ($e)
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0xfdd4), // pushi 64980
SIG_END
};
static const uint16 kq7BenchmarkPatch[] = {
0x34, PATCH_UINT16(10000), // ldi 10000
0x48, // ret
PATCH_END
};
// When attempting to use an inventory item on an object that does not interact
// with that item, the game briefly displays an X cursor. It does this by
// spinning for 90000 cycles, which makes the duration dependent on CPU speed,
// maxes out the CPU for no reason, and keeps the engine from polling for
// events (which may make the window appear nonresponsive to the OS).
//
// We replace the loop with a call to kWait().
//
// Applies to at least: KQ7 English 2.00b
// Responsible method: KQ7CD::pragmaFail in script 0
static const uint16 kq7PragmaFailSpinSignature[] = {
0x35, 0x00, // ldi 0
0xa5, 0x02, // sat temp[2]
SIG_MAGICDWORD,
0x8d, 0x02, // lst temp[2]
0x35, 0x03, // ldi 3
0x22, // lt?
SIG_END
};
static const uint16 kq7PragmaFailSpinPatch[] = {
0x78, // push1
0x39, 0x12, // pushi 18 (~300ms)
0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, 2
0x33, 0x16, // jmp [to setCursor]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry kq7Signatures[] = {
{ true, 0, "disable video benchmarking", 1, kq7BenchmarkSignature, kq7BenchmarkPatch },
{ true, 0, "remove hardcoded spin loop", 1, kq7PragmaFailSpinSignature, kq7PragmaFailSpinPatch },
{ true, 31, "enable subtitles (1/3)", 1, kq7SubtitleFixSignature1, kq7SubtitleFixPatch1 },
{ true, 64928, "enable subtitles (2/3)", 1, kq7SubtitleFixSignature2, kq7SubtitleFixPatch2 },
{ true, 64928, "enable subtitles (3/3)", 1, kq7SubtitleFixSignature3, kq7SubtitleFixPatch3 },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Lighthouse
// When going to room 5 (sierra logo & menu room) from room 380 (the credits
// room), the game tries to clear flags from 0 (global[116] bit 0) to 1423
// (global[204] bit 15), but global[201] is not a flag global (it holds a
// reference to theInvisCursor). This patch stops clearing after flag 1359
// (global[200] bit 15). Hopefully that is good enough to not break the game.
// Applies to at least: English 1.0c & 2.0a
static const uint16 lighthouseFlagResetSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x58f), // ldi 1423
0x24, // le?
SIG_END
};
static const uint16 lighthouseFlagResetPatch[] = {
0x34, PATCH_UINT16(0x54f), // ldi 1359
PATCH_END
};
// When doing a system check on the portal computer in the lighthouse, the game
// counts up to 1024MB, one megabyte at a time. In SSCI, this count speed would
// be video speed dependent, but with our frame rate throttler, it takes 17
// seconds. So, replace this slowness with a much faster POST that is more
// accurate to the original game.
// Applies to at least: US English 1.0c
static const uint16 lighthouseMemoryCountSignature[] = {
SIG_MAGICDWORD,
0x8d, 0x02, // lst temp[2]
0x35, 0x0a, // ldi 10
0x24, // le?
0x31, 0x3b, // bnt [to second digit overflow]
SIG_ADDTOOFFSET(+4), // ldi, sat
0x8d, 0x03, // lst temp[3]
0x35, 0x0a, // ldi 10
SIG_END
};
static const uint16 lighthouseMemoryCountPatch[] = {
PATCH_ADDTOOFFSET(+2), // lst temp[2]
0x35, 0x02, // ldi 2
PATCH_ADDTOOFFSET(+9), // le?, bnt, ldi, sat, lst
0x35, 0x02, // ldi 2
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry lighthouseSignatures[] = {
{ true, 5, "fix bad globals clear after credits", 1, lighthouseFlagResetSignature, lighthouseFlagResetPatch },
{ true, 360, "fix slow computer memory counter", 1, lighthouseMemoryCountSignature, lighthouseMemoryCountPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// When Robin hands out the scroll to Marion and then types his name using the
// hand code, the German version's script contains a typo (likely a copy/paste
// error), and the local procedure that shows each letter is called twice. The
// The procedure expects a letter arg and returns no value, so the first call
// takes its letter and feeds an undefined value to the second call. Thus the
// kStrCat() within the procedure reads a random pointer and crashes.
//
// We patch all of the 5 doubled local calls (one for each letter typed from
// "R", "O", "B", "I", "N") to be the same as the English version.
// Applies to at least: German floppy
// Responsible method: giveScroll::changeState(19,21,23,25,27) in script 210
// Fixes bug: #5264
static const uint16 longbowSignatureShowHandCode[] = {
0x78, // push1 (1 call arg)
//
0x78, // push1 (1 call arg)
0x72, SIG_ADDTOOFFSET(+2), // lofsa (letter that was typed)
0x36, // push
0x40, SIG_ADDTOOFFSET(+2), 0x02, // call [localproc], 02
//
0x36, // push (the result is an arg for the next call)
0x40, SIG_ADDTOOFFSET(+2), SIG_MAGICDWORD, 0x02, // call [localproc], 02
//
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion (0x11c in Longbow German)
0x39, SIG_SELECTOR8(x), // pushi x (0x04 in Longbow German)
0x51, 0x1e, // class MoveTo
SIG_END
};
static const uint16 longbowPatchShowHandCode[] = {
0x39, 0x01, // pushi 1 (combine the two push1's in one, like in the English version)
PATCH_ADDTOOFFSET(+3), // leave the lofsa untouched
// The following will remove the first push & call
0x32, PATCH_UINT16(0x0002), // jmp 02 [to the second push & call]
0x35, 0x00, // ldi 0 (waste 2 bytes)
PATCH_END
};
// When walking through the forest, arithmetic errors may occur at "random".
// The scripts try to add a value and a pointer to the object "berryBush".
//
// This is caused by a local variable overflow.
//
// The scripts create berry bush objects dynamically. The array storage for
// those bushes may hold a total of 8 bushes. But sometimes 10 bushes
// are created. This overwrites 2 additional locals in script 225 and
// those locals are used normally for value lookups.
//
// Changing the total of bushes could cause all sorts of other issues,
// that's why I rather patched the code, that uses the locals for a lookup.
// Which means it doesn't matter anymore when those locals are overwritten.
//
// Applies to at least: English PC floppy, German PC floppy, English Amiga floppy
// Responsible method: export 2 of script 225
// Fixes bug: #6751
static const uint16 longbowSignatureBerryBushFix[] = {
0x89, 0x70, // lsg global[70h]
0x35, 0x03, // ldi 03h
0x1a, // eq?
0x2e, SIG_UINT16(0x002d), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x04, // ldi 04h
0x1a, // eq?
0x2e, SIG_UINT16(0x0025), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x05, // ldi 05h
0x1a, // eq?
0x2e, SIG_UINT16(0x001d), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x06, // ldi 06h
0x1a, // eq?
0x2e, SIG_UINT16(0x0015), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x18, // ldi 18h
0x1a, // eq?
0x2e, SIG_UINT16(0x000d), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x19, // ldi 19h
0x1a, // eq?
0x2e, SIG_UINT16(0x0005), // bt [process code]
0x89, 0x70, // lsg global[70h]
0x35, 0x1a, // ldi 1Ah
0x1a, // eq?
// jump location for the "bt" instructions
0x30, SIG_UINT16(0x0011), // bnt [skip over follow up code, to offset 0c35]
// 55 bytes until here
0x85, 0x00, // lat temp[0]
SIG_MAGICDWORD,
0x9a, SIG_UINT16(0x0110), // lsli local[110h] -> 110h points normally to 110h / 2Bh
// 5 bytes
0x7a, // push2
SIG_END
};
static const uint16 longbowPatchBerryBushFix[] = {
PATCH_ADDTOOFFSET(+4), // keep: lsg global[70h], ldi 03h
0x22, // lt? (global < 03h)
0x2f, 0x42, // bt [skip over all the code directly]
0x89, 0x70, // lsg global[70h]
0x35, 0x06, // ldi 06h
0x24, // le? (global <= 06h)
0x2f, 0x0e, // bt [to kRandom code]
0x89, 0x70, // lsg global[70h]
0x35, 0x18, // ldi 18h
0x22, // lt? (global < 18h)
0x2f, 0x34, // bt [skip over all the code directly]
0x89, 0x70, // lsg global[70h]
0x35, 0x1a, // ldi 1Ah
0x24, // le? (global <= 1Ah)
0x31, 0x2d, // bnt [skip over all the code directly]
// 28 bytes, 27 bytes saved
// kRandom code
0x85, 0x00, // lat temp[0]
0x2f, 0x05, // bt [skip over case 0]
// temp[0] == 0
0x38, PATCH_UINT16(0x0110), // pushi 0110h - that's what's normally at local[110h]
0x33, 0x18, // jmp [kRandom call]
// check temp[0] further
0x78, // push1
0x1a, // eq?
0x31, 0x05, // bnt [skip over case 1]
// temp[0] == 1
0x38, PATCH_UINT16(0x002b), // pushi 002Bh - that's what's normally at local[111h]
0x33, 0x0f, // jmp [kRandom call]
// temp[0] >= 2
0x8d, 0x00, // lst temp[0]
0x35, 0x02, // ldi 02
0x04, // sub
0x9a, PATCH_UINT16(0x0112), // lsli local[112h] -> look up value in 2nd table
// this may not be needed at all and was just added for safety reasons
// waste 9 spare bytes
0x35, 0x00, // ldi 00
0x35, 0x00, // ldi 00
0x34, PATCH_UINT16(0x0000), // ldi 0000
PATCH_END
};
// The camp (room 150) has a bug that can prevent the outlaws from ever rescuing
// the boys at sunset on day 5 or 6. The rescue occurs when entering camp as an
// abbey monk after leaving town exactly 3 times but this assumes that the
// counter can't exceed this. Wearing a different disguise can increment the
// counter beyond 3 at which point sunset can never occur.
//
// We fix this by patching the counter tests to greater than or equals. This
// makes them consistent with the other scripts that test this global variable.
//
// Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy
// Responsible method: local procedure #3 in script 150
// Fixes bug: #10839
static const uint16 longbowSignatureCampSunsetFix[] = {
SIG_MAGICDWORD,
0x89, 0x8e, // lsg global[8e] [ times left town ]
0x35, 0x03, // ldi 03
0x1a, // eq?
SIG_END
};
static const uint16 longbowPatchCampSunsetFix[] = {
PATCH_ADDTOOFFSET(+4),
0x20, // ge?
PATCH_END
};
// The town map (room 260) has a bug that can send Robin to the wrong room.
// Loading the map from town on day 5 or 6 automatically sends Robin to camp
// (room 150) after leaving town more than twice. The intent is to start the
// sunset scene where the outlaws rescue the boys, but the map doesn't test the
// correct sunset conditions and can load an empty camp, even on the wrong day.
//
// We fix this by changing the map's logic to match the camp's by requiring the
// abbey monk disguise to be worn and the rescue flag to not be set.
//
// Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy
// Responsible method: rm260:init
// Fixes bug: #10839
static const uint16 longbowSignatureTownMapSunsetFix[] = {
SIG_MAGICDWORD,
0x39, 0x05, // pushi 05
0x81, 0x82, // lag global[82] [ day ]
0x24, // le?
0x30, SIG_UINT16(0x0089), // bnt 0089 [ no sunset if day < 5 ]
0x60, // pprev
0x35, 0x06, // ldi 06
0x24, // le?
0x30, SIG_UINT16(0x0082), // bnt 0082 [ no sunset if day > 6 ]
0x89, 0x8e, // lsg global[8e]
0x35, 0x01, // ldi 01
SIG_END
};
static const uint16 longbowPatchTownMapSunsetFix[] = {
0x89, 0x7e, // lsg global[7e] [ current disguise ]
0x35, 0x05, // ldi 05 [ abbey monk ]
0x1c, // ne?
0x2f, 0x06, // bt 06 [ no sunset if disguise != abbey monk ]
0x78, // push1
0x39, 0x38, // pushi 38
0x45, 0x05, 0x02, // callb [export 5 of script 0], 02 [ is rescue flag set? ]
0x2e, PATCH_UINT16(0x0081), // bt 0081 [ no sunset if rescue flag is set ]
0x81, 0x8e, // lag global[8e]
0x78, // push1 [ save a byte ]
PATCH_END
};
// Ending day 5 or 6 by choosing to attack the castle fails to set the rescue
// flag which tells the next day what to do. This flag is set when rescuing
// the boys yourself and when the outlaws rescue them at sunset. Without this
// flag, the sunset rescue can repeat the next day and break the game.
//
// We fix this by setting the flag when returning the boys to their mother in
// room 250 after the attack.
//
// Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy
// Responsible method: boysSaved:changeState(0)
// Fixes bug: #10839
static const uint16 longbowSignatureRescueFlagFix[] = {
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x30, SIG_MAGICDWORD, // bnt 0003 [ state 1 ]
SIG_UINT16(0x0003),
0x32, SIG_UINT16(0x025b), // jmp 025b [ end of method ]
SIG_END
};
static const uint16 longbowPatchRescueFlagFix[] = {
0x2f, 0x08, // bt 08 [ state 1 ]
0x78, // push1
0x39, 0x38, // pushi 38
0x45, 0x06, 0x02, // callb [export 6 of script 0], 02 [ set rescue flag ]
0x3a, // toss
0x48, // ret
PATCH_END
};
// On day 7, Tuck can appear at camp to say that the widow wants to see you when
// she really doesn't. This scene is only supposed to occur if you haven't
// received the net but the script only tests if the net is currently in
// inventory, which it isn't if you've already used it or are in disguise.
//
// We fix this by testing the net's owner instead of inventory. If net:owner is
// non-zero then it's in inventory or in your cave or has been used.
//
// Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy
// Responsible method: local procedure #3 in script 150
// Fixes bug: #10847
static const uint16 longbowSignatureTuckNetFix[] = {
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x03a2), // bnt 03a2 [ end of method ]
0x38, SIG_SELECTOR16(has), // pushi has
0x78, // push1
0x39, 0x04, // pushi 04
0x81, 0x00, // lag global[0]
0x4a, 0x06, // send 6 [ ego: has 4 ]
0x18, // not
0x30, SIG_UINT16(0x0394), // bnt 0394 [ end of method if net not in inventory ]
0x78, // push1
0x39, 0x47, // pushi 47
0x45, 0x05, 0x02, // callb [export 5 of script 0], 02 [ is flag 47 set? ]
0x18, // not
0x30, SIG_UINT16(0x038a), // bnt 038a [ end of method ]
SIG_ADDTOOFFSET(+60),
0x32, SIG_UINT16(0x034b), // jmp 034b [ end of method ]
SIG_END
};
static const uint16 longbowPatchTuckNetFix[] = {
0x31, 0x55, // bnt 55 [ skip scene, save a byte ]
0x39, PATCH_SELECTOR8(at), // pushi at
0x78, // push1
0x39, 0x04, // pushi 04
0x81, 0x09, // lag global[9]
0x4a, 0x06, // send 6 [ Inv: at 4 ]
0x38, PATCH_SELECTOR16(owner), // pushi owner
0x76, // push0
0x4a, 0x04, // send 4 [ net: owner? ]
0x2f, 0x44, // bt 44 [ skip scene if net:owner != 0 ]
0x78, // push1
0x39, 0x47, // pushi 47
0x45, 0x05, 0x02, // callb [export 5 of script 0], 02 [ is flag 47 set? ]
0x2f, 0x3c, // bt 3c [ skip scene, save 2 bytes ]
PATCH_END
};
// On day 9, room 350 outside the cobbler's hut is initialized incorrectly if
// disguised as a monk. The entrance to the hut is broken and several minor
// messages are incorrect. This is due to the room's script assuming that the
// only disguises that day are yeoman and merchant. A monk disguise causes some
// tests to pass and others to fail, leaving the room in an inconsistent state.
//
// We fix this by changing the yeoman disguise tests in the script to include
// the monk disguises. The disguise global is set to 4 for yeoman and 5 or 6
// for monk disguises so we patch the tests to be greater than or equals to.
//
// Applies to: English PC Floppy, German PC Floppy, English Amiga Floppy
// Responsible methods: rm350:init, lobbsHut:doVerb, lobbsDoor:doVerb,
// lobbsCover:doVerb, tailorDoor:doVerb
// Fixes bug: #10834
static const uint16 longbowSignatureCobblerHut[] = {
SIG_MAGICDWORD,
0x89, 0x7e, // lsg global[7e] [ current disguise ]
0x35, 0x04, // ldi 04 [ yeoman ]
0x1a, // eq? [ is current disguise yeoman? ]
SIG_END
};
static const uint16 longbowPatchCobblerHut[] = {
PATCH_ADDTOOFFSET(+4),
0x20, // ge? [ is current disguise yeoman or monk? ]
PATCH_END
};
// The Amiga version of room 530 adds a broken fDrunk:onMe method which prevents
// messages when clicking on the drunk on the floor of the pub and causes a
// signature mismatch on every click in the room. fDrunk:onMe passes an Event
// object as an integer x coordinate and an uninitialized parameter as a y
// coordinate to kOnControl. This is a signature mismatch and would cause onMe
// to return false on every click and prevent hit testing from dispatching
// events to fDrunk. It's unclear why Sierra added this method to this one
// Feature in the room. Even if it worked, Feature:onMe already does this.
//
// We fix this by replacing fDrunk:onMe's contents with a call to super:onMe
// which calls kOnControl correctly and does proper hit testing, making its
// behavior consistent with the DOS version, which doesn't override onMe.
//
// Applies to: English Amiga Floppy
// Responsible method: fDrunk:onMe
// Fixes bug: #9688
static const uint16 longbowSignatureAmigaPubFix[] = {
SIG_MAGICDWORD,
0x67, 0x20, // pTos onMeCheck
0x39, 0x03, // pushi 03
0x39, 0x04, // pushi 04
0x8f, 0x01, // lsp param[1]
0x8f, 0x02, // lsp param[2]
0x43, 0x4e, 0x06, // callk OnControl, 6
SIG_END
};
static const uint16 longbowPatchAmigaPubFix[] = {
0x38, PATCH_UINT16(0x00c4), // pushi 00c4 [ onMe, hard-coded for amiga ]
0x76, // push0
0x59, 0x01, // &rest 1
0x57, 0x2c, 0x04, // super Feature, 4 [ super: onMe &rest ]
0x48, // ret
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry longbowSignatures[] = {
{ true, 150, "day 5/6 camp sunset fix", 2, longbowSignatureCampSunsetFix, longbowPatchCampSunsetFix },
{ true, 150, "day 7 tuck net fix", 1, longbowSignatureTuckNetFix, longbowPatchTuckNetFix },
{ true, 210, "hand code crash", 5, longbowSignatureShowHandCode, longbowPatchShowHandCode },
{ true, 225, "arithmetic berry bush fix", 1, longbowSignatureBerryBushFix, longbowPatchBerryBushFix },
{ true, 250, "day 5/6 rescue flag fix", 1, longbowSignatureRescueFlagFix, longbowPatchRescueFlagFix },
{ true, 260, "day 5/6 town map sunset fix", 1, longbowSignatureTownMapSunsetFix, longbowPatchTownMapSunsetFix },
{ true, 350, "day 9 cobbler hut fix", 10, longbowSignatureCobblerHut, longbowPatchCobblerHut },
{ true, 530, "amiga pub fix", 1, longbowSignatureAmigaPubFix, longbowPatchAmigaPubFix },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Leisure Suit Larry 1 (Spanish)
//
// It seems originally the Spanish version of Larry 1 used some beta code at
// least for the man wearing a barrel, who walks around in front of the casino.
// The script inside the resource files even uses a class, that does not exist
// inside those resource files, which causes a hard error.
// The patch files included with the Spanish version (300.scr,300.tex, 927.scr)
// add this class, but at least inside ScummVM a write to a non-existent selector
// happens right after the player tries to buy an apple from that man.
//
// In the original English releases (2.0+2.1) this was handled differently.
// Which is why this script patch changes that code to work just like in the English release.
//
// Attention: for at least some release of this game, view 302 (man wearing a barrel) is fully
// broken! Which also causes a crash. The original interpreter crashes as well.
// The only way to fix this is to dump that view from another release of Larry 1
// and then use the view patch file on this release.
//
// Applies to at least: Spanish floppy
// Responsible method: sBuyApple::changeScript(2)
// Fixes bug: #10240
static const uint16 larry1SignatureBuyApple[] = {
// end of state 0
0x35, 0x01, // ldi 01
0x65, 0x10, // aTop cycles
0x32, SIG_UINT16(0x0248), // jmp [ret]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0007), // bnt [step 2 check]
// state 1 code
0x35, 0x01, // ldi 01
0x65, 0x10, // aTop cycles
0x32, SIG_UINT16(0x023a), // jmp [ret]
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x30, SIG_UINT16(0x0036), // bnt [step 3 check]
// state 2 code
0x35, 0x02, // ldi 02
0x38, SIG_UINT16(0x0091), // pushi setCycle
0x78, // push1
0x51, 0x18, // class Walk
0x36, // push
0x38, SIG_UINT16(0x0126), // pushi setAvoider
0x78, // push1
0x51, SIG_ADDTOOFFSET(+1), // class PAvoider (original 0x25, w/ patch file 0x6d)
0x36, // push
0x38, SIG_UINT16(0x0116), // pushi setMotion
SIG_MAGICDWORD,
0x39, 0x04, // pushi 04
0x51, 0x24, // class PolyPath
0x36, // push
0x39, 0x04, // pushi 04
0x76, // push0
0x72, SIG_UINT16(0x0f4e), // lofsa aAppleMan
0x4a, 0x04, // send 04
0x36, // push
0x35, 0x1d, // ldi 1Dh
0x02, // add
0x36, // push
0x39, 0x03, // pushi 03
0x76, // push0
0x72, SIG_UINT16(0x0f4e), // lofsa aAppleMan
0x4a, 0x04, // send 04
0x36, // push
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x4a, 0x18, // send 18h
0x32, SIG_UINT16(0x01fd), // jmp [ret]
SIG_END
};
static const uint16 larry1PatchBuyApple[] = {
PATCH_ADDTOOFFSET(+11),
0x2f, 0xf3, // bt [jump to end of step 1 code], saves 8 bytes
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x3f, // bnt [step 3 check]
0x38, PATCH_UINT16(0x00e1), // pushi distanceTo
0x78, // push1
0x72, PATCH_UINT16(0x0f4e), // lofsa sAppleMan
0x36, // push
0x81, 0x00, // lag global[0]
0x4a, 0x06, // send 06
0x36, // push
0x35, 0x1e, // ldi 1Eh
0x1e, // gt?
0x31, 0xdb, // bnt [jump to end of step 1 code]
0x38, PATCH_SELECTOR16(setCycle), // pushi setCycle
0x78, // push1
0x51, 0x18, // class Walk
0x36, // push
0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion
0x39, 0x04, // pushi 04
0x51, 0x24, // class PolyPath
0x36, // push
0x39, 0x04, // pushi 04
0x76, // push0
0x72, PATCH_UINT16(0x0f4e), // lofsa aAppleMan
0x4a, 0x04, // send 04
0x36, // push
0x35, 0x1d, // ldi 1Dh
0x02, // add
0x36, // push
0x39, 0x03, // pushi 03
0x76, // push0
0x72, PATCH_UINT16(0x0f4e), // lofsa aAppleMan
0x4a, 0x04, // send 04
0x36, // push
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x4a, 0x12, // send 12h
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry1Signatures[] = {
{ true, 300, "Spanish: buy apple from barrel man", 1, larry1SignatureBuyApple, larry1PatchBuyApple },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Leisure Suit Larry 2
// On the plane, Larry is able to wear the parachute. This grants 4 points.
// In early versions of LSL2, it was possible to get "unlimited" points by
// simply wearing it multiple times.
// They fixed it in later versions by remembering, if the parachute was already
// used before.
// But instead of adding it properly, it seems they hacked the script / forgot
// to replace script 0 as well, which holds information about how many global
// variables are allocated at the start of the game.
// The script tries to read an out-of-bounds global variable, which somewhat
// "worked" in SSCI, but ScummVM/SCI doesn't allow that.
// That's why those points weren't granted here at all.
// We patch to use global[5a], which seems to be unused in the whole game.
// Applies to at least: English floppy
// Responsible method: rm63Script::handleEvent
// Fixes bug: #6346
static const uint16 larry2SignatureWearParachutePoints[] = {
0x35, 0x01, // ldi 01
0xa1, SIG_MAGICDWORD, 0x8e, // sag global[8e]
0x80, SIG_UINT16(0x01e0), // lag global[1e0]
0x18, // not
0x30, SIG_UINT16(0x000f), // bnt [don't give points]
0x35, 0x01, // ldi 01
0xa0, 0xe0, 0x01, // sag global[1e0]
SIG_END
};
static const uint16 larry2PatchWearParachutePoints[] = {
PATCH_ADDTOOFFSET(+4),
0x80, PATCH_UINT16(0x005a), // lag global[5a]
PATCH_ADDTOOFFSET(+6),
0xa0, PATCH_UINT16(0x005a), // sag global[5a]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry2Signatures[] = {
{ true, 63, "plane: no points for wearing parachute", 1, larry2SignatureWearParachutePoints, larry2PatchWearParachutePoints },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Leisure Suit Larry 5
// In Miami the player can call the green card telephone number and get
// green card including limo at the same time in the English 1.000 PC release.
// This results later in a broken game in case the player doesn't read
// the second telephone number for the actual limousine service, because
// in that case it's impossible for the player to get back to the airport.
//
// We disable the code, that is responsible to make the limo arrive.
//
// This bug was fixed in the European (dual language) versions of the game.
//
// Applies to at least: English PC floppy (1.000)
// Responsible method: sPhone::changeState(40)
static const uint16 larry5SignatureGreenCardLimoBug[] = {
0x7a, // push2
SIG_MAGICDWORD,
0x39, 0x07, // pushi 07
0x39, 0x0c, // pushi 0Ch
0x45, 0x0a, 0x04, // callb [export 10 of script 0], 04
0x78, // push1
0x39, 0x26, // pushi 26h (limo arrived flag)
0x45, 0x07, 0x02, // callb [export 7 of script 0], 02 (sets flag)
SIG_END
};
static const uint16 larry5PatchGreenCardLimoBug[] = {
PATCH_ADDTOOFFSET(+8),
0x34, PATCH_UINT16(0x0000), // ldi 0000 (dummy)
0x34, PATCH_UINT16(0x0000), // ldi 0000 (dummy)
PATCH_END
};
// In one of the conversations near the end (to be exact - room 380 and the text
// about using champagne on Reverse Biaz - only used when you actually did that
// in the game), the German text is too large, causing the textbox to get too large.
// Because of that the talking head of Patti is drawn over the textbox. A translation oversight.
// Applies to at least: German floppy
// Responsible method: none, position of talker object on screen needs to get modified
static const uint16 larry5SignatureGermanEndingPattiTalker[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x006e), // object pattiTalker::x (110)
SIG_UINT16(0x00b4), // object pattiTalker::y (180)
SIG_ADDTOOFFSET(+469), // verify that it's really the German version
0x59, 0x6f, 0x75, // (object name) "You"
0x23, 0x47, 0x44, 0x75, // "#GDu"
SIG_END
};
static const uint16 larry5PatchGermanEndingPattiTalker[] = {
PATCH_UINT16(0x005a), // object pattiTalker::x (90)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry5Signatures[] = {
{ true, 280, "English-only: fix green card limo bug", 1, larry5SignatureGreenCardLimoBug, larry5PatchGreenCardLimoBug },
{ true, 380, "German-only: Enlarge Patti Textbox", 1, larry5SignatureGermanEndingPattiTalker, larry5PatchGermanEndingPattiTalker },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// This is called on every death dialog. Problem is at least the German
// version of lsl6 gets title text that is far too long for the
// available temp space resulting in temp space corruption. This patch
// moves the title text around, so this overflow doesn't happen anymore. We
// would otherwise get a crash calling for invalid views (this happens of
// course also in sierra sci).
// Applies to at least: German PC-CD
// Responsible method: unknown
static const uint16 larry6SignatureDeathDialog[] = {
SIG_MAGICDWORD,
0x3e, SIG_UINT16(0x0133), // link 0133 (offset 0x20)
0x35, 0xff, // ldi ff
0xa3, 0x00, // sal local[0]
SIG_ADDTOOFFSET(+680), // ...
0x8f, 0x01, // lsp param[1] (offset 0x2cf)
0x7a, // push2
0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea temp[010e]
0x36, // push
0x43, 0x7c, 0x0e, // callk Message[7c], 0e
SIG_ADDTOOFFSET(+90), // ...
0x38, SIG_UINT16(0x00d6), // pushi 00d6 (offset 0x335)
0x78, // push1
0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea temp[010e]
0x36, // push
SIG_ADDTOOFFSET(+76), // ...
0x38, SIG_UINT16(0x00cd), // pushi 00cd (offset 0x38b)
0x39, 0x03, // pushi 03
0x5a, SIG_UINT16(0x0004), SIG_UINT16(0x010e), // lea temp[010e]
0x36,
SIG_END
};
static const uint16 larry6PatchDeathDialog[] = {
0x3e, 0x00, 0x02, // link 0200
PATCH_ADDTOOFFSET(+687),
0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea temp[0140]
PATCH_ADDTOOFFSET(+98),
0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea temp[0140]
PATCH_ADDTOOFFSET(+82),
0x5a, PATCH_UINT16(0x0004), PATCH_UINT16(0x0140), // lea temp[0140]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry6Signatures[] = {
{ true, 82, "death dialog memory corruption", 1, larry6SignatureDeathDialog, larry6PatchDeathDialog },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Leisure Suit Larry 6 Hires
// When entering room 270 (diving board) from room 230, a typo in the game
// script means that `setScale` is called accidentally instead of `setScaler`.
// In SSCI this did not do much because the first argument happened to be
// smaller than the y-position of `ego`, but in ScummVM the first argument is
// larger and so a debug message "y value less than vanishingY" is displayed.
static const uint16 larry6HiresSetScaleSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setScale), // pushi setScale ($14b)
0x38, SIG_UINT16(0x0005), // pushi 5
0x51, 0x2c, // class Scaler
SIG_END
};
static const uint16 larry6HiresSetScalePatch[] = {
0x38, PATCH_SELECTOR16(setScaler), // pushi setScaler ($14f)
PATCH_END
};
// The init code that runs when LSL6hires starts up unconditionally resets the
// master music volume to 12 (and the volume dial to 11), but the game should
// always use the volume stored in ScummVM.
// Applies to at least: English CD
// Fixes bug: #9700
static const uint16 larry6HiresVolumeResetSignature[] = {
SIG_MAGICDWORD,
0x35, 0x0b, // ldi $0b
0xa1, 0xc2, // sag global[$c2]
SIG_END
};
static const uint16 larry6HiresVolumeResetPatch[] = {
0x32, PATCH_UINT16(0x0001), // jmp 1 [past volume change]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry6HiresSignatures[] = {
{ true, 71, "disable volume reset on startup (1/2)", 1, sci2VolumeResetSignature, sci2VolumeResetPatch },
{ true, 71, "disable volume reset on startup (2/2)", 1, larry6HiresVolumeResetSignature, larry6HiresVolumeResetPatch },
{ true, 270, "fix incorrect setScale call", 1, larry6HiresSetScaleSignature, larry6HiresSetScalePatch },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Leisure Suit Larry 7
// The init code that runs when LSL7 starts up unconditionally resets the audio
// volumes to defaults, but the game should always use the volume stored in
// ScummVM. This patch is basically identical to the patch for Torin, except
// that they left line numbers in the LSL7 scripts and changed the music volume.
// Applies to at least: English CD
static const uint16 larry7VolumeResetSignature1[] = {
SIG_MAGICDWORD,
0x35, 0x41, // ldi $41
0xa1, 0xe3, // sag global[$e3] (music volume)
0x7e, SIG_ADDTOOFFSET(+2), // (line whatever)
0x35, 0x3c, // ldi $3c
0xa1, 0xe4, // sag global[$e4] (sfx volume)
0x7e, SIG_ADDTOOFFSET(+2), // (line whatever)
0x35, 0x64, // ldi $64
0xa1, 0xe5, // sag global[$e5] (speech volume)
SIG_END
};
static const uint16 larry7VolumeResetPatch1[] = {
0x33, 0x10, // jmp [past volume resets]
PATCH_END
};
// The init code that runs when LSL7 starts up unconditionally resets the
// audio volumes to values stored in larry7.prf, but the game should always use
// the volume stored in ScummVM. This patch is basically identical to the patch
// for Torin, except that they left line numbers in the LSL7 scripts.
// Applies to at least: English CD
static const uint16 larry7VolumeResetSignature2[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(readWord), // pushi readWord
0x76, // push0
SIG_ADDTOOFFSET(+6), // ...
0xa1, 0xe3, // sag global[$e3] (music volume)
SIG_ADDTOOFFSET(+3), // (line whatever)
SIG_ADDTOOFFSET(+10), // ...
0xa1, 0xe4, // sag global[$e4] (sfx volume)
SIG_ADDTOOFFSET(+3), // (line whatever)
SIG_ADDTOOFFSET(+10), // ...
0xa1, 0xe5, // sag global[$e5] (speech volume)
SIG_END
};
static const uint16 larry7VolumeResetPatch2[] = {
PATCH_ADDTOOFFSET(+10),
0x18, 0x18, // (waste bytes)
PATCH_ADDTOOFFSET(+3), // (line whatever)
PATCH_ADDTOOFFSET(+10), // ...
0x18, 0x18, // (waste bytes)
PATCH_ADDTOOFFSET(+3), // (line whatever)
PATCH_ADDTOOFFSET(+10), // ...
0x18, 0x18, // (waste bytes)
PATCH_END
};
// In room 540 of Leisure Suit Larry 7, when using the cheese maker,
// `soMakeCheese::changeState(6)` incorrectly pushes `self` as the end cel
// instead of a cel number to the End cycler. In SSCI, this bad argument would
// get corrected down to the final cel in the loop by `CycleCueList::init`, but
// because ScummVM currently always sorts numbers higher than objects, the
// comparison fails and the cel number is not corrected, so the cycler never
// calls back and the game softlocks.
// Here, we fix the call so a proper cel number is given for the second argument
// instead of a bogus object pointer.
//
// Applies to at least: English PC-CD, German PC-CD
static const uint16 larry7MakeCheeseCyclerSignature[] = {
0x38, SIG_UINT16(0x04), // pushi 4
0x51, 0xc4, // class End
0x36, // push
SIG_MAGICDWORD,
0x7c, // pushSelf
0x39, 0x04, // pushi 4
0x7c, // pushSelf
SIG_END
};
static const uint16 larry7MakeCheeseCyclerPatch[] = {
0x39, 0x04, // pushi 4 - save 1 byte
0x51, 0xc4, // class End
0x36, // push
0x7c, // pushSelf
0x39, 0x04, // pushi 4
0x39, 0x10, // pushi $10 (last cel of view 54007, loop 0)
PATCH_END
};
// During the cheese maker cutscene, `soMakeCheese::changeState(2)` sets the
// priority of ego to 500 to draw him over the cheese maker, but this is also
// above the guillotine (view 54000, cel 7, priority 400), so ego gets
// incorrectly drawn on top of the guillotine as well. The cheese maker has a
// priority of 373, so use priority 374 instead of 500.
// Applies to at least: English PC-CD, German PC-CD
// Responsible method: soMakeCheese::changeState(2) in script 540
static const uint16 larry7MakeCheesePrioritySignature[] = {
0x38, SIG_SELECTOR16(setPri), // pushi setPri
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x01f4), // pushi 500
SIG_END
};
static const uint16 larry7MakeCheesePriorityPatch[] = {
PATCH_ADDTOOFFSET(+4), // pushi setPri, push1
0x38, PATCH_UINT16(0x0176), // pushi 374
PATCH_END
};
// LSL7 tries to reset the message type twice at startup, first with a default
// value in script 0, then with a stored value from larry7.prf (if that file
// exists) or the same default value (if it does not) in script 64000. Since
// message type sync relies on the game only setting this value once at startup,
// we must stop the second attempt or the value from ScummVM will be
// overwritten.
// Applies to at least: English CD
static const uint16 larry7MessageTypeResetSignature[] = {
SIG_MAGICDWORD,
0x35, 0x02, // ldi 2
0xa1, 0x5a, // sag global[$5a]
SIG_END
};
static const uint16 larry7MessageTypeResetPatch[] = {
0x33, 0x02, // jmp [past reset]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry larry7Signatures[] = {
{ true, 0, "disable message type reset on startup", 1, larry7MessageTypeResetSignature, larry7MessageTypeResetPatch },
{ true, 540, "fix make cheese cutscene (cycler)", 1, larry7MakeCheeseCyclerSignature, larry7MakeCheeseCyclerPatch },
{ true, 540, "fix make cheese cutscene (priority)", 1, larry7MakeCheesePrioritySignature, larry7MakeCheesePriorityPatch },
{ true, 64000, "disable volume reset on startup (1/2)", 1, larry7VolumeResetSignature1, larry7VolumeResetPatch1 },
{ true, 64000, "disable volume reset on startup (2/2)", 1, larry7VolumeResetSignature2, larry7VolumeResetPatch2 },
{ true, 64866, "increase number of save games", 1, torinLarry7NumSavesSignature, torinLarry7NumSavesPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// Laura Bow 1 - Colonel's Bequest
//
// This is basically just a broken easter egg in Colonel's Bequest.
// A plane can show up in room 4, but that only happens really rarely.
// Anyway the Sierra developer seems to have just entered the wrong loop,
// which is why the statue view is used instead (loop 0).
// We fix it to use the correct loop.
//
// This is only broken in the PC version. It was fixed for Amiga + Atari ST.
//
// Credits to OmerMor, for finding it.
//
// Applies to at least: English PC Floppy
// Responsible method: room4::init
static const uint16 laurabow1SignatureEasterEggViewFix[] = {
0x78, // push1
0x76, // push0
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
0x78, // push1
0x39, 0x03, // pushi 3 (loop 3, view only has 3 loops)
SIG_END
};
static const uint16 laurabow1PatchEasterEggViewFix[] = {
PATCH_ADDTOOFFSET(+7),
0x02, // (change loop to 2)
PATCH_END
};
// When oiling the armor or opening the visor of the armor, the scripts first
// check if Laura/ego is near the armor and if she is not, they will move her
// to the armor. After that, further code is executed.
//
// The current location is checked by a ego::inRect() call.
//
// The given rect for the inRect call inside openVisor::changeState was made
// larger for Atari ST/Amiga versions. We change the PC version to use the
// same rect.
//
// Additionally, the coordinate that Laura is moved to (152, 107) may not be
// reachable depending on where Laura was when "use oil on helmet of armor"
// or "open visor of armor" got entered. Bad coordinates such as (82, 110),
// cause collisions and effectively an endless loop, effectively freezing the
// game. The user is only able to restore a previous game.
//
// We change the destination coordinate to (152, 110), which seems to be
// reachable all the time.
//
// The following patch fixes the rect for the PC version of the game.
//
// Applies to at least: English PC Floppy
// Responsible method: openVisor::changeState (script 37)
// Fixes bug: #7119
static const uint16 laurabow1SignatureArmorOpenVisorFix[] = {
0x39, 0x04, // pushi 04
SIG_MAGICDWORD,
0x39, 0x6a, // pushi 6a (106d)
0x38, SIG_UINT16(0x0096), // pushi 0096 (150d)
0x39, 0x6c, // pushi 6c (108d)
0x38, SIG_UINT16(0x0098), // pushi 0098 (152d)
SIG_END
};
static const uint16 laurabow1PatchArmorOpenVisorFix[] = {
PATCH_ADDTOOFFSET(+2),
0x39, 0x68, // pushi 68 (104d) (-2)
0x38, PATCH_UINT16(0x0094), // pushi 0094 (148d) (-2)
0x39, 0x6f, // pushi 6f (111d) (+3)
0x38, PATCH_UINT16(0x009a), // pushi 009a (154d) (+2)
PATCH_END
};
// This here fixes the destination coordinate (exact details are above).
//
// Applies to at least: English PC Floppy, English Atari ST Floppy, English Amiga Floppy
// Responsible method: openVisor::changeState, oiling::changeState (script 37)
// Fixes bug: #7119
static const uint16 laurabow1SignatureArmorMoveToFix[] = {
SIG_MAGICDWORD,
0x36, // push
0x39, 0x6b, // pushi 6B (107d)
0x38, SIG_UINT16(0x0098), // pushi 98 (152d)
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
SIG_END
};
static const uint16 laurabow1PatchArmorMoveToFix[] = {
PATCH_ADDTOOFFSET(+1),
0x39, 0x6e, // pushi 6E (110d) - adjust x, so that no collision can occur anymore
PATCH_END
};
// In some cases like for example when the player oils the arm of the armor,
// command input stays disabled, even when the player exits fast enough, so
// that Laura doesn't die.
//
// This is caused by the scripts only enabling control (directional movement),
// but do not enable command input as well.
//
// This bug also happens, when using the original interpreter. It was fixed for
// the Atari ST + Amiga versions of the game.
//
// Applies to at least: English PC Floppy
// Responsible method: 2nd subroutine in script 37, called by oiling::changeState(7)
// Fixes bug: #7154
static const uint16 laurabow1SignatureArmorOilingArmFix[] = {
0x38, SIG_UINT16(0x0089), // pushi 89h
0x76, // push0
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x1a5c), // lofsa "Can" - offsets are not skipped to make sure only the PC version gets patched
0x4a, 0x04, // send 04
0x38, SIG_UINT16(0x0089), // pushi 89h
0x76, // push0
0x72, SIG_UINT16(0x19a1), // lofsa "Visor"
0x4a, 0x04, // send 04
0x38, SIG_UINT16(0x0089), // pushi 89h
0x76, // push0
0x72, SIG_UINT16(0x194a), // lofsa "note"
0x4a, 0x04, // send 04
0x38, SIG_UINT16(0x0089), // pushi 89h
0x76, // push0
0x72, SIG_UINT16(0x18f3), // lofsa "valve"
0x4a, 0x04, // send 04
0x8b, 0x34, // lsl local[34h]
0x35, 0x02, // ldi 02
0x1c, // ne?
0x30, SIG_UINT16(0x0014), // bnt [to ret]
0x8b, 0x34, // lsl local[34h]
0x35, 0x05, // ldi 05
0x1c, // ne?
0x30, SIG_UINT16(0x000c), // bnt [to ret]
0x8b, 0x34, // lsl local[34h]
0x35, 0x06, // ldi 06
0x1c, // ne?
0x30, SIG_UINT16(0x0004), // bnt [to ret]
// followed by code to call script 0 export to re-enable controls and call setMotion
SIG_END
};
static const uint16 laurabow1PatchArmorOilingArmFix[] = {
PATCH_ADDTOOFFSET(+3), // skip over pushi 89h
0x3c, // dup
0x3c, // dup
0x3c, // dup
// saves a total of 6 bytes
0x76, // push0
0x72, PATCH_UINT16(0x1a59), // lofsa "Can"
0x4a, 0x04, // send 04
0x76, // push0
0x72, PATCH_UINT16(0x19a1), // lofsa "Visor"
0x4a, 0x04, // send 04
0x76, // push0
0x72, PATCH_UINT16(0x194d), // lofsa "note"
0x4a, 0x04, // send 04
0x76, // push0
0x72, PATCH_UINT16(0x18f9), // lofsa "valve" 18f3
0x4a, 0x04, // send 04
// new code to enable input as well, needs 9 spare bytes
0x38, PATCH_UINT16(0x00e2), // pushi canInput
0x78, // push1
0x78, // push1
0x51, 0x2b, // class User
0x4a, 0x06, // send 06 -> call User::canInput(1)
// original code, but changed a bit to save some more bytes
0x8b, 0x34, // lsl local[34h]
0x35, 0x02, // ldi 02
0x04, // sub
0x31, 0x12, // bnt [to ret]
0x36, // push
0x35, 0x03, // ldi 03
0x04, // sub
0x31, 0x0c, // bnt [to ret]
0x78, // push1
0x1a, // eq?
0x2f, 0x08, // bt [to ret]
// saves 7 bytes, we only need 3, so waste 4 bytes
0x35, 0x00, // ldi 0
0x35, 0x00, // ldi 0
PATCH_END
};
// Jeeves lights the chapel candles (room 58) in act 2 but they don't stay
// lit when re-entering until the next act. This is due to Room58:init
// incorrectly testing the global variable that tracks Jeeves' act 2 state.
//
// We fix this by changing the test from if global[155] equals 11, which it
// never does, to if it's greater than 11. The global is set to 12 in
// lightCandles:changeState(11) and it continues to increment as Jeeves'
// chore sequence progresses, ending with 17.
//
// Applies to: DOS, Amiga, Atari ST
// Responsible method: Room58:init
// Fixes bug: #10743
static const uint16 laurabow1SignatureChapelCandlesPersistence[] = {
SIG_MAGICDWORD,
0x89, 0x9b, // lsg global[155] [ Jeeves' act 2 state ]
0x35, 0x0b, // ldi b
0x1a, // eq?
SIG_END
};
static const uint16 laurabow1PatchChapelCandlesPersistence[] = {
PATCH_ADDTOOFFSET(+4),
0x1e, // gt?
PATCH_END
};
// LB1 DOS doesn't acknowledge Lillian's presence in room 44 when she's sitting
// on the bed in act 4. Look, talk, etc respond that she's not there.
// This is due to not setting global[195] which tracks who is in the room.
// We fix this by setting the global as Amiga and Atari ST versions do.
//
// Applies to: DOS only
// Responsible method: Room44:init
// Fixes bug: #10742
static const uint16 laurabow1SignatureLillianBedFix[] = {
SIG_MAGICDWORD,
0x72, SIG_UINT16(0x10f8), // lofsa suit2 [ only matches DOS version ]
0x4a, 0x14, // send 14
SIG_ADDTOOFFSET(+8),
0x89, 0x76, // lsg global[118]
0x35, 0x02, // ldi 2
0x12, // and
0x30, SIG_UINT16(0x000d), // bnt d [ haven't seen Lillian in study ]
0x35, 0x01, // ldi 1
SIG_END
};
static const uint16 laurabow1PatchLillianBedFix[] = {
PATCH_ADDTOOFFSET(+13),
0x81, 0x76, // lag global[118]
0x7a, // push2
0x12, // and
0x31, 0x0f, // bnt f [ haven't seen Lillian in study ]
0x35, 0x20, // ldi 20 [ Lillian ]
0xa1, 0xc3, // sag global[195] [ set Lillian as in the room ]
PATCH_END
};
// When you tell Lilly about Gertie in room 35, Lilly will then walk to the
// left and off the screen. If Laura (ego) is in the way, the whole game will
// basically block and you won't be able to do anything except saving or
// restoring the game.
//
// If this happened already, the player can enter "send Lillian ignoreActors 1"
// inside the debugger to fix this situation.
//
// This issue is very difficult to solve, because Lilly also walks diagonally
// after walking to the left right under the kitchen table. This means that
// even if we added a few more rectangle checks, there could still be spots,
// where the game would block.
//
// Also the mover "PathOut" is used for Lillian instead of the regular
// "MoveTo", which would avoid other actors by itself.
//
// So instead we set Lilly to ignore other actors during that cutscene, which
// is the least invasive solution.
//
// Applies to at least: English PC Floppy, English Amiga Floppy, English Atari ST Floppy
// Responsible method: goSee::changeState(1) in script 236
// Fixes bug: (happened during GOG Let's Play)
static const uint16 laurabow1SignatureTellLillyAboutGerieBlockingFix1[] = {
0x7a, // puah2
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00c1), // pushi 00C1h
0x38, SIG_UINT16(0x008f), // pushi 008Fh
0x38, SIG_SELECTOR16(ignoreActors), // pushi ignoreActors
0x78, // push1
0x76, // push0
SIG_END
};
static const uint16 laurabow1PatchTellLillyAboutGertieBlockingFix1[] = {
PATCH_ADDTOOFFSET(+11), // skip over until push0
0x78, // push1 (change push0 to push1)
PATCH_END
};
// a second patch to call Lillian::ignoreActors(1) on goSee::changeState(9) in script 236
static const uint16 laurabow1SignatureTellLillyAboutGerieBlockingFix2[] = {
0x3c, // dup
0x35, 0x09, // ldi 09
0x1a, // eq?
0x30, SIG_UINT16(0x003f), // bnt [ret]
0x39, SIG_ADDTOOFFSET(+1), // pushi view
0x78, // push1
0x38, SIG_UINT16(0x0203), // pushi 203h (515d)
0x38, SIG_ADDTOOFFSET(+2), // pushi posn
0x7a, // push2
0x38, SIG_UINT16(0x00c9), // pushi C9h (201d)
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0084), // pushi 84h (132d)
0x72, SIG_ADDTOOFFSET(+2), // lofsa Lillian (different offsets for different platforms)
0x4a, 0x0e, // send 0Eh
SIG_END
};
static const uint16 laurabow1PatchTellLillyAboutGertieBlockingFix2[] = {
0x38, PATCH_SELECTOR16(ignoreActors), // pushi ignoreActors
0x78, // push1
0x76, // push0
0x33, 0x00, // ldi 00 (waste 2 bytes)
PATCH_ADDTOOFFSET(+19), // skip over until send
0x4a, 0x14, // send 14h
PATCH_END
};
// LB1 contains over 20 commands which lockup the game if entered while ego is
// colliding with an obstacle. Opening and moving closets in room 43 are prime
// examples. They are all symptoms of a global bug.
// Every cycle, CB1:doit checks to see if ego appears to be walking and blocked,
// and if so it stops ego's motion and sets ego's view to 11 (standing). If ego
// has just collided with an obstacle but is still displaying view 1 (walking)
// when a command is entered which disables input and sets ego's motion without
// setting an avoider then CB1:doit will stop that new motion at the start of
// the next cycle and lockup the game. This occurs in part because CB1:doit
// tests potentially stale values that the new motion hasn't yet had a chance
// to set. Scripts which set an avoider aren't vulnerable because CB1:doit
// won't stop ego if one is set. Other SCI games don't have this kind of code
// in their Game's doit and so they don't have this bug.
// We fix this by clearing the kSignalHitObstacle flag whenever Act:setMotion is
// called with a new motion. This causes CB1:doit's subsequent call to
// ego:isBlocked to return false, instead of a stale true value, preventing
// CB1:doit from stopping the new motion before it's had a chance to start.
// Should the new motion actually be blocked then the interpreter will then set
// the flag when processing the motion as usual. This patch closes the short
// window during which this value is stale and CB1:doit tests it.
// Applies to: DOS, Amiga, Atari ST and occurs in Sierra's interpreter.
// Responsible method: Act:setMotion
// Fixes bug: #10733
static const uint16 laurabow1SignatureObstacleCollisionLockupsFix[] = {
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x002f), // bnt 2f
0x38, SIG_UINT16(0x00a3), // pushi a3 [ startUpd ]
0x76, // push0
0x54, 0x04, // self 4
0x7a, // push2 [ -info- ]
0x76, // push0
0x87, 0x01, // lap param[1]
0x4a, 0x04, // send 4
0x36, // push
0x34, SIG_UINT16(0x8000), // ldi 8000
0x12, // and
0x30, SIG_UINT16(0x000a), // bnt a
0x39, 0x56, // pushi 56 [ new ]
0x76, // push0
0x87, 0x01, // lap param[1]
0x4a, 0x04, // send 4
0x32, SIG_UINT16(0x0002), // jmp 2
0x87, 0x01, // lap param[1]
0x65, 0x4c, // aTop mover
0x39, 0x57, // pushi 57 [ init ]
0x78, // push1
0x7c, // pushSelf
0x59, 0x02, // &rest 2
0x63, 0x4c, // pToa mover
0x4a, 0x06, // send 6
0x32, SIG_UINT16(0x0004), // jmp 4
0x35, 0x00, // ldi 0
SIG_END
};
static const uint16 laurabow1PatchObstacleCollisionLockupsFix[] = {
0x31, 0x32, // bnt 32 [ save 1 byte ]
0x63, 0x1c, // pToa signal
0x38, PATCH_UINT16(0xfbff), // pushi fbff
0x12, // and
0x65, 0x1c, // aTop signal [ clear kSignalHitObstacle (0400) ]
0x38, PATCH_UINT16(0x00a3), // pushi a3 [ startUpd ]
0x76, // push0
0x54, 0x04, // self 4
0x7a, // push2 [ -info- ]
0x76, // push0
0x87, 0x01, // lap param[1]
0x4a, 0x04, // send 4
0x38, PATCH_UINT16(0x8000), // pushi 8000 [ save 1 byte ]
0x12, // and
0x31, 0x09, // bnt 9 [ save 1 byte ]
0x39, 0x56, // pushi 56 [ new ]
0x76, // push0
0x87, 0x01, // lap param[1]
0x4a, 0x04, // send 4
0x33, 0x02, // jmp 2 [ save 1 byte ]
0x87, 0x01, // lap param[1]
0x65, 0x4c, // aTop mover
0x39, 0x57, // pushi 57 [ init ]
0x78, // push1
0x7c, // pushSelf
0x59, 0x02, // &rest 2
0x63, 0x4c, // pToa mover
0x4a, 0x06, // send 6
0x48, // ret [ save 4 bytes ]
PATCH_END
};
// Laura can get stuck walking up the attic stairs diagonally in room 47 and
// lockup the game. This also occurs in the original. Room47:doit loads the
// attic when ego is on control $10 at the base of the stairs and facing north.
// Room47:handleEvent prevents the user from moving ego when on control $10.
// Walking up the stairs diagonally puts ego in control $10 facing left or
// right and so the room never changes and the user never regains control.
//
// We fix this by allowing ego to face any direction except south to trigger the
// attic room change. This also fixes an edge case that allows walking through
// the staircase wall into Clarence's room.
//
// Applies to: DOS, Amiga, Atari ST
// Responsible method: Room47:doit
// Fixes bug: #9949
static const uint16 laurabow1SignatureAtticStairsLockupFix[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(loop), // pushi loop
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x04, // send 4 [ ego:loop? ]
0x36, // push
0x35, 0x03, // ldi 03 [ facing north ]
0x1a, // eq?
SIG_END
};
static const uint16 laurabow1PatchAtticStairsLockupFix[] = {
PATCH_ADDTOOFFSET(+8),
0x35, 0x02, // ldi 02 [ facing south ]
0x1c, // ne?
PATCH_END
};
// Laura can get stuck at the top of the left stairs in room 47 and lockup the
// game. This also occurs in the original. There is a 30x2 control area at the
// top of the stairs in which Room47:handleEvent prevents input. This assumes
// that ego can't be interrupted when walking through the area, but there is a
// notch in the left wall that ego can collide with, leaving ego stuck with
// input disabled. The right wall doesn't have a notch.
//
// We fix this by allowing input at the top of the stairs. Up and down movements
// are allowed when on the staircase's control area ($0200) and we extend that
// to include the top of the stairs ($0800).
//
// Applies to: DOS, Amiga, Atari ST
// Responsible method: Room47:handleEvent
// Fixes bug #10879
static const uint16 laurabow1SignatureLeftStairsLockupFix[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x0200), // ldi 0200 [ left stairs ]
0x1a, // eq? [ is ego entirely on the stairs? ]
SIG_END
};
static const uint16 laurabow1PatchLeftStairsLockupFix[] = {
0x34, PATCH_UINT16(0x0a00), // ldi 0a00 [ left stairs | top of left stairs ]
0x12, // and [ is ego touching the stairs or the top? ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry laurabow1Signatures[] = {
{ true, 4, "easter egg view fix", 1, laurabow1SignatureEasterEggViewFix, laurabow1PatchEasterEggViewFix },
{ true, 37, "armor open visor fix", 1, laurabow1SignatureArmorOpenVisorFix, laurabow1PatchArmorOpenVisorFix },
{ true, 37, "armor move to fix", 2, laurabow1SignatureArmorMoveToFix, laurabow1PatchArmorMoveToFix },
{ true, 37, "allowing input, after oiling arm", 1, laurabow1SignatureArmorOilingArmFix, laurabow1PatchArmorOilingArmFix },
{ true, 44, "lillian bed fix", 1, laurabow1SignatureLillianBedFix, laurabow1PatchLillianBedFix },
{ true, 47, "attic stairs lockup fix", 1, laurabow1SignatureAtticStairsLockupFix, laurabow1PatchAtticStairsLockupFix },
{ true, 47, "left stairs lockup fix", 3, laurabow1SignatureLeftStairsLockupFix, laurabow1PatchLeftStairsLockupFix },
{ true, 58, "chapel candles persistence", 1, laurabow1SignatureChapelCandlesPersistence, laurabow1PatchChapelCandlesPersistence },
{ true, 236, "tell Lilly about Gertie blocking fix 1/2", 1, laurabow1SignatureTellLillyAboutGerieBlockingFix1, laurabow1PatchTellLillyAboutGertieBlockingFix1 },
{ true, 236, "tell Lilly about Gertie blocking fix 2/2", 1, laurabow1SignatureTellLillyAboutGerieBlockingFix2, laurabow1PatchTellLillyAboutGertieBlockingFix2 },
{ true, 998, "obstacle collision lockups fix", 1, laurabow1SignatureObstacleCollisionLockupsFix, laurabow1PatchObstacleCollisionLockupsFix },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Laura Bow 2
//
// Moving away the painting in the room with the hidden safe is problematic
// for the CD version of the game. safePic::doVerb gets triggered by the mouse-click.
// This method sets local[0] as signal, which is only meant to get handled, when
// the player clicks again to move the painting back. This signal is processed by
// the room doit-script.
// That doit-script checks safePic::cel to be not equal 0 and would then skip over
// the "close painting" trigger code. On very fast computers this script may
// get called too early (which is the case when running under ScummVM and when
// running the game using Sierra SCI in DOS-Box with cycles 15000) and thinks
// that it's supposed to move the painting back. Which then results in the painting
// getting moved to its original position immediately (which means it won't be possible
// to access the safe behind it).
//
// We patch the script, so that we check for cel to be not equal 4 (the final cel) and
// we also reset the safePic-signal immediately as well.
//
// In the floppy version Laura's coordinates are checked directly in rm560::doit
// and as soon as she moves, the painting will automatically move to its original position.
// This is not the case for the CD version of the game. The painting will only "move" back,
// when the player actually exits the room and re-enters.
//
// Applies to at least: English PC-CD
// Responsible method: rm560::doit
// Fixes bug: #6460
static const uint16 laurabow2CDSignaturePaintingClosing[] = {
0x39, 0x04, // pushi 04 (cel)
0x76, // push0
SIG_MAGICDWORD,
0x7a, // push2
0x38, SIG_UINT16(0x0231), // pushi 0231h (561)
0x76, // push0
0x43, 0x02, 0x04, // callk ScriptID, 04 (get export 0 of script 561)
0x4a, 0x04, // send 04 (gets safePicture::cel)
0x18, // not
0x31, 0x21, // bnt [exit]
0x38, SIG_UINT16(0x0283), // pushi 0283h
0x76, // push0
0x7a, // push2
0x39, 0x20, // pushi 20
0x76, // push0
0x43, 0x02, 0x04, // callk ScriptID, 04 (get export 0 of script 32)
0x4a, 0x04, // send 04 (get sHeimlich::room)
0x36, // push
0x81, 0x0b, // lag global[b] (current room)
0x1c, // ne?
0x31, 0x0e, // bnt [exit]
0x35, 0x00, // ldi 00
0xa3, 0x00, // sal local[0] (reset safePic signal)
SIG_END
};
static const uint16 laurabow2CDPatchPaintingClosing[] = {
PATCH_ADDTOOFFSET(+2),
0x3c, // dup (1 additional byte)
0x76, // push0
0x3c, // dup (1 additional byte)
0xab, 0x00, // ssl local[0] (reset safePic signal)
0x7a, // push2
0x38, PATCH_UINT16(0x0231), // pushi 0231h (561)
0x76, // push0
0x43, 0x02, 0x04, // callk ScriptID, 04 (get export 0 of script 561)
0x4a, 0x04, // send 04 (gets safePicture::cel)
0x1a, // eq?
0x31, 0x1d, // bnt [exit]
0x38, PATCH_UINT16(0x0283), // pushi 0283h
0x76, // push0
0x7a, // push2
0x39, 0x20, // pushi 20
0x76, // push0
0x43, 0x02, 0x04, // callk ScriptID, 04 (get export 0 of script 32)
0x4a, 0x04, // send 04 (get sHeimlich::room)
0x36, // push
0x81, 0x0b, // lag global[b] (current room)
0x1a, // eq? (2 opcodes changed, to save 2 bytes)
0x2f, 0x0a, // bt [exit]
PATCH_END
};
// In the CD version the system menu is disabled for certain rooms. LB2::handsOff is called,
// when leaving the room (and in other cases as well). This method remembers the disabled
// icons of the icon bar. In the new room LB2::handsOn will get called, which then enables
// all icons, but also disabled the ones, that were disabled before.
//
// Because of this behaviour certain rooms, that should have the system menu enabled, have
// it disabled, when entering those rooms from rooms, where the menu is supposed to be
// disabled.
//
// We patch this by injecting code into LB2::newRoom (which is called right after a room change)
// and reset the global variable there, that normally holds the disabled buttons.
//
// This patch may cause side-effects and it's difficult to test, because it affects every room
// in the game. At least for the intro, the speakeasy and plenty of rooms in the beginning it
// seems to work correctly.
//
// Applies to at least: English PC-CD
// Responsible method: LB2::newRoom, LB2::handsOff, LB2::handsOn
// Fixes bug: #6440
static const uint16 laurabow2CDSignatureFixProblematicIconBar[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00f1), // pushi 00f1 (disable) - hardcoded, we only want to patch the CD version
0x76, // push0
0x81, 0x45, // lag global[45]
0x4a, 0x04, // send 04
SIG_END
};
static const uint16 laurabow2CDPatchFixProblematicIconBar[] = {
0x35, 0x00, // ldi 00
0xa1, 0x74, // sag global[74]
0x35, 0x00, // ldi 00 (waste bytes)
0x35, 0x00, // ldi 00
PATCH_END
};
// LB2 CD responds with the wrong message when asking Yvette about Tut in acts 3+.
//
// aYvette:doVerb(6) tests flag 134, which is set when Pippin dies, to determine
// which Tut message to display but they got it backwards. One of the messages
// has additional dialogue about Pippin's murder.
//
// This is a regression introduced by Sierra when they fixed a bug from the floppy
// versions where asking Yvette about Tut in act 2 responds with the message
// about Pippin's murder which hasn't occurred yet, bug #10723. Sierra correctly
// fixed that in Yvette:doVerb in script 93, which applies to act 2, but then went
// on to add incorrect code to aYvette:doVerb in script 90, which applies to the
// later acts after the murder.
//
// We fix this by reversing the flag test so that the correct message is displayed.
//
// Applies to: CD version, at least English
// Responsible method: aYvette:doVerb
// Fixes bug: #10724
static const uint16 laurabow2CDSignatureFixYvetteTutResponse[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x010f), // ldi 010f [ tut ]
0x1a, // eq? [ asked about tut? ]
0x30, SIG_UINT16(0x0036), // bnt 0036
0x78, // push1
0x38, SIG_UINT16(0x0086), // pushi 0086 [ pippin-dead flag ]
0x45, 0x02, 0x02, // callb [export 2 of script 0], 02 [ is pippin-dead flag set? ]
0x30, SIG_UINT16(0x0016), // bnt 0016 [ pippin-dead message ]
SIG_END
};
static const uint16 laurabow2CDPatchFixYvetteTutResponse[] = {
PATCH_ADDTOOFFSET(+14),
0x2e, // bt (replace bnt)
PATCH_END
};
// When entering the main musem party room (w/ the golden Egyptian head), Laura
// is walking a bit into the room automatically. If you press a mouse button
// while this is happening, you will get stuck inside that room and won't be
// able to exit it anymore.
//
// Users, who played the game w/ a previous version of ScummVM can simply enter
// the debugger and then enter "send rm350 script 0:0", which will fix the
// script state.
//
// This is caused by the user controls not being locked at that point. Pressing
// a button will cause the cue from the PolyPath walker to never happen, which
// then causes sEnterSouth to never dispose itself.
//
// User controls are locked in the previous room 335, but controls are unlocked
// by frontDoor::cue. We do not want to change this, because it could have
// side-effects. We instead add another LB2::handsOff call inside the script
// responsible for Laura's walk into the room (sEnterSouth::changeState(0).
//
// Applies to at least: English PC-CD, English PC-Floppy, German PC-Floppy
// Responsible method: sEnterSouth::changeState
// Fixes bug: (no bug report, from GOG forum post)
static const uint16 laurabow2SignatureMuseumPartyFixEnteringSouth1[] = {
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x30, SIG_UINT16(0x0097), // bnt [state 1 code]
SIG_ADDTOOFFSET(+141), // skip to end of follow-up code
0x32, SIG_ADDTOOFFSET(+2), // jmp [ret] (0x008d for CD, 0x007d for floppy)
0x35, 0x01, // ldi 01
0x65, 0x1a, // aTop cycles
0x32, SIG_ADDTOOFFSET(+2), // jmp [ret] (0x0086 for CD, 0x0076 for floppy)
// state 1 code
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
SIG_MAGICDWORD,
0x31, 0x05, // bnt [state 2 code]
0x35, 0x00, // ldi 00
0x32, SIG_ADDTOOFFSET(+2), // jmp [ret] (0x007b for CD, 0x006b for floppy)
// state 2 code
0x3c, // dup
SIG_END
};
static const uint16 laurabow2PatchMuseumPartyFixEnteringSouth1[] = {
0x2e, PATCH_UINT16(0x00a6), // bt [state 2 code] (we skip state 1, because it's a NOP anyways)
// state 0 processing
0x32, PATCH_UINT16(0x0097), // jmp 151d [after this ret]
PATCH_ADDTOOFFSET(+149), // skip to end of follow-up code
// save 1 byte by replacing jump to [ret] into straight toss/ret
0x3a, // toss
0x48, // ret
// additional code, that gets called right at the start of step 0 processing
0x18, // not -- this here is where pushi handsOff will be inserted by the second patch
0x18, // not offset and handsOff is different for floppy + CD, that's why we do this
0x18, // not floppy also does not have a selector table, so we can't go by "handsOff" name
0x18, // not
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04
0x32, PATCH_UINT16(0xff5e), // jmp [back to start of step 0 processing]
PATCH_END
};
// Second patch, which only inserts pushi handsOff inside our new code. There
// is no other way to do this except making 2 full patches for floppy + CD,
// because handsOff/handsOn is not the same value between floppy + CD *and*
// floppy doesn't even have a vocab, so we can't figure out the id by
// ourselves.
static const uint16 laurabow2SignatureMuseumPartyFixEnteringSouth2[] = {
0x18, // our injected code
0x18,
0x18,
SIG_ADDTOOFFSET(+92), // skip to the handsOn code, that we are interested in
0x38, SIG_ADDTOOFFSET(+2), // pushi handsOn (0x0189 for CD, 0x024b for floppy)
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04
0x38, SIG_ADDTOOFFSET(+2), // pushi 0274h
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x033f), // pushi 033f
SIG_END
};
static const uint16 laurabow2PatchMuseumPartyFixEnteringSouth2[] = {
0x38, PATCH_GETORIGINALUINT16ADJUST(+96, -1), // pushi handsOff (@handsOn - 1)
PATCH_END
};
// Opening/Closing the east door in the pterodactyl room doesn't check, if it's
// locked and will open/close the door internally even when it is.
//
// It will get wired shut later in the game by Laura Bow and will be "locked"
// because of this. We patch in a check for the locked state. We also add
// code, that will set the "locked" state in case our eastDoor-wired-global is
// set. This makes the locked state effectively persistent.
//
// Applies to at least: English PC-CD, English PC-Floppy
// Responsible method (CD): eastDoor::doVerb
// Responsible method (Floppy): eastDoor::<noname300>
// Fixes bug: #6458 (partly, see additional patch below)
static const uint16 laurabow2SignatureFixWiredEastDoor[] = {
0x30, SIG_UINT16(0x0022), // bnt [skip hand action]
0x67, SIG_ADDTOOFFSET(+1), // pTos (CD: doorState, Floppy: state)
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x08, // bnt [close door code]
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x63, // pushi 63h
0x45, 0x04, 0x02, // callb [export 4 of script 0], 02 (sets door-bitflag)
0x33, 0x06, // jmp [super-code]
0x78, // push1
0x39, 0x63, // pushi 63h
0x45, 0x03, 0x02, // callb [export 3 of script 0], 02 (resets door-bitflag)
0x38, SIG_ADDTOOFFSET(+2), // pushi (CD: 011dh, Floppy: 012ch)
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x59, 0x02, // rest 02
0x57, SIG_ADDTOOFFSET(+1), 0x06, // super (CD: LbDoor, Floppy: Door), 06
0x33, 0x0b, // jmp [ret]
SIG_END
};
static const uint16 laurabow2PatchFixWiredEastDoor[] = {
0x31, 0x23, // bnt [skip hand action] (saves 1 byte)
0x81, 0x61, // lag global[97d] (get our eastDoor-wired-global)
0x31, 0x04, // bnt [skip setting locked property]
0x35, 0x01, // ldi 01
0x65, 0x6a, // aTop locked (set eastDoor::locked to 1)
0x63, 0x6a, // pToa locked (get eastDoor::locked)
0x2f, 0x17, // bt [skip hand action]
0x63, PATCH_GETORIGINALBYTE(+4), // pToa (CD: doorState, Floppy: state)
0x78, // push1
0x39, 0x63, // pushi 63h
0x2f, 0x05, // bt [close door code]
0x45, 0x04, 0x02, // callb [export 4 of script 0], 02 (sets door-bitflag)
0x33, 0x0b, // jmp [super-code]
0x45, 0x03, 0x02, // callb [export 3 of script 0], 02 (resets door-bitflag)
0x33, 0x06, // jmp [super-code]
PATCH_END
};
// We patch in code, so that our eastDoor-wired-global will get set to 1.
// This way the wired-state won't get lost when exiting room 430.
//
// Applies to at least: English PC-CD, English PC-Floppy
// Responsible method (CD): sWireItShut::changeState
// Responsible method (Floppy): sWireItShut::<noname144>
// Fixes bug: #6458 (partly, see additional patch above)
static const uint16 laurabow2SignatureRememberWiredEastDoor[] = {
SIG_MAGICDWORD,
0x33, 0x27, // jmp [ret]
0x3c, // dup
0x35, 0x06, // ldi 06
0x1a, // eq?
0x31, 0x21, // bnt [skip step]
SIG_END
};
static const uint16 laurabow2PatchRememberWiredEastDoor[] = {
PATCH_ADDTOOFFSET(+2), // skip jmp [ret]
0x34, PATCH_UINT16(0x0001), // ldi 0001
0xa1, PATCH_UINT16(0x0061), // sag global[97d] (set our eastDoor-wired-global)
PATCH_END
};
// WORKAROUND: Script needed, because of differences in our pathfinding
// algorithm
// It's possible to walk through the closed door in room 448 and enter the crate
// room before act 5 due to differences in our pathfinding algorithm from Sierra's.
// Ego is able to stand one pixel farther than Sierra's algorithm allowed and
// reach the control area behind the door which triggers the room change.
// We work around this by expanding the closed door's polygon points by one
// pixel to prevent ego from being able to reach the control area.
//
// Applies to: All Floppy and CD versions
// Responsible method: transomDoor:createPoly
// Fixes bug: #9952
static const uint16 laurabow2SignatureFixArmorHallDoorPathfinding[] = {
SIG_MAGICDWORD,
0x39, 0x6c, // pushi 6c [ x = 108 ]
0x39, 0x78, // pushi 78 [ y = 120 ]
0x39, 0x58, // pushi 58 [ x = 88 ]
0x38, SIG_UINT16(0x0083), // pushi 83 [ y = 131 ]
SIG_END
};
static const uint16 laurabow2PatchFixArmorHallDoorPathfinding[] = {
0x39, 0x6d, // pushi 6d [ x = 109 ]
PATCH_ADDTOOFFSET(+4),
0x38, PATCH_UINT16(0x0084), // pushi 84 [ y = 132 ]
PATCH_END
};
// The crate room (room 460) in act 5 locks up the game if you enter from the
// elevator (room 660), swing the hanging crate, and then attempt to leave
// back through the elevator door.
//
// The state of the wall crate that blocks the elevator door is tracked by
// setting local[0] to 1 when you push it out of the way, but Sierra forgot
// to reinitialize local[0] when you re-enter via the elevator door, causing
// it to be out of sync with the room state. When you then swing the hanging
// crate, sSwingIt:changeState(6) tests local[0] to see which polygon it
// should set as the room's obstacle and incorrectly uses the one that blocks
// both doors. Attempting to use the elevator door then locks up the game as
// the obstacle polygon prevents ego from reaching the destination.
//
// Someone noticed that local[0] wasn't always initialized as
// shoveCrate:doVerb(4) tests both local[0] and the previous room to see if it
// was the elevator.
//
// We fix this by setting local[0] to 1 if the previous room was the elevator
// during sSwingIt:changeState(3), just in time before it gets tested in
// sSwingIt:changeState(6). Luckily for us, the handlers for states 3 and 4
// don't do anything but load zero, making them two consecutive conditions
// of no-ops. By merging them into a single condition for state 3 we have
// a whopping 13 bytes available to add code to set local[0] correctly.
//
// Applies to: All Floppy and CD versions
// Fixes bug: #10701
static const uint16 laurabow2SignatureFixCrateRoomEastDoorLockup[] = {
0x1a, // eq? [ state 3? ]
SIG_MAGICDWORD,
0x31, 0x05, // bnt [ state 4 ]
0x35, 0x00, // ldi 0
0x32, SIG_ADDTOOFFSET(+2), // jmp [ exit switch. floppy: b3, cd: bb ]
0x3c, // dup
0x35, 0x04, // ldi 4
0x1a, // eq? [ state 4? ]
0x31, 0x05, // bnt [ state 5 ]
SIG_END
};
static const uint16 laurabow2PatchFixCrateRoomEastDoorLockup[] = {
PATCH_ADDTOOFFSET(+1), // eq? [ state 3? ]
0x31, 0x10, // bnt [ state 5 ]
0x89, 0x0c, // lsg global[0c] [ previous room # ]
0x34, PATCH_UINT16(0x0294), // ldi 660d [ elevator room # ]
0x1a, // eq?
0x8b, 0x00, // lsl local[0]
0x02, // add
0xa3, 0x00, // sal local[0] [ local[0] += (global[0c] == 660d) ]
PATCH_END
};
// Ego can get stuck in the elevator (room 660) by walking to the lower left.
// This also happens in Sierra's interpreter. We adjust the room's obstacle
// polygon so that ego can't reach the problematic corner positions.
// This is a heap patch for the coordinates used in poly2660a:points.
//
// Applies to: All Floppy and CD versions
// Fixes bug: #10702
static const uint16 laurabow2SignatureFixElevatorLockup[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x008b), // x = 139d
SIG_UINT16(0x0072), // y = 114d
SIG_UINT16(0x007b), // x = 123d
SIG_UINT16(0x008d), // y = 141d
SIG_END
};
static const uint16 laurabow2PatchFixElevatorLockup[] = {
PATCH_UINT16(0x008f), // x = 143d
PATCH_ADDTOOFFSET(+4),
PATCH_UINT16(0x00aa), // y = 170d
PATCH_END
};
// The act 4 back rub scene in Yvette's (room 550) locks up the game when
// entered from Carrington's (room 560) instead of the hallway (room 510).
//
// The difference is that entering from the hallway sets the room script to
// eRS (Enter Room Script) and entering from Carrington's doesn't set any
// room script. When sBackRubInterrupted moves ego off screen to the south,
// lRS (Leave Room Script) is run by LBRoom:doit if a room script isn't set,
// and lRS:changState(0) calls handsOff. Since control is already disabled,
// this unexpected second handsOff causes handsOn(1) to restore the disabled
// state in the hallway and the user never regains control.
//
// We fix this by setting sBackRubInterrupted as the room's script instead of
// backRub's script in backRub:doVerb/<noname300>(0). The script executes the
// same but having it set as the room script prevents LBRoom:doit from running
// lRS which prevents the extra handsOff. This patch overwrites backRub's
// default verb handler but that's okay because that code never executes.
// doVerb is only called by sBackRubViewing:changeState(6) which passes verb 0.
// The entire scene is in handsOff mode so the user can't send any verbs.
//
// Affects: All Floppy and CD versions
// Responsible method: backRub:doVerb/<noname300> in script 550
// Fixes bug: #10729
static const uint16 laurabow2SignatureFixBackRubEastEntranceLockup[] = {
SIG_MAGICDWORD,
0x31, 0x0c, // bnt 0c [ unused default verb handler ]
0x38, SIG_UINT16(0x0092), // pushi 0092 [ setScript/<noname146> ]
0x78, // push1
0x72, SIG_ADDTOOFFSET(+2), // lofsa sBackRubInterrupted [ cd: 0c94, floppy: 0c70 ]
0x36, // push
0x54, 0x06, // self 6 [ self:setScript sBackRubInterrupted ]
0x33, 0x09, // jmp 9 [ exit switch ]
0x38, SIG_ADDTOOFFSET(+2), // pushi doVerb/<noname300> [ cd: 011d, floppy: 012c ]
SIG_END
};
static const uint16 laurabow2PatchFixBackRubEastEntranceLockup[] = {
PATCH_ADDTOOFFSET(+10),
0x81, 0x02, // lag global[2] [ rm550 ]
0x4a, 0x06, // send 6 [ rm550:setScript sBackRubInterrupted ]
0x32, PATCH_UINT16(0x0006), // jmp 6 [ exit switch ]
PATCH_END
};
// LB2 Floppy 1.0 doesn't initialize act 4 correctly when triggered by finding
// the dagger, causing the act 4 scene in Yvette's (room 550) to lockup.
//
// The Yvette/Olympia/Steve scene in act 4 (rooms 550 and 510) expects
// global[111] to be 11. This global tracks Yvette's state throughout acts 3
// and 4, incrementing as you listen to her conversations and witness her
// scenes. Some of these are optional, so at the end of act 3 it can be less
// than 11. rm510:init initializes global[111] to 11 when act 4 is triggered
// by reporting Ernie's death, but no such initialization occurs when act 4 is
// triggered by finding the dagger (rooms 610 and 620). What happens when the
// global isn't 11 depends on its value. Some values, such as 8, cause the act
// 4 scene to never complete and never restore control to the user.
//
// We fix this the way Sierra did in floppy 1.1 and cd versions by setting
// global[111] to 11 in actBreak:init when act 4 starts so that it's always
// initialized.
//
// Applies to: Floppy 1.0 English only
// Responsible method: actBreak:<noname150> which is really init
// Fixes bug: #10716
static const uint16 laurabow2SignatureFixAct4Initialization[] = {
SIG_MAGICDWORD,
0xa3, 0x08, // sal local[8] [ 1.0 floppy only ]
0x89, 0x0c, // lsg global[0c] [ previous room ]
0x34, SIG_UINT16(0x026c), // ldi 026c [ room 620 ]
0x1a, // eq?
0x31, 0x05, // bnt 5
0x34, SIG_UINT16(0x0262), // ldi 0262 [ room 610 ]
0x33, 0x03, // jmp 3
0x34, SIG_UINT16(0x01fe), // ldi 01fe [ room 510 ]
0xa3, 0x00, // sal local[0] [ (previous room == 620) ? 610 : 510 ]
0x33, 0x2d, // jmp 2d [ exit switch ]
SIG_END
};
static const uint16 laurabow2PatchFixAct4Initialization[] = {
PATCH_ADDTOOFFSET(+2),
0x35, 0x0b, // ldi 0b
0xa1, 0x6f, // sag global[6f] [ global[111d] = 11 ]
0x89, 0x0c, // lsg global[0c] [ previous room ]
0x34, PATCH_UINT16(0x026c), // ldi 026c [ room 620 ]
0x1a, // eq?
0x39, 0x64, // pushi 64
0x06, // mul
0x38, PATCH_UINT16(0x01fe), // pushi 01fe
0x02, // add [ acc = ((previous room == 620) * 100) + 510 ]
0x32, PATCH_UINT16(0x0013), // jmp 0013 [ jmp to: sal 0, jmp exit switch ]
PATCH_END
};
// LB2 Floppy 1.0 attempts to show a non-existent message when using the
// carbon paper on the desk lamp in room 550.
//
// deskLamp:<noname300>(39), which is really doVerb, attempts to show a message
// for its own noun (5) instead of the expected noun (45) when the lamp is off.
// This results in "<Messager> 550: 5, 39, 6, 1 not found".
//
// We fix this the way Sierra did in version 1.1 by passing the correct noun.
//
// Applies to: English floppy 1.000
// Responsible method: deskLamp:<noname300>(39), which is really doVerb
// Fixes bug: #10706
static const uint16 laurabow2SignatureMissingDeskLampMessage[] = {
SIG_MAGICDWORD,
0x33, 0x1a, // jmp 1a
0x38, SIG_UINT16(0x0127), // pushi 127h [ say, hardcoded as we only patch one floppy version ]
0x39, 0x03, // pushi 3
0x67, 0x1a, // pTos 1a [ deskLamp noun (5) ]
SIG_END
};
static const uint16 laurabow2PatchMissingDeskLampMessage[] = {
PATCH_ADDTOOFFSET(+7),
0x39, 0x2d, // pushi 45d [ correct message noun ]
PATCH_END
};
// LB2 Floppy 1.0 doesn't handle events for the inset of the corpse in the armor in room 440,
// preventing its messages from being displayed.
//
// The inset has messages that respond to look, do, and the magnifying glass, but rm440:<noname133>,
// which is really handleEvent, never passes events to it. Sierra fixed this in later floppy and
// cd versions by adding a condition to rm440:handleEvent that first tests if the room has an inset
// and calls its handleEvent if so.
//
// We fix this by patching rm440:handleEvent to call super:handleEvent if the room has an inset.
// This is equivalent to Sierra's fix but can be done within the existing space as there is already
// code to call super:handleEvent on Move events. This patch just extends that condition to also
// include if an inset exists. This works because Rm:handleEvent contains the same inset handling
// code that Sierra added to rm440:handleEvent.
//
// This fix is for floppy 1.0 but the signature also matches later floppy versions. That's okay,
// it's compatible with their fix. Making the signature only match 1.0 would add almost 100 bytes
// as the closest difference is at the start of the method and the patch is at the end.
//
// Applies to: English floppy 1.000
// Responsible method: rm440:<noname133>, which is really handleEvent
// Fixes bug: #10709
static const uint16 laurabow2SignatureHandleArmorInsetEvents[] = {
SIG_MAGICDWORD,
0x31, 0x0b, // bnt 0b [ event type isn't Move ]
0x38, SIG_UINT16(0x0085), // pushi 0085 [ <noname113> aka handleEvent ]
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x57, 0x7a, 0x06, // super LBRoom[7a], 6 [ handle event ]
0x33, 0x03, // jmp 3
0x35, 0x00, // ldi 0 [ event not handled ]
0x48, // ret
0x48, // ret
SIG_END
};
static const uint16 laurabow2PatchHandleArmorInsetEvents[] = {
0x2f, 0x04, // bt 4 [ event type is Move ]
0x63, 0x3a, // pToa <noname365> aka inset
0x31, 0x09, // bnt 9 [ room has no inset, event not handled ]
0x38, PATCH_UINT16(0x0085), // pushi 0085 [ <noname113> aka handleEvents ]
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x57, 0x7a, 0x06, // super LBRoom[7a], 6 [ handle event ]
PATCH_END
};
// The "bugs with meat" in the basement hallway (room 600) can lockup the game
// if they appear while ego is leaving the room through one of the doors.
//
// bugsWithMeat cues after 5 seconds in the room and runs sDoMeat if no room
// script is set. sDoMeat:changeState(0) calls handsOff. Ego might already be
// leaving through the north door in handsOff mode, which is managed by lRS
// (Leave Room Script), which doesn't prevent sDoMeat from running because lRS
// isn't set as the room script. If the door is animating when the timer goes
// off then ego will continue to Wolfe's (room 650) and the unexpected second
// handsOff will cause handsOn(1) to restore the disabled state and the user
// will never regain control. If sDoMeat runs after the door animates then
// ego's movement will be interrupted and the door will be left open and broken.
// Similar problems occur with the other door in the room.
//
// We fix this by patching bugsWithMeat:cue from testing if the room has no
// script to instead testing if the user has control before running sDoMeat.
// All of the room's scripts call handsOff in state 0 and handsOn in their
// final state so this change just extends the interruption test to include
// other handsOff scripts.
//
// The signature and patch are duplicated for floppy and cd versions due to
// User:canControl having different selector values between versions, floppy
// versions not including selector names, and User:canControl's selector
// values not appearing in the script being patched.
//
// Applies to: All Floppy and CD versions
// Responsible method: bugsWithMeat:cue/<noname145>
// Fixes bug: #10730
static const uint16 laurabow2FloppySignatureFixBugsWithMeat[] = {
SIG_MAGICDWORD,
0x57, 0x32, 0x06, // super Actor[32], 6 [ floppy: 32, cd: 31 ]
0x3a, // toss
0x48, // ret [ end of bugsWithMeat:<noname300> aka doVerb ]
0x38, SIG_UINT16(0x008e), // pushi 008e [ <noname142> aka script ]
0x76, // push0
0x81, 0x02, // lag global[2] [ rm600 ]
0x4a, 0x04, // send 4
0x31, 0x0e, // bnt 0e [ run sDoMeat if not rm600:<noname142>? ]
SIG_END
};
static const uint16 laurabow2FloppyPatchFixBugsWithMeat[] = {
PATCH_ADDTOOFFSET(+5),
0x38, PATCH_UINT16(0x00ed), // pushi 00ed [ <noname237> aka canControl ]
0x76, // push0
0x81, 0x50, // lag global[50] [ User ]
0x4a, 0x04, // send 4
0x2f, 0x0e, // bt 0e [ run sDoMeat if User:<noname237>? ]
PATCH_END
};
// cd version of the above signature/patch
static const uint16 laurabow2CDSignatureFixBugsWithMeat[] = {
SIG_MAGICDWORD,
0x57, 0x31, 0x06, // super Actor[31], 6 [ floppy: 32, cd: 31 ]
0x3a, // toss
0x48, // ret [ end of bugsWithMeat:doVerb ]
0x38, SIG_UINT16(0x008e), // pushi 008e [ script ]
0x76, // push0
0x81, 0x02, // lag global[2] [ rm600 ]
0x4a, 0x04, // send 4
0x31, 0x0e, // bnt 0e [ run sDoMeat if not rm600:script? ]
SIG_END
};
static const uint16 laurabow2CDPatchFixBugsWithMeat[] = {
PATCH_ADDTOOFFSET(+5),
0x38, PATCH_UINT16(0x00f6), // pushi 00f6 [ canControl ]
0x76, // push0
0x81, 0x50, // lag global[50] [ User ]
0x4a, 0x04, // send 4
0x2f, 0x0e, // bt 0e [ run sDoMeat if User:canControl? ]
PATCH_END
};
// LB2 CD ends act 5 in the middle of the finale music instead of waiting for
// it to complete. This is a script bug and occurs in Sierra's interpreter.
//
// When catching the killer in room 480, sWrapMusic is used to play the chomp
// sound followed by the finale music. sWrapMusic uses localSound to play both
// resources. sOrileyCaught:doit waits for the music to complete by testing
// localSound:prevSignal for -1 before proceeding to act 6. This worked in
// floppy versions.
//
// The problem is that CD versions include a newer Sound class with different
// behavior. This new Sound:play doesn't call Sound:init on subsequent plays.
// Sound:init is what initializes prevSignal to 0, and so localSound:prevSignal
// is no longer re-initialized from -1 to 0 after playing the chomp, causing
// sOrileyCaught:doit to treat the music as having immediately completed.
//
// We fix this by changing sOrileyCaught:doit to instead test localSound:handle
// to determine if the music has completed. Sound:handle is always set when
// playing and cleared when stopped or disposed.
//
// Applies to: All CD versions
// Responsible method: sOrileyCaught:doit
// Fixes bug: #10808
static const uint16 laurabow2CDSignatureFixAct5FinaleMusic[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00ab), // pushi 00ab [ prevSignal ]
0x76, // push0
0x72, SIG_UINT16(0x083a), // lofsa localSound
0x4a, 0x04, // send 4
0x36, // push
0x35, 0xff, // ldi ff
SIG_END
};
static const uint16 laurabow2CDPatchFixAct5FinaleMusic[] = {
0x38, PATCH_UINT16(0x005a), // pushi 005a [ handle ]
PATCH_ADDTOOFFSET(+7),
0x35, 0x00, // ldi 00
PATCH_END
};
// LB2 does a speed test during startup (room 28) to determine the initial
// detail level and to use for pacing later scenes. Even with the highest
// score the detail level is only set to medium instead of highest like
// other SCI games.
//
// Platforms such as iOS can introduce a lag during game initialization that
// causes the speed test to occasionally get the lowest score, causing
// detail to be initialized to lowest and subsequent scenes such as the act 5
// chase scene to go very slow.
//
// We patch startGame:doit to ignore the score and always set the highest detail
// level and cpu speed so that detail needn't be manually increased and act 5
// behaves consistently. This also helps touchscreen devices as the game's
// detail slider is prohibitively difficult to manually set to highest without
// switching from the default touch mode.
//
// Applies to: All Floppy and CD versions
// Responsible method: startGame:doit/<noname57>
// Fixes bug: #10761
static const uint16 laurabow2SignatureDisableSpeedTest[] = {
0x89, 0x57, // lsg global[57] [ speed test result ]
SIG_MAGICDWORD,
0x35, 0x03, // ldi 03 [ low-speed threshold ]
0x24, // le?
0x31, 0x04, // bnt 04
0x35, 0x01, // ldi 01 [ lowest detail ]
0x33, 0x0d, // jmp 0d
0x89, 0x57, // lsg global[57] [ speed test result ]
SIG_END
};
static const uint16 laurabow2PatchDisableSpeedTest[] = {
0x38, PATCH_UINT16(0x0005), // pushi 0005
0x81, 0x01, // lag global[1]
0x4a, 0x06, // send 06 [ LB2:detailLevel = 5, max detail ]
0x35, 0x0f, // ldi 0f
0xa1, 0x57, // sag global[57] [ global[57] = f, max cpu speed ]
0x33, 0x10, // jmp 10 [ continue init ]
PATCH_END
};
// Laura Bow 2 CD resets the audio mode to speech on init/restart
// We already sync the settings from ScummVM (see SciEngine::syncIngameAudioOptions())
// and this script code would make it impossible to see the intro using "dual" mode w/o using debugger command
// That's why we remove the corresponding code
// Patched method: LB2::init, rm100::init
static const uint16 laurabow2CDSignatureAudioTextSupportModeReset[] = {
SIG_MAGICDWORD,
0x35, 0x02, // ldi 02
0xa1, 0x5a, // sag global[5a]
SIG_END
};
static const uint16 laurabow2CDPatchAudioTextSupportModeReset[] = {
0x34, PATCH_UINT16(0x0001), // ldi 0001 (waste bytes)
0x18, // not (waste bytes)
PATCH_END
};
// Directly use global[5a] for view-cel id
// That way it's possible to use a new "dual" mode view in the game menu
// View 995, loop 13, cel 0 -> "text"
// View 995, loop 13, cel 1 -> "speech"
// View 995, loop 13, cel 2 -> "dual" (this view is injected by us into the game)
// Patched method: gcWin::open
static const uint16 laurabow2CDSignatureAudioTextMenuSupport1[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x36, // push
SIG_END
};
static const uint16 laurabow2CDPatchAudioTextMenuSupport1[] = {
PATCH_ADDTOOFFSET(+2),
0x35, 0x01, // ldi 01
0x04, // sub
PATCH_END
};
// Adds another button state for the text/audio button. We currently use the "speech" view for "dual" mode.
// Patched method: iconMode::doit
static const uint16 laurabow2CDSignatureAudioTextMenuSupport2[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x3c, // dup
0x1a, // eq?
0x31, 0x0a, // bnt [set text mode]
0x35, 0x02, // ldi 02
0xa1, 0x5a, // sag global[5a]
0x35, 0x01, // ldi 01
0xa5, 0x00, // sat temp[0]
0x33, 0x0e, // jmp [draw cel code]
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x08, // bnt [draw cel code]
0x35, 0x01, // ldi 01
0xa1, 0x5a, // sag global[5a]
0x35, 0x00, // ldi 00
0xa5, 0x00, // sat temp[0]
0x3a, // toss
SIG_END
};
static const uint16 laurabow2CDPatchAudioTextMenuSupport2[] = {
0x81, 0x5a, // lag global[5a]
0x78, // push1
0x02, // add
0xa1, 0x5a, // sag global[5a]
0x36, // push
0x35, 0x03, // ldi 03
0x1e, // gt?
0x31, 0x03, // bnt [skip over]
0x78, // push1
0xa9, 0x5a, // ssg global[5a]
0x89, 0x5a, // lsg global[5a]
0x35, 0x01, // ldi 01
0x04, // sub
0xa5, 0x00, // sat temp[0] [ calculate global[5a] - 1 to use as view cel id ]
0x33, 0x07, // jmp [draw cel code, don't do toss]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry laurabow2Signatures[] = {
{ true, 560, "CD: painting closing immediately", 1, laurabow2CDSignaturePaintingClosing, laurabow2CDPatchPaintingClosing },
{ true, 0, "CD: fix problematic icon bar", 1, laurabow2CDSignatureFixProblematicIconBar, laurabow2CDPatchFixProblematicIconBar },
{ true, 90, "CD: fix yvette's tut response", 1, laurabow2CDSignatureFixYvetteTutResponse, laurabow2CDPatchFixYvetteTutResponse },
{ true, 350, "CD/Floppy: museum party fix entering south 1/2", 1, laurabow2SignatureMuseumPartyFixEnteringSouth1, laurabow2PatchMuseumPartyFixEnteringSouth1 },
{ true, 350, "CD/Floppy: museum party fix entering south 2/2", 1, laurabow2SignatureMuseumPartyFixEnteringSouth2, laurabow2PatchMuseumPartyFixEnteringSouth2 },
{ true, 430, "CD/Floppy: make wired east door persistent", 1, laurabow2SignatureRememberWiredEastDoor, laurabow2PatchRememberWiredEastDoor },
{ true, 430, "CD/Floppy: fix wired east door", 1, laurabow2SignatureFixWiredEastDoor, laurabow2PatchFixWiredEastDoor },
{ true, 448, "CD/Floppy: fix armor hall door pathfinding", 1, laurabow2SignatureFixArmorHallDoorPathfinding, laurabow2PatchFixArmorHallDoorPathfinding },
{ true, 460, "CD/Floppy: fix crate room east door lockup", 1, laurabow2SignatureFixCrateRoomEastDoorLockup, laurabow2PatchFixCrateRoomEastDoorLockup },
{ true, 2660, "CD/Floppy: fix elevator lockup", 1, laurabow2SignatureFixElevatorLockup, laurabow2PatchFixElevatorLockup },
{ true, 550, "CD/Floppy: fix back rub east entrance lockup", 1, laurabow2SignatureFixBackRubEastEntranceLockup, laurabow2PatchFixBackRubEastEntranceLockup },
{ true, 26, "Floppy: fix act 4 initialization", 1, laurabow2SignatureFixAct4Initialization, laurabow2PatchFixAct4Initialization },
{ true, 550, "Floppy: missing desk lamp message", 1, laurabow2SignatureMissingDeskLampMessage, laurabow2PatchMissingDeskLampMessage },
{ true, 440, "Floppy: handle armor inset events", 1, laurabow2SignatureHandleArmorInsetEvents, laurabow2PatchHandleArmorInsetEvents },
{ true, 600, "Floppy: fix bugs with meat", 1, laurabow2FloppySignatureFixBugsWithMeat, laurabow2FloppyPatchFixBugsWithMeat },
{ true, 600, "CD: fix bugs with meat", 1, laurabow2CDSignatureFixBugsWithMeat, laurabow2CDPatchFixBugsWithMeat },
{ true, 480, "CD: fix act 5 finale music", 1, laurabow2CDSignatureFixAct5FinaleMusic, laurabow2CDPatchFixAct5FinaleMusic },
{ true, 28, "CD/Floppy: disable speed test", 1, laurabow2SignatureDisableSpeedTest, laurabow2PatchDisableSpeedTest },
// King's Quest 6 and Laura Bow 2 share basic patches for audio + text support
{ false, 924, "CD: audio + text support 1", 1, kq6laurabow2CDSignatureAudioTextSupport1, kq6laurabow2CDPatchAudioTextSupport1 },
{ false, 924, "CD: audio + text support 2", 1, kq6laurabow2CDSignatureAudioTextSupport2, kq6laurabow2CDPatchAudioTextSupport2 },
{ false, 924, "CD: audio + text support 3", 1, kq6laurabow2CDSignatureAudioTextSupport3, kq6laurabow2CDPatchAudioTextSupport3 },
{ false, 928, "CD: audio + text support 4", 1, kq6laurabow2CDSignatureAudioTextSupport4, kq6laurabow2CDPatchAudioTextSupport4 },
{ false, 928, "CD: audio + text support 5", 2, kq6laurabow2CDSignatureAudioTextSupport5, kq6laurabow2CDPatchAudioTextSupport5 },
{ false, 0, "CD: audio + text support disable mode reset", 1, laurabow2CDSignatureAudioTextSupportModeReset, laurabow2CDPatchAudioTextSupportModeReset },
{ false, 100, "CD: audio + text support disable mode reset", 1, laurabow2CDSignatureAudioTextSupportModeReset, laurabow2CDPatchAudioTextSupportModeReset },
{ false, 24, "CD: audio + text support LB2 menu 1", 1, laurabow2CDSignatureAudioTextMenuSupport1, laurabow2CDPatchAudioTextMenuSupport1 },
{ false, 24, "CD: audio + text support LB2 menu 2", 1, laurabow2CDSignatureAudioTextMenuSupport2, laurabow2CDPatchAudioTextMenuSupport2 },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Mother Goose SCI1/SCI1.1
// MG::replay somewhat calculates the savedgame-id used when saving again
// this doesn't work right and we remove the code completely.
// We set the savedgame-id directly right after restoring in kRestoreGame.
// We also draw the background picture in here instead.
// This Mixed Up Mother Goose draws the background picture before restoring,
// instead of doing it properly in MG::replay. This fixes graphic issues,
// when restoring from GMM.
//
// Applies to at least: English SCI1 CD, English SCI1.1 floppy, Japanese FM-Towns
// Responsible method: MG::replay (script 0)
static const uint16 mothergoose256SignatureReplay[] = {
0x7a, // push2
0x78, // push1
0x5b, 0x00, 0xbe, // lea global[BEh]
0x36, // push
0x43, 0x70, 0x04, // callk MemorySegment
0x7a, // push2
0x5b, 0x00, 0xbe, // lea global[BEh]
0x36, // push
0x76, // push0
0x43, 0x62, 0x04, // callk StrAt
0xa1, 0xaa, // sag global[AAh]
0x7a, // push2
0x5b, 0x00, 0xbe, // lea global[BEh]
0x36, // push
0x78, // push1
0x43, 0x62, 0x04, // callk StrAt
0x36, // push
0x35, 0x20, // ldi 20
0x04, // sub
0xa1, SIG_ADDTOOFFSET(+1), // sag global[57h], for FM-Towns: sag global[9Dh]
// 35 bytes
0x39, 0x03, // pushi 03
0x89, SIG_ADDTOOFFSET(+1), // lsg global[1Dh], for FM-Towns: lsg global[1Eh]
0x76, // push0
0x7a, // push2
0x5b, 0x00, 0xbe, // lea global[BEh]
0x36, // push
0x7a, // push2
0x43, 0x62, 0x04, // callk StrAt
0x36, // push
0x35, 0x01, // ldi 01
0x04, // sub
0x36, // push
0x43, 0x62, 0x06, // callk StrAt
// 22 bytes
0x7a, // push2
0x5b, 0x00, 0xbe, // lea global[BEh]
0x36, // push
0x39, 0x03, // pushi 03
0x43, 0x62, 0x04, // callk StrAt
// 10 bytes
0x36, // push
0x35, SIG_MAGICDWORD, 0x20, // ldi 20
0x04, // sub
0xa1, 0xb3, // sag global[B3h]
// 6 bytes
SIG_END
};
static const uint16 mothergoose256PatchReplay[] = {
0x39, 0x06, // pushi 06
0x76, // push0
0x76, // push0
0x38, PATCH_UINT16(200), // pushi 200d
0x38, PATCH_UINT16(320), // pushi 320d
0x76, // push0
0x76, // push0
0x43, 0x15, 0x0c, // callk SetPort -> set picture port to full screen
// 15 bytes
0x39, 0x04, // pushi 04
0x3c, // dup
0x76, // push0
0x38, PATCH_UINT16(255), // pushi 255d
0x76, // push0
0x43, 0x6f, 0x08, // callk Palette -> set intensity to 0 for all colors
// 11 bytes
0x7a, // push2
0x38, PATCH_UINT16(800), // pushi 800
0x76, // push0
0x43, 0x08, 0x04, // callk DrawPic -> draw picture 800
// 8 bytes
0x39, 0x06, // pushi 06
0x39, 0x0c, // pushi 0Ch
0x76, // push0
0x76, // push0
0x38, PATCH_UINT16(200), // pushi 200
0x38, PATCH_UINT16(320), // pushi 320
0x78, // push1
0x43, 0x6c, 0x0c, // callk Graph -> send everything to screen
// 16 bytes
0x39, 0x06, // pushi 06
0x76, // push0
0x76, // push0
0x38, PATCH_UINT16(156), // pushi 156d
0x38, PATCH_UINT16(258), // pushi 258d
0x39, 0x03, // pushi 03
0x39, 0x04, // pushi 04
0x43, 0x15, 0x0c, // callk SetPort -> set picture port back
// 17 bytes
0x34, PATCH_UINT16(0x0000), // ldi 0000 (dummy)
0x34, PATCH_UINT16(0x0000), // ldi 0000 (dummy)
PATCH_END
};
// when saving, it also checks if the savegame ID is below 13.
// we change this to check if below 113 instead
//
// Applies to at least: English SCI1 CD, English SCI1.1 floppy, Japanese FM-Towns
// Responsible method: Game::save (script 994 for SCI1), MG::save (script 0 for SCI1.1)
static const uint16 mothergoose256SignatureSaveLimit[] = {
0x89, SIG_MAGICDWORD, 0xb3, // lsg global[b3]
0x35, 0x0d, // ldi 0d
0x20, // ge?
SIG_END
};
static const uint16 mothergoose256PatchSaveLimit[] = {
PATCH_ADDTOOFFSET(+2),
0x35, 0x0d + SAVEGAMEID_OFFICIALRANGE_START, // ldi 113d
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry mothergoose256Signatures[] = {
{ true, 0, "replay save issue", 1, mothergoose256SignatureReplay, mothergoose256PatchReplay },
{ true, 0, "save limit dialog (SCI1.1)", 1, mothergoose256SignatureSaveLimit, mothergoose256PatchSaveLimit },
{ true, 994, "save limit dialog (SCI1)", 1, mothergoose256SignatureSaveLimit, mothergoose256PatchSaveLimit },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Mixed-up Mother Goose Deluxe
// The game uses pic 10005 to render the Sierra logo, but then it also
// initialises a logo object with view 502 on the same priority as the pic. In
// the original interpreter, it is dumb luck which is drawn first (based on the
// order of the memory IDs), though usually the pic is drawn first because not
// many objects have been created at the start of the game. In ScummVM, the
// renderer guarantees a sort order based on the creation order of screen items,
// and since the view is created after the pic, it wins and is drawn on top.
// This patch stops the view object from being created at all.
//
// Applies to at least: English CD from King's Quest Collection
// Responsible method: sShowLogo::changeState
static const uint16 mothergooseHiresLogoSignature[] = {
0x38, SIG_SELECTOR16(init), // pushi init ($8e)
SIG_MAGICDWORD,
0x76, // push0
0x72, SIG_UINT16(0x0082), // lofsa logo[82]
0x4a, SIG_UINT16(0x0004), // send $4
SIG_END
};
static const uint16 mothergooseHiresLogoPatch[] = {
0x33, 0x08, // jmp [past bad logo init]
PATCH_END
};
// After finishing the rhyme at the fountain, a horse will appear and walk
// across the screen. The priority of the horse is set too high, so it is
// rendered in front of the fountain instead of behind the fountain. This patch
// corrects the priority so the horse draws behind the fountain.
//
// Applies to at least: English CD from King's Quest Collection
// Responsible method: rhymeScript::changeState
static const uint16 mothergooseHiresHorseSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(setPri), // pushi setPri ($4a)
0x78, // push1
0x38, SIG_UINT16(0x00b7), // pushi $b7
SIG_END
};
static const uint16 mothergooseHiresHorsePatch[] = {
PATCH_ADDTOOFFSET(+3), // pushi setPri, push1
0x38, PATCH_UINT16(0x59), // pushi $59
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry mothergooseHiresSignatures[] = {
{ true, 0, "disable volume reset on startup (1/2)", 2, sci2VolumeResetSignature, sci2VolumeResetPatch },
{ true, 90, "disable volume reset on startup (2/2)", 1, sci2VolumeResetSignature, sci2VolumeResetPatch },
{ true, 108, "fix bad logo rendering", 1, mothergooseHiresLogoSignature, mothergooseHiresLogoPatch },
{ true, 318, "fix bad horse z-index", 1, mothergooseHiresHorseSignature, mothergooseHiresHorsePatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Phantasmagoria
// Phantasmagoria persists audio volumes in the save games, but ScummVM manages
// game volumes through the launcher, so stop the game from overwriting the
// ScummVM volumes with volumes from save games.
// Applies to at least: English CD
// Fixes bug: #9700
static const uint16 phant1SavedVolumeSignature[] = {
0x7a, // push2
0x39, 0x08, // pushi 8
0x38, SIG_SELECTOR16(readWord), // pushi readWord ($20b)
0x76, // push0
0x72, SIG_UINT16(0x13c), // lofsa $13c (PREF.DAT)
0x4a, SIG_UINT16(0x04), // send 4
SIG_MAGICDWORD,
0xa1, 0xbc, // sag global[$bc]
0x36, // push
0x43, 0x76, SIG_UINT16(0x04), // callk DoAudio[76], 4
0x7a, // push2
0x76, // push0
0x38, SIG_SELECTOR16(readWord), // pushi readWord ($20b)
0x76, // push0
0x72, SIG_UINT16(0x13c), // lofsa $13c (PREF.DAT)
0x4a, SIG_UINT16(0x04), // send 4
0xa1, 0xbb, // sag global[$bb]
0x36, // push
0x43, 0x75, SIG_UINT16(0x04), // callk DoSound[75], 4
SIG_END
};
static const uint16 phant1SavedVolumePatch[] = {
0x32, PATCH_UINT16(0x0024), // jmp [skip the whole sig, to prefFile::close]
PATCH_END
};
// Phantasmagoria performs an incomplete initialisation of a rat view when
// exiting the alcove in the basement any time after chapter 3 when flag 26 is
// not set. This causes the rat view to be rendered with the same origin and
// priority as the background picture for the game plane, triggering last ditch
// sorting of the screen items in the renderer. This happens to work OK most of
// the time in SSCI because the last ditch sort uses memory handle indexes, and
// the index of the rat seems to usually end up below the index for the
// background pic, so the rat's screen item is submitted before the background,
// ensuring that the background palette overrides the rat view's palette. In
// ScummVM, last ditch sorting operates using the creation order of screen
// items, so the rat ends up always sorting above the background, which causes
// the background palette to get replaced by the rat palette, which corrupts the
// background. This patch stops the game script from initialising the bad rat
// view entirely.
// Applies to at least: English CD, French CD
// Fixes bug: #9957
static const uint16 phant1RatSignature[] = {
SIG_MAGICDWORD,
0x78, // push1
0x39, 0x1a, // pushi $1a
0x45, 0x03, SIG_UINT16(0x0002), // callb [export 3 of script 0], 02
0x18, // not
0x31, 0x18, // bnt $18
SIG_END
};
static const uint16 phant1RatPatch[] = {
0x33, 0x20, // jmp [past rat condition + call]
PATCH_END
};
// In Phantasmagoria the cursor's hover state will not trigger on any of the
// buttons in the main menu after returning to the main menu from a game, or
// when choosing "Quit" on the main menu and then cancelling the quit in the
// confirmation dialogue, until another button has been hovered and unhovered
// once.
// This happens because the quit confirmation dialogue creates its own
// event handling loop which prevents the main event loop from handling the
// cursor leaving the button (which would reset global[193] to 0), and the
// dialogue does not reset global[193] itself, so it remains at 2 until a new
// button gets hovered and unhovered.
// There is not enough space in the confirmation dialogue code to add a reset
// of global[193], so we just remove the check entirely, since it is only used
// to avoid resetting the cursor's view on every mouse movement, and this
// button type is only used on the main menu and the in-game control panel.
//
// Applies to at least: English CD
// Fixes bug: #9977
static const uint16 phant1RedQuitCursorSignature[] = {
SIG_MAGICDWORD,
0x89, 0xc1, // lsg global[193]
0x35, 0x02, // ldi 02
SIG_END
};
static const uint16 phant1RedQuitCursorPatch[] = {
0x33, 0x05, // jmp [past global[193] check]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry phantasmagoriaSignatures[] = {
{ true, 23, "make cursor red after clicking quit", 1, phant1RedQuitCursorSignature, phant1RedQuitCursorPatch },
{ true, 901, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 1111, "ignore audio settings from save game", 1, phant1SavedVolumeSignature, phant1SavedVolumePatch },
{ true, 20200, "fix broken rat init in sEnterFromAlcove", 1, phant1RatSignature, phant1RatPatch },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Phantasmagoria 2
// The game uses a spin loop when navigating to and from Curtis's computer in
// the office, and when entering passwords, which causes the mouse to appear
// unresponsive. Replace the spin loop with a call to ScummVM kWait.
// Applies to at least: US English
// Responsible method: Script 3000 localproc 2ee4, script 63019 localproc 4f04
static const uint16 phant2WaitParam1Signature[] = {
SIG_MAGICDWORD,
0x35, 0x00, // ldi 0
0xa5, 0x00, // sat temp[0]
0x8d, 0x00, // lst temp[0]
0x87, 0x01, // lap param[1]
SIG_END
};
static const uint16 phant2WaitParam1Patch[] = {
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, 2
0x48, // ret
PATCH_END
};
// The interface bars at the top and bottom of the screen fade in and out when
// hovered over. This fade is performed by a script loop that calls kFrameOut
// directly and uses global[227] as the fade delta for each frame. It normally
// is set to 1, which means that these fades are quite slow. We replace the use
// of global[227] with an immediate value for a reasonable fade speed.
// Applies to at least: US English
static const uint16 phant2SlowIFadeSignature[] = {
0x43, 0x21, SIG_UINT16(0x0000), // callk FrameOut, 0
SIG_MAGICDWORD,
0x67, 0x03, // pTos 03 (scratch)
0x81, 0xe3, // lag global[227]
SIG_END
};
static const uint16 phant2SlowIFadePatch[] = {
PATCH_ADDTOOFFSET(+6), // skip to lag
0x35, 0x05, // ldi 5
PATCH_END
};
// The game uses a spin loop during music transitions which causes the mouse to
// appear unresponsive during scene changes. Replace the spin loop with a call
// to ScummVM kWait.
// Applies to at least: US English
// Responsible method: P2SongPlyr::wait4Fade
static const uint16 phant2Wait4FadeSignature[] = {
SIG_MAGICDWORD,
0x76, // push0
0x43, 0x79, SIG_UINT16(0x0000), // callk GetTime, 0
0xa5, 0x01, // sat temp[1]
0x78, // push1
SIG_END
};
static const uint16 phant2Wait4FadePatch[] = {
0x78, // push1
0x8d, 0x00, // lst temp[0]
0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, 2
0x48, // ret
PATCH_END
};
// When reading the VERSION file, Phant2 sends a Str object instead of a
// reference to a string (kernel signature violation), and flips the file handle
// and size arguments, so the version file data never actually makes it into the
// game.
// Applies to at least: Phant2 US English CD
static const uint16 phant2GetVersionSignature[] = {
0x36, // push
0x35, 0xff, // ldi $ff
0x1c, // ne?
0x31, 0x0e, // bnt $e
0x39, 0x04, // pushi 4
0x39, 0x05, // pushi 5
SIG_MAGICDWORD,
0x89, 0x1b, // lsg global[$1b]
0x8d, 0x05, // lst temp[5]
0x39, 0x09, // pushi 9
0x43, 0x5d, SIG_UINT16(0x08), // callk FileIO, 8
0x7a, // push2
0x78, // push1
0x8d, 0x05, // lst temp[5]
0x43, 0x5d, SIG_UINT16(0x04), // callk FileIO, 4
0x35, 0x01, // ldi 1
0xa1, 0xd8, // sag global[$d8]
SIG_END
};
static const uint16 phant2GetVersionPatch[] = {
0x39, 0x04, // pushi 4
0x39, 0x05, // pushi 5
0x81, 0x1b, // lag global[$1b]
0x39, PATCH_SELECTOR8(data), // pushi data
0x76, // push0
0x4a, PATCH_UINT16(0x0004), // send 4
0x36, // push
0x39, 0x09, // pushi 9
0x8d, 0x05, // lst temp[5]
0x43, 0x5d, PATCH_UINT16(0x08), // callk FileIO, 8
0x7a, // push2
0x78, // push1
0x8d, 0x05, // lst temp[5]
0x43, 0x5d, PATCH_UINT16(0x04), // callk FileIO, 4
0x78, // push1
0xa9, 0xd8, // ssg global[$d8]
PATCH_END
};
// The game uses a spin loop when displaying the success animation of the ratboy
// puzzle, which causes the mouse to appear unresponsive. Replace the spin loop
// with a call to ScummVM kWait.
// Applies to at least: US English
static const uint16 phant2RatboySignature[] = {
0x8d, 0x01, // lst temp[1]
0x35, 0x1e, // ldi $1e
0x22, // lt?
SIG_MAGICDWORD,
0x31, 0x17, // bnt $17 [0c3d]
0x76, // push0
0x43, 0x79, SIG_UINT16(0x00), // callk GetTime, 0
SIG_END
};
static const uint16 phant2RatboyPatch[] = {
0x78, // push1
0x35, 0x1e, // ldi $1e
0x36, // push
0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, $2
0x33, 0x14, // jmp [to next outer loop]
PATCH_END
};
// Phant2 has separate in-game volume controls for handling movie volume and
// in-game volume (misleadingly labelled "music volume"), but really needs the
// in-game volume to always be significantly lower than the movie volume in
// order for dialogue in movies to be consistently audible, so patch the
// in-game volume slider to limit it to our maximum.
// Applies to at least: US English
// Fixes bug: #10165
static const uint16 phant2AudioVolumeSignature[] = {
SIG_MAGICDWORD,
0x39, 0x7f, // pushi 127 (clientMax value)
0x39, 0x14, // pushi 20 (clientPageSize value)
SIG_ADDTOOFFSET(+10), // skip other init arguments
0x51, 0x5e, // class P2ScrollBar
SIG_ADDTOOFFSET(+3), // skip send
0xa3, 0x06, // sal local[6] (identifies correct slider)
SIG_END
};
static const uint16 phant2AudioVolumePatch[] = {
0x39, kPhant2VolumeMax, // pushi (our custom volume max)
0x39, 0x14 * kPhant2VolumeMax / 127, // pushi (ratio of original value)
PATCH_END
};
// When censorship is disabled the game sticks <PROTECTED> at the end of every
// save game name, and when it is enabled it pads the save game name with a
// bunch of spaces. This is annoying and not helpful, so just disable all of
// this nonsense.
// Applies to at least: US English
// Fixes bug: #10035
static const uint16 phant2SaveNameSignature1[] = {
SIG_MAGICDWORD,
0x57, 0x4b, SIG_UINT16(0x06), // super SREdit, 6
0x63, // pToa (plane)
SIG_END
};
static const uint16 phant2SaveNamePatch1[] = {
PATCH_ADDTOOFFSET(+4), // super SREdit, 6
0x48, // ret
PATCH_END
};
static const uint16 phant2SaveNameSignature2[] = {
SIG_MAGICDWORD,
0xa5, 0x00, // sat temp[0]
0x39, SIG_SELECTOR8(format), // pushi format
SIG_END
};
static const uint16 phant2SaveNamePatch2[] = {
PATCH_ADDTOOFFSET(+2), // sat temp[0]
0x33, 0x68, // jmp [past name mangling]
PATCH_END
};
// Phant2-specific version of sci2NumSavesSignature1/2
// Applies to at least: English CD
static const uint16 phant2NumSavesSignature1[] = {
SIG_MAGICDWORD,
0x8d, 0x01, // lst temp[1]
0x35, 0x14, // ldi 20
0x1a, // eq?
SIG_END
};
static const uint16 phant2NumSavesPatch1[] = {
PATCH_ADDTOOFFSET(+2), // lst temp[1]
0x35, 0x63, // ldi 99
PATCH_END
};
static const uint16 phant2NumSavesSignature2[] = {
SIG_MAGICDWORD,
0x8d, 0x00, // lst temp[0]
0x35, 0x14, // ldi 20
0x22, // lt?
SIG_END
};
static const uint16 phant2NumSavesPatch2[] = {
PATCH_ADDTOOFFSET(+2), // lst temp[0]
0x35, 0x63, // ldi 99
PATCH_END
};
// The game script responsible for handling document scrolling in the computer
// interface uses a spin loop to wait for 10 ticks every time the document
// scrolls. This makes scrolling janky and makes the mouse appear
// non-responsive. Eliminating the delay entirely makes scrolling with the arrow
// buttons a little too quick; a delay of 3 ticks is an OK middle-ground between
// allowing mostly fluid motion with mouse dragging and reasonably paced
// scrolling holding down the arrows. Preferably, ScrollbarArrow::handleEvent or
// ScrollbarArrow::action would only send cues once every N ticks whilst being
// held down, but unfortunately the game was not programmed to do this.
// Applies to at least: US English
static const uint16 phant2SlowScrollSignature[] = {
SIG_MAGICDWORD,
0x35, 0x0a, // ldi 10
0x22, // lt?
0x31, 0x17, // bnt [end of loop]
0x76, // push0
0x43, 0x79, SIG_UINT16(0x0000), // callk GetTime, 0
SIG_END
};
static const uint16 phant2SlowScrollPatch[] = {
0x78, // push1
0x39, 0x03, // pushi 3
0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, 2
0x33, 0x13, // jmp [end of loop]
PATCH_END
};
// WynNetDoco::open calls setSize before it calls posn, but the values set by
// posn are used by setSize, so the left/top coordinates of the text and note
// fields is wrong for the first render of a document or email. (Incidentally,
// these fields are the now-seen rect fields, and the game is doing a very bad
// thing by touching these manually and then relying on the values instead of
// asking the kernel.) This is most noticeable during chapters 1 and 3 when the
// computer is displaying scary messages, since every time the scary message is
// rendered the text fields re-render at the top-left corner of the screen.
// Applies to at least: US English
// Fixes bug: #10036
static const uint16 phant2BadPositionSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(setSize), // pushi setSize
0x76, // push0
0x39, SIG_SELECTOR8(init), // pushi init
0x78, // pushi 1
0x89, 0x03, // lsg global[3]
0x39, SIG_SELECTOR8(posn), // pushi posn
0x7a, // push2
0x66, SIG_ADDTOOFFSET(+2), // pTos (x position)
0x66, SIG_ADDTOOFFSET(+2), // pTos (y position)
SIG_END
};
static const uint16 phant2BadPositionPatch[] = {
0x39, PATCH_SELECTOR8(posn), // pushi posn
0x7a, // push2
0x66, PATCH_GETORIGINALUINT16(12), // pTos (x position)
0x66, PATCH_GETORIGINALUINT16(15), // pTos (y position)
0x39, PATCH_SELECTOR8(setSize), // pushi setSize
0x76, // push0
0x39, PATCH_SELECTOR8(init), // pushi init
0x78, // pushi 1
0x89, 0x03, // lsg global[3]
PATCH_END
};
// WynDocuStore::refresh resets the cel of the open folder and document icons,
// so they don't end up being rendered as closed folder/document icons, but it
// forgets to actually update the icon's View with the kernel, so they render
// as closed for the first render after a refresh anyway. This is most
// noticeable during chapters 1 and 3 when the computer is displaying scary
// messages, since every time the scary message is rendered the icons re-render
// as closed.
// Applies to at least: US English
static const uint16 phant2BadIconSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setCel), // pushi setCel
0x78, // push1
0x78, // push1
0x38, SIG_SELECTOR16(iconV), // pushi iconV
0x76, // push0
0x62, SIG_ADDTOOFFSET(+2), // pToa curFolder/curDoco
0x4a, SIG_UINT16(0x0004), // send 4
0x4a, SIG_UINT16(0x0006), // send 6
SIG_END
};
static const uint16 phant2BadIconPatch[] = {
PATCH_ADDTOOFFSET(+5), // pushi setCel, push1, push1
0x38, PATCH_SELECTOR16(update), // pushi update
0x76, // push0
0x4a, PATCH_UINT16(0x000a), // send 10
0x33, 0x04, // jmp [past unused bytes]
PATCH_END
};
// The left and right arrows move inventory items a pixel more than each
// inventory item is wide, which causes the inventory to creep to the left by
// one pixel per scrolled item.
// Applies to at least: US English
// Fixes bug: #10037
static const uint16 phant2InvLeftDeltaSignature[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x0042), // delta
SIG_UINT16(0x0019), // moveDelay
SIG_END
};
static const uint16 phant2InvLeftDeltaPatch[] = {
PATCH_UINT16(0x0041), // delta
PATCH_END
};
static const uint16 phant2InvRightDeltaSignature[] = {
SIG_MAGICDWORD,
SIG_UINT16(0xffbe), // delta
SIG_UINT16(0x0019), // moveDelay
SIG_END
};
static const uint16 phant2InvRightDeltaPatch[] = {
PATCH_UINT16(0xffbf), // delta
PATCH_END
};
// The first inventory item is put too far to the right, which causes wide items
// to get cut off on the right side of the inventory.
// Applies to at least: US English
static const uint16 phant2InvOffsetSignature[] = {
SIG_MAGICDWORD,
0x35, 0x26, // ldi 38
0x64, SIG_SELECTOR16(xOff), // aTop xOff
SIG_END
};
static const uint16 phant2InvOffsetPatch[] = {
0x35, 0x1d, // ldi 29
PATCH_END
};
// The text placement of "File" and "Note" content inside DocuStore File
// Retrieval System makes some letters especially "g" overlap the
// corresponding box. Set by 'WynNetDoco::open'.
// We fix this by changing the position of those 2 inside the heap of
// subclass 'WynNetDoco' slightly.
// Applies to at least: English CD, Japanese CD, German CD
// Fixes bug: #10034
static const uint16 phant2DocuStoreFileNotePlacementSignature[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x0046), // nameX
SIG_UINT16(0x000a), // nameY
SIG_ADDTOOFFSET(+10), // skip over nameMsg*
SIG_UINT16(0x0046), // noteX
SIG_UINT16(0x001e), // noteY
SIG_END
};
static const uint16 phant2DocuStoreFileNotePlacementPatch[] = {
PATCH_ADDTOOFFSET(+2),
PATCH_UINT16(0x0006), // new nameY
PATCH_ADDTOOFFSET(+12),
PATCH_UINT16(0x001b), // new noteY
PATCH_END
};
// The text placement of "From" and "Subject" content inside DocuStore.
// We fix this by changing the position inside the heap of subclass
// 'WynNetEmail' slightly.
// For this one, we also fix the horizontal placement.
static const uint16 phant2DocuStoreEmailPlacementSignature[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x0049), // nameX
SIG_UINT16(0x0008), // nameY
SIG_ADDTOOFFSET(+10), // skip over nameMsg*
SIG_UINT16(0x0049), // noteX
SIG_UINT16(0x001c), // noteY
SIG_END
};
static const uint16 phant2DocuStoreEmailPlacementPatch[] = {
PATCH_UINT16(0x0050), // new nameX
PATCH_UINT16(0x0006), // new nameY
PATCH_ADDTOOFFSET(+10),
PATCH_UINT16(0x0050), // new noteX
PATCH_UINT16(0x001b), // new noteY
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry phantasmagoria2Signatures[] = {
{ true, 0, "speed up interface fades", 3, phant2SlowIFadeSignature, phant2SlowIFadePatch },
{ true, 0, "fix bad arguments to get game version", 1, phant2GetVersionSignature, phant2GetVersionPatch },
{ true, 3000, "replace spin loop in alien password window", 1, phant2WaitParam1Signature, phant2WaitParam1Patch },
{ true, 4081, "replace spin loop after ratboy puzzle", 1, phant2RatboySignature, phant2RatboyPatch },
{ true, 63001, "fix inventory left scroll delta", 1, phant2InvLeftDeltaSignature, phant2InvLeftDeltaPatch },
{ true, 63001, "fix inventory right scroll delta", 1, phant2InvRightDeltaSignature, phant2InvRightDeltaPatch },
{ true, 63001, "fix inventory wrong initial offset", 1, phant2InvOffsetSignature, phant2InvOffsetPatch },
{ true, 63004, "limit in-game audio volume", 1, phant2AudioVolumeSignature, phant2AudioVolumePatch },
{ true, 63016, "replace spin loop during music fades", 1, phant2Wait4FadeSignature, phant2Wait4FadePatch },
{ true, 63019, "replace spin loop during computer load", 1, phant2WaitParam1Signature, phant2WaitParam1Patch },
{ true, 63019, "replace spin loop during computer scrolling", 1, phant2SlowScrollSignature, phant2SlowScrollPatch },
{ true, 63019, "fix bad doc/email name & memo positioning", 2, phant2BadPositionSignature, phant2BadPositionPatch },
{ true, 63019, "fix bad folder/doc icon refresh", 2, phant2BadIconSignature, phant2BadIconPatch },
{ true, 63019, "fix file and note content placement", 1, phant2DocuStoreFileNotePlacementSignature, phant2DocuStoreFileNotePlacementPatch },
{ true, 63019, "fix email content placement", 1, phant2DocuStoreEmailPlacementSignature, phant2DocuStoreEmailPlacementPatch },
{ true, 64990, "remove save game name mangling (1/2)", 1, phant2SaveNameSignature1, phant2SaveNamePatch1 },
{ true, 64990, "increase number of save games (1/2)", 1, phant2NumSavesSignature1, phant2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 2, phant2NumSavesSignature2, phant2NumSavesPatch2 },
{ true, 64994, "remove save game name mangling (2/2)", 1, phant2SaveNameSignature2, phant2SaveNamePatch2 },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// Police Quest 1 VGA
// When briefing is about to start in room 15, other officers will get into the room too.
// When one of those officers gets into the way of ego, they will tell the player to sit down.
// But control will be disabled right at that point. Ego may then go to his seat by himself,
// or more often than not will just stand there. The player is unable to do anything.
//
// Sergeant Dooley will then enter the room. Tell the player to sit down 3 times and after
// that it's game over.
//
// Because the Sergeant is telling the player to sit down, one has to assume that the player
// is meant to still be in control. Which is why this script patch removes disabling of player control.
//
// The script also tries to make ego walk to the chair, but it fails because it gets stuck with other
// actors. So I guess the safest way is to remove all of that and let the player do it manually.
//
// The responsible method seems to use a few hardcoded texts, which is why I have to assume that it's
// not used anywhere else. I also checked all scripts and couldn't find any other calls to it.
//
// This of course also happens when using the original interpreter.
//
// Scripts work like this: manX::doit (script 134) triggers gab::changeState, which then triggers rm015::notify
//
// Applies to at least: English floppy
// Responsible method: gab::changeState (script 152)
// Fixes bug: #5865
static const uint16 pq1vgaSignatureBriefingGettingStuck[] = {
0x76, // push0
0x45, 0x02, 0x00, // callb [export 2 of script 0], 00 (disable control)
0x38, SIG_ADDTOOFFSET(+2), // pushi notify
0x76, // push0
0x81, 0x02, // lag global[2] (get current room)
0x4a, 0x04, // send 04
SIG_MAGICDWORD,
0x8b, 0x02, // lsl local[2]
0x35, 0x01, // ldi 01
0x02, // add
SIG_END
};
static const uint16 pq1vgaPatchBriefingGettingStuck[] = {
0x33, 0x0a, // jmp [to lsl local[2], skip over export 2 and ::notify]
PATCH_END // rm015::notify would try to make ego walk to the chair
};
// When at the police station, you can put or get your gun from your locker.
// The script, that handles this, is buggy. It disposes the gun as soon as
// you click, but then waits 2 seconds before it also closes the locker.
// Problem is that it's possible to click again, which then results in a
// disposed object getting accessed. This happened to work by pure luck in
// SSCI.
// This patch changes the code, so that the gun is actually given away
// when the 2 seconds have passed and the locker got closed.
// Applies to at least: English floppy
// Responsible method: putGun::changeState (script 341)
// Fixes bug: #5705, #6400
static const uint16 pq1vgaSignaturePutGunInLockerBug[] = {
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x25, // bnt [next state check]
SIG_ADDTOOFFSET(+22), // [skip 22 bytes]
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(put), // pushi put
0x78, // push1
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x06, // send 06 - ego::put(0)
0x35, 0x02, // ldi 02
0x65, 0x1c, // aTop 1c (set timer to 2 seconds)
0x33, 0x0e, // jmp [end of method]
0x3c, // dup (state check)
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x08, // bnt [end of method]
0x39, SIG_SELECTOR8(dispose), // pushi dispose
0x76, // push0
0x72, SIG_UINT16(0x0088), // lofsa 0088
0x4a, 0x04, // send 04 - locker::dispose
SIG_END
};
static const uint16 pq1vgaPatchPutGunInLockerBug[] = {
PATCH_ADDTOOFFSET(+3),
0x31, 0x1c, // bnt [next state check]
PATCH_ADDTOOFFSET(+22),
0x35, 0x02, // ldi 02
0x65, 0x1c, // aTop 1c (set timer to 2 seconds)
0x33, 0x17, // jmp [end of method]
0x3c, // dup (state check)
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x11, // bnt [end of method]
0x38, PATCH_SELECTOR16(put), // pushi put
0x78, // push1
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x06, // send 06 - ego::put(0)
PATCH_END
};
// When restoring a saved game, which was made while driving around,
// the game didn't redraw the map. This also happened in Sierra SCI.
//
// The map is a picture resource and drawn over the main picture.
// This is called an "overlay" in SCI. This wasn't implemented properly.
// We fix it by actually implementing it properly.
//
// Applies to at least: English floppy
// Responsible method: rm500::init, changeOverlay::changeState (script 500)
// Fixes bug: #5016
static const uint16 pq1vgaSignatureMapSaveRestoreBug[] = {
0x39, 0x04, // pushi 04
SIG_ADDTOOFFSET(+2), // skip either lsg global[f9] or pTos register
SIG_MAGICDWORD,
0x38, 0x64, 0x80, // pushi 8064
0x76, // push0
0x89, 0x28, // lsg global[28]
0x43, 0x08, 0x08, // callk DrawPic, 8
SIG_END
};
static const uint16 pq1vgaPatchMapSaveRestoreBug[] = {
0x38, PATCH_SELECTOR16(overlay), // pushi overlay
0x7a, // push2
0x89, 0xf9, // lsg global[f9]
0x39, 0x64, // pushi 64 (no transition)
0x81, 0x02, // lag global[2] (current room object)
0x4a, 0x08, // send 08
0x18, // not (waste byte)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pq1vgaSignatures[] = {
{ true, 152, "getting stuck while briefing is about to start", 1, pq1vgaSignatureBriefingGettingStuck, pq1vgaPatchBriefingGettingStuck },
{ true, 341, "put gun in locker bug", 1, pq1vgaSignaturePutGunInLockerBug, pq1vgaPatchPutGunInLockerBug },
{ true, 500, "map save/restore bug", 2, pq1vgaSignatureMapSaveRestoreBug, pq1vgaPatchMapSaveRestoreBug },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Police Quest 3
// The player can give the locket to Marie on day 6, which was supposed to grant
// 10 points. Sadly no version did so, so it was not possible to complete the game
// with a perfect score (460 points).
// Those 10 points are mentioned in the official Sierra hint book for day 6,
// which is why we consider this to be accurate.
// This bug occurs of course also, when using the original interpreter.
// We fix this issue by granting those 10 points.
// Applies to at least: English PC floppy, English Amiga, German PC floppy
// Responsible method: giveLocket::changeState(1), script 36
// Fixes bug: #9862
static const uint16 pq3SignatureGiveLocketPoints[] = {
// selectors hardcoded in here, it seems all game versions use the same selector ids
0x39, 0x20, // pushi 20h (state)
0x78, // push1
0x78, // push1
0x39, 0x43, // pushi 43h (at)
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x25, // pushi 25h
0x81, 0x09, // lag global[9]
0x4a, 0x06, // send 06 - Inv::at(25h)
0x4a, 0x06, // send 06 - locket::state(1)
0x38, SIG_UINT16(0x009b), // pushi 009bh (owner)
0x76, // push0
0x39, 0x43, // pushi 43h (at)
0x78, // push1
0x39, 0x25, // pushi 25h
0x81, 0x09, // lag global[9]
0x4a, 0x06, // send 06 - Inv:at(25h)
0x4a, 0x04, // send 04 - locket::owner
SIG_END
};
static const uint16 pq3PatchGiveLocketPoints[] = {
// new code for points, 9 bytes
0x7a, // push2
0x38, PATCH_UINT16(0x00ff), // pushi 0x00ff - using last flag slot, seems to be unused
0x39, 0x0a, // pushi 10d - 10 points
0x45, 0x06, 0x04, // callb [export 6 of script 0], 4
// original code
0x39, 0x20, // pushi 20h (state)
0x78, // push1
0x78, // push1
0x39, 0x43, // pushi 43h (at)
0x78, // push1
0x39, 0x25, // pushi 25h
0x81, 0x09, // lag global[9]
0x4a, 0x06, // send 06 - Inv::at(25h)
0x4a, 0x06, // send 06 - locket::state(1)
// optimized code, saving 9 bytes
0x38, PATCH_UINT16(0x009b), // pushi 009bh (owner)
0x76, // push0
0x4a, 0x04, // send 04 - locket::owner
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pq3Signatures[] = {
{ true, 36, "give locket missing points", 1, pq3SignatureGiveLocketPoints, pq3PatchGiveLocketPoints },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Police Quest 4
// Add support for simultaneous speech & subtitles to the in-game UI.
// The original game code has code paths for lo-res mode but only creates the
// buttons in hi-res mode, so the lo-res code paths are removed to gain more
// space for the patch.
// Applies to: English CD
// Responsible method: iconText::init, iconText::select
static const uint16 pq4CdSpeechAndSubtitlesSignature[] = {
// iconText::init
0x76, // push0
0x43, 0x22, SIG_UINT16(0x00), // callk IsHiRes
0x18, // not
0x31, 0x05, // bnt [skip next 2 opcodes, when hires]
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x2661), // ldi 9825
0x65, 0x78, // aTop mainView
0x89, 0x5a, // lsg global[$5a]
0x35, 0x01, // ldi 1
0x12, // and
0x30, SIG_UINT16(0x1b), // bnt [when in speech mode]
0x76, // push0
0x43, 0x22, SIG_UINT16(0x00), // callk IsHiRes
SIG_ADDTOOFFSET(+45), // skip over the remaining code
0x38, SIG_SELECTOR16(init), // pushi init ($93)
0x76, // push0
0x59, 0x01, // &rest 01
0x57, 0x8f, SIG_UINT16(0x04), // super GCItem, 4
0x48, // ret
// iconText::select
0x38, SIG_SELECTOR16(select), // pushi select ($1c4)
0x76, // push0
0x59, 0x01, // &rest 01
0x57, 0x8f, SIG_UINT16(0x04), // super GCItem, 4
0x89, 0x5a, // lsg global[$5a]
0x35, 0x02, // ldi 2
0x12, // and
0x30, SIG_UINT16(0x001f), // bnt [to currently-in-text-mode code]
SIG_ADDTOOFFSET(+67), // skip over the rest
0x48, // ret
SIG_END
};
static const uint16 pq4CdSpeechAndSubtitlesPatch[] = {
// iconText::init
0x76, // push0
0x41, 0x02, PATCH_UINT16(0x00), // call [our new subroutine which sets view+loop+cel], 0
0x33, 0x40, // jmp [to original init, super GCItem call]
// new code for setting view+loop+cel
0x34, PATCH_UINT16(0x2aeb), // ldi 10987
0x65, 0x78, // aTop mainView - always set this view, because it's used by 2 states
0x89, 0x5a, // lsg global[$5a]
0x35, 0x03, // ldi 3
0x1a, // eq?
0x31, 0x04, // bnt [skip over follow up code]
// speech+subtitles mode
0x78, // push1
0x69, 0x7a, // sTop mainLoop
0x48, // ret
0x89, 0x5a, // lsg global[$5a]
0x35, 0x01, // ldi 1
0x12, // and
0x31, 0x04, // bnt [skip over follow up code]
// subtitles mode
0x76, // push0
0x69, 0x7a, // sTop mainLoop
0x48, // ret
// speech mode
0x34, PATCH_UINT16(0x2ae6), // ldi 10982
0x65, 0x78, // aTop mainView
0x35, 0x0f, // ldi 15
0x65, 0x7a, // aTop mainLoop
0x48, // ret
PATCH_ADDTOOFFSET(+38), // skip to iconText::select
// iconText::select
PATCH_ADDTOOFFSET(+10), // skip over the super code
0xc1, 0x5a, // +ag global[$5a]
0xa1, 0x5a, // sag global[$5a]
0x36, // push
0x35, 0x04, // ldi 4
0x28, // uge?
0x31, 0x03, // bnt [skip over follow up code]
0x78, // push1
0xa9, 0x5a, // ssg global[$5a]
0x76, // push0
0x41, 0x99, PATCH_UINT16(0x00), // call [our new subroutine which sets view+loop+cel, effectively -103], 0
0x33, 0x2f, // jmp [to end of original select, show call]
PATCH_END
};
// When showing the red shoe to Barbie, after showing the police badge but
// before exhausting the normal dialogue tree, the game plays the expected
// dialogue but fails to award points or set an internal flag indicating this
// interaction has occurred (which is needed to progress in the game).
//
// This is because the game checks global[$9a] (dialogue progress flag) instead
// of local[3] (badge shown flag) when interacting with Barbie. The game uses
// the same `shoeShoe::changeState(0)` method for showing the shoe to the young
// woman at the bar earlier in the game, and checks local[3] then, so just
// check local[3] in both cases to prevent the game from appearing to be in an
// unwinnable state just because the player interacted in the "wrong" order.
//
// Applies to at least: English floppy, German floppy, English CD, German CD
// Fixes bug: #9849
static const uint16 pq4BittyKittyShowBarieRedShoeSignature[] = {
// stripper::noun check is for checking, if police badge was shown
SIG_MAGICDWORD,
0x89, 0x9a, // lsg global[$9a]
0x35, 0x02, // ldi 2
0x1e, // gt?
0x30, SIG_UINT16(0x0028), // bnt [skip 2 points code]
0x39, SIG_SELECTOR8(points), // pushi points ($61)
SIG_END
};
static const uint16 pq4BittyKittyShowBarbieRedShoePatch[] = {
0x83, 0x03, // lal local[3]
0x30, PATCH_UINT16(0x002b), // bnt [skip 2 points code]
0x33, 0x01, // jmp 1 (waste some bytes)
PATCH_END
};
// In PQ4, scripts for the city hall action sequences use `ticks`. These
// continue to count down even during inventory interaction, so if the user is
// unable to find the correct inventory item quickly enough for the sequence,
// the game will immediately end with a "game over" once they close the
// inventory and the main game loop resumes. This can seem like a game bug, so
// we change these sequences to use `seconds`, which only tick down by 1 when
// the game returns to the main loop and the wall time has changed, even if many
// seconds have actually elapsed. However, since `seconds` uses absolute
// hardware clock time with a granularity of 1 second, "one" second can actually
// be less than one second if the timer is set in between hardware clock
// seconds, so the values are increased slightly from their equivalent tick
// values to compensate for this.
//
// TODO: The object structure changed in PQ4CD so ticks moved from 0x20 to 0x22.
// Additional signatures/patches will need to be added for CD version.
//
// Applies to at least: English Floppy, German floppy
// Responsible method: metzAttack::changeState(2) - 120 ticks (player needs to draw gun)
// stickScr::changeState(0) - 180 ticks (player needs to tell enemy to drop gun)
// dropStick::changeState(5) - 120 ticks (player needs to tell enemy to turn around)
// turnMetz::changeState(5) - 600/420 ticks (player needs to cuff Metz)
// all in script 390
static const uint16 pq4FloppyCityHallDrawGunTimerSignature[] = {
SIG_MAGICDWORD,
0x4a, SIG_UINT16(0x08), // send 8
0x32, // jmp [ret]
SIG_ADDTOOFFSET(+8), // skip over some code
0x35, 0x78, // ldi $78 (120)
0x65, 0x20, // aTop ticks
SIG_END
};
static const uint16 pq4FloppyCityHallDrawGunTimerPatch[] = {
PATCH_ADDTOOFFSET(+12), // send 8, jmp, skip over some code
0x35, 0x05, // ldi 5 (120t/2s -> 5s)
0x65, 0x1c, // aTop seconds
PATCH_END
};
static const uint16 pq4FloppyCityHallTellEnemyDropWeaponTimerSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0xb4), // ldi $b4 (180)
0x65, 0x20, // aTop ticks
0x32, SIG_UINT16(0x5e), // jmp [to ret]
SIG_END
};
static const uint16 pq4FloppyCityHallTellEnemyDropWeaponTimerPatch[] = {
0x34, PATCH_UINT16(0x05), // ldi 5 (180t/3s -> 5s)
0x65, 0x1c, // aTop seconds
PATCH_END
};
static const uint16 pq4FloppyCityHallTellEnemyTurnAroundTimerSignature[] = {
SIG_MAGICDWORD,
0x4a, SIG_UINT16(0x04), // send 4
0x35, 0x78, // ldi $78 (120)
0x65, 0x20, // aTop ticks
SIG_END
};
static const uint16 pq4FloppyCityHallTellEnemyTurnAroundTimerPatch[] = {
PATCH_ADDTOOFFSET(+3), // send 4
0x35, 0x03, // ldi 3 (120t/2s -> 3s)
0x65, 0x1c, // aTop seconds
PATCH_END
};
static const uint16 pq4FloppyCityHallCuffEnemyTimerSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x0258), // ldi $258 (600)
0x65, 0x20, // aTop ticks
SIG_ADDTOOFFSET(+3),
0x34, SIG_UINT16(0x01a4), // ldi $1a4 (420)
0x65, 0x20, // aTop ticks
SIG_END
};
static const uint16 pq4FloppyCityHallCuffEnemyTimerPatch[] = {
0x34, PATCH_UINT16(0x0a), // ldi 10 (600t/10s)
0x65, 0x1c, // aTop seconds
PATCH_ADDTOOFFSET(+3),
0x34, PATCH_UINT16(0x07), // ldi 7 (420t/7s)
0x65, 0x1c, // aTop seconds
PATCH_END
};
// The end game action sequence also uses ticks instead of seconds. See the
// description of city hall action sequence issues for more information.
//
// Applies to at least: English Floppy, German floppy, English CD
// Responsible method: comeInLast::changeState(11)
static const uint16 pq4LastActionHeroTimerSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x012c), // ldi $12c (300)
0x65, SIG_ADDTOOFFSET(+1), // aTop ticks ($20 for floppy, $22 for CD)
SIG_END
};
static const uint16 pq4LastActionHeroTimerPatch[] = {
0x34, PATCH_UINT16(0x0005), // ldi 5 (300t/5s)
0x65, PATCH_GETORIGINALBYTEADJUST(4, -4), // aTop seconds
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pq4Signatures[] = {
{ true, 9, "add speech+subtitles to in-game UI", 1, pq4CdSpeechAndSubtitlesSignature, pq4CdSpeechAndSubtitlesPatch },
{ true, 315, "fix missing points showing barbie the red shoe", 1, pq4BittyKittyShowBarieRedShoeSignature, pq4BittyKittyShowBarbieRedShoePatch },
{ true, 390, "change floppy city hall use gun timer", 1, pq4FloppyCityHallDrawGunTimerSignature, pq4FloppyCityHallDrawGunTimerPatch },
{ true, 390, "change floppy city hall say 'drop weapon' timer", 1, pq4FloppyCityHallTellEnemyDropWeaponTimerSignature, pq4FloppyCityHallTellEnemyDropWeaponTimerPatch },
{ true, 390, "change floppy city hall say 'turn around' timer", 1, pq4FloppyCityHallTellEnemyTurnAroundTimerSignature, pq4FloppyCityHallTellEnemyTurnAroundTimerPatch },
{ true, 390, "change floppy city hall use handcuffs timer", 1, pq4FloppyCityHallCuffEnemyTimerSignature, pq4FloppyCityHallCuffEnemyTimerPatch },
{ true, 755, "change last action sequence timer", 1, pq4LastActionHeroTimerSignature, pq4LastActionHeroTimerPatch },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
{ true, 64918, "fix Str::strip in floppy version", 1, sci2BrokenStrStripSignature, sci2BrokenStrStripPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Police Quest: SWAT
// The init code that runs when PQ:SWAT starts up unconditionally resets the
// master sound volume to 127, but the game should always use the volume stored
// in ScummVM.
// Applies to at least: English CD
// Fixes bug: #9700
static const uint16 pqSwatVolumeResetSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(masterVolume), // pushi masterVolume
0x78, // push1
0x39, 0x7f, // pushi $7f
0x54, SIG_UINT16(0x0006), // self 6
SIG_END
};
static const uint16 pqSwatVolumeResetPatch[] = {
0x32, PATCH_UINT16(0x0006), // jmp 6 [past volume reset]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry pqSwatSignatures[] = {
{ true, 0, "disable volume reset on startup (1/2)", 1, pqSwatVolumeResetSignature, pqSwatVolumeResetPatch },
{ true, 1, "disable volume reset on startup (2/2)", 1, sci2VolumeResetSignature, sci2VolumeResetPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// At the healer's house there is a bird's nest up on the tree.
// The player can throw rocks at it until it falls to the ground.
// The hero will then grab the item, that is in the nest.
//
// When running is active, the hero will not reach the actual destination
// and because of that, the game will get stuck.
//
// We just change the coordinate of the destination slightly, so that walking,
// sneaking and running work.
//
// This bug was fixed by Sierra at least in the Japanese PC-9801 version.
// Applies to at least: English floppy (1.000, 1.012)
// Responsible method: pickItUp::changeState (script 54)
// Fixes bug: #6407
static const uint16 qfg1egaSignatureThrowRockAtNest[] = {
0x4a, 0x04, // send 04 (nest::x)
0x36, // push
SIG_MAGICDWORD,
0x35, 0x0f, // ldi 0f (15d)
0x02, // add
0x36, // push
SIG_END
};
static const uint16 qfg1egaPatchThrowRockAtNest[] = {
PATCH_ADDTOOFFSET(+3),
0x35, 0x12, // ldi 12 (18d)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg1egaSignatures[] = {
{ true, 54, "throw rock at nest while running", 1, qfg1egaSignatureThrowRockAtNest, qfg1egaPatchThrowRockAtNest },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// script 215 of qfg1vga pointBox::doit actually processes button-presses
// during fighting with monsters. It strangely also calls kGetEvent. Because
// the main User::doit also calls kGetEvent it's pure luck, where the event
// will hit. It's the same issue as in freddy pharkas and if you turn DOSBox
// to max cycles, sometimes clicks also won't get registered. Strangely it's
// not nearly as bad as in our sci, but these differences may be caused by
// timing.
// We just reuse the active event, thus removing the duplicate kGetEvent call.
// Applies to at least: English floppy
// Responsible method: pointBox::doit
// Fixes bug: #5038
static const uint16 qfg1vgaSignatureFightEvents[] = {
0x39, SIG_MAGICDWORD,
SIG_SELECTOR8(new), // pushi new
0x76, // push0
0x51, 0x07, // class Event
0x4a, 0x04, // send 04 - call Event::new
0xa5, 0x00, // sat temp[0]
0x78, // push1
0x76, // push0
0x4a, 0x04, // send 04 - read Event::x
0xa5, 0x03, // sat temp[3]
0x76, // push0 (selector y)
0x76, // push0
0x85, 0x00, // lat temp[0]
0x4a, 0x04, // send 04 - read Event::y
0x36, // push
0x35, 0x0a, // ldi 0a
0x04, // sub (poor mans localization) ;-)
SIG_END
};
static const uint16 qfg1vgaPatchFightEvents[] = {
0x38, PATCH_SELECTOR16(curEvent), // pushi curEvent (15a)
0x76, // push0
0x81, 0x50, // lag global[50]
0x4a, 0x04, // send 04 - read User::curEvent -> needs one byte more than previous code
0xa5, 0x00, // sat temp[0]
0x78, // push1
0x76, // push0
0x4a, 0x04, // send 04 - read Event::x
0xa5, 0x03, // sat temp[3]
0x76, // push0 (selector y)
0x76, // push0
0x85, 0x00, // lat temp[0]
0x4a, 0x04, // send 04 - read Event::y
0x39, 0x00, // pushi 00
0x02, // add (waste 3 bytes) - we don't need localization, User::doit has already done it
PATCH_END
};
// Script 814 of QFG1VGA is responsible for showing dialogs. However, the death
// screen message shown when the hero dies in room 64 (ghost room) is too large
// (254 chars long). Since the window header and main text are both stored in
// temp space, this is an issue, as the scripts read the window header, then the
// window text, which erases the window header text because of its length. To
// fix that, we allocate more temp space and move the pointer used for the
// window header a little bit, wherever it's used in script 814.
// Fixes bug: #6139.
// Patch 1: Increase temp space
static const uint16 qfg1vgaSignatureTempSpace[] = {
SIG_MAGICDWORD,
0x3f, 0xba, // link 0xba
0x87, 0x00, // lap param[0]
SIG_END
};
static const uint16 qfg1vgaPatchTempSpace[] = {
0x3f, 0xca, // link 0xca
PATCH_END
};
// Patch 2: Move the pointer used for the window header a little bit
static const uint16 qfg1vgaSignatureDialogHeader[] = {
SIG_MAGICDWORD,
0x5b, 0x04, 0x80, // lea temp[0x80]
0x36, // push
SIG_END
};
static const uint16 qfg1vgaPatchDialogHeader[] = {
0x5b, 0x04, 0x90, // lea temp[0x90]
PATCH_END
};
// When clicking on the crusher in room 331, Ego approaches him to talk to him,
// an action that is handled by moveToCrusher::changeState in script 331. The
// scripts set Ego to move close to the crusher, but when Ego is sneaking instead
// of walking, the target coordinates specified by script 331 are never reached,
// as Ego is making larger steps, and never reaches the required spot. This is an
// edge case that can occur when Ego is set to sneak. Normally, when clicking on
// the crusher, ego is supposed to move close to position 79, 165. We change it
// to 85, 165, which is not an edge case thus the freeze is avoided.
// Fixes bug: #6180
static const uint16 qfg1vgaSignatureMoveToCrusher[] = {
SIG_MAGICDWORD,
0x51, 0x1f, // class Motion
0x36, // push
0x39, 0x4f, // pushi 4f (79 - x)
0x38, SIG_UINT16(0x00a5), // pushi 00a5 (165 - y)
0x7c, // pushSelf
SIG_END
};
static const uint16 qfg1vgaPatchMoveToCrusher[] = {
PATCH_ADDTOOFFSET(+3),
0x39, 0x55, // pushi 55 (85 - x)
PATCH_END
};
// Clicking "Do" on Crusher in room 331 while standing near the card table locks
// up the game. This is due to a script bug which also occurs in the original.
// This is unrelated to bug #6180 in which clicking "Do" on Crusher while
// sneaking also locks up.
//
// rm331:doit sets ego's script to cardScript when ego enters a rectangle around
// the card table and sets ego's script to none when exiting. This assumes that
// ego can't have a different script set. Clicking "Do" on Crusher sets ego's
// script to moveToCrusher. If moveToCrusher causes ego to enter or exit the
// table's rectangle then the script will be stopped. When ego reaches Crusher
// he will have no script to continue the sequence and the game will be stuck
// in handsOff mode.
//
// We fix this by skipping the card table code in rm331:doit if ego already has
// a script other than cardScript. This prevents the card game from interfering
// with running scripts such as moveToCrusher.
//
// This bug was fixed in the Macintosh version by changing the card game to no
// longer involve setting ego's script and removing the code from rm331:doit.
//
// Applies to: PC Floppy
// Responsible method: rm331:doit
// Fixes bug: #10826
static const uint16 qfg1vgaSignatureCrusherCardGame[] = {
SIG_MAGICDWORD,
0x63, 0x12, // pToa script
0x31, 0x02, // bnt 02
0x33, 0x28, // jmp 28 [ card table location tests ]
0x38, SIG_SELECTOR16(script), // pushi script
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x04, // send 4 [ ego:script? ]
0x31, 0x04, // bnt 04
0x35, 0x00, // ldi 00 [ does nothing ]
0x33, 0x1a, // jmp 1a [ card table location tests ]
SIG_ADDTOOFFSET(+113),
0x39, SIG_SELECTOR8(doit), // pushi doit [ pc version only ]
SIG_END
};
static const uint16 qfg1vgaPatchCrusherCardGame[] = {
0x38, PATCH_SELECTOR16(script), // pushi script
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x04, // send 4 [ ego:script? ]
0x31, 0x06, // bnt 06
0x74, PATCH_UINT16(0x0ee4), // lofss cardScript
0x1a, // eq?
0x31, 0x75, // bnt 75 [ skip card table location tests ]
0x63, 0x12, // pToa script
0x2f, 0x1a, // bt 1a [ card table location tests ]
PATCH_END
};
// Same pathfinding bug as above, where Ego is set to move to an impossible
// spot when sneaking. In GuardsTrumpet::changeState, we change the final
// location where Ego is moved from 111, 111 to 116, 116.
// target coordinate is really problematic here.
//
// 114, 114 works when the speed slider is all the way up, but doesn't work
// when the speed slider is not.
//
// It seems that this bug was fixed by Sierra for the Macintosh version.
//
// Applies to at least: English PC floppy
// Responsible method: GuardsTrumpet::changeState(8)
// Fixes bug: #6248
static const uint16 qfg1vgaSignatureMoveToCastleGate[] = {
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
SIG_MAGICDWORD,
0x36, // push
0x39, 0x6f, // pushi 6f (111d)
0x3c, // dup (111d) - coordinates 111, 111
0x7c, // pushSelf
SIG_END
};
static const uint16 qfg1vgaPatchMoveToCastleGate[] = {
PATCH_ADDTOOFFSET(+3),
0x39, 0x74, // pushi 74 (116d), changes coordinates to 116, 116
PATCH_END
};
// Typo in the original Sierra scripts
// Looking at a cheetaur resulted in a text about a Saurus Rex
// The code treats both monster types the same.
// Applies to at least: English floppy
// Responsible method: smallMonster::doVerb
// Fixes bug: #6249
static const uint16 qfg1vgaSignatureCheetaurDescription[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x01b8), // ldi 01b8
0x1a, // eq?
0x31, 0x16, // bnt 16
0x38, SIG_SELECTOR16(say), // pushi say (0127h)
0x39, 0x06, // pushi 06
0x39, 0x03, // pushi 03
0x78, // push1
0x39, 0x12, // pushi 12 -> monster type Saurus Rex
SIG_END
};
static const uint16 qfg1vgaPatchCheetaurDescription[] = {
PATCH_ADDTOOFFSET(+14),
0x39, 0x11, // pushi 11 -> monster type cheetaur
PATCH_END
};
// In the "funny" room (Yorick's room) in QfG1 VGA, pulling the chain and
// then pressing the button on the right side of the room results in
// a broken game. This also happens in SSCI.
// Problem is that the Sierra programmers forgot to disable the door that
// gets opened by pulling the chain. So when ego falls down and then
// rolls through the door, one method thinks that the player walks through
// it and acts that way and the other method is still doing the roll animation.
// The timer that closes the door (door11) is local[5]. Setting it to 1 during
// happyFace::changeState(0) stops door11::doit from calling goTo6::init, so
// the whole issue is stopped from happening.
//
// Applies to at least: English floppy
// Responsible method: happyFace::changeState, door11::doit
// Fixes bug: #6181
static const uint16 qfg1vgaSignatureFunnyRoomFix[] = {
0x65, 0x14, // aTop 14 (state)
0x36, // push
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x30, SIG_UINT16(0x0025), // bnt 0025 [next state]
SIG_MAGICDWORD,
0x35, 0x01, // ldi 01
0xa3, 0x4e, // sal local[4e]
SIG_END
};
static const uint16 qfg1vgaPatchFunnyRoomFix[] = {
PATCH_ADDTOOFFSET(+3),
0x2e, PATCH_UINT16(0x0029), // bt 0029 [next state] - saves 4 bytes
0x35, 0x01, // ldi 01
0xa3, 0x4e, // sal local[4e]
0xa3, 0x05, // sal local[5] (set to 1)
0xa3, 0x05, // and again to make absolutely sure (actually to waste 2 bytes)
PATCH_END
};
// The player is able to buy (and also steal) potions in the healer's hut
// Strangely Sierra delays the actual buy/get potion code for 60 ticks
// Why they did that is unknown. The code is triggered anyway only after
// the relevant dialog boxes are closed.
//
// This delay causes problems in case the user quickly enters the inventory.
// That's why we change the amount of ticks to 1, so that the remaining states
// are executed right after the dialog boxes are closed.
//
// Applies to at least: English floppy
// Responsible method: cueItScript::changeState
// Fixes bug: #6706
static const uint16 qfg1vgaSignatureHealerHutNoDelay[] = {
0x65, 0x14, // aTop 14 (state)
0x36, // push
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x07, // bnt 07 [next state]
SIG_MAGICDWORD,
0x35, 0x3c, // ldi 3c (60 ticks)
0x65, 0x20, // aTop ticks
0x32, // jmp [end of method]
SIG_END
};
static const uint16 qfg1vgaPatchHealerHutNoDelay[] = {
PATCH_ADDTOOFFSET(+9),
0x35, 0x01, // ldi 01 (1 tick only, so that execution will resume as soon as dialog box is closed)
PATCH_END
};
// When following the white stag, you can actually enter the 2nd room from the
// mushroom/fairy location, which results in ego entering from the top. When
// you then throw a dagger at the stag, one animation frame will stay on
// screen, because of a script bug.
//
// Applies to at least: English floppy, Mac floppy
// Responsible method: stagHurt::changeState
// Fixes bug: #6135
static const uint16 qfg1vgaSignatureWhiteStagDagger[] = {
0x87, 0x01, // lap param[1]
0x65, 0x14, // aTop state
0x36, // push
0x3c, // dup
0x35, 0x00, // ldi 0
0x1a, // eq?
0x31, 0x16, // bnt [next parameter check]
0x76, // push0
0x45, 0x02, 0x00, // callb [export 2 of script 0], 0
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(say), // pushi say (0127h)
0x39, 0x05, // pushi 05
0x39, 0x03, // pushi 03
0x39, 0x51, // pushi 51h
0x76, // push0
0x76, // push0
0x7c, // pushSelf
0x81, 0x5b, // lag global[5Bh] -> qg1Messager
0x4a, 0x0e, // send 0Eh -> qg1Messager::say(3, 51h, 0, 0, stagHurt)
0x33, 0x12, // jmp [end of method]
0x3c, // dup
0x35, 0x01, // ldi 1
0x1a, // eq?
0x31, 0x0c, // bnt [end of method]
0x38, // pushi...
SIG_ADDTOOFFSET(+11),
0x3a, // toss
0x48, // ret
SIG_END
};
static const uint16 qfg1vgaPatchWhiteStagDagger[] = {
PATCH_ADDTOOFFSET(+4),
0x2f, 0x05, // bt [next check] (state != 0)
// state = 0 code
0x35, 0x01, // ldi 1
0x65, 0x1a, // aTop cycles
0x48, // ret
0x36, // push
0x35, 0x01, // ldi 1
0x1a, // eq?
0x31, 0x16, // bnt [state = 2 code]
// state = 1 code
0x76, // push0
0x45, 0x02, 0x00, // callb [export 2 of script 0], 0
0x38, PATCH_SELECTOR16(say), // pushi say (0127h)
0x39, 0x05, // pushi 05
0x39, 0x03, // pushi 03
0x39, 0x51, // pushi 51h
0x76, // push0
0x76, // push0
0x7c, // pushSelf
0x81, 0x5b, // lag global[5Bh] -> qg1Messager
0x4a, 0x0e, // send 0Eh -> qg1Messager::say(3, 51h, 0, 0, stagHurt)
0x48, // ret
// state = 2 code
PATCH_ADDTOOFFSET(+13),
0x48, // ret (remove toss)
PATCH_END
};
// The dagger range has a script bug that can freeze the game or cause Brutus
// to kill hero even after Brutus dies.
//
// When Bruno leaves, a 300 tick countdown starts. If hero kills Brutus or
// leaves room 73 within those 300 ticks, then the game is left in a broken
// state. For the rest of the game, if hero ever returns to the dagger range
// from the east or west during the first half of the day, then the game will
// freeze or Brutus, dead or not, will kill hero.
//
// Special thanks, credits and kudos to sluicebox, who did a ton of research on
// this and even found this game bug originally.
//
// Applies to at least: English floppy, Mac floppy
// Responsible method: brutusWaits::changeState
// Fixes bug: #9558
static const uint16 qfg1vgaSignatureBrutusScriptFreeze[] = {
0x78, // push1
0x38, SIG_UINT16(0x0144), // pushi 144h (324d)
0x45, 0x05, 0x02, // callb [export 5 of script 0], 2
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x012c), // ldi 12Ch (300d)
0x65, 0x20, // aTop ticks
SIG_END
};
static const uint16 qfg1vgaPatchBrutusScriptFreeze[] = {
0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 7 bytes)
0x35, 0x00, // ldi 0
0x35, 0x00, // ldi 0
PATCH_END
};
// Speed up the speed test by a factor 50, ensuring the detected speed
// will end up at the highest level. This improves the detail in
// Yorick's room (96), and slightly changes the timing in other rooms.
//
// Method changed: speedTest::changeState
static const uint16 qfg1vgaSignatureSpeedTest[] = {
0x76, // push0
0x43, 0x42, 0x00, // callk GetTime, 0
SIG_MAGICDWORD,
0xa3, 0x01, // sal local[1]
0x35, 0x32, // ldi 50
0x65, 0x1a, // aTop cycles
SIG_END
};
static const uint16 qfg1vgaPatchSpeedTest[] = {
PATCH_ADDTOOFFSET(+6),
0x35, 0x01, // ldi 1
PATCH_END
};
// The baby antwerps in room 78 lockup the game if they get in ego's way when
// exiting south. They also crash the interpreter if they wander too far off
// the screen. These problems also occur in Sierra's interpreter.
//
// The antwerps are controlled by the Wander motion which randomly moves them
// around. There's nothing stopping them from moving past the southern edge of
// the screen and they tend to do so. When ego moves south of 180, sExitAll
// disables control and moves ego off screen, but if an antwerp is in the way
// then ego stops and the user never regains control. Once an antwerp has
// escaped the screen it continues to wander until its position overflows
// several minutes later. This freezes Sierra's interpreter and currently
// causes ours to fail an assertion due to constructing an invalid Rect.
//
// We fix both problems by not allowing antwerps south of 180 so that they
// remain on screen and can't block ego's exit. This is consistent with
// room 85 where they also appear but without a southern exit. The Wander
// motion is only used by antwerps and the sparkles above Yorick in room 96,
// so it can be safely patched to enforce a southern limit. We make room for
// this patch by replacing Wander's calculations with their known results,
// since the default Wander:distance of 30 is always used, and by overwriting
// Wander:onTarget which no script calls and just returns zero.
//
// Applies to: PC Floppy, Mac Floppy
// Responsible method: Wander:setTarget
// Fixes bug: #9564
static const uint16 qfg1vgaSignatureAntwerpWander[] = {
SIG_MAGICDWORD,
0x3f, 0x01, // link 01
0x78, // push1
0x76, // push0
0x63, 0x12, // pToa client
0x4a, 0x04, // send 4
0x36, // push
0x67, 0x30, // pTos distance
0x7a, // push2
0x76, // push0
0x67, 0x30, // pTos distance
0x35, 0x02, // ldi 02
0x06, // mul
0xa5, 0x00, // sat temp[0] [ distance * 2 ]
0x36, // push
0x43, 0x3c, 0x04, // callk Random, 4
0x04, // sub
0x02, // add
0x65, 0x16, // aTop x [ x = client:x + (distance - Random(0, temp[0])) ]
0x76, // push0
0x76, // push0
0x63, 0x12, // pToa client
0x4a, 0x04, // send 4
0x36, // push
0x67, 0x30, // pTos distance
0x7a, // push2
0x76, // push0
0x8d, 0x00, // lst temp[0]
0x43, 0x3c, 0x04, // callk Random, 4
0x04, // sub
0x02, // add
0x65, 0x18, // aTop y [ y = client:y + (distance - Random(0, temp[0])) ]
0x48, // ret
0x35, 0x00, // ldi 00 [ start of Wander:onTarget, returns 0 and isn't called ]
SIG_END
};
static const uint16 qfg1vgaPatchAntwerpWander[] = {
0x78, // push1
0x76, // push0
0x63, 0x12, // pToa client
0x4a, 0x04, // send 4
0x36, // push
0x39, 0x1e, // pushi 1e
0x7a, // push2
0x76, // push0
0x39, 0x3c, // pushi 3c
0x43, 0x3c, 0x04, // callk Random, 4
0x04, // sub
0x02, // add
0x65, 0x16, // aTop x [ x = client:x + (30d - Random(0, 60d)) ]
0x76, // push0
0x76, // push0
0x63, 0x12, // pToa client
0x4a, 0x04, // send 4
0x36, // push
0x39, 0x1e, // pushi 1e
0x7a, // push2
0x76, // push0
0x39, 0x3c, // pushi 3c
0x43, 0x3c, 0x04, // callk Random, 4
0x04, // sub
0x02, // add
0x7a, // push2
0x36, // push
0x38, PATCH_UINT16(0x00b4), // pushi 00b4
0x46, PATCH_UINT16(0x03e7), // calle [export 2 of script 999], 4 [ Min ]
PATCH_UINT16(0x0002), 0x04,
0x65, 0x18, // aTop y [ y = Min(client:y + (30d - Random(0, 60d))), 180d) ]
PATCH_END
};
// QFG1VGA Mac disables all controls when the antwerp falls in room 78, killing
// the player by not allowing them to defend themselves.
//
// The antwerp falls in rooms 78 and 85, and the only way to survive is to hold
// up a weapon. These two antwerp scripts were identical in the PC version and
// enabled all menu icons even though most of them couldn't really be used.
// Sierra attempted to improve this in Mac by only enabling the inventory
// icons but instead disabled everything in room 78 by not calling the enable
// procedure.
//
// We fix this by calling the enable procedure like the script in room 85 does.
//
// Applies to: Mac Floppy
// Responsible method: antwerped:changeState(1)
// Fixes bug: #10856
static const uint16 qfg1vgaSignatureMacAntwerpControls[] = {
0x30, SIG_UINT16(0x0033), // bnt 0033 [ state 1 ]
SIG_ADDTOOFFSET(+48),
SIG_MAGICDWORD,
0x32, SIG_UINT16(0x014e), // jmp 014e [ end of method ]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0033), // bnt 0033 [ state 2 ]
0x38, SIG_UINT16(0x00f9), // pushi 00f9 [ canControl, hard coded for Mac ]
SIG_END
};
static const uint16 qfg1vgaPatchMacAntwerpControls[] = {
0x30, PATCH_UINT16(0x0030), // bnt 0030 [ state 1 ]
PATCH_ADDTOOFFSET(+48),
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x37, // bnt 37 [ state 2 ]
0x76, // push0
0x45, 0x03, 0x00, // callb [export 3 of script 0], 00 [ enable all input ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg1vgaSignatures[] = {
{ true, 41, "moving to castle gate", 1, qfg1vgaSignatureMoveToCastleGate, qfg1vgaPatchMoveToCastleGate },
{ true, 55, "healer's hut, no delay for buy/steal", 1, qfg1vgaSignatureHealerHutNoDelay, qfg1vgaPatchHealerHutNoDelay },
{ true, 73, "brutus script freeze glitch", 1, qfg1vgaSignatureBrutusScriptFreeze, qfg1vgaPatchBrutusScriptFreeze },
{ true, 77, "white stag dagger throw animation glitch", 1, qfg1vgaSignatureWhiteStagDagger, qfg1vgaPatchWhiteStagDagger },
{ true, 78, "mac: enable antwerp controls", 1, qfg1vgaSignatureMacAntwerpControls, qfg1vgaPatchMacAntwerpControls },
{ true, 96, "funny room script bug fixed", 1, qfg1vgaSignatureFunnyRoomFix, qfg1vgaPatchFunnyRoomFix },
{ true, 210, "cheetaur description fixed", 1, qfg1vgaSignatureCheetaurDescription, qfg1vgaPatchCheetaurDescription },
{ true, 215, "fight event issue", 1, qfg1vgaSignatureFightEvents, qfg1vgaPatchFightEvents },
{ true, 216, "weapon master event issue", 1, qfg1vgaSignatureFightEvents, qfg1vgaPatchFightEvents },
{ true, 299, "speedtest", 1, qfg1vgaSignatureSpeedTest, qfg1vgaPatchSpeedTest },
{ true, 331, "moving to crusher", 1, qfg1vgaSignatureMoveToCrusher, qfg1vgaPatchMoveToCrusher },
{ true, 331, "moving to crusher from card game", 1, qfg1vgaSignatureCrusherCardGame, qfg1vgaPatchCrusherCardGame },
{ true, 814, "window text temp space", 1, qfg1vgaSignatureTempSpace, qfg1vgaPatchTempSpace },
{ true, 814, "dialog header offset", 3, qfg1vgaSignatureDialogHeader, qfg1vgaPatchDialogHeader },
{ true, 970, "antwerps wandering off-screen", 1, qfg1vgaSignatureAntwerpWander, qfg1vgaPatchAntwerpWander },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// This is a very complicated bug.
// When the player encounters an enemy in the desert while riding a saurus and
// later tries to get back on it by entering "ride", the game will not give
// control back to the player.
//
// This is caused by script mountSaurus getting triggered twice. Once by
// entering the command "ride" and then a second time by a proximity check.
//
// Both are calling mountSaurus::init() in script 20. This one disables
// controls. Then mountSaurus::changeState() from script 660 is triggered.
// Finally, mountSaurus::changeState(5) calls mountSaurus::dispose(), also in
// script 20, which re-enables controls.
//
// A fix is difficult to implement. The code in script 20 is generic and used
// by multiple objects
//
// An early attempt changed the responsible vars (global[102], global[161])
// during mountSaurus::changeState(5). This worked for controls, but
// mountSaurus::init changes a few selectors of ego as well, which won't get
// restored in that situation, which then messes up room changes and other
// things.
//
// Instead we change sheepScript::changeState(2) in script 665.
//
// Note: This could cause issues in case there is a cutscene, where ego is
// supposed to get onto the saurus using sheepScript.
//
// Applies to at least: English PC Floppy, English Amiga Floppy
// Responsible method: mountSaurus::changeState(), mountSaurus::init(), mountSaurus::dispose()
// Fixes bug: #5156
static const uint16 qfg2SignatureSaurusFreeze[] = {
0x3c, // dup
0x35, 0x02, // ldi 2
SIG_MAGICDWORD,
0x1a, // eq?
0x30, SIG_UINT16(0x0043), // bnt [ret]
0x76, // push0
SIG_ADDTOOFFSET(+61), // skip to dispose code
0x39, SIG_SELECTOR8(dispose), // pushi dispose
0x76, // push0
0x54, 0x04, // self 04
SIG_END
};
static const uint16 qfg2PatchSaurusFreeze[] = {
0x81, 0x66, // lag global[66h]
0x2e, PATCH_UINT16(0x0040), // bt [to dispose code]
0x35, 0x00, // ldi 0 (waste 2 bytes)
PATCH_END
};
// The Jackalmen combat code has at least one serious issue.
//
// Jackalmen may attack in groups. This is handled by 2 globals.
// global[136h]: amount of Jackalmen still alive.
// global[137h]: amount of Jackalmen killed so far during combat.
//
// After combat has ended, global[137h] is subtracted from global[136h]. BUT
// when the player manages to hit the last enemy AFTER defeating it during its
// death animation (yes, that is possible - don't ask), the code is called a
// second time. Subtracting global[137h] twice, which will make global[136h]
// negative and will then create an inconsistent state. Some variables will
// show that there is still an enemy, while others don't. The game will crash
// when leaving the room. The original interpreter would show the infamous
// "Oops, you did something we weren't expecting..."
//
// TODO: Check, if patch works for 1.000. That version surely has the same bug.
// Applies to at least: English Floppy (1.102+1.105)
// Responsible method: jackalMan::die (script 695)
// Fixes bug: #10218
static const uint16 qfg2SignatureOopsJackalMen[] = {
SIG_MAGICDWORD,
0x8b, 0x00, // lsl local[0]
0x35, 0x00, // ldi 0
0x22, // lt?
0x30, SIG_UINT16(0x000b), // bnt [Jackalman death animation code]
0x38, SIG_ADDTOOFFSET(+2), // pushi (die)
0x76, // push0
0x57, 0x66, 0x04, // super Monster, 4
0x48, // ret
0x32, SIG_UINT16(0x001a), // jmp (seems to be a compiler bug)
// Jackalman death animation code
0x83, 0x00, // lal local[0]
0x18, // not
0x30, SIG_UINT16(0x0003), // bnt [make next enemy walk in]
SIG_END
};
static const uint16 qfg2PatchOopsJackalMen[] = {
0x80, PATCH_UINT16(0x0136), // lag global[136h]
0x31, 0x0e, // bnt [skip everything] - requires 5 extra bytes
0x8b, 0x00, // lsl local[0]
0x35, 0x00, // ldi 0
0x22, // lt?
0x31, 0x08, // bnt [Jackalman death animation code] (save 1 byte)
0x38, PATCH_GETORIGINALUINT16(+9), // pushi (die)
0x76, // push0
0x57, 0x66, 0x04, // super Monster, 4
0x48, // ret
// Jackalman death animation code
0x83, 0x00, // lal local[0]
0x18, // not
0x31, 0x03, // bnt [make next enemy walk in] (save 1 byte)
PATCH_END
};
// Script 944 in QFG2 contains the FileSelector system class, used in the
// character import screen. This gets incorrectly called constantly, whenever
// the user clicks on a button in order to refresh the file list. This was
// probably done because it would be easier to refresh the list whenever the
// user inserted a new floppy disk, or changed directory. The problem is that
// the script has a bug, and it invalidates the text of the entries in the
// list. This has a high probability of breaking, as the user could change the
// list very quickly, or the garbage collector could kick in and remove the
// deleted entries. We don't allow the user to change the directory, thus the
// contents of the file list are constant, so we can avoid the constant file
// and text entry refreshes whenever a button is pressed, and prevent possible
// crashes because of these constant quick object reallocations.
// Fixes bug: #5096
static const uint16 qfg2SignatureImportDialog[] = {
0x63, SIG_MAGICDWORD, 0x20, // pToa text
0x30, SIG_UINT16(0x000b), // bnt [next state]
0x7a, // push2
0x39, 0x03, // pushi 03
0x36, // push
0x43, 0x72, 0x04, // callk Memory, 4
0x35, 0x00, // ldi 00
0x65, 0x20, // aTop text
SIG_END
};
static const uint16 qfg2PatchImportDialog[] = {
PATCH_ADDTOOFFSET(+5),
0x48, // ret
PATCH_END
};
// Quest For Glory 2 character import doesn't properly set the character type
// in versions 1.102 and below, which makes all imported characters a fighter.
//
// Sierra released an official patch. However the fix is really easy to
// implement on our side, so we also patch the flaw in here in case we find it.
//
// The version released on GOG is 1.102 without this patch applied, so us
// patching it is quite useful.
//
// Applies to at least: English Floppy
// Responsible method: importHero::changeState
// Fixes bug: inside versions 1.102 and below
static const uint16 qfg2SignatureImportCharType[] = {
0x35, 0x04, // ldi 04
0x90, SIG_UINT16(0x023b), // lagi global[23Bh]
0x02, // add
0x36, // push
0x35, 0x04, // ldi 04
0x08, // div
0x36, // push
0x35, 0x0d, // ldi 0D
0xb0, SIG_UINT16(0x023b), // sagi global[023Bh]
0x8b, 0x1f, // lsl local[1Fh]
0x35, 0x05, // ldi 05
SIG_MAGICDWORD,
0xb0, SIG_UINT16(0x0150), // sagi global[0150h]
0x8b, 0x02, // lsl local[02h]
SIG_END
};
static const uint16 qfg2PatchImportCharType[] = {
0x80, PATCH_UINT16(0x023f), // lag global[23Fh] <-- patched to save 2 bytes
0x02, // add
0x36, // push
0x35, 0x04, // ldi 04
0x08, // div
0x36, // push
0xa8, PATCH_UINT16(0x0248), // ssg global[0248h] <-- patched to save 2 bytes
0x8b, 0x1f, // lsl local[1Fh]
0xa8, PATCH_UINT16(0x0155), // ssg global[0155h] <-- patched to save 2 bytes
// new code, directly from the official sierra patch file
0x83, 0x01, // lal local[01h]
0xa1, 0xbb, // sag global[BBh]
0xa1, 0x73, // sag global[73h]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg2Signatures[] = {
{ true, 665, "getting back on saurus freeze fix", 1, qfg2SignatureSaurusFreeze, qfg2PatchSaurusFreeze },
{ true, 695, "Oops Jackalmen fix", 1, qfg2SignatureOopsJackalMen, qfg2PatchOopsJackalMen },
{ true, 805, "import character type fix", 1, qfg2SignatureImportCharType, qfg2PatchImportCharType },
{ true, 944, "import dialog continuous calls", 1, qfg2SignatureImportDialog, qfg2PatchImportDialog },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// Patch for the import screen in QFG3, same as the one for QFG2 above
static const uint16 qfg3SignatureImportDialog[] = {
0x63, SIG_MAGICDWORD, 0x2a, // pToa text
0x31, 0x0b, // bnt [next state]
0x7a, // push2
0x39, 0x03, // pushi 03
0x36, // push
0x43, 0x72, 0x04, // callk Memory, 4
0x35, 0x00, // ldi 00
0x65, 0x2a, // aTop text
SIG_END
};
static const uint16 qfg3PatchImportDialog[] = {
PATCH_ADDTOOFFSET(+4),
0x48, // ret
PATCH_END
};
// Patch for the Woo dialog option in Uhura's conversation.
//
// Problem: The Woo dialog option (0xffb5) is negative, and therefore
// treated as an option opening a submenu. This leads to uhuraTell::doChild
// being called, which calls hero::solvePuzzle and then proceeds with
// Teller::doChild to open the submenu. However, there is no actual submenu
// defined for option -75 since -75 does not show up in uhuraTell::keys.
// This will cause Teller::doChild to run out of bounds while scanning through
// uhuraTell::keys.
//
// Strategy: there is another conversation option in uhuraTell::doChild calling
// hero::solvePuzzle (0xfffc) which does a ret afterwards without going to
// Teller::doChild. We jump to this call of hero::solvePuzzle to get that same
// behaviour.
//
// Applies to at least: English, German, Italian, French, Spanish Floppy
// Responsible method: uhuraTell::doChild
// Fixes bug: #5172
static const uint16 qfg3SignatureWooDialog[] = {
SIG_MAGICDWORD,
0x67, 0x12, // pTos 12 (query)
0x35, 0xb6, // ldi b6
0x1a, // eq?
0x2f, 0x05, // bt 05
0x67, 0x12, // pTos 12 (query)
0x35, 0x9b, // ldi 9b
0x1a, // eq?
0x31, 0x0c, // bnt 0c
0x38, SIG_SELECTOR16(solvePuzzle), // pushi solvePuzzle (0297)
0x7a, // push2
0x38, SIG_UINT16(0x010c), // pushi 010c
0x7a, // push2
0x81, 0x00, // lag global[0]
0x4a, 0x08, // send 08
0x67, 0x12, // pTos 12 (query)
0x35, 0xb5, // ldi b5
SIG_END
};
static const uint16 qfg3PatchWooDialog[] = {
PATCH_ADDTOOFFSET(+0x29),
0x33, 0x11, // jmp [to 0x6a2, the call to hero::solvePuzzle for 0xFFFC]
PATCH_END
};
// Alternative version, with uint16 offsets, for GOG release of QfG3.
static const uint16 qfg3SignatureWooDialogAlt[] = {
SIG_MAGICDWORD,
0x67, 0x12, // pTos 12 (query)
0x35, 0xb6, // ldi b6
0x1a, // eq?
0x2e, SIG_UINT16(0x0005), // bt 05
0x67, 0x12, // pTos 12 (query)
0x35, 0x9b, // ldi 9b
0x1a, // eq?
0x30, SIG_UINT16(0x000c), // bnt 0c
0x38, SIG_SELECTOR16(solvePuzzle), // pushi solvePuzzle (0297)
0x7a, // push2
0x38, SIG_UINT16(0x010c), // pushi 010c
0x7a, // push2
0x81, 0x00, // lag global[0]
0x4a, 0x08, // send 08
0x67, 0x12, // pTos 12 (query)
0x35, 0xb5, // ldi b5
SIG_END
};
static const uint16 qfg3PatchWooDialogAlt[] = {
PATCH_ADDTOOFFSET(+44),
0x33, 0x12, // jmp [to 0x708, the call to hero::solvePuzzle for 0xFFFC]
PATCH_END
};
// When exporting characters at the end of Quest for Glory 3, the underlying
// code has issues with values above 9999.
// For further study: https://github.com/Blazingstix/QFGImporter/blob/master/QFGImporter/QFGImporter/QFG3.txt
//
// If a value is above 9999, parts or even the whole character file will get
// corrupted. We calculate the checksum and add extra code to lower such
// values to 9999.
//
// Applies to at least: English, French, German, Italian, Spanish floppy
// Responsible method: saveHero::changeState
// Fixes bug: #6807
static const uint16 qfg3SignatureExportChar[] = {
0x35, SIG_ADDTOOFFSET(+1), // ldi 00 / ldi 01 (2 loops, we patch both)
0xa5, 0x00, // sat temp[0] [contains index to data]
0x8d, 0x00, // lst temp[0]
SIG_MAGICDWORD,
0x35, 0x2c, // ldi 2c
0x22, // lt? (index above or equal to 2Ch (44d)?)
0x31, 0x23, // bnt [exit loop]
// from this point it's actually useless code, maybe a sci compiler bug
0x8d, 0x00, // lst temp[0]
0x35, 0x01, // ldi 01
0x02, // add
0x9b, 0x00, // lsli local[0] ---------- load local[0 + ACC] onto stack
0x8d, 0x00, // lst temp[0]
0x35, 0x01, // ldi 01
0x02, // add
0xb3, 0x00, // sali local[0] ---------- save stack to local[0 + ACC]
// end of useless code
0x8b, SIG_ADDTOOFFSET(+1), // lsl local[36h/37h] ----- load local[36h/37h] onto stack
0x8d, 0x00, // lst temp[0]
0x35, 0x01, // ldi 01
0x02, // add
0x93, 0x00, // lali local[0] ---------- load local[0 + ACC] into ACC
0x02, // add -------------------- add ACC + stack and put into ACC
0xa3, SIG_ADDTOOFFSET(+1), // sal local[36h/37h] ----- save ACC to local[36h/37h]
0x8d, 0x00, // lst temp[0] ------------ temp[0] to stack
0x35, 0x02, // ldi 02
0x02, // add -------------------- add 2 to stack
0xa5, 0x00, // sat temp[0] ------------ save ACC to temp[0]
0x33, 0xd6, // jmp [loop]
SIG_END
};
static const uint16 qfg3PatchExportChar[] = {
PATCH_ADDTOOFFSET(+11),
0x85, 0x00, // lat temp[0]
0x9b, 0x01, // lsli local[0] + 1 ------ load local[ ACC + 1] onto stack
0x3c, // dup
0x34, PATCH_UINT16(0x2710), // ldi 2710h (10000d)
0x2c, // ult? ------------------- is value smaller than 10000?
0x2f, 0x0a, // bt [jump over]
0x3a, // toss
0x38, PATCH_UINT16(0x270f), // pushi 270fh (9999d)
0x3c, // dup
0x85, 0x00, // lat temp[0]
0xba, PATCH_UINT16(0x0001), // ssli local[0] + 1 ------ save stack to local[ACC + 1] (UINT16 to waste 1 byte)
// jump offset
0x83, PATCH_GETORIGINALBYTE(+26), // lal local[37h/36h] ----- load local[37h/36h] into ACC
0x02, // add -------------------- add local[37h/36h] + data value
PATCH_END
};
// Quest for Glory 3 doesn't properly import the character type of QFG1
// character files. This issue was never addressed. It's caused by Sierra
// reading data directly from the local area, which is only set by QFG2
// import data, instead of reading the properly set global variable.
//
// We fix it, by also directly setting the local variable.
//
// Applies to at least: English, French, German, Italian, Spanish floppy
// Responsible method: importHero::changeState(4)
static const uint16 qfg3SignatureImportQfG1Char[] = {
SIG_MAGICDWORD,
0x82, SIG_UINT16(0x0238), // lal local[0x0238]
0xa0, SIG_UINT16(0x016a), // sag global[0x016a]
0xa1, 0x7d, // sag global[0x7d]
0x35, 0x01, // ldi 01
0x99, 0xfb, // lsgi global[0xfb]
SIG_END
};
static const uint16 qfg3PatchImportQfG1Char[] = {
PATCH_ADDTOOFFSET(+8),
0xa3, 0x01, // sal local[1]
0x89, 0xfc, // lsg global[0xfc] (save 2 bytes vs global[0xfb + 1])
PATCH_END
};
// The chief in his hut (room 640) is not drawn using the correct priority,
// which results in a graphical glitch. This is a game bug and also happens
// in Sierra's SCI. We adjust priority accordingly to fix it.
//
// Applies to at least: English, French, German, Italian, Spanish floppy
// Responsible method: heap in script 640
// Fixes bug: #5173
static const uint16 qfg3SignatureChiefPriority[] = {
SIG_MAGICDWORD,
SIG_UINT16(0x0002), // yStep 0x0002
SIG_UINT16(0x0281), // view 0x0281
SIG_UINT16(0x0000), // loop 0x0000
SIG_UINT16(0x0000), // cel 0x0000
SIG_UINT16(0x0000), // priority 0x0000
SIG_UINT16(0x0000), // underbits 0x0000
SIG_UINT16(0x1000), // signal 0x1000
SIG_END
};
static const uint16 qfg3PatchChiefPriority[] = {
PATCH_ADDTOOFFSET(+8),
PATCH_UINT16(0x000a), // priority 0x000A (10d)
PATCH_ADDTOOFFSET(+2),
PATCH_UINT16(0x1010), // signal 0x1010 (set fixed priority flag)
PATCH_END
};
// There are 3 points that can't be achieved in the game. They should've been
// awarded for telling Rakeesh and Kreesha (room 285) about the Simabni
// initiation.
// However the array of posibble messages the hero can tell in that room
// (local[156]) is missing the "Tell about Initiation" message (#31) which
// awards these points.
// This patch adds the message to that array, thus allowing the hero to tell
// that message (after completing the initiation) and gain the 3 points.
// A side effect of increasing the local[156] array is that the next local
// array is shifted and shrinks in size from 4 words to 3. The patch changes
// the 2 locations in the script that reference that array, to point to the new
// location (local[$aa] --> local[$ab]). It is safe to shrink the 2nd array to
// 3 words because only the first element in it is ever used.
//
// Note: You have to re-enter the room in case a saved game was loaded from a
// previous version of ScummVM and that saved game was made inside that room.
//
// Applies to: English, French, German, Italian, Spanish and the GOG release.
// Responsible method: heap in script 285
// Fixes bug: #7086
static const uint16 qfg3SignatureMissingPoints1[] = {
// local[$9c] = [0 -41 -76 1 -30 -77 -33 -34 -35 -36 -37 -42 -80 999]
// local[$aa] = [0 0 0 0]
SIG_UINT16(0x0000), // 0 START MARKER
SIG_MAGICDWORD,
SIG_UINT16(0xffd7), // -41 "Greet"
SIG_UINT16(0xffb4), // -76 "Say Good-bye"
SIG_UINT16(0x0001), // 1 "Tell about Tarna"
SIG_UINT16(0xffe2), // -30 "Tell about Simani"
SIG_UINT16(0xffb3), // -77 "Tell about Prisoner"
SIG_UINT16(0xffdf), // -33 "Dispelled Leopard Lady"
SIG_UINT16(0xffde), // -34 "Tell about Leopard Lady"
SIG_UINT16(0xffdd), // -35 "Tell about Leopard Lady"
SIG_UINT16(0xffdc), // -36 "Tell about Leopard Lady"
SIG_UINT16(0xffdb), // -37 "Tell about Village"
SIG_UINT16(0xffd6), // -42 "Greet"
SIG_UINT16(0xffb0), // -80 "Say Good-bye"
SIG_UINT16(0x03e7), // 999 END MARKER
SIG_ADDTOOFFSET(+2), // local[$aa][0]
SIG_END
};
static const uint16 qfg3PatchMissingPoints1[] = {
PATCH_ADDTOOFFSET(+14),
PATCH_UINT16(0xffe1), // -31 "Tell about Initiation"
PATCH_UINT16(0xffde), // -34 "Tell about Leopard Lady"
PATCH_UINT16(0xffdd), // -35 "Tell about Leopard Lady"
PATCH_UINT16(0xffdc), // -36 "Tell about Leopard Lady"
PATCH_UINT16(0xffdb), // -37 "Tell about Village"
PATCH_UINT16(0xffd6), // -42 "Greet"
PATCH_UINT16(0xffb0), // -80 "Say Good-bye"
PATCH_UINT16(0x03e7), // 999 END MARKER
PATCH_GETORIGINALUINT16(+28), // local[$aa][0]
PATCH_END
};
static const uint16 qfg3SignatureMissingPoints2a[] = {
SIG_MAGICDWORD,
0x35, 0x00, // ldi 0
0xb3, 0xaa, // sali local[$aa]
SIG_END
};
static const uint16 qfg3SignatureMissingPoints2b[] = {
SIG_MAGICDWORD,
0x36, // push
0x5b, 0x02, 0xaa, // lea local[$aa]
SIG_END
};
static const uint16 qfg3PatchMissingPoints2[] = {
PATCH_ADDTOOFFSET(+3),
0xab, // local[$ab] (replace local[$aa])
PATCH_END
};
// Partly WORKAROUND:
// During combat, the game is not properly throttled. That's because the game uses
// an inner loop for combat and does not iterate through the main loop.
// It also doesn't call kGameIsRestarting. This may get fixed properly at some point
// by rewriting the speed throttler.
//
// Additionally Sierra set the cycle speed of the hero to 0. Which explains
// why the actions of the hero are so incredibly fast. This issue also happened
// in the original interpreter, when the computer was too powerful.
//
// Applies to at least: English, French, German, Italian, Spanish PC floppy
// Responsible method: combatControls::dispatchEvent (script 550) + WarriorObj in heap
// Fixes bug: #6247
static const uint16 qfg3SignatureCombatSpeedThrottling1[] = {
0x3f, 0x03, // link 3d (these temp vars are never used)
0x76, // push0
0x43, 0x42, 0x00, // callk GetTime, 0d
0xa1, 0x58, // sag global[88]
0x36, // push
0x83, 0x01, // lal local[1]
SIG_ADDTOOFFSET(+3), // ...
SIG_MAGICDWORD,
0x89, 0xd2, // lsg global[210]
0x35, 0x00, // ldi 0
0x1e, // gt?
SIG_ADDTOOFFSET(+6), // ...
0xa3, 0x01, // sal local[1]
SIG_END
};
static const uint16 qfg3PatchCombatSpeedThrottling1[] = {
0x76, // push0 (no link, freed +2 bytes)
0x43, 0x42, 0x00, // callk GetTime, 0d
0xa1, 0x58, // sag global[88] (no push, leave time in acc)
0x8b, 0x01, // lsl local[1] (stack up the local instead, freed +1 byte)
0x1c, // ne?
0x31, 0x0c, // bnt 12d [after sal]
//
0x81, 0xd2, // lag global[210] (load into acc instead of stack)
0x76, // push0 (push0 instead of ldi 0, freed +1 byte)
0x22, // lt? (flip the comparison)
0x31, 0x06, // bnt 6d [after sal]
//
0xe1, 0xd2, // -ag global[210]
0x81, 0x58, // lag global[88]
0xa3, 0x01, // sal local[1]
0x76, // push0 (0 call args)
0x43, 0x2c, 0x00, // callk GameIsRestarting, 0d (add this to trigger our speed throttler)
PATCH_END
};
static const uint16 qfg3SignatureCombatSpeedThrottling2[] = {
SIG_MAGICDWORD,
SIG_UINT16(12), // priority 12
SIG_UINT16(0x0000), // underbits 0
SIG_UINT16(0x4010), // signal 4010h
SIG_ADDTOOFFSET(+18),
SIG_UINT16(0x0000), // scaleSignal 0
SIG_UINT16(128), // scaleX 128
SIG_UINT16(128), // scaleY 128
SIG_UINT16(128), // maxScale 128
SIG_UINT16(0x0000), // cycleSpeed 0
SIG_END
};
static const uint16 qfg3PatchCombatSpeedThrottling2[] = {
PATCH_ADDTOOFFSET(+32),
PATCH_UINT16(0x0005), // set cycleSpeed to 5
PATCH_END
};
// In room #750, when the hero enters from the top east path (room #755), it
// could go out of the contained-access polygon bounds, and be able to travel
// freely in the room.
// The reason is that the cutoff y value (42) that determines whether the hero
// enters from the top or bottom path is inaccurate: it's possible to enter the
// top path from as low as y=45.
// This patch changes the cutoff to be 50 which should be low enough.
// It also changes the position in which the hero enters from the top east path
// as the current location is hidden behind the tree.
//
// Applies to: English, French, German, Italian, Spanish and the GOG release.
// Responsible method: enterEast::changeState (script 750)
// Fixes bug: #6693
static const uint16 qfg3SignatureRoom750Bounds1[] = {
// (if (< (ego y?) 42)
0x76, // push0 (y)
0x76, // push0
0x81, 0x00, // lag global[0] (ego)
0x4a, 0x04, // send 4
SIG_MAGICDWORD,
0x36, // push
0x35, 42, // ldi 42 (if ego.y < 42)
0x22, // lt?
SIG_END
};
static const uint16 qfg3PatchRoom750Bounds1[] = {
// (if (< (ego y?) 50)
PATCH_ADDTOOFFSET(+8),
50, // 50 (replace 42)
PATCH_END
};
static const uint16 qfg3SignatureRoom750Bounds2[] = {
// (ego x: 294 y: 39)
0x78, // push1 (x)
0x78, // push1
0x38, SIG_UINT16(294), // pushi 294
0x76, // push0 (y)
0x78, // push1
SIG_MAGICDWORD,
0x39, 0x1d, // pushi 29
0x81, 0x00, // lag global[0] (ego)
0x4a, 0x0c, // send 12
SIG_END
};
static const uint16 qfg3PatchRoom750Bounds2[] = {
// (ego x: 320 y: 39)
PATCH_ADDTOOFFSET(+3),
PATCH_UINT16(320), // 320 (replace 294)
PATCH_ADDTOOFFSET(+3),
39, // 39 (replace 29)
PATCH_END
};
static const uint16 qfg3SignatureRoom750Bounds3[] = {
// (ego setMotion: MoveTo 282 29 self)
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion (0x133)
0x39, 0x04, // pushi 4
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
0x36, // push
0x38, SIG_UINT16(282), // pushi 282
SIG_MAGICDWORD,
0x39, 29, // pushi 29
0x7c, // pushSelf
0x81, 0x00, // lag global[0] (ego)
0x4a, 0x0c, // send 12
SIG_END
};
static const uint16 qfg3PatchRoom750Bounds3[] = {
// (ego setMotion: MoveTo 309 35 self)
PATCH_ADDTOOFFSET(+9),
PATCH_UINT16(309), // 309 (replace 282)
PATCH_ADDTOOFFSET(+1),
35, // 35 (replace 29)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg3Signatures[] = {
{ true, 944, "import dialog continuous calls", 1, qfg3SignatureImportDialog, qfg3PatchImportDialog },
{ true, 440, "dialog crash when asking about Woo", 1, qfg3SignatureWooDialog, qfg3PatchWooDialog },
{ true, 440, "dialog crash when asking about Woo", 1, qfg3SignatureWooDialogAlt, qfg3PatchWooDialogAlt },
{ true, 52, "export character save bug", 2, qfg3SignatureExportChar, qfg3PatchExportChar },
{ true, 54, "import character from QfG1 bug", 1, qfg3SignatureImportQfG1Char, qfg3PatchImportQfG1Char },
{ true, 640, "chief in hut priority fix", 1, qfg3SignatureChiefPriority, qfg3PatchChiefPriority },
{ true, 285, "missing points for telling about initiation heap", 1, qfg3SignatureMissingPoints1, qfg3PatchMissingPoints1 },
{ true, 285, "missing points for telling about initiation script", 1, qfg3SignatureMissingPoints2a, qfg3PatchMissingPoints2 },
{ true, 285, "missing points for telling about initiation script", 1, qfg3SignatureMissingPoints2b, qfg3PatchMissingPoints2 },
{ true, 550, "combat speed throttling script", 1, qfg3SignatureCombatSpeedThrottling1, qfg3PatchCombatSpeedThrottling1 },
{ true, 550, "combat speed throttling heap", 1, qfg3SignatureCombatSpeedThrottling2, qfg3PatchCombatSpeedThrottling2 },
{ true, 750, "hero goes out of bounds in room 750", 2, qfg3SignatureRoom750Bounds1, qfg3PatchRoom750Bounds1 },
{ true, 750, "hero goes out of bounds in room 750", 2, qfg3SignatureRoom750Bounds2, qfg3PatchRoom750Bounds2 },
{ true, 750, "hero goes out of bounds in room 750", 2, qfg3SignatureRoom750Bounds3, qfg3PatchRoom750Bounds3 },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark Quest for Glory 4
// ===========================================================================
// Cranium's TRAP screen in room 380 incorrectly creates an int array for
// string data.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: trap::init() in script 83
// Fixes bug: #10766
static const uint16 qfg4TrapArrayTypeSignature[] = {
0x38, SIG_SELECTOR16(new), // pushi new
0x78, // push1
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0080), // pushi 128d (array size)
0x51, SIG_ADDTOOFFSET(+1), // class IntArray (CD=0x0b. floppy=0x0a)
0x4a, SIG_UINT16(0x0006), // send 6
SIG_END
};
static const uint16 qfg4TrapArrayTypePatch[] = {
PATCH_ADDTOOFFSET(+4),
0x38, PATCH_UINT16(0x0100), // pushi 256d (array size)
0x51, PATCH_GETORIGINALBYTEADJUST(8, +2), // class ByteArray (CD=0x0d, floppy=0x0c)
PATCH_END
};
// QFG4 has custom video benchmarking code inside a subroutine, which is called
// by 'glryInit::init', that needs to be disabled. See: sci2BenchmarkSignature.
//
// Applies to at least: English CD, English floppy, German Floppy
// Responsible method: localproc_0010() in script 1
static const uint16 qfg4BenchmarkSignature[] = {
0x38, SIG_SELECTOR16(new), // pushi new
0x76, // push0
0x51, SIG_ADDTOOFFSET(+1), // class View
0x4a, SIG_UINT16(0x0004), // send 4
0xa5, 0x00, // sat temp[0]
0x39, SIG_SELECTOR8(view), // pushi view
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x270f), // pushi $270f (9999)
SIG_END
};
static const uint16 qfg4BenchmarkPatch[] = {
0x35, 0x01, // ldi 1
0xa1, 0xbf, // sag global[191]
0x48, // ret
PATCH_END
};
// In room 800, at the start of the game, when automatically sliding down a
// slope an error may happen inside Grooper::doit caused by a timing issue.
//
// We delay a bit, so that hero::cycler should always be set.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sFallsBackSide::changeState in script 803
// Fixes bug: #9801
static const uint16 qfg4SlidingDownSlopeSignature[] = {
0x87, 0x01, // lap param[1]
0x65, SIG_ADDTOOFFSET(+1), // aTop state
0x36, // push
0x3c, // dup
0x35, 0x00, // ldi 00
0x1a, // eq?
0x31, 0x30, // bnt [skip state 0]
0x38, SIG_SELECTOR16(handsOff), // pushi handsOff
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, SIG_UINT16(0x0004), // send 04
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(cycleSpeed), // pushi cycleSpeed
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x0004), // send 04
0xa3, 0x00, // sal local[0]
0x38, SIG_SELECTOR16(setStep), // pushi setStep
0x7a, // push2
0x78, // push1
0x78, // push1
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion
0x38, SIG_UINT16(0x0004), // pushi 04
0x51, SIG_ADDTOOFFSET(+1), // class PolyPath
0x36, // push
0x39, 0x49, // pushi $49
0x39, 0x50, // pushi $50
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x4a, SIG_UINT16(0x0014), // send $14
SIG_END
};
static const uint16 qfg4SlidingDownSlopePatch[] = {
PATCH_ADDTOOFFSET(+5),
0x2f, 0x34, // bt [skip state 0]
0x38, PATCH_SELECTOR16(handsOff), // pushi handsOff
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, PATCH_UINT16(0x0004), // send 04
0x78, // push1
0x39, 0x20, // pushi $20
0x43, kScummVMWaitId, PATCH_UINT16(0x02), // callk Wait, $2
0x38, PATCH_SELECTOR16(setStep), // pushi setStep
0x7a, // push2
0x78, // push1
0x78, // push1
0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion
0x38, PATCH_UINT16(0x0004), // pushi 04
0x51, PATCH_GETORIGINALBYTE(+44), // class PolyPath
0x36, // push
0x39, 0x49, // pushi $49
0x39, 0x50, // pushi $50
0x7c, // pushSelf
0x81, 0x00, // lag global[0]
0x38, PATCH_SELECTOR16(cycleSpeed), // pushi cycleSpeed
0x76, // push0
0x4a, PATCH_UINT16(0x0018), // send $18
0xa3, 0x00, // sal local[0]
0x3a, // toss
0x48, // ret
PATCH_END
};
// WORKAROUND: Script needed, because of differences in our pathfinding
// algorithm.
// At the inn, there is a path that goes off screen. In our pathfinding
// algorithm, we move all the pathfinding points so that they are within
// the visible area. However, two points of the path are outside the
// screen, so moving them will place them both on top of each other,
// thus creating an impossible pathfinding area. This makes the
// pathfinding algorithm ignore the walkable area when the hero moves
// up the ladder to his room. We therefore move one of the points
// slightly, so that it is already within the visible screen, so that
// the walkable polygon is valid, and the pathfinding algorithm can
// work properly.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: rm320::init() in script 320
// Fixes bug: #10693
static const uint16 qfg4InnPathfindingSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0154), // pushi x = 340
0x39, 0x77, // pushi y = 119
0x38, SIG_UINT16(0x0114), // pushi x = 276
0x39, 0x31, // pushi y = 49
0x38, SIG_UINT16(0x00fc), // pushi x = 252
0x39, 0x30, // pushi y = 48
0x38, SIG_UINT16(0x00a5), // pushi x = 165
0x39, 0x55, // pushi y = 85
0x38, SIG_UINT16(0x00c0), // pushi x = 192
0x39, 0x55, // pushi y = 85
0x38, SIG_UINT16(0x010b), // pushi x = 267
0x39, 0x34, // pushi y = 52
0x38, SIG_UINT16(0x0144), // pushi x = 324
0x39, 0x77, // pushi y = 119
SIG_END
};
static const uint16 qfg4InnPathfindingPatch[] = {
PATCH_ADDTOOFFSET(+30),
0x38, PATCH_UINT16(0x013f), // pushi x = 319 (was 324)
0x39, 0x77, // pushi y = 119
PATCH_END
};
// When autosave is enabled, Glory::save() (script 0) deletes savegame files in
// a loop, while disk space is insufficient for a new save, or while there are
// 20+ saves. Since ScummVM handles slots differently and allows far more
// slots, this deletes all but the most recent 19 manual saves, merely by
// walking from room to room!
//
// Ironically, kGetSaveFiles() (kfile.cpp) and the debugger's 'list_files'
// command rely on listSavegames() (file.cpp), which specifically omits the
// autosave slot, so the script will only ever delete manual saves. And the
// space check doesn't take into account the reduced demand when overwriting an
// existing autosave.
//
// No good can come of this loop. So we skip it entirely. If the disk truly is
// out of space, a message box will complain, and the player can delete saves
// voluntarily.
//
// Note: Glory::save() contains another space freeing loop, but it might be
// unreachable.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: Glory::save() in script 0
// Fixes bug: #10758
static const uint16 qfg4AutosaveSignature[] = {
0x30, SIG_ADDTOOFFSET(+2), // bnt ?? [end the loop]
0x78, // push1 (1 call arg)
//
0x39, SIG_SELECTOR8(data), // pushi data
0x76, // push0
SIG_ADDTOOFFSET(+2), // (CD="lag global[29]", floppy="lat temp[6]")
0x4a, SIG_UINT16(0x0004), // send 4d
0x36, // push
SIG_MAGICDWORD,
0x43, 0x3f, SIG_UINT16(0x0002), // callk CheckFreeSpace, 2d
0x18, // not
0x2f, 0x05, // bt 05 [skip other OR condition]
0x8d, 0x09, // lst temp[9] (savegame file count)
0x35, 0x14, // ldi 20d
0x20, // ge?
SIG_END
};
static const uint16 qfg4AutosavePatch[] = {
0x32, // ... // jmp [end the loop]
PATCH_END
};
// The swamp areas have typos where a Grooper object is passed to
// View::setLoop(), a method which expects an integer to store in the "loop"
// property. This leads to arithmetic crashes later. We change it to
// Actor::setLooper().
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method:
// Script 440
// sToWater::changeState(3)
// Script 530, 535
// sGlideFromTuff::changeState(1)
// sGoGlide::changeState(2)
// sFromWest::changeState(0)
// sFromSouth::changeState(0)
// Script 541, 542, 543
// sGlideFromTuff::changeState(1)
// sFromEast::changeState(0)
// sFromNorth::changeState(0)
// sFromWest::changeState(0)
// sFromSouth::changeState(0)
// Script 545
// sCombatEnter::changeState(0)
// sGlideFromTuff::changeState(2)
// sFromNorth::changeState(0)
// sFromEast::changeState(0)
// sFromWest::changeState(0)
// Fixes bug: #10777
static const uint16 qfg4SetLooperSignature1[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
0x78, // push1
0x51, 0x5a, // class Grooper
SIG_END
};
static const uint16 qfg4SetLooperPatch1[] = {
0x38, PATCH_SELECTOR16(setLooper), // pushi setLooper
PATCH_END
};
// As above, except it's an exported subclass of Grooper: stopGroop.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sJumpWater::changeState(3), sToJump::changeState(2) in script 10
// Fixes bug: #10777
static const uint16 qfg4SetLooperSignature2[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setLoop), // pushi setLoop
0x78, // push1
0x7a, // push2 (2 call args)
0x39, 0x1c, // pushi 28d
0x78, // push1
0x43, 0x02, SIG_UINT16(0x0004), // callk ScriptID, 4d (ScriptID 28 1)
SIG_END
};
static const uint16 qfg4SetLooperPatch2[] = {
0x38, PATCH_SELECTOR16(setLooper), // pushi setLooper
PATCH_END
};
// The panel showing time of day gets stuck displaying consecutive moonrises.
// Despite time actually advancing, the sun will never rise again because
// local[5] is set to 1 for night UI and never resets until hero moves to
// another room.
//
// temp[0] is not used in this method. Thus we can safely ignore and reuse the
// code block that manipulates it in order to fix this bug.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: showTime::init() in script 7
// Fixes bug: #10775
static const uint16 qfg4MoonriseSignature[] = {
SIG_MAGICDWORD,
0x81, 0x7a, // lag global[122]
0xa5, 0x00, // sat temp[0]
0x89, 0x7b, // lsg global[123]
0x35, 0x06, // ldi 6d
0x1c, // ne?
0x2f, 0x06, // bt 6d [skip remaining OR conditions]
0x89, 0x78, // lsg global[120]
0x34, SIG_UINT16(0x01f4), // ldi 500d
0x1e, // gt?
0x31, 0x02, // bnt 2d [skip the if block]
0xc5, 0x00, // +at temp[0]
SIG_END
};
static const uint16 qfg4MoonrisePatch[] = {
0x35, 0x00, // ldi 0 (reset the is-night var)
0xa3, 0x05, // sal local[5]
0x33, 0x0f, // jmp 15d [skip waste bytes]
PATCH_END
};
// Visiting the inn after rescuing Igor sets a plot flag. Such flags are tested
// on subsequent visits to decide the dialogue options when clicking MOUTH on
// hero. That particular check neglects time of day, allowing hero to talk to
// an empty room after midnight... and get responses from the absent innkeeper.
//
// The inn's init() has a series of cond blocks to boil down all the checks
// into values for local[2], representing discrete situations. Then there's a
// switch block in sInitShit() that acts on those values, making arrival
// announcements and setting new flags.
//
// "So Dmitri says the gypsy didn't really kill Igor after all." sets flag 132.
// "I must thank you for saving our Tanya." sets flag 134.
//
// There are two bugged situations. When you have flag 132 and haven't gotten
// 134 yet, local[2] = 11. When you get flag 134, local[2] = 12. Neither
// of them consider the time of day, talking as if the innkeeper were always
// present.
//
// A day in QFG4 is broken up into 3-hour spans: 6,7,0,1,2,3,4,5. Where 6 is
// midnight. The sun rises in 0 and sets in 4. Current span is global[123]. The
// innkeeper sprite is not around from midnight to morning.
//
// To make room, we optimize block 10's time check:
// "t <= 3 || t is in [4, 5]" becomes "t <= 5". No need for a lengthy call
// to do a simple comparison. Conceptually it meant, "daytime and evening".
//
// That gap is used to insert similar pre-midnight checks before block 11 and
// block 12. This will sync them with the sprite's schedule. Ideally, the
// sprite never would've been scheduled separately in the first place.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: rm320::init() in script 320
// Fixes bug: #10753
static const uint16 qfg4AbsentInnkeeperSignature[] = {
SIG_MAGICDWORD, // (block 10, partway through)
0x31, 0x1c, // bnt 28d [block 11]
0x89, 0x7b, // lsg global[123]
0x35, 0x03, // ldi 3d
0x24, // le?
// (~~ junk begins ~~)
0x2f, 0x0f, // bt 15d [after the calle]
0x39, 0x03, // pushi 3d (3 call args)
0x89, 0x7b, // lsg global[123] (needle value)
0x39, 0x04, // pushi 4d (haystack values...)
0x39, 0x05, // pushi 5d
0x46, SIG_UINT16(0xfde7), SIG_UINT16(0x0005), SIG_UINT16(0x0006), // calle [export 5 of script 64999], 6d (is needle in haystack?))
// (~~ junk ends ~~)
0x31, 0x04, // bnt 4d [block 11]
0x35, 0x0a, // ldi 10d
0x33, 0x29, // jmp 41d [done, local[2]=acc]
//
SIG_ADDTOOFFSET(+25), // (...block 11...) (patch ends after this)
SIG_ADDTOOFFSET(+14), // (...block 12...)
SIG_ADDTOOFFSET(+2), // (...else 0...)
0xa3, 0x02, // sal local[2] (all blocks set acc and jmp here)
SIG_END
};
static const uint16 qfg4AbsentInnkeeperPatch[] = {
0x31, 0x0e, // bnt 14d [block 11]
0x89, 0x7b, // lsg global[123]
0x35, 0x05, // ldi 5d (make it t <= 5)
0x24, // le?
// (*snip*)
0x31, 0x07, // bnt 7d [block 11]
0x35, 0x0a, // ldi 10d
0x33, 0x3a, // jmp 58d [done, local[2]=acc]
//
0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes)
// (14 freed bytes remain.)
// (use 7 freed bytes to prepend block 11)
// (and shift all of block 11 up by 7 bytes)
// (use that new gap below to prepend block 12)
//
// (block 11, prepend a time check)
0x89, 0x7b, // lsg global[123]
0x35, 0x05, // ldi 5d
0x24, // le?
0x31, 0x19, // bnt 25d [block 12]
// (block 11, original ops shift up)
0x78, // push1 (1 call arg)
0x38, PATCH_UINT16(0x0084), // pushi 132d
0x45, 0x04, PATCH_UINT16(0x0002), // callb [export 4 of script 0], 2d (test flag 132)
0x31, 0x0f, // bnt 15d [next block]
0x78, // push1 (1 call arg)
0x38, PATCH_UINT16(0x0086), // pushi 134d
0x45, 0x04, PATCH_UINT16(0x0002), // callb [export 4 of script 0], 2d (test flag 134)
0x18, // not
0x31, 0x04, // bnt 4d [block 12]
0x35, 0x0b, // ldi 11d
0x33, 0x17, // jmp 23d [done, local[2]=acc]
//
// (block 12, prepend a time check)
0x89, 0x7b, // lsg global[123]
0x35, 0x05, // ldi 5d
0x24, // le?
0x31, 0x0e, // bnt 14d [else block]
// (block 12, original ops continue here)
PATCH_END
};
// WORKAROUND: Script needed, because of differences in our pathfinding
// algorithm.
// When entering flipped stairways from the upper door, hero is initially
// placed outside the walkable area. As a result, hero will float around
// inappropriately in stairways leading to Tanya's room (620) and to the iron
// safe (624).
//
// The polygon's first and final points are the top of the stairs. It's quite
// narrow up there, and the final segment doesn't trace the wall very well. We
// move the final point down and over to round out the path. Point 0 takes 19's
// original place. Point 1 takes 0's original place.
//
// Disregard the responsible method's misleading name.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: rm620Code::init() in script 633
// Fixes bug: #10757
static const uint16 qfg4StairwayPathfindingSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00e2), // pushi 226d (point 0 is top-left)
0x39, 0x20, // pushi 32d
0x38, SIG_UINT16(0x00ed), // pushi 237d (point 1 is below on left)
0x39, 0x26, // pushi 38d
SIG_ADDTOOFFSET(+87), // ...
0x38, SIG_UINT16(0x00e9), // pushi 233d (point 19 is top-right)
0x39, 0x20, // pushi 32d
SIG_END
};
static const uint16 qfg4StairwayPathfindingPatch[] = {
0x38, PATCH_UINT16(0x00e9), // pushi 233d (point 0 gets 19's coords)
0x39, 0x20, // pushi 32d
0x38, PATCH_UINT16(0x00e2), // pushi 226d (point 1 gets 0's coords)
0x39, 0x20, // pushi 32d
PATCH_ADDTOOFFSET(+87), // ...
0x38, PATCH_UINT16(0x00fd), // pushi 253d (point 19 hugs the wall)
0x39, 0x2b, // pushi 43d
PATCH_END
};
// Whenever levitate is cast, a cryptic error message appears in-game.
// "<Prop setScale:> y value less than vanishingY"
//
// There are typos where hero is passed to Prop::setScale(), a method which
// expects integers. We change it to Prop::setScaler().
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sLevitate::changeState(3) in script 31
// sLevitating::changeState(0) in script 800 (CD only)
// Fixes bug: #10726
static const uint16 qfg4SetScalerSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setScale), // pushi setScale
0x78, // push1
0x89, 0x00, // lsg global[0] (hero)
SIG_END
};
static const uint16 qfg4SetScalerPatch[] = {
0x38, PATCH_SELECTOR16(setScaler), // pushi setScaler
PATCH_END
};
// The castle's crest-operated bookshelf has an unconditional HAND message
// which always says, "you haven't found the trigger yet," even after it's
// open.
//
// We schedule the walk-out script (sLeaveSecretly) at the end of the opening
// script (sSecret) to force hero to leave immediately, preventing any
// interaction with an open bookshelf.
//
// An automatic exit is consistent with the other bookshelf passage rooms:
// Chandelier (662) and EXIT (661).
//
// Clobbers Glory::handsOn() and sSecret::dispose() to do Room::setScript().
// Both of them are made redundant by setScript's built-in disposal and
// sLeaveSecretly's immediate use of Glory::handsOff().
//
// This patch has two variants, toggled to match the detected edition with
// enablePatch() below. Aside from the patched lofsa value, they are identical.
//
// Applies to at least: English CD
// Responsible method: sSecret::changeState(4) in script 663
// Fixes bug: #10756
static const uint16 qfg4CrestBookshelfCDSignature[] = {
SIG_MAGICDWORD,
0x4a, SIG_UINT16(0x003e), // send 62d
0x36, // push
SIG_ADDTOOFFSET(+5), // ...
0x38, SIG_SELECTOR16(handsOn), // pushi handsOn (begin clobbering)
0x76, // push0
0x81, 0x01, // lag global[1] (Glory)
0x4a, SIG_UINT16(0x0004), // send 4d
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 4d
SIG_END
};
static const uint16 qfg4CrestBookshelfCDPatch[] = {
PATCH_ADDTOOFFSET(+9),
0x38, PATCH_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x72, PATCH_UINT16(0x01a4), // lofsa sLeaveSecretly
0x36, // push
0x81, 0x02, // lag global[2] (rm663)
0x4a, PATCH_UINT16(0x0006), // send 6d
0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes)
PATCH_END
};
// Applies to at least: English floppy, German floppy
static const uint16 qfg4CrestBookshelfFloppySignature[] = {
SIG_MAGICDWORD,
0x4a, SIG_UINT16(0x003e), // send 62d
0x36, // push
SIG_ADDTOOFFSET(+5), // ...
0x38, SIG_SELECTOR16(handsOn), // pushi handsOn (begin clobbering)
0x76, // push0
0x81, 0x01, // lag global[1] (Glory)
0x4a, SIG_UINT16(0x0004), // send 4d
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 4d
SIG_END
};
static const uint16 qfg4CrestBookshelfFloppyPatch[] = {
PATCH_ADDTOOFFSET(+9),
0x38, PATCH_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x72, PATCH_UINT16(0x018c), // lofsa sLeaveSecretly
0x36, // push
0x81, 0x02, // lag global[2] (rm663)
0x4a, PATCH_UINT16(0x0006), // send 6d
0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes)
PATCH_END
};
// Modifies room 663's sLeaveSecretly to avoid obstacles.
//
// Originally intended to start when hero arrives at a doorMat region, room
// 663's walk-out script (sLeaveSecretly) ignores obstacles. The crest
// bookshelf patch repurposes this script and requires collision detection to
// exit properly, walking around the open bookshelf.
//
// Class numbers for MoveTo and PolyPath differ between CD vs floppy editions.
// Their intervals happen to be the same, so we simply offset whatever is
// there.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sLeaveSecretly::changeState(1) in script 663
// Fixes bug: #10756
static const uint16 qfg4CrestBookshelfMotionSignature[] = {
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
0x36, // push
SIG_MAGICDWORD,
0x39, 0x1d, // pushi x = 29d
0x38, SIG_UINT16(0x0097), // pushi y = 151d
SIG_END
};
static const uint16 qfg4CrestBookshelfMotionPatch[] = {
0x51, PATCH_GETORIGINALBYTEADJUST(+1, +6), // class PolyPath
PATCH_END
};
// The castle's great hall (630) has a doorMat region that intermittently sends
// hero back to the room they just left (barrel room) the instant they arrive.
//
// Entry from room 623 starts hero at (0, 157), the edge of the doorMat. We
// shrink the region by 2 pixels. Then sEnterTheRoom moves hero safely across.
// The region is a rectangle. Point 0 is top-left. Point 3 is bottom-left.
//
// Does not apply to English floppy 1.0. It lacked a western doorMat entirely.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: vClosentDoor::init() in script 630
// Fixes bug: #10731
static const uint16 qfg4GreatHallEntrySignature[] = {
SIG_MAGICDWORD,
0x76, // push0 (point 0)
0x38, SIG_UINT16(0x0088), // pushi 136d
SIG_ADDTOOFFSET(+10), // ...
0x76, // push0 0d (point 3)
0x38, SIG_UINT16(0x00b4), // pushi 180d
SIG_END
};
static const uint16 qfg4GreatHallEntryPatch[] = {
0x7a, // push2
PATCH_ADDTOOFFSET(+13), // ...
0x7a, // push2
PATCH_END
};
// In QFG4, the kernel func SetNowSeen() returns void - meaning it doesn't
// modify the accumulator to store a result. Yet math was performed on it!
//
// The function updates boundary box properties of a given View object, prior
// to collision tests. IF (collision detection is warranted, and IF those tests
// are true), THEN respond to the collision.
//
// SetNowSeen() was inserted in the middle of the IF block's list of conditions.
// That way it can be short-circuited, and it runs before the tests.
//
// Problem: void functions make no promise about their truth value. After the
// call, acc will be *whatever* happened to already be in there. This is bad.
//
// "(| (SetNowSeen horror) $0001)"
//
// Someone wrapped the func in a bitwise OR against 1. Thus *every* value is
// guaranteed to become non-zero, always true. And the IF block won't break.
//
// In later SCI2 versions, SetNowSeen() would change to return a boolean.
//
// Whether a lucky confusion or ugly hack, the wrapped void IF condition works.
// When an object leaks into the accumulator. SSCI doesn't mind OR'ing it, too.
// ScummVM detects unsafe arithmetic and crashes. ScummVM needs proper numbers.
//
// "Invalid arithmetic operation (bitwise OR - params: 002e:1694 and 0000:0001)"
//
// We leave the OR wrapper. When the call returns, we manually feed the OR a
// literal 1. Same effect. The IF block goes on evaluating conditions.
//
// Wraith, Vorpal Bunny, and Badder scripts are not affected.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method:
// (ego1, combat hero) Script 41 - xSlash::doit(), xDuck::doit(), xParryLow::doit()
// (ego1, combat hero) Script 810 - slash::doit()
// (Revenant) Script 830 - revenantForward::doit()
// (Wyvern) Script 835 - doRSlash::doit(), doLSlash::doit(), tailAttack::doit()
// (Chernovy) Script 840 - doLSlash::doit(), doRSlash::doit()
// (Pit Horror) Script 855 - wipeSpell::doit()
// (Necrotaur) Script 870 - attackLeft::doit(), attackRight::doit(),
// headAttack::doit(), hurtMyself::changeState(1)
// Fixes bug: #10138, #10419, #10710, #10814
static const uint16 qfg4ConditionalVoidSignature[] = {
SIG_MAGICDWORD,
0x43, 0x0a, SIG_UINT16(0x0002), // callk SetNowSeen, 2d (update bounds for a stacked View)
0x36, // push (void func didn't set acc!)
0x35, 0x01, // ldi 1d
0x14, // or (whatever that was, make it non-zero)
SIG_END
};
static const uint16 qfg4ConditionalVoidPatch[] = {
PATCH_ADDTOOFFSET(+4), //
0x78, // push1 (feed OR a literal 1)
PATCH_END
};
// In the graveyard rescuing Igor, ropes are briefly obscured by crypt pillars
// in the background Pic. The Pic assigns a priority to the pillars for depth.
// Ropes are initialized without priority. Then there's a setPri() call.
//
// The floppy edition's Actor::doit() readily calls UpdateScreenItem(). Thus it
// promptly responds to the new priority, bringing the ropes to the front.
//
// The CD edition changed Actor to require a bit flag on the "signal" property
// before it would call UpdateScreenItem(). So the CD edition graphics don't
// update until much later, when the ropes begin an animation.
//
// We patch the heap for script 500 (the graveyard) to give rope1 and rope2
// that "signal" bit as soon as they're created. This'll be toggled with
// enablePatch() below to only apply to the CD edition.
//
// Applies to at least: English CD
// Responsible method: Actor::doit() in script 64998
// Fixes bug: #10751
static const uint16 qfg4GraveyardRopeSignature1[] = {
SIG_MAGICDWORD, // (rope1 properties)
SIG_UINT16(0x0064), // x = 100d
SIG_UINT16(0xfff6), // y = -10d
SIG_ADDTOOFFSET(+24), // ...
SIG_UINT16(0x01f6), // view = 502d
SIG_ADDTOOFFSET(+8), // ...
SIG_UINT16(0x6000), // signal = 0x6000
SIG_END
};
static const uint16 qfg4GraveyardRopePatch1[] = {
PATCH_ADDTOOFFSET(+38),
PATCH_UINT16(0x6001), // signal = 0x6001
PATCH_END
};
static const uint16 qfg4GraveyardRopeSignature2[] = {
SIG_MAGICDWORD, // (rope2 properties)
SIG_UINT16(0x007f), // x = 127d
SIG_UINT16(0xfffb), // y = -5d
SIG_ADDTOOFFSET(+24), // ...
SIG_UINT16(0x01f6), // view = 502d
SIG_ADDTOOFFSET(+8), // ...
SIG_UINT16(0x6000), // signal = 0x6000
SIG_END
};
static const uint16 qfg4GraveyardRopePatch2[] = {
PATCH_ADDTOOFFSET(+38),
PATCH_UINT16(0x6001), // signal = 0x6001
PATCH_END
};
// Rooms 622 and 623 play an extra door sound when entering. They both
// delegate to script 645. It schedules sEnter, which indeed has an extra
// sound. The CD edition removed the line. We remove it, too.
//
// Applies to at least: English floppy, German floppy
// Responsible method: sEnter::changeState(4) in script 645
// Fixes bug: #10827
static const uint16 qfg4DoubleDoorSoundSignature[] = {
0x35, 0x04, // ldi 4d (state 4)
SIG_ADDTOOFFSET(+3), // ...
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(play), // pushi play
0x76, // push0
0x72, SIG_UINT16(0x0376), // lofsa doorSound
0x4a, SIG_UINT16(0x0004), // send 4d
SIG_END
};
static const uint16 qfg4DoubleDoorSoundPatch[] = {
PATCH_ADDTOOFFSET(+5),
0x33, 0x07, // jmp 7d [skip waste bytes]
PATCH_END
};
// In the castle's iron safe room (643), the righthand door may send hero west
// instead of east - if it was oiled before it was opened (not picked).
//
// The room uses local[2] to remember which door it last decided was nearest.
// The proximity check when opening the right door doesn't reliably set
// local[2]. The assignment was buried inside an IF block testing the oiled
// flag to decide whether the door should squeak. So if the door's been oiled,
// local[2] is not set. If hero had entered the safe from from the west,
// rm643::init() would set local[2] to the left door, and sOpenTheDoor would
// remember LEFT as it decided where to send hero to next.
//
// We move the local[2] assignment out of the IF block, to always run.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sOpenTheDoor::changeState(0) in script 643
// Fixes bug: #10829
static const uint16 qfg4SafeDoorEastSignature[] = {
SIG_MAGICDWORD, // (else block, right door)
0x78, // push1 (1 call arg)
0x38, SIG_UINT16(0x00d7), // pushi 215d (right door oiled flag)
0x45, 0x04, SIG_UINT16(0x0002), // callb [export 4 of script 0], 2d (test flag 215)
0x18, // not
0x31, SIG_ADDTOOFFSET(+1), // bnt ?? [end the else block]
//
0x35, 0x00, // ldi 0
0xa3, 0x02, // sal local[2]
SIG_END
};
static const uint16 qfg4SafeDoorEastPatch[] = {
0x35, 0x00, // ldi 0
0xa3, 0x02, // sal local[2]
//
0x78, // push1 (1 call arg)
0x38, PATCH_UINT16(0x00d7), // pushi 215d (right door oiled flag)
0x45, 0x04, PATCH_UINT16(0x0002), // callb [export 4 of script 0], 2d (test flag 215)
0x18, // not
0x31, PATCH_GETORIGINALBYTEADJUST(10, -4), // bnt ?? [end the else block]
PATCH_END
};
// In the castle's iron safe room (643), plot flags are mixed up. When hero
// oils either door, the other door's flag is set. Adjacent rooms oil their
// respective doors properly from the outside. We switch the flags inside.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: vBackDoor::doVerb(32), vLeftDoor::doVerb(32) in script 643
// Fixes bug: #10829
static const uint16 qfg4SafeDoorOilSignature[] = {
0x35, 0x20, // ldi 32d (vBackDoor::doVerb(oil), right door)
SIG_ADDTOOFFSET(+5), // ...
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00d6), // pushi 214d (left oiled flag!?)
0x45, 0x02, SIG_UINT16(0x0002), // callb [export 2 of script 0], 2d (set flag 214)
SIG_ADDTOOFFSET(+152), // ...
0x35, 0x20, // ldi 32d (vLeftDoor::doVerb(oil), left door)
SIG_ADDTOOFFSET(+5), // ...
0x38, SIG_UINT16(0x00d7), // pushi 215d (right oiled flag!?)
0x45, 0x02, SIG_UINT16(0x0002), // callb [export 2 of script 0], 2d (set flag 215)
SIG_END
};
static const uint16 qfg4SafeDoorOilPatch[] = {
PATCH_ADDTOOFFSET(+7),
0x38, PATCH_UINT16(0x00d7), // pushi 215d (right door, set right oiled flag)
PATCH_ADDTOOFFSET(+4+152+7),
0x38, PATCH_UINT16(0x00d6), // pushi 214d (left door, set left oiled flag)
PATCH_END
};
// Waking after a dream by the staff in town (room 270) prevents the room from
// creating a doorMat at nightfall, if hero rests repeatedly. The town gate
// closes at night. Without the doorMat, hero isn't prompted to climb over the
// gate. Instead, hero casually walks south and gets stuck in the next room
// behind the closed gate.
//
// Since hero wakes in the morning, sAfterTheDream disposes any existing
// doorMat. It neglects to reset local[2], which toggles rm270::doit()'s
// constant checks for nightfall to replace the doorMat.
//
// We cache an object lookup and use the spare bytes to reset local[2].
//
// Note: There was never any sunrise detection. If hero rests repeatedly until
// morning, the doorMat will linger to needlessly prompt about climbing the
// then-open gate. Harmless. The prompt sets global[423] (1=climb, 2=levitate).
// The gate room only honors that global at night, so hero will simply walk
// through. Heroes unable to climb/levitate would be denied until they re-enter
// the room.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sAfterTheDream::changeState(2) in script 270
// Fixes bug: #10830
static const uint16 qfg4DreamGateSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(heading), // pushi heading
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa fSouth
0x4a, SIG_UINT16(0x0004), // send 4d
0x31, 0x1a, // bnt 26d [skip disposing/nulling] (no heading)
//
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x39, SIG_SELECTOR8(heading), // pushi heading
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa fSouth
0x4a, SIG_UINT16(0x0004), // send 4d (accumulate heading)
0x4a, SIG_UINT16(0x0004), // send 4d (dispose heading)
//
0x39, SIG_SELECTOR8(heading), // pushi heading
0x78, // push1
0x76, // push0
0x72, SIG_ADDTOOFFSET(+2), // lofsa fSouth
0x4a, SIG_UINT16(0x0006), // send 6d (set fSouth's heading to null)
SIG_END
};
static const uint16 qfg4DreamGatePatch[] = {
0x3f, 0x01, // link 1d (cache heading for reuse)
0x39, PATCH_SELECTOR8(heading), // pushi heading
0x76, // push0
0x72, PATCH_GETORIGINALUINT16(4), // lofsa fSouth
0x4a, PATCH_UINT16(0x0004), // send 4d
0xa5, 0x00, // sat temp[0]
0x31, 0x13, // bnt 19d [skip disposing/nulling] (no heading)
//
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x85, 0x00, // lat temp[0]
0x4a, PATCH_UINT16(0x0004), // send 4d (dispose: heading:)
//
0x39, PATCH_SELECTOR8(heading), // pushi heading
0x78, // push1
0x76, // push0
0x72, PATCH_GETORIGINALUINT16(4), // lofsa fSouth
0x4a, PATCH_UINT16(0x0006), // send 6d (set fSouth's heading to null)
//
0x76, // push0
0xab, 0x02, // ssl local[2] (let doit() watch for nightfall)
PATCH_END
};
// Some inventory item properties leak across restarts. Most conspicuously, the
// torch icon appears pre-lit after a restart, if it had been lit before.
//
// script 16 - thePiepan (item #28): loop, cel, value
// script 35 - theBroom (item #39): cel, value
// script 35 - theTorch (item #44): cel
//
// Glory::restart() tries to revert a bunch of globals to their original state.
// Each value was individually loaded into acc and assigned (ldi+sag, ldi+sag,
// ldi+sag, etc).
//
// One range of globals could be distilled to multiples of 45. We optimize
// those with a loop. Another range was arbitrary. We stack up those values all
// at once, then loop over the stack to pop(), assign, and do the next global.
// We use the freed bytes to reset the 3 items' properties with a subroutine.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: Glory::restart() in script 0
// Fixes bug: #10768
static const uint16 qfg4RestartSignature[] = {
SIG_MAGICDWORD,
0x76, // push0 (this range is multiples of 45)
0x35, 0x01, // ldi 1d
0xb1, 0x90, // sagi (global[144 + 1] = 0)
SIG_ADDTOOFFSET(+40), // ...
0x38, SIG_UINT16(0x013b), // pushi 315d
SIG_ADDTOOFFSET(+2), // ldi ?? (array index here was typoed)
0xb1, 0x90, // sagi (global[144 + ?] = 315)
0x35, 0x14, // ldi 20d (this assignment doesn't fit a pattern)
0xa1, 0xc6, // sag global[198]
0x35, 0x02, // ldi 2d (this range has arbitrary values)
0xa0, SIG_UINT16(0x016f), // sag global[367]
SIG_ADDTOOFFSET(+95), // ...
0x35, 0x0a, // ldi 10d
0xa0, SIG_UINT16(0x0183), // sag global[387]
SIG_END
};
static const uint16 qfg4RestartPatch[] = {
// (loop to assign multiples of 45)
0x76, // push0
0xad, 0x00, // sst temp[0]
//
0x8d, 0x00, // lst temp[0] (global[144 + n+1] = n*45)
0x35, 0x08, // ldi 8d
0x22, // lt?
0x31, 0x0c, // bnt 12d [end the loop]
0x8d, 0x00, // lst temp[0]
0x35, 0x2d, // ldi 45d
0x06, // mul
0x36, // push (temp[0] * 45)
0xc5, 0x00, // +at temp[0]
0xb1, 0x90, // sagi (global[144 + temp[0]])
0x33, 0xed, // jmp -19d (loop)
// (that loop freed +30 bytes)
0x35, 0x14, // ldi 20d (leave this assignment as-is)
0xa1, 0xc6, // sag global[198]
// (stack up arbitrary values; then loop to assign them)
0x7a, // push2 (global[367] = 2)
0x3c, // dup (global[368] = 2)
0x39, 0x03, // pushi 3d (global[369] = 3)
0x3c, // dup (global[370] = 3)
0x3c, // dup (global[371] = 3)
0x39, 0x04, // pushi 4d (global[372] = 4)
0x39, 0x05, // pushi 5d (global[373] = 5)
0x3c, // dup (global[374] = 5)
0x39, 0x06, // pushi 6d (global[375] = 6)
0x39, 0x07, // pushi 7d (global[376] = 7)
0x39, 0x08, // pushi 8d (global[377] = 8)
0x3c, // dup (global[378] = 8)
0x39, 0x05, // pushi 5d (global[379] = 5)
0x39, 0x0a, // pushi 10d (global[380] = 10)
0x39, 0x0f, // pushi 15d (global[381] = 15)
0x39, 0x14, // pushi 20d (global[382] = 20)
0x39, 0x06, // pushi 6d (global[383] = 6)
0x39, 0x08, // pushi 8d (global[384] = 8)
0x39, 0x07, // pushi 7d (global[385] = 7)
0x39, 0x0a, // pushi 10d (global[386] = 10)
0x3c, // dup (global[387] = 10)
//
0x39, 0x15, // pushi 21d (pop() and set, backward from 20 to 0)
0xad, 0x00, // sst temp[0]
//
0xed, 0x00, // -st temp[0]
0x35, 0x00, // ldi 0
0x20, // ge?
0x31, 0x07, // bnt 7d [end the loop]
0x85, 0x00, // lat temp[0]
0xb8, PATCH_UINT16(0x016f), // ssgi (global[367 + n] = pop())
0x33, 0xf2, // jmp -14d (loop)
// (that loop freed +52 bytes)
// (reset properties for a few items)
0x33, 0x1f, // jmp 31d [skip subroutine declaration]
0x38, PATCH_SELECTOR16(loop), // pushi loop
0x78, // push1
0x8f, 0x02, // lsp param[2] (loop varies)
0x38, PATCH_SELECTOR16(cel), // pushi cel
0x78, // push1
0x8f, 0x03, // lsp param[3] (cel varies)
0x38, PATCH_SELECTOR16(value), // pushi value (weight)
0x78, // push1
0x7a, // push2 (these items all weigh 2)
//
0x39, PATCH_SELECTOR8(at), // pushi at
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x81, 0x09, // global[9] (gloryInv)
0x4a, PATCH_UINT16(0x0006), // send 6d
//
0x4a, PATCH_UINT16(0x0012), // send 18d
0x48, // ret
0x39, 0x03, // pushi 3d (call has 3 args)
0x39, 0x1c, // pushi 28d (thePiePan)
0x7a, // push2 (loop)
0x39, 0x0a, // pushi 10d (cel)
0x40, PATCH_UINT16(0xffd5), PATCH_UINT16(0x0006), // call [-43], 6d
0x39, 0x03, // pushi 3d (call has 3 args)
0x39, 0x27, // pushi 39d (theBroom)
0x39, 0x0a, // pushi 10d (loop)
0x76, // push0 (cel)
0x40, PATCH_UINT16(0xffc9), PATCH_UINT16(0x0006), // call [-55], 6d
0x39, 0x03, // pushi 3d (call has 3 args)
0x39, 0x2c, // pushi 44d (theTorch)
0x39, 0x08, // pushi 8d (loop)
0x39, 0x09, // pushi 9d (cel)
0x40, PATCH_UINT16(0xffbc), PATCH_UINT16(0x0006), // call [-68], 6d
0x33, 0x0a, // jmp 10d [skip waste bytes]
PATCH_END
};
// At the squid monolith (room 800), using the grapnel on the eastern ledge
// disposes hero's scaler to freeze hero's size. A scaler dynamically shrinks
// hero into the horizon as y-pos increases. It makes sense that hero should
// maintain their size while climbing a vertical rope.
//
// Problem: After climbing the rope, both standing on the ledge and back on the
// ground, hero's scaler will remain null. An exception will occur if a script
// calls Prop::setScaler(hero) while hero's scaler is null. Casting Trigger on
// the monolith, from either location, does it. As will climbing down, then
// casting Levitate. Both spells have auras intended to fit hero's size. They
// expect hero to have a scaler, not null.
//
// Ideally the climb script would've swapped in a dummy scaler, then swapped
// the original scaler back upon return to ground level. Implementing that with
// patches would be messy. There's no room to patch setScaler() itself to
// broadly tolerate nulls. That'd avoid exceptions but wouldn't restore normal
// scaling after a climb.
//
// As a last resort, we simply leave the original scaler on hero, erasing the
// setScale() call that would freeze hero's size. The hero shrinks/grows a
// little while climbing as a side effect, but that's barely noticeable.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sUseTheGrapnel::changeState(5) in script 800
// Fixes bug: #10837
static const uint16 qfg4RopeScalerSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setScale), // pushi setScale
0x76, // push0 (no args, disposes scaler & freezes size)
SIG_ADDTOOFFSET(+14), // ...
0x81, 0x00, // lag global[0] (hero)
0x4a, SIG_UINT16(0x0026), // send 38d
SIG_END
};
static const uint16 qfg4RopeScalerPatch[] = {
0x35, 0x01, // ldi 0 (erase 2 bytes)
0x35, 0x01, // ldi 0 (erase 2 bytes)
PATCH_ADDTOOFFSET(+14+2), // ...
0x4a, PATCH_UINT16(0x0022), // send 34d
PATCH_END
};
// The fortune teller's third reading has the wrong card at the center. The 3rd
// and 4th reading are about different people, yet both have "Queen of Cups".
//
// The 1st reading establishes "Queen of Cups" as: a woman of wisdom and love,
// kind, generous, and virtuous. This fits the 4th reading: she uses her power
// joyfully, giving gracefully and lovingly to others.
//
// The 1st reading establishes "Queen of Swords" as: a deceiver or deceived,
// having suffered through terrible hardship, she faces her sorrows bravely,
// but with deep loneliness. This fits the 3rd reading better: some cruel event
// shaped her life... ambition, self-deception, and she is falling in love.
//
// We change the 3rd reading's center card to "Queen of Swords".
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sThirdReading:changeState(3) in script 475
// Fixes bug: #10824
static const uint16 qfg4Tarot3QueenSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x03f1), // ldi 1009d ("Queen of Cups")
0xa3, 0x00, // sal local[0]
SIG_ADDTOOFFSET(+46), // ...
0x39, 0x1f, // pushi 31d (say: 1 6 31 0 self)
SIG_END
};
static const uint16 qfg4Tarot3QueenPatch[] = {
0x34, PATCH_UINT16(0x03ed), // ldi 1005d ("Queen of Swords")
PATCH_END
};
// The fortune teller's third reading displays a right-turned "The Devil" card,
// but Magda says it is "Death".
//
// We change the card to a right-turned "Death".
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sThirdReading:changeState(15) in script 475
// Fixes bug: #10823
static const uint16 qfg4Tarot3DeathSignature[] = {
SIG_MAGICDWORD,
0x34, SIG_UINT16(0x03fa), // ldi 1018d ("The Devil")
0xa3, 0x00, // sal local[0]
SIG_ADDTOOFFSET(+46), // ...
0x39, 0x23, // pushi 35d (say: 1 6 35 0 self)
SIG_END
};
static const uint16 qfg4Tarot3DeathPatch[] = {
0x34, PATCH_UINT16(0x03fd), // ldi 1021d ("Death")
PATCH_END
};
// The fortune teller's third reading places the "Two of Cups" across another
// card, off-center. That View (1023) is cropped (130x64). All other horizontal
// cards (130x86, 130x87) are padded at the bottom with transparent pixels.
//
// A utility script (sShowCard) is scheduled to create each card with a given
// View (passed as local[0]) and move it onto a given pile (passed as local[2]:
// center, west, south, east, north). It has a switch block deciding x,y coords
// depending on the pile.
//
// We optimize a couple cases by consolidating their common code in a
// subroutine to make room. The rewritten case for the east pile checks if the
// requested card was "Two of Cups". If so, a special Y value is used.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sShowCard::changeState() in script 475
// Fixes bug: #10822
static const uint16 qfg4Tarot3TwoOfCupsSignature[] = {
SIG_MAGICDWORD,
0x3c, // dup
0x35, 0x04, // ldi 4d (case 4)
0x1a, // eq?
SIG_ADDTOOFFSET(+7), // ...
0x38, SIG_SELECTOR16(setStep), // pushi setStep
SIG_ADDTOOFFSET(+11), // ...
0x51, SIG_ADDTOOFFSET(+1), // class Scaler
SIG_ADDTOOFFSET(+16), // ...
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
SIG_ADDTOOFFSET(+72), // ...
0x3a, // toss (end of this local[2] switch)
0x32, SIG_ADDTOOFFSET(+2), // jmp [end the state switch]
SIG_END
};
static const uint16 qfg4Tarot3TwoOfCupsPatch[] = {
0x33, 0x31, // jmp 49d [skip subroutine declaration]
0x38, PATCH_SELECTOR16(moveSpeed), // pushi moveSpeed
0x78, // push1
0x76, // push0
0x38, PATCH_SELECTOR16(setStep), // pushi setStep
0x7a, // push2
0x39, 0x1e, // pushi 30d
0x39, 0x0a, // pushi 10d
0x38, PATCH_SELECTOR16(setScaler), // pushi setScaler
0x39, 0x05, // pushi 5d
0x51, PATCH_GETORIGINALBYTE(26), // class Scaler
0x36, // push
0x39, 0x64, // pushi 100d
0x39, 0x23, // pushi 35d
0x38, PATCH_UINT16(0x0096), // pushi 150d
0x8f, 0x01, // lsp param[1] (setScalar, arg 5 varies)
0x38, PATCH_SELECTOR16(setMotion), // pushi setMotion
0x39, 0x04, // pushi 4d
0x51, PATCH_GETORIGINALBYTE(44), // class MoveTo
0x36, // push
0x8f, 0x02, // lsp param[2] (setMotion, x arg varies)
0x8f, 0x03, // lsp param[3] (setMotion, y arg varies)
0x7c, // pushSelf
0x83, 0x01, // lal local[1]
0x4a, PATCH_UINT16(0x0028), // send 40d
0x48, // ret
0x3c, // dup
0x35, 0x04, // ldi 4d (case 4)
0x1a, // eq?
0x31, 0x1b, // bnt 27d [next case]
0x39, 0x03, // pushi 3d (call has 3 args)
0x39, 0x6e, // pushi 110d (setScalar, arg 5)
0x38, PATCH_UINT16(0x00d2), // pushi 210d (setMotion, x arg)
//
0x8b, 0x00, // lsl local[0] (test the card's View number)
0x34, PATCH_UINT16(0x03ff), // ldi 1023d ("Two of Cups" is special)
0x1a, // eq?
0x31, 0x04, // bnt 4d [regular y arg]
0x39, 0x66, // pushi 102d (setMotion, special y arg)
0x33, 0x02, // jmp 2d [to the call]
0x39, 0x6e, // pushi 110d (setMotion, regular y arg)
//
0x41, 0xb0, PATCH_UINT16(0x0006), // call [-80], 6d
0x33, 0x13, // jmp 19d [end the local[2] switch]
0x3c, // dup
0x35, 0x05, // ldi 5d (case 5)
0x1a, // eq?
0x31, 0x0d, // bnt 13d [end the local[2] switch]
0x39, 0x03, // pushi 3d (call has 3 args)
0x39, 0x32, // pushi 50d (setScalar, arg 5)
0x38, PATCH_UINT16(0x0090), // pushi 144d (setMotion, x arg)
0x39, 0x32, // pushi 50d (setMotion, y arg)
0x41, 0x9b, PATCH_UINT16(0x0006), // call [-101], 6d
0x33, 0x0c, // jmp 12d [skip to the original toss that ends this switch]
PATCH_END
};
// The fortune teller's third reading places horizontal cards on top of
// vertical ones. Some then fall *through* the vertical card to the bottom.
//
// A utility script (sShowCard) creates each card and moves it onto a pile
// (center, west, south, east, north). Then the card is assigned a priority
// with setPri(). Generally these piles are two cards deep. Center has one.
//
// Every pile ought to start with priority 0 and increment thereafter. Somebody
// mixed up the setPri() sequence. We change 0;1,0;1,0 to 0;0,1;0,1.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sThirdReading:changeState() in script 475
// Fixes bug: #10845
static const uint16 qfg4Tarot3PrioritySignature[] = {
0x78, // push1 (setPri: 1, "Eight of Swords", West, V)
SIG_ADDTOOFFSET(+14), // ...
0x39, 0x20, // pushi 32d (say cond:32)
SIG_ADDTOOFFSET(+68), // ...
0x76, // push0 (setPri: 0, "Strength", West, H)
SIG_ADDTOOFFSET(+84), // ...
0x78, // push1 (setPri: 1, "The Magician", South, V)
SIG_ADDTOOFFSET(+84), // ...
0x76, // push0 (setPri: 0, "Death", South, H)
SIG_ADDTOOFFSET(+12), // ...
SIG_MAGICDWORD,
0x39, 0x06, // pushi 6d (say verb:6)
0x39, 0x23, // pushi 36d (say cond:35)
SIG_END
};
static const uint16 qfg4Tarot3PriorityPatch[] = {
0x76, // push0 (setPri: 0, "Eight of Swords", West, V)
PATCH_ADDTOOFFSET(+84), // ...
0x78, // push1 (setPri: 1, "Strength", West, H)
PATCH_ADDTOOFFSET(+84), // ...
0x76, // push0 (setPri: 0, "The Magician", South, V)
PATCH_ADDTOOFFSET(+84), // ...
0x78, // push1 (setPri: 1, "Death", South, H)
PATCH_END
};
// The fortune teller's fifth reading is unusual. It places all cards at the
// center pile, periodically fading out to clear the table. When Magda
// talks about the Sense Ritual, the "Six of Swords" (view 1048) sinks below
// the previous card.
//
// A shared utility script that creates and places cards (sSetTheSignificator)
// uses priority 12 as it deals, after which each card is given a lower value
// with setPri(). "The Falling Tower" (view 1031) did *not* get a new priority.
// Thus "Six of Swords", when given priority 1, sinks below 12.
//
// "Six of Swords" is the last card before a fade. We simply leave its priority
// at 12 as well. Being the most recent card, it will be on top. No worry
// about covering a subsequent card because the table will be cleared.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sFifthReading:changeState(32) in script 475
// Fixes bug: #10846
static const uint16 qfg4Tarot5PrioritySignature[] = {
0x39, SIG_ADDTOOFFSET(+1), // pushi setPri
0x78, // push1
0x78, // push1 (setPri: 1, "Six of Swords")
SIG_MAGICDWORD,
0x83, 0x01, // lal local[1] (card obj)
0x4a, SIG_UINT16(0x0006), // send 6d
SIG_ADDTOOFFSET(+9), // ...
0x39, 0x44, // pushi 68d (say cond:68)
SIG_END
};
static const uint16 qfg4Tarot5PriorityPatch[] = {
0x33, 0x07, // jmp 7d [skip the setPri() send]
PATCH_END
};
// When crossing the cave's tightrope in room 710, a tentacle emerges, and then
// its animation freezes - in ScummVM, not the original interpreter. This
// happens because of an extraneous argument passed to setCycle().
//
// (tentacle setCycle: RandCycle tentacle)
//
// RandCycle can accept an optional arg, but it expects a number, not an
// object. ScummVM doesn't catch the faulty arithmetic and behaves abnormally.
// We remove the bad arg.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sTentacleDeath::changeState(3) in script 710
// Fixes bug: #10615
static const uint16 qfg4TentacleWriggleSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(setCycle), // pushi setCycle
0x7a, // push2
0x51, SIG_ADDTOOFFSET(+1), // class RandCycle
0x36, // push
0x72, SIG_ADDTOOFFSET(+2), // loffsa tentacle
0x36, // push
0x72, SIG_ADDTOOFFSET(+2), // loffsa tentacle
0x4a, SIG_UINT16(0x0008), // send 8d
SIG_END
};
static const uint16 qfg4TentacleWrigglePatch[] = {
PATCH_ADDTOOFFSET(+3),
0x78, // push1 (1 setCycle arg)
PATCH_ADDTOOFFSET(+3), // ...
0x35, 0x00, // ldi 0 (erase 2 bytes)
0x35, 0x00, // ldi 0 (erase 2 bytes)
PATCH_ADDTOOFFSET(+3), // ...
0x4a, PATCH_UINT16(0x0006), // send 6d
PATCH_END
};
// When crossing the cave's tightrope in room 710, a tentacle emerges. The
// tentacle is supposed to reach a state where it waits indefinitely for an
// external cue() to retract. If the speed slider is too high, a fighter
// reaches the other side and sends a cue() before the tentacle is ready to
// receive it. The tentacle never retracts.
//
// The fighter script (crossByHand) drains stamina in state 2 as hero moves
// across. A slower speed would cost extra stamina. We add a delay after that
// part is over, in state 3, just as hero is about to dismount. When state 4
// cues, the tentacle script (sTentacleDeath) will be ready (state 3).
//
// To create that delay we set the "cycles" property for a countdown and remove
// all other advancement mechanisms. State 3 had a cue from say() and a
// self-cue(). The former's "self" arg becomes null. The latter is erased.
//
// Crossing from the left (crossByHandLeft) doesn't require fixing.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: crossByHand::changeState(3) in script 710
// Fixes bug: #10615
static const uint16 qfg4PitRopeFighterSignature[] = {
0x65, SIG_ADDTOOFFSET(+1), // aTop state
SIG_ADDTOOFFSET(+269), // ...
0x31, 0x1e, // bnt 30d (set a flag and say() on 1st crossing, else cue)
SIG_ADDTOOFFSET(+8), // ...
0x38, SIG_SELECTOR16(say), // pushi say ("You just barely made it")
0x38, SIG_UINT16(0x0005), // pushi 5d
0x39, 0x0a, // pushi 10d
0x39, 0x06, // pushi 6d
0x39, 0x20, // pushi 32d
0x76, // push0
0x7c, // pushSelf
SIG_ADDTOOFFSET(+5), // ...
0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch]
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(cue), // pushi cue
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 4d
0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch]
SIG_END
};
static const uint16 qfg4PitRopeFighterPatch[] = {
PATCH_ADDTOOFFSET(+271), // ... (2 + 269)
0x31, 0x1b, // bnt 26d [skip the say w/o ending the switch]
PATCH_ADDTOOFFSET(+21), // ... (8 + 13)
0x76, // push0 (null caller, so say won't cue crossByHand)
PATCH_ADDTOOFFSET(+5), // ...
// (no jmp, self-cue becomes cycles)
0x35, 0x20, // ldi 32d
0x65, PATCH_GETORIGINALBYTEADJUST(1, +6), // aTop cycles (property offset = @state + 6d)
0x33, 0x04, // jmp 4d [skip waste bytes, end the switch]
PATCH_END
};
// As above, mages at high speed can get across the pit in room 710 before
// tentacle is ready to receive a cue().
//
// As luck would have it, hero's speed is cached and restored. Twice actually.
//
// Overview of the mage script (sLevitateOverPit)
// State 1-3: Cache hero's slider-based speed.
// Set a temporary speed as hero unfurls the cloth.
// Restore the original value.
// Call handsOn(). Wait for an external cue().
// State 4: Call handsOff().
// If cued by the Levitate spell (script 21), go to 5-7.
// A plain cue() from anywhere else, leads to state 8.
// State 5-7: Move across the pit. Skip to state 9.
// State 8: An abort message.
// State 9-10: Cache hero's speed again.
// Set a temporary speed as hero folds up the cloth.
// Restore the original value, and normalize hero. Call handsOn().
//
// Patch 1: We overwrite some derelict code in state 5, caching the
// slider-based speed again, in case the player adjusted it before casting
// Levitate, then setting a fixed speed of our own for the crossing.
//
// Patch 2: Patch 1 already cached and clobbered the speed. We remove the
// original attempt to cache again in state 9.
//
// The result is caching/restoration at the beginning, aborting or caching and
// crossing with our fixed value, and a restoration at the end (whichever value
// was last cached). The added travel time has no side effect for mages.
//
// Mages have no other script to levitate across from left to right. At some
// point in development, the meaning of "register" changed. The derelict
// state 5 code thought 0/1 meant move right/left. Whereas state 4 decides 0/1
// means abort/cross, only ever moving left. The rightward MoveTo never runs.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sLevitateOverPit::changeState(5) in script 710
// Fixes bug: #10615
static const uint16 qfg4PitRopeMageSignature1[] = {
0x30, SIG_UINT16(0x0017), // bnt 23d [if register == 0 (never), move right]
SIG_ADDTOOFFSET(+20), // ... (move left)
0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch]
0x38, SIG_SELECTOR16(setMotion), // pushi setMotion (move right)
0x38, SIG_UINT16(0x0004), // pushi 4d
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
0x36, // push
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00da), // pushi 218d
0x39, 0x30, // pushi 48d
0x7c, // pushSelf
0x81, 0x00, // lag global[0] (hero)
0x4a, SIG_UINT16(0x000c), // send 12d
0x32, SIG_ADDTOOFFSET(+2), // jmp ?? [end the switch]
SIG_END
};
static const uint16 qfg4PitRopeMagePatch1[] = {
0x34, PATCH_UINT16(0x0000), // ldi 0 (erase the branch)
PATCH_ADDTOOFFSET(+20), // ...
0x38, PATCH_SELECTOR16(cycleSpeed), // pushi cycleSpeed
0x76, // push0
0x81, 0x00, // lag global[0] (hero)
0x4a, PATCH_UINT16(0x0004), // send 4d
0xa3, 0x02, // sal local[2] (cache again)
//
0x38, PATCH_SELECTOR16(setSpeed), // pushi setSpeed
0x78, // push1
0x39, 0x08, // pushi 8d (set our fixed speed)
0x81, 0x00, // lag global[0] (hero)
0x4a, PATCH_UINT16(0x0006), // send 6d
0x5c, // selfID (erase 1 byte to keep disasm aligned)
PATCH_END
};
// Responsible method: sLevitateOverPit::changeState(9) in script 710
static const uint16 qfg4PitRopeMageSignature2[] = {
SIG_MAGICDWORD,
0x35, 0x09, // ldi 9d (case 9 label)
0x38, SIG_SELECTOR16(cycleSpeed), // pushi cycleSpeed
SIG_ADDTOOFFSET(+6), // ...
0xa3, 0x02, // sal local[2] (original re-cache)
SIG_ADDTOOFFSET(+48), // ...
0x38, SIG_SELECTOR16(cycleSpeed), // pushi cycleSpeed
0x78, // push1
0x8b, 0x02, // lsl local[2] (restore cached speed)
SIG_END
};
static const uint16 qfg4PitRopeMagePatch2[] = {
PATCH_ADDTOOFFSET(+11), // (don't cache our fixed speed)
0x35, 0x00, // ldi 0 (erase 2 bytes)
PATCH_ADDTOOFFSET(+48), // ...
0x38, PATCH_SELECTOR16(setSpeed), // pushi setSpeed (keep cycleSpeed & moveSpeed sync'd)
PATCH_END
};
// WORKAROUND: Script needed, because of differences in our pathfinding
// algorithm.
// When entering forest room 557 from the east (563), hero is supposed to move
// only a short distance into the room. ScummVM's pathfinding sends hero off
// course, to the middle of the room and back.
//
// There's an unwalkable stream in the SE corner, and hero's coords were within
// its polygon. We lower the top two points to keep hero on the outside.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: rm557::init() in script 557
// Fixes bug: #10857
static const uint16 qfg4Forest557PathfindingSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0119), // pushi 281d (point 3)
0x38, SIG_UINT16(0x0087), // pushi 135d
0x38, SIG_UINT16(0x013f), // pushi 319d (point 4)
0x38, SIG_UINT16(0x0087), // pushi 135d
SIG_END
};
static const uint16 qfg4Forest557PathfindingPatch[] = {
PATCH_ADDTOOFFSET(+3),
0x38, PATCH_UINT16(0x0089), // pushi 137d
PATCH_ADDTOOFFSET(+3),
0x38, PATCH_UINT16(0x0089), // pushi 137d
PATCH_END
};
// The Trigger spell stalls and never reaches handsOn when preceded by a
// successful Summon Staff. An IF block calls hero::setCycle(Beg, self), which
// cues self on completion. Its condition tests hero's "view" property and
// executes if the staff is absent. There are no means to advance when the
// staff is present.
//
// Open (script 13) is largely identical w/o this bug. We match its behavior.
//
// Due to differences between editions, this is addressed with two patches. The
// first inserts a "seconds" property assignment before the IF, where it'll
// always cue. We make room by condensing the IF conditions. There are two
// "view" comparisons. Instead of sending for it twice, we recycle the view
// with pprev. The second patch removes setCycle's cue by nulling its last arg.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: castTriggerScript::changeState(2) in script 11
// Fixes bug: #10860
static const uint16 qfg4TriggerStaffSignature1[] = {
0x65, SIG_ADDTOOFFSET(+1), // aTop register
SIG_ADDTOOFFSET(+9), // ... (send for hero's view, push for comparison)
0x35, 0x11, // ldi 17d
0x1e, // gt?
0x31, SIG_ADDTOOFFSET(+1), // bnt ?? [to the not]
SIG_ADDTOOFFSET(+9), // ... (send for hero's view and push again)
SIG_MAGICDWORD,
0x35, 0x15, // ldi 21d
0x22, // lt?
0x31, SIG_ADDTOOFFSET(+1), // bnt ?? [to the not]
//0x33, 0x00, // (Floppy has a jmp 0 here)
//0x18, // not ( !(view > 17 && view < 21) )
SIG_END
};
static const uint16 qfg4TriggerStaffPatch1[] = {
PATCH_ADDTOOFFSET(+2), // (free bytes later, use them up here)
0x35, 0x03, // ldi 3d
0x65, PATCH_GETORIGINALBYTEADJUST(1, -8), // aTop seconds (property offset = @register - 8d)
0x35, 0x00, // ldi 0 (waste 2 bytes)
0x34, PATCH_UINT16(0x0000), // ldi 0 (waste 3 bytes)
0x39, PATCH_SELECTOR8(view), // pushi view
0x76, // push0
0x81, 0x00, // lag global[0] (hero)
0x4a, PATCH_UINT16(0x0004), // send 4d
//
0x39, 0x11, // pushi 17d (push the literal, leave view in acc)
0x22, // lt? (view > 17 becomes 17 < view, set prev = acc)
0x31, PATCH_GETORIGINALBYTEADJUST(15, -8), // bnt ?? [to the not]
//
0x60, // pprev (push the view from prev, ldi 21 comparison is next)
PATCH_END
};
static const uint16 qfg4TriggerStaffSignature2[] = {
SIG_MAGICDWORD,
0x31, 0x0d, // bnt 13d [conditions failed, skip the send]
0x38, SIG_SELECTOR16(setCycle), // pushi setCycle
0x7a, // push2
0x51, SIG_ADDTOOFFSET(+1), // class Beg
0x36, // push
0x7c, // pushSelf (caller arg is cued afterward)
SIG_END
};
static const uint16 qfg4TriggerStaffPatch2[] = {
PATCH_ADDTOOFFSET(+9),
0x76, // push0 (null caller arg, no cue)
PATCH_END
};
// The Open and Trigger spells init a green Prop for their effect. They don't
// dispose it the first time, and the effect is absent on further castings.
//
// The author specifically nerfed dispose() on its first call by testing if a
// variable has been set before allowing super::dispose(). We erase the
// branch to ensure that the effect is always disposed.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: triggerEffect::dispose() in script 11
// openEffect::dispose() in script 13
// Fixes bug: #10860
static const uint16 qfg4EffectDisposalSignature[] = {
0x83, SIG_ADDTOOFFSET(+1), // lal local[?] (0 on first call, 1 thereafter)
SIG_MAGICDWORD,
0x31, 0x0a, // bnt 10d [skip super::dispose()]
0x38, SIG_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x57, SIG_ADDTOOFFSET(+1), SIG_UINT16(0x0004), // super Prop, 4d
0x33, 0x04, // jmp 4d [ret]
0x35, 0x01, // ldi 1d (enable normal disposal)
0xa3, SIG_ADDTOOFFSET(+1), // sal local[?]
SIG_END
};
static const uint16 qfg4EffectDisposalPatch[] = {
PATCH_ADDTOOFFSET(+2),
0x35, 0x00, // ldi 0 (erase the branch to always dispose)
PATCH_END
};
// After hero is geas'd in the dungeon (room 670) and teleported to the gate
// (600), hero can walk through the closed gate and exit north to the castle
// entrance. Two IF blocks with inconsistent conditions decide whether the
// gate is open and whether to use a polygon that extends beyond the gate.
// When re-entering from the forest (552), the gate is only open and passable
// if hero is qualified.
//
// The room has distinct situations for merely teleporting from the dungeon
// (local[0] = 11) and for entering from the forest while geas'd and carrying
// all the ritual scrolls (local[0] = 10). The latter sets a vital plot flag.
// Adding those checks and the flag to the former, plus opening the gate,
// would be non-trivial.
//
// We edit the polygon's IF condition to remove the dungeon check, making the
// closed gate impassable so hero will have to return from the forest.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: rm600::init() in script 600
// Fixes bug: #10871
static const uint16 qfg4DungeonGateSignature[] = {
0x39, 0x05, // pushi 5d (5 call args)
0x89, 0x0c, // lsg global[12] (needle value)
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x029e), // pushi 670 (Dungeon)
0x38, SIG_UINT16(0x032a), // pushi 810 (Combat)
0x38, SIG_UINT16(0x0262), // pushi 610 (Castle entrance)
0x38, SIG_UINT16(0x0276), // pushi 630 (Great hall)
0x46, SIG_UINT16(0xfde7), SIG_UINT16(0x0005), SIG_UINT16(0x000a), // calle [export 5 of script 64999], 10d (is needle in haystack?)
SIG_END
};
static const uint16 qfg4DungeonGatePatch[] = {
0x39, 0x04, // pushi 4d (4 call args)
PATCH_ADDTOOFFSET(+2), // ...
0x34, PATCH_UINT16(0x0000), // ldi 0 (erase the Dungeon arg)
PATCH_ADDTOOFFSET(+9), // ...
0x46, PATCH_UINT16(0xfde7), PATCH_UINT16(0x0005), PATCH_UINT16(0x0008), // calle [export 5 of script 64999], 8d (is needle in haystack?)
PATCH_END
};
// In the room (644) attached to the lower door of the bat-infested stairway,
// a rogue will get stuck when attempting to open either door. Unlike in other
// castle rooms, the door Tellers here aren't arranging to be cued after the
// "It won't budge" message. Without the cue, a Teller won't clean() and return
// control to the player.
//
// We follow the style of other rooms and replace gloryMessager::say() with
// super::sayMessage(), which implicitly cues.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: leftDoorTeller::sayMessage(), rightDoorTeller::sayMessage() in script 644
// Fixes bug: #10874
static const uint16 qfg4StuckDoorSignature[] = {
0x38, SIG_SELECTOR16(say), // pushi say
0x38, SIG_UINT16(0x0006), // pushi 6d
0x39, 0x03, // pushi 3d
SIG_MAGICDWORD,
0x39, 0x06, // pushi 6d
0x39, 0x09, // pushi 9d
0x78, // push1
0x76, // push0
0x38, SIG_UINT16(0x0280), // pushi 640d
0x81, 0x5b, // lag global[91]
0x4a, SIG_UINT16(0x0010), // send 16d
SIG_ADDTOOFFSET(+89), // ...
0x57, SIG_ADDTOOFFSET(+1), SIG_UINT16(0x0004), // super Teller, 4d
SIG_END
};
static const uint16 qfg4StuckDoorPatch[] = {
0x38, PATCH_SELECTOR16(sayMessage), // pushi sayMessage
0x39, 0x03, // pushi 3d
0x3c, // dup
0x39, 0x06, // pushi 6d
0x39, 0x09, // pushi 9d
0x59, 0x01, // &rest 1d
0x57, PATCH_GETORIGINALBYTE(112), PATCH_UINT16(0x000a), // super Teller, 10d
0x32, PATCH_UINT16(0x0003), // jmp 3d [skip waste bytes]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry qfg4Signatures[] = {
{ true, 0, "prevent autosave from deleting save games", 1, qfg4AutosaveSignature, qfg4AutosavePatch },
{ true, 0, "fix inventory leaks across restarts", 1, qfg4RestartSignature, qfg4RestartPatch },
{ true, 1, "disable volume reset on startup", 1, sci2VolumeResetSignature, sci2VolumeResetPatch },
{ true, 1, "disable video benchmarking", 1, qfg4BenchmarkSignature, qfg4BenchmarkPatch },
{ true, 7, "fix consecutive moonrises", 1, qfg4MoonriseSignature, qfg4MoonrisePatch },
{ true, 10, "fix setLooper calls (2/2)", 2, qfg4SetLooperSignature2, qfg4SetLooperPatch2 },
{ true, 11, "fix spell effect disposal", 1, qfg4EffectDisposalSignature, qfg4EffectDisposalPatch },
{ true, 11, "fix trigger after summon staff (1/2)", 1, qfg4TriggerStaffSignature1, qfg4TriggerStaffPatch1 },
{ true, 11, "fix trigger after summon staff (2/2)", 1, qfg4TriggerStaffSignature2, qfg4TriggerStaffPatch2 },
{ true, 13, "fix spell effect disposal", 1, qfg4EffectDisposalSignature, qfg4EffectDisposalPatch },
{ true, 31, "fix setScaler calls", 1, qfg4SetScalerSignature, qfg4SetScalerPatch },
{ true, 41, "fix conditional void calls", 3, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
{ true, 83, "fix incorrect array type", 1, qfg4TrapArrayTypeSignature, qfg4TrapArrayTypePatch },
{ true, 270, "fix town gate after a staff dream", 1, qfg4DreamGateSignature, qfg4DreamGatePatch },
{ true, 320, "fix pathfinding at the inn", 1, qfg4InnPathfindingSignature, qfg4InnPathfindingPatch },
{ true, 320, "fix talking to absent innkeeper", 1, qfg4AbsentInnkeeperSignature, qfg4AbsentInnkeeperPatch },
{ true, 440, "fix setLooper calls (1/2)", 1, qfg4SetLooperSignature1, qfg4SetLooperPatch1 },
{ true, 475, "fix tarot 3 queen card", 1, qfg4Tarot3QueenSignature, qfg4Tarot3QueenPatch },
{ true, 475, "fix tarot 3 death card", 1, qfg4Tarot3DeathSignature, qfg4Tarot3DeathPatch },
{ true, 475, "fix tarot 3 two of cups placement", 1, qfg4Tarot3TwoOfCupsSignature, qfg4Tarot3TwoOfCupsPatch },
{ true, 475, "fix tarot 3 card priority", 1, qfg4Tarot3PrioritySignature, qfg4Tarot3PriorityPatch },
{ true, 475, "fix tarot 5 card priority", 1, qfg4Tarot5PrioritySignature, qfg4Tarot5PriorityPatch },
{ false, 500, "CD: fix rope during Igor rescue (1/2)", 1, qfg4GraveyardRopeSignature1, qfg4GraveyardRopePatch1 },
{ false, 500, "CD: fix rope during Igor rescue (2/2)", 1, qfg4GraveyardRopeSignature2, qfg4GraveyardRopePatch2 },
{ true, 530, "fix setLooper calls (1/2)", 4, qfg4SetLooperSignature1, qfg4SetLooperPatch1 },
{ true, 535, "fix setLooper calls (1/2)", 4, qfg4SetLooperSignature1, qfg4SetLooperPatch1 },
{ true, 541, "fix setLooper calls (1/2)", 5, qfg4SetLooperSignature1, qfg4SetLooperPatch1 },
{ true, 542, "fix setLooper calls (1/2)", 5, qfg4SetLooperSignature1, qfg4SetLooperPatch1 },
{ true, 543, "fix setLooper calls (1/2)", 5, qfg4SetLooperSignature1, qfg4SetLooperPatch1 },
{ true, 545, "fix setLooper calls (1/2)", 5, qfg4SetLooperSignature1, qfg4SetLooperPatch1 },
{ true, 557, "fix forest 557 entry from east", 1, qfg4Forest557PathfindingSignature, qfg4Forest557PathfindingPatch },
{ true, 600, "fix passable closed gate after geas", 1, qfg4DungeonGateSignature, qfg4DungeonGatePatch },
{ true, 630, "fix great hall entry from barrel room", 1, qfg4GreatHallEntrySignature, qfg4GreatHallEntryPatch },
{ true, 633, "fix stairway pathfinding", 1, qfg4StairwayPathfindingSignature, qfg4StairwayPathfindingPatch },
{ true, 643, "fix iron safe's east door sending hero west", 1, qfg4SafeDoorEastSignature, qfg4SafeDoorEastPatch },
{ true, 643, "fix iron safe's door oil flags", 1, qfg4SafeDoorOilSignature, qfg4SafeDoorOilPatch },
{ true, 644, "fix castle door open message for rogue", 2, qfg4StuckDoorSignature, qfg4StuckDoorPatch },
{ true, 645, "fix extraneous door sound in the castle", 1, qfg4DoubleDoorSoundSignature, qfg4DoubleDoorSoundPatch },
{ false, 663, "CD: fix crest bookshelf", 1, qfg4CrestBookshelfCDSignature, qfg4CrestBookshelfCDPatch },
{ false, 663, "Floppy: fix crest bookshelf", 1, qfg4CrestBookshelfFloppySignature, qfg4CrestBookshelfFloppyPatch },
{ true, 663, "CD/Floppy: fix crest bookshelf motion", 1, qfg4CrestBookshelfMotionSignature, qfg4CrestBookshelfMotionPatch },
{ true, 710, "fix tentacle wriggle cycler", 1, qfg4TentacleWriggleSignature, qfg4TentacleWrigglePatch },
{ true, 710, "fix tentacle retraction for fighter", 1, qfg4PitRopeFighterSignature, qfg4PitRopeFighterPatch },
{ true, 710, "fix tentacle retraction for mage (1/2)", 1, qfg4PitRopeMageSignature1, qfg4PitRopeMagePatch1 },
{ true, 710, "fix tentacle retraction for mage (2/2)", 1, qfg4PitRopeMageSignature2, qfg4PitRopeMagePatch2 },
{ true, 800, "fix setScaler calls", 1, qfg4SetScalerSignature, qfg4SetScalerPatch },
{ true, 800, "fix grapnel removing hero's scaler", 1, qfg4RopeScalerSignature, qfg4RopeScalerPatch },
{ true, 803, "fix sliding down slope", 1, qfg4SlidingDownSlopeSignature, qfg4SlidingDownSlopePatch },
{ true, 810, "fix conditional void calls", 1, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
{ true, 830, "fix conditional void calls", 2, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
{ true, 835, "fix conditional void calls", 3, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
{ true, 840, "fix conditional void calls", 2, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
{ true, 855, "fix conditional void calls", 1, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
{ true, 870, "fix conditional void calls", 5, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// ===========================================================================
// script 298 of sq4/floppy has an issue. object "nest" uses another property
// which isn't included in property count. We return 0 in that case, so that
// the game does not increment nest::x. The problem is that the script also
// checks if x exceeds nest::x. We never reach that of course, so the
// incorrect property means that the pterodactyl flight will continue
// endlessly. We could either calculate the property count differently,
// thereby fixing this bug, but I think that just patching it out is cleaner.
// Fixes bug: #5093
static const uint16 sq4FloppySignatureEndlessFlight[] = {
0x39, 0x04, // pushi 04 (selector x)
SIG_MAGICDWORD,
0x78, // push1
0x67, 0x08, // pTos 08 (property x)
0x63, SIG_ADDTOOFFSET(+1), // pToa (invalid property) - 44h for English floppy, 4ch for German floppy
0x02, // add
SIG_END
};
static const uint16 sq4FloppyPatchEndlessFlight[] = {
PATCH_ADDTOOFFSET(+5),
0x35, 0x03, // ldi 03 (which would be the content of the property)
PATCH_END
};
// Floppy-only: When the player tries to throw something at the sequel police
// in Space Quest X (zero g zone), the game will first show a textbox and
// then cause a signature mismatch in ScummVM. In Sierra SCI, it'd crash the
// whole game - or, when the Sierra "patch" got applied, display garbage.
//
// All of this is caused by a typo in the script. Right after the code for
// showing the textbox, there is similar code for showing another textbox, but
// without a pointer to the text. This has to be a typo, because there is no
// unused text to be found within that script.
//
// Sierra's "patch" didn't include a proper fix (as in a modified script).
// Instead they shipped a dummy text resource, which somewhat "solved" the
// issue in Sierra SCI, but it still showed another textbox with garbage in
// it. Funnily Sierra must have known that, because that new text resource
// contains: "Hi! This is a kludge!"
//
// We properly fix it by removing the faulty code.
// Applies to at least: English Floppy
// Responsible method: sp1::doVerb
// Fixes bug: found by SCI developer
static const uint16 sq4FloppySignatureThrowStuffAtSequelPoliceBug[] = {
0x47, 0xff, 0x00, 0x02, // calle [export 0 of script 255], 2
0x3a, // toss
SIG_MAGICDWORD,
0x36, // push
0x47, 0xff, 0x00, 0x02, // calle [export 0 of script 255], 2
SIG_END
};
static const uint16 sq4FloppyPatchThrowStuffAtSequelPoliceBug[] = {
PATCH_ADDTOOFFSET(+5),
0x48, // ret
PATCH_END
};
// Right at the start of Space Quest 4 CD, when walking up in the first room, ego will
// immediately walk down just after entering the upper room.
//
// This is caused by the scripts setting ego's vertical coordinate to 189 (BDh), which is the
// trigger in rooms to walk to the room below it. Sometimes this isn't triggered, because
// the scripts also initiate a motion to vertical coordinate 188 (BCh). When you lower the game's speed,
// this bug normally always triggers. And it triggers of course also in the original interpreter.
//
// It doesn't happen in PC floppy, because nsRect is not the same as in CD.
//
// We fix it by setting ego's vertical coordinate to 188 and we also initiate a motion to 187.
//
// Applies to at least: English PC CD
// Responsible method: rm045::doit
// Fixes bug: #5468
static const uint16 sq4CdSignatureWalkInFromBelowRoom45[] = {
0x76, // push0
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0x00bd), // pushi 00BDh
0x38, SIG_ADDTOOFFSET(+2), // pushi [setMotion selector]
0x39, 0x03, // pushi 3
0x51, SIG_ADDTOOFFSET(+1), // class MoveTo
0x36, // push
0x78, // push1
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x04, // send 04 -> get ego::x
0x36, // push
0x38, SIG_UINT16(0x00bc), // pushi 00BCh
SIG_END
};
static const uint16 sq4CdPatchWalkInFromBelowRoom45[] = {
PATCH_ADDTOOFFSET(+2),
0x38, PATCH_UINT16(0x00bc), // pushi 00BCh
PATCH_ADDTOOFFSET(+15),
0x38, PATCH_UINT16(0x00bb), // pushi 00BBh
PATCH_END
};
// Sierra seems to have forgotten to include code to play the audio
// describing the "Universal Remote Control" inside the "Hz So good" store.
//
// We add it, so that the audio is now playing.
//
// Applies to at least: English PC CD
// Responsible method: doCatalog::changeState(1Ch) in script 391
// Implements enhancement: #10227
static const uint16 sq4CdSignatureMissingAudioUniversalRemote[] = {
SIG_MAGICDWORD,
0x30, SIG_UINT16(0x00b1), // bnt [skip over state 1Ch code]
0x35, 0x1c, // ldi 1Ch
0x39, 0x0c, // pushi 0Ch
SIG_ADDTOOFFSET(+127), // skip over to substate 1 code of state 1Ch code
0x32, SIG_UINT16(0x0028), // jmp [to toss/ret, substate 0-code]
// substate 1 code
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0021), // bnt [skip over substate 1 code]
0x39, SIG_SELECTOR8(number), // pushi number
0x78, // push1
0x7a, // push2
0x38, SIG_UINT16(0x0188), // pushi 188h
0x38, SIG_UINT16(0x018b), // pushi 18Bh
0x43, 0x3c, 0x04, // callk Random, 4
0x36, // push
0x39, SIG_SELECTOR8(play), // pushi play
0x76, // push0
0x81, 0x64, // lag global[64h]
0x4a, 0x0a, // send 0Ah
0x38, SIG_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x72, SIG_UINT16(0x0488), // lofsa startTerminal
0x36, // push
0x63, 0x12, // pToa client
0x4a, 0x06, // send 06
0x3a, // toss
0x33, 0x14, // jmp [to toss/ret]
// state 1Dh, called when returning back to main menu from catalog sub menu
0x3c, // dup
0x35, 0x1d, // ldi 1Dh
0x1a, // eq?
0x31, 0x0e, // bnt [skip last state and toss/ret]
0x35, 0x1d, // ldi 1Dh
0x38, SIG_SELECTOR16(setScript), // pushi setScript
0x78, // push1
0x72, SIG_UINT16(0x0488), // lofsa startTerminal
0x36, // push
0x63, 0x12, // pToa client
0x4a, 0x06, // send 06
0x3a, // toss
0x48, // ret
SIG_END
};
static const uint16 sq4CdPatchMissingAudioUniversalRemote[] = {
0x30, PATCH_UINT16(0x00b7), // bnt [directly to last state code, saving 6 bytes]
0x32, PATCH_UINT16(0x009a), // jmp 154d [to our new code]
// 1 not used byte here
PATCH_ADDTOOFFSET(+128), // skip over to substate 1 code of state 1Ch code
0x32, PATCH_UINT16(0x003f), // substate 0 code, jumping to toss/ret
// directly start with substate 1 code, saving 7 bytes
0x39, PATCH_SELECTOR8(number), // pushi number
0x78, // push1
0x7a, // push2
0x38, PATCH_UINT16(0x0188), // pushi 188h
0x38, PATCH_UINT16(0x018b), // pushi 18Bh
0x43, 0x3c, 0x04, // callk Random, 4
0x36, // push
0x39, PATCH_SELECTOR8(play), // pushi play
0x76, // push0
0x81, 0x64, // lag global[64h]
0x4a, 0x0a, // send 0Ah
0x33, 0x1a, // jmp [state 1Dh directly, saving 12 bytes]
// additional code for playing missing audio (18 bytes w/o jmp back)
0x89, 0x5a, // lsg global[5Ah]
0x35, 0x01, // ldi 1
0x1c, // ne?
0x31, 0x0b, // bnt [skip play audio]
0x38, PATCH_SELECTOR16(say), // pushi say (0123h)
0x78, // push1
0x39, 0x14, // pushi 14h
0x72, PATCH_UINT16(0x0850), // lofsa newRob
0x4a, 0x06, // send 06
// now get back
0x39, 0x0c, // pushi 0Ch
0x32, PATCH_UINT16(0xff50), // jmp back
PATCH_END
};
// It seems that Sierra forgot to set a script flag when cleaning out the bank
// account in Space Quest 4 CD. This was probably caused by the whole bank
// account interaction getting a rewrite and polish in the CD version.
//
// Because of this bug, points for changing back clothes will not get awarded,
// which makes it impossible to get a perfect point score in the CD version of
// the game. The points are awarded by rm371::doit in script 371.
//
// We fix this. PC floppy does not have this bug.
//
// Note: Some Let's Plays on YouTube show points are in fact awarded. But those
// Let's Plays were of a hacked Space Quest 4 version. It was part Floppy,
// part CD version. We consider it to be effectively pirated and not a
// canonical CD version of Space Quest 4. It's easy to identify for having
// both voices and a store called "Radio Shock" instead of "Hz. So Good".
//
// Applies to at least: English PC CD
// Responsible method: but2Script::changeState(2)
// Fixes bug: #6866
static const uint16 sq4CdSignatureGetPointsForChangingBackClothes[] = {
0x35, 0x02, // ldi 02
SIG_MAGICDWORD,
0x1a, // eq?
0x30, SIG_UINT16(0x006a), // bnt [state 3]
0x76,
SIG_ADDTOOFFSET(+46), // jump over "withdraw funds" code
0x33, 0x33, // jmp [end of state 2, set cycles code]
SIG_ADDTOOFFSET(+51), // jump over "clean bank account" code
0x35, 0x02, // ldi 02
0x65, 0x1a, // aTop cycles
0x33, 0x0b, // jmp [toss/ret]
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x31, 0x05, // bnt [toss/ret]
SIG_END
};
static const uint16 sq4CdPatchGetPointsForChangingBackClothes[] = {
PATCH_ADDTOOFFSET(+3),
0x30, PATCH_UINT16(0x0070), // bnt [state 3]
PATCH_ADDTOOFFSET(+47), // "withdraw funds" code
0x33, 0x39, // jmp [end of state 2, set cycles code]
PATCH_ADDTOOFFSET(+51),
0x78, // push1
0x39, 0x1d, // pushi 1Dh
0x45, 0x07, 0x02, // callb [export 7 of script 0], 02 (set flag 1Dh - located at global[73h] bit 2)
0x35, 0x02, // ldi 02
0x65, 0x1c, // aTop cycles
0x33, 0x05, // jmp [toss/ret]
// check for state 3 code removed to save 6 bytes
PATCH_END
};
// For Space Quest 4 CD, Sierra added a pick up animation for Roger when he
// picks up the rope.
//
// When the player is detected by the zombie right at the start of the game,
// while picking up the rope, scripts bomb out.
//
// This is caused by code intended to make Roger face the arriving drone. We
// fix it by checking if ego::cycler is actually set before calling that code.
//
// Applies to at least: English PC CD
// Responsible method: droidShoots::changeState(3)
// Fixes bug: #6076
static const uint16 sq4CdSignatureGettingShotWhileGettingRope[] = {
0x35, 0x02, // ldi 02
0x65, 0x1a, // aTop cycles
0x32, SIG_UINT16(0x02fa), // jmp [end]
SIG_MAGICDWORD,
0x3c, // dup
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x0b, // bnt [state 3 check]
0x76, // push0
0x45, 0x02, 0x00, // callb [export 2 of script 0], 00 (disable controls)
0x35, 0x02, // ldi 02
0x65, 0x1a, // aTop cycles
0x32, SIG_UINT16(0x02e9), // jmp [end]
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x31, 0x1e, // bnt [state 4 check]
0x76, // push0
0x45, 0x02, 0x00, // callb [export 2 of script 0], 00 (disable controls again??)
0x7a, // push2
0x89, 0x00, // lsg global[0]
0x72, SIG_UINT16(0x0242), // lofsa deathDroid
0x36, // push
0x45, 0x0d, 0x04, // callb [export 13 of script 0], 04 (set heading of ego to face droid)
SIG_END
};
static const uint16 sq4CdPatchGettingShotWhileGettingRope[] = {
PATCH_ADDTOOFFSET(+11),
// this makes state 2 only do the 2 cycles wait, controls should always be disabled already at this point
0x2f, 0xf3, // bt [previous state aTop cycles code]
// Now we check for state 3, this change saves us 11 bytes
0x3c, // dup
0x35, 0x03, // ldi 03
0x1a, // eq?
0x31, 0x29, // bnt [state 4 check]
// new state 3 code
0x76, // push0
0x45, 0x02, 0x00, // callb [export 2 of script 0], 00 (disable controls, actually not needed)
0x38, PATCH_SELECTOR16(cycler), // pushi cycler
0x76, // push0
0x81, 0x00, // lag global[0]
0x4a, 0x04, // send 04 (get ego::cycler)
0x30, PATCH_UINT16(0x000a), // bnt [skip the heading call]
PATCH_END
};
// The scripts in SQ4CD support simultaneous playing of speech and subtitles,
// but this was not available as an option. The following two patches enable
// this functionality in the game's GUI options dialog.
//
// Patch 1: iconTextSwitch::show, called when the text options button is shown.
// This is patched to add the "Both" text resource (i.e. we end up with
// "Speech", "Text" and "Both")
static const uint16 sq4CdSignatureTextOptionsButton[] = {
SIG_MAGICDWORD,
0x35, 0x01, // ldi 0x01
0xa1, 0x53, // sag global[0x53]
0x39, 0x03, // pushi 0x03
0x78, // push1
0x39, 0x09, // pushi 0x09
0x54, 0x06, // self 0x06
SIG_END
};
static const uint16 sq4CdPatchTextOptionsButton[] = {
PATCH_ADDTOOFFSET(+7),
0x39, 0x0b, // pushi 0x0b
PATCH_END
};
// Patch 2: Adjust a check in babbleIcon::init (the two guys from Andromeda),
// shown when dying/quitting.
//
// Responsible method: babbleIcon::init
// Fixes bug: #6068
static const uint16 sq4CdSignatureBabbleIcon[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[5a]
0x35, 0x02, // ldi 02
0x1a, // eq?
0x31, 0x26, // bnt 26 [02a7]
SIG_END
};
static const uint16 sq4CdPatchBabbleIcon[] = {
0x89, 0x5a, // lsg global[5a]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x2f, 0x26, // bt 26 [02a7]
PATCH_END
};
// Patch 3: Add the ability to toggle among the three available options
// when the text options button is clicked: "Speech", "Text" and "Both".
// Refer to the patch above for additional details.
//
// Responsible method: iconTextSwitch::doit
static const uint16 sq4CdSignatureTextOptions[] = {
SIG_MAGICDWORD,
0x89, 0x5a, // lsg global[90]
0x3c, // dup
0x35, 0x01, // ldi 0x01
0x1a, // eq?
0x31, 0x06, // bnt 0x06 (0x0691)
0x35, 0x02, // ldi 0x02
0xa1, 0x5a, // sag global[90]
0x33, 0x0a, // jmp 0x0a (0x69b)
0x3c, // dup
0x35, 0x02, // ldi 0x02
0x1a, // eq?
0x31, 0x04, // bnt 0x04 (0x069b)
0x35, 0x01, // ldi 0x01
0xa1, 0x5a, // sag global[90]
0x3a, // toss
0x38, SIG_SELECTOR16(show), // pushi show (0x00d9)
0x76, // push0
0x54, 0x04, // self 0x04
0x48, // ret
SIG_END
};
static const uint16 sq4CdPatchTextOptions[] = {
0x89, 0x5a, // lsg global[90]
0x3c, // dup
0x35, 0x03, // ldi 0x03 (acc = 3)
0x1a, // eq? (global[90] == 3)
0x2f, 0x07, // bt 0x07
0x89, 0x5a, // lsg global[90]
0x35, 0x01, // ldi 0x01 (acc = 1)
0x02, // add (acc = global[90] + 1)
0x33, 0x02, // jmp 0x02
0x35, 0x01, // ldi 0x01 (reset acc to 1)
0xa1, 0x5a, // sag global[90]
0x33, 0x03, // jmp 0x03 (jump over the wasted bytes below)
0x34, PATCH_UINT16(0x0000), // ldi 0x0000 (waste 3 bytes)
0x3a, // toss
// (the rest of the code is the same)
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry sq4Signatures[] = {
{ true, 298, "Floppy: endless flight", 1, sq4FloppySignatureEndlessFlight, sq4FloppyPatchEndlessFlight },
{ true, 700, "Floppy: throw stuff at sequel police bug", 1, sq4FloppySignatureThrowStuffAtSequelPoliceBug, sq4FloppyPatchThrowStuffAtSequelPoliceBug },
{ true, 45, "CD: walk in from below for room 45 fix", 1, sq4CdSignatureWalkInFromBelowRoom45, sq4CdPatchWalkInFromBelowRoom45 },
{ true, 391, "CD: missing Audio for universal remote control", 1, sq4CdSignatureMissingAudioUniversalRemote, sq4CdPatchMissingAudioUniversalRemote },
{ true, 396, "CD: get points for changing back clothes fix", 1, sq4CdSignatureGetPointsForChangingBackClothes, sq4CdPatchGetPointsForChangingBackClothes },
{ true, 701, "CD: getting shot, while getting rope", 1, sq4CdSignatureGettingShotWhileGettingRope, sq4CdPatchGettingShotWhileGettingRope },
{ true, 0, "CD: Babble icon speech and subtitles fix", 1, sq4CdSignatureBabbleIcon, sq4CdPatchBabbleIcon },
{ true, 818, "CD: Speech and subtitles option", 1, sq4CdSignatureTextOptions, sq4CdPatchTextOptions },
{ true, 818, "CD: Speech and subtitles option button", 1, sq4CdSignatureTextOptionsButton, sq4CdPatchTextOptionsButton },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// When you leave Ulence Flats, another timepod is supposed to appear.
// On fast machines, that timepod appears fully immediately and then
// starts to appear like it should be. That first appearance is caused
// by the scripts setting an invalid cel number and the machine being
// so fast that there is no time for another script to actually fix
// the cel number. On slower machines, the cel number gets fixed
// by the cycler and that's why only fast machines are affected.
// The same issue happens in Sierra SCI.
// We simply set the correct starting cel number to fix the bug.
// Responsible method: robotIntoShip::changeState(9)
static const uint16 sq1vgaSignatureUlenceFlatsTimepodGfxGlitch[] = {
0x39,
SIG_MAGICDWORD, SIG_SELECTOR8(cel), // pushi cel
0x78, // push1
0x39, 0x0a, // pushi 0x0a (set ship::cel to 10)
0x38, SIG_UINT16(0x00a0), // pushi 0x00a0 (ship::setLoop)
SIG_END
};
static const uint16 sq1vgaPatchUlenceFlatsTimepodGfxGlitch[] = {
PATCH_ADDTOOFFSET(+3),
0x39, 0x09, // pushi 0x09 (set ship::cel to 9)
PATCH_END
};
// In Ulence Flats, there is a space ship, that you will use at some point.
// Near that space ship are 2 force field generators. When you look at the top
// of those generators, the game will crash. This happens also in Sierra SCI.
// It's caused by a jump, that goes out of bounds.
//
// We currently do not know if this was caused by a compiler glitch or if it
// was a developer error. Anyway we patch this glitchy code, so that the game
// won't crash anymore.
//
// Applies to at least: English Floppy
// Responsible method: radar1::doVerb
// Fixes bug: #6816
static const uint16 sq1vgaSignatureUlenceFlatsGeneratorGlitch[] = {
SIG_MAGICDWORD, 0x1a, // eq?
0x30, SIG_UINT16(0xcdf4), // bnt [absolute 0xf000]
SIG_END
};
static const uint16 sq1vgaPatchUlenceFlatsGeneratorGlitch[] = {
PATCH_ADDTOOFFSET(+1),
0x32, PATCH_UINT16(0x0000), // jmp 0x0000 (waste bytes)
PATCH_END
};
// No documentation for this patch (TODO)
static const uint16 sq1vgaSignatureEgoShowsCard[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(timesShownID), // pushi timesShownID
0x78, // push1
0x38, SIG_SELECTOR16(timesShownID), // pushi timesShownID
0x76, // push0
0x51, 0x7c, // class DeltaurRegion
0x4a, 0x04, // send 0x04 (get timesShownID)
0x36, // push
0x35, 0x01, // ldi 1
0x02, // add
0x36, // push
0x51, 0x7c, // class DeltaurRegion
0x4a, 0x06, // send 0x06 (set timesShownID)
0x36, // push (wrong, acc clobbered by class, above)
0x35, 0x03, // ldi 0x03
0x22, // lt?
SIG_END
};
// Note that this script patch is merely a reordering of the
// instructions in the original script.
static const uint16 sq1vgaPatchEgoShowsCard[] = {
0x38, PATCH_SELECTOR16(timesShownID), // pushi timesShownID
0x76, // push0
0x51, 0x7c, // class DeltaurRegion
0x4a, 0x04, // send 0x04 (get timesShownID)
0x36, // push
0x35, 0x01, // ldi 1
0x02, // add
0x36, // push (this push corresponds to the wrong one above)
0x38, PATCH_SELECTOR16(timesShownID), // pushi timesShownID
0x78, // push1
0x36, // push
0x51, 0x7c, // class DeltaurRegion
0x4a, 0x06, // send 0x06 (set timesShownID)
0x35, 0x03, // ldi 0x03
0x22, // lt?
PATCH_END
};
// The spider droid on planet Korona has a fixed movement speed,
// which is way faster than the default movement speed of ego.
// This means that the player would have to turn up movement speed,
// otherwise it will be impossible to escape it.
// We fix this issue by making the droid move a bit slower than ego
// does (relative to movement speed setting).
//
// Applies to at least: English PC floppy
// Responsible method: spider::doit
static const uint16 sq1vgaSignatureSpiderDroidTiming[] = {
SIG_MAGICDWORD,
0x63, 0x4e, // pToa script
0x30, SIG_UINT16(0x0005), // bnt [further method code]
0x35, 0x00, // ldi 00
0x32, SIG_UINT16(0x0062), // jmp [super-call]
0x38, SIG_UINT16(0x0088), // pushi 0088h (script)
0x76, // push0
0x81, 0x02, // lag global[2] (current room)
0x4a, 0x04, // send 04 (get room script)
0x30, SIG_UINT16(0x0005), // bnt [further method code]
0x35, 0x00, // ldi 00
0x32, SIG_UINT16(0x0052), // jmp [super-call]
0x89, 0xa6, // lsg global[a6] (set to 1 when ego went up the skeleton tail, set to 2 when going down)
0x35, 0x01, // ldi 01
0x1a, // eq?
0x30, SIG_UINT16(0x0012), // bnt [PChase set code] (when global[A6] != 1)
0x81, 0xb5, // lag global[b5]
0x30, SIG_UINT16(0x000d), // bnt [PChase set code] (when global[B5] == 0)
0x38, SIG_UINT16(0x008c), // pushi 008c
0x78, // push1
0x72, SIG_UINT16(0x1cb6), // lofsa moveToPath
0x36, // push
0x54, 0x06, // self 06
0x32, SIG_UINT16(0x0038), // jmp [super-call]
// PChase set call
0x81, 0xb5, // lag global[B5]
0x18, // not
0x30, SIG_UINT16(0x0032), // bnt [super-call] (when global[B5] != 0)
// followed by:
// is spider in current room
// is global[A6h] == 2? -> set PChase
SIG_END
}; // 58 bytes)
// global[A6h] != 1 (did NOT went up the skeleton)
// global[B5h] = 0 -> set PChase
// global[B5h] != 0 -> do not do anything
// global[A6h] = 1 (did went up the skeleton)
// global[B5h] = 0 -> set PChase
// global[B5h] != 0 -> set moveToPath
static const uint16 sq1vgaPatchSpiderDroidTiming[] = {
0x63, 0x4e, // pToa script
0x2f, 0x68, // bt [super-call]
0x38, PATCH_UINT16(0x0088), // pushi 0088 (script)
0x76, // push0
0x81, 0x02, // lag global[2] (current room)
0x4a, 0x04, // send 04
0x2f, 0x5e, // bt [super-call]
// --> 12 bytes saved
// new code
0x38, PATCH_UINT16(0x0176), // pushi 0176 (egoMoveSpeed)
0x76, // push0
0x81, 0x01, // lag global[1]
0x4a, 0x04, // send 04 - sq1::egoMoveSpeed
0x36, // push
0x36, // push
0x35, 0x03, // ldi 03
0x0c, // shr
0x02, // add --> egoMoveSpeed + (egoMoveSpeed >> 3)
0x39, 0x01, // pushi 01 (waste 1 byte)
0x02, // add --> egoMoveSpeed++
0x65, 0x4c, // aTop cycleSpeed
0x65, 0x5e, // aTop moveSpeed
// new code end
0x81, 0xb5, // lag global[B5]
0x31, 0x13, // bnt [PChase code chunk]
0x89, 0xa6, // lsg global[A6]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x3e, // bnt [super-call]
0x38, PATCH_UINT16(0x008c), // pushi 008c
0x78, // push1
0x72, PATCH_UINT16(0x1cb6), // lofsa moveToPath
0x36, // push
0x54, 0x06, // self 06 - spider::setScript(movePath)
0x33, 0x32, // jmp [super-call]
// --> 9 bytes saved
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry sq1vgaSignatures[] = {
{ true, 45, "Ulence Flats: timepod graphic glitch", 1, sq1vgaSignatureUlenceFlatsTimepodGfxGlitch, sq1vgaPatchUlenceFlatsTimepodGfxGlitch },
{ true, 45, "Ulence Flats: force field generator glitch", 1, sq1vgaSignatureUlenceFlatsGeneratorGlitch, sq1vgaPatchUlenceFlatsGeneratorGlitch },
{ true, 58, "Sarien armory droid zapping ego first time", 1, sq1vgaSignatureEgoShowsCard, sq1vgaPatchEgoShowsCard },
{ true, 704, "spider droid timing issue", 1, sq1vgaSignatureSpiderDroidTiming, sq1vgaPatchSpiderDroidTiming },
SCI_SIGNATUREENTRY_TERMINATOR
};
// ===========================================================================
// The toolbox in sq5 is buggy. When you click on the upper part of the "put
// in inventory" button (some items only - for example the hole puncher at the
// upper left), points will get awarded correctly, and the item will get put
// into the player's inventory, but you will then get a "not here" message,
// and the item will also remain as the current mouse cursor.
// The bug report says items may get lost when exiting the toolbox screen,
// That was not reproduced.
// This is caused by the mouse-click event getting reprocessed (which wouldn't
// be a problem by itself). Reprocessing treats coordinates differently from
// the first click (script 226 includes a local subroutine, which checks
// coordinates in a hardcoded way w/o port-adjustment).
// Because of this, the hotspot for the button is lower than it should be,
// which results in the game thinking the user didn't click on the button and
// also results in the "not here" message.
// We fix it by combining state 0 + 1 of takeTool::changeState and so stopping
// the event from being reprocessed... without touching SCI system scripts.
// Applies to at least: English/German/French PC floppy
// Responsible method: takeTool::changeState
// Fixes bug: #6457
static const uint16 sq5SignatureToolboxFix[] = {
0x31, 0x13, // bnt [check for state 1]
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00aa), // pushi 00aa
0x39, 0x05, // pushi 05
0x39, 0x16, // pushi 16
0x76, // push0
0x39, 0x03, // pushi 03
0x76, // push0
0x7c, // pushSelf
0x81, 0x5b, // lag global[5b]
0x4a, 0x0e, // send 0e
0x32, SIG_UINT16(0x0088), // jmp [end of method]
0x3c, // dup
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x28, // bnt [check for state 2]
SIG_END
};
static const uint16 sq5PatchToolboxFix[] = {
0x31, 0x41, // bnt [check for state 2]
PATCH_ADDTOOFFSET(+16), // skip to jmp offset
0x35, 0x01, // ldi 01
0x65, 0x14, // aTop [state]
0x36, 0x00, 0x00, // ldi 0000 (waste 3 bytes)
0x35, 0x00, // ldi 00 (waste 2 bytes)
PATCH_END
};
// WORKAROUND: Script needed, because of differences in our pathfinding
// algorithm
// After entering the drive bay (room 1000) through the hallway, clicking walk
// in most places causes ego to automatically turn around and return to the
// previous room. This is due to differences in our pathfinding algorithm from
// Sierra's which results in ego first walking backwards into the control area
// that triggers the script sExitToHall.
//
// We work around this by adjusting ego's initial MoveTo position by a few
// pixels to one which doesn't cause pathfinding to send ego backwards.
//
// Applies to: PC Floppy
// Responsible method: sEnterFromHall:changeState(0)
// Fixes bug: #7155
static const uint16 sq5SignatureDriveBayPathfindingFix[] = {
SIG_MAGICDWORD,
0x39, 0x0e, // pushi 0e [ x = 14d ]
0x39, 0x6e, // pushi 6e [ y = 110d ]
SIG_END
};
static const uint16 sq5PatchDriveBayPathfindingFix[] = {
0x39, 0x10, // pushi 10 [ x = 16d ]
0x39, 0x6f, // pushi 6f [ y = 111d ]
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry sq5Signatures[] = {
{ true, 226, "toolbox fix", 1, sq5SignatureToolboxFix, sq5PatchToolboxFix },
{ true, 1000, "drive bay pathfinding fix", 1, sq5SignatureDriveBayPathfindingFix, sq5PatchDriveBayPathfindingFix },
SCI_SIGNATUREENTRY_TERMINATOR
};
#ifdef ENABLE_SCI32
#pragma mark -
#pragma mark RAMA
// RAMA has custom video benchmarking code that needs to be disabled; see
// sci2BenchmarkSignature
static const uint16 ramaBenchmarkSignature[] = {
0x38, SIG_SELECTOR16(view), // pushi view
SIG_MAGICDWORD,
0x78, // push1
0x38, SIG_UINT16(0xfdd4), // pushi 64980
SIG_END
};
static const uint16 ramaBenchmarkPatch[] = {
0x34, PATCH_UINT16(0x2710), // ldi 10000
0x48, // ret
PATCH_END
};
// RAMA uses a custom save game format that game scripts read and write
// manually. The save game format serialises object references, which SSCI could
// be done just by writing int16s (since object references were just 16-bit
// indexes), but in ScummVM we have to write the full 32-bit reg_t. We hijack
// kFileIOReadWord/kFileIOWriteWord to do this for us, but we need the game to
// agree to use those kFileIO calls instead of doing raw reads and creating its
// own numbers, as it tries to do here in `SaveManager::readWord`.
static const uint16 ramaSerializeRegTSignature1[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(newWith), // pushi newWith ($10b)
0x7a, // push2
0x7a, // push2
0x72, SIG_UINT16(0x0000), // lofsa ""
0x36, // push
0x51, 0x0f, // class Str
SIG_END
};
static const uint16 ramaSerializeRegTPatch1[] = {
0x38, PATCH_SELECTOR16(readWord), // pushi readWord
0x76, // push0
0x62, PATCH_SELECTOR16(saveFilePtr), // pToa saveFilePtr
0x4a, PATCH_UINT16(0x0004), // send 4
0x48, // ret
PATCH_END
};
// When restoring a NukeTimer client, the game makes a self-call to
// `NukeTimer::getSubscriberObj` from `NukeTimer::serialize`, but forgets to
// pass a required argument. In SSCI this happens to work because the value on
// the stack where the first argument should be is the `getSubscriberObj`
// selector, so it evaluates to true, but currently ScummVM defaults
// uninitialised param reads to 0 so the game was following the wrong path and
// breaking.
// Applies to at least: US English
// Fixes bug: #10263
static const uint16 ramaNukeTimerSignature[] = {
0x7e, SIG_ADDTOOFFSET(+2), // line whatever
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(getSubscriberObj), // pushi getSubscriberObj ($3ca)
0x76, // push0
0x54, SIG_UINT16(0x0004), // self 4
SIG_END
};
static const uint16 ramaNukeTimerPatch[] = {
0x38, PATCH_SELECTOR16(getSubscriberObj), // pushi getSubscriberObj ($3ca)
0x78, // push1
0x38, PATCH_UINT16(0x0001), // pushi 1 (wasting bytes)
0x54, PATCH_UINT16(0x0006), // self 6
PATCH_END
};
// When opening a datacube on the pocket computer, `DocReader::init` will try
// to perform arithmetic on a pointer to `thighComputer::plane` then use the
// resulting value as the priority for the DocReader. This happened to work in
// SSCI because the plane pointer would just be a high numeric value, but
// ScummVM needs an actual number, not a pointer.
// Applies to at least: US English
static const uint16 ramaDocReaderInitSignature[] = {
0x39, SIG_SELECTOR8(priority), // pushi priority ($1a)
0x78, // push1
0x39, SIG_SELECTOR8(plane), // pushi plane ($19)
0x76, // push0
0x7a, // push2
SIG_MAGICDWORD,
0x39, 0x2c, // pushi 44
0x76, // push0
0x43, 0x02, SIG_UINT16(0x04), // callk ScriptID, 4
SIG_END
};
static const uint16 ramaDocReaderInitPatch[] = {
PATCH_ADDTOOFFSET(+3), // pushi priority, push1
0x39, PATCH_SELECTOR8(priority), // pushi priority
PATCH_END
};
// It is not possible to change the directory for ScummVM save games, so
// disable the "change directory" button in the RAMA save dialog.
static const uint16 ramaChangeDirSignature[] = {
SIG_MAGICDWORD,
0x7e, SIG_UINT16(0x0064), // line 100
0x39, SIG_SELECTOR8(state), // pushi state ($1d)
0x78, // push1
0x39, 0x03, // pushi 3
0x72, SIG_ADDTOOFFSET(+2), // lofsa changeDirI
0x4a, SIG_UINT16(0x000e), // send 14
SIG_END
};
static const uint16 ramaChangeDirPatch[] = {
PATCH_ADDTOOFFSET(+6), // line 100, pushi state, push1
0x39, 0x00, // pushi 0
PATCH_END
};
static const SciScriptPatcherEntry ramaSignatures[] = {
{ true, 55, "fix bad DocReader::init priority calculation", 1, ramaDocReaderInitSignature, ramaDocReaderInitPatch },
{ true, 85, "fix SaveManager to use normal readWord calls", 1, ramaSerializeRegTSignature1, ramaSerializeRegTPatch1 },
{ true, 201, "fix crash restoring save games using NukeTimer", 1, ramaNukeTimerSignature, ramaNukeTimerPatch },
{ true, 64908, "disable video benchmarking", 1, ramaBenchmarkSignature, ramaBenchmarkPatch },
{ true, 64990, "disable change directory button", 1, ramaChangeDirSignature, ramaChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Shivers
// In room 35170, there is a CCTV control station with a joystick that must be
// clicked and dragged to pan the camera. In order to enable dragging, on
// mousedown, the `vJoystick::handleEvent` method calls `vJoystick::doVerb(1)`,
// which enables the drag functionality of the joystick. However,
// `vJoystick::handleEvent` then makes a super call to
// `ShiversProp::handleEvent`, which calls `vJoystick::doVerb()`. This second
// call, which fails to pass an argument, causes an uninitialized read off the
// stack for the first parameter. In SSCI, this happens to work because the
// uninitialized value on the stack happens to be 1. Disabling the super call
// avoids the bad doVerb call without any apparent ill effect.
// The same problem exists when trying to drag the volume & brightness sliders
// in the main menu. These controls are also fixed by this patch.
// Applies to at least: US English
static const uint16 shiversEventSuperCallSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(handleEvent), // pushi handleEvent
0x78, // push1
0x8f, 0x01, // lsp param[1]
0x59, 0x02, // &rest 2
0x57, 0x7f, SIG_UINT16(0x0006), // super ShiversProp[7f], 6
SIG_END
};
static const uint16 shiversEventSuperCallPatch[] = {
0x48, // ret
PATCH_END
};
// When the Ixupi is present in the Gods and Items intro room, the game tries to
// play a sound using the play selector, but its arguments are only appropriate
// for the fade selector.
// If the badly constructed sound object from this call ends up receiving a
// signal at any time in the future, the game will try to send to a number and
// crash (because the third argument to play is supposed to be a client object,
// but here it is a number instead). Other rooms make this same call with the
// correct fade selector, so fix the selector here to match.
// Applies to at least: English CD
static const uint16 shiversGodsIxupiPlaySoundSignature[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(play), // pushi play ($33)
0x38, SIG_UINT16(0x0006), // pushi 6
SIG_END
};
static const uint16 shiversGodsIxupiPlaySoundPatch[] = {
0x38, PATCH_SELECTOR16(fade), // pushi fade ($f3)
0x39, 0x06, // pushi 6
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry shiversSignatures[] = {
{ true, 990, "fix volume & brightness sliders", 2, shiversEventSuperCallSignature, shiversEventSuperCallPatch },
{ true, 23090, "fix bad Ixupi sound call", 1, shiversGodsIxupiPlaySoundSignature, shiversGodsIxupiPlaySoundPatch },
{ true, 35170, "fix CCTV joystick interaction", 1, shiversEventSuperCallSignature, shiversEventSuperCallPatch },
{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Space Quest 6
// After the explosion in the Quarters of Deepship 86, the game tries to perform
// a dramatic long fade, but does this with an unreasonably large number of
// divisions which takes tens of seconds to finish (because transitions are not
// CPU-dependent in ScummVM).
// Fixes bug: #9590
static const uint16 sq6SlowTransitionSignature1[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x0578), // pushi $578
0x51, 0x33, // class Styler
SIG_END
};
static const uint16 sq6SlowTransitionPatch1[] = {
0x38, PATCH_UINT16(0x01f4), // pushi 500
PATCH_END
};
// For whatever reason, SQ6 sets the default number of transition divisions to
// be a much larger value at startup (200 vs 30) if it thinks it is running in
// Windows. Room 410 (eulogy room) also unconditionally resets divisions to the
// larger value.
// Fixes bug: #9590
static const uint16 sq6SlowTransitionSignature2[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00c8), // pushi $c8
0x51, 0x33, // class Styler
SIG_END
};
static const uint16 sq6SlowTransitionPatch2[] = {
0x38, PATCH_UINT16(0x001e), // pushi 30
PATCH_END
};
// SQ6 has custom video benchmarking code that needs to be disabled; see
// sci2BenchmarkSignature. (The sci2BenchmarkPatch is suitable for use with
// SQ6 as well.)
static const uint16 sq6BenchmarkSignature[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(init), // pushi init
0x76, // push0
0x7e, SIG_ADDTOOFFSET(+2), // line
0x38, SIG_SELECTOR16(posn), // pushi posn
SIG_END
};
// script, description, signature patch
static const SciScriptPatcherEntry sq6Signatures[] = {
{ true, 0, "fix slow transitions", 1, sq6SlowTransitionSignature2, sq6SlowTransitionPatch2 },
{ true, 15, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 22, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 410, "fix slow transitions", 1, sq6SlowTransitionSignature2, sq6SlowTransitionPatch2 },
{ true, 460, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 500, "fix slow transitions", 1, sq6SlowTransitionSignature1, sq6SlowTransitionPatch1 },
{ true, 510, "fix invalid array construction", 1, sci21IntArraySignature, sci21IntArrayPatch },
{ true, 64908, "disable video benchmarking", 1, sq6BenchmarkSignature, sci2BenchmarkPatch },
{ true, 64990, "increase number of save games (1/2)", 1, sci2NumSavesSignature1, sci2NumSavesPatch1 },
{ true, 64990, "increase number of save games (2/2)", 1, sci2NumSavesSignature2, sci2NumSavesPatch2 },
{ true, 64990, "disable change directory button", 1, sci2ChangeDirSignature, sci2ChangeDirPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#pragma mark -
#pragma mark Torins Passage
// A subroutine that gets called by 'Torin::init' unconditionally resets the
// audio volumes to defaults, but the game should always use the volume stored
// in ScummVM. This patch is basically identical to the patch for LSL7, except
// that they left line numbers in the LSL7 scripts and changed the music volume.
// Applies to at least: English CD
// Fixes bug: #9700
static const uint16 torinVolumeResetSignature1[] = {
SIG_MAGICDWORD,
0x35, 0x28, // ldi $28
0xa1, 0xe3, // sag global[$e3] (music volume)
0x35, 0x3c, // ldi $3c
0xa1, 0xe4, // sag global[$e4] (sfx volume)
0x35, 0x64, // ldi $64
0xa1, 0xe5, // sag global[$e5] (speech volume)
SIG_END
};
static const uint16 torinVolumeResetPatch1[] = {
0x33, 0x0a, // jmp [past volume resets]
PATCH_END
};
// A subroutine that gets called by 'Torin::init' unconditionally resets the
// audio volumes to values stored in torin.prf, but the game should always use
// the volume stored in ScummVM. This patch is basically identical to the patch
// for LSL7, except that they left line numbers in the LSL7 scripts.
// Applies to at least: English CD
// Fixes bug: #9700
static const uint16 torinVolumeResetSignature2[] = {
SIG_MAGICDWORD,
0x38, SIG_SELECTOR16(readWord), // pushi readWord ($020b)
0x76, // push0
SIG_ADDTOOFFSET(+6), // ...
0xa1, 0xe3, // sag global[$e3] (music volume)
SIG_ADDTOOFFSET(+10), // ...
0xa1, 0xe4, // sag global[$e4] (sfx volume)
SIG_ADDTOOFFSET(+10), // ...
0xa1, 0xe5, // sag global[$e5] (speech volume)
SIG_END
};
static const uint16 torinVolumeResetPatch2[] = {
PATCH_ADDTOOFFSET(+10),
0x18, 0x18, // (waste bytes)
PATCH_ADDTOOFFSET(+10), // ...
0x18, 0x18, // (waste bytes)
PATCH_ADDTOOFFSET(+10), // ...
0x18, 0x18, // (waste bytes)
PATCH_END
};
// In Escarpa, it is possible for Boogle to be left outside of Torin's bag
// when fast-forwarding through the exit animation of the seraglio. If this
// happens, when the player goes from the seraglio to the dragon's cave and
// then tries to worm Boogle to the left side of the cave, the game will hang
// because Boogle is on the wrong side of the navigable area barrier and cannot
// move through it to continue the cutscene. This patch fixes the fast-forward
// code 'soBoogleBackUp::ff' in the seraglio so that Boogle's in-the-bag flag
// is set when fast-forwarding.
// Applies to at least: English CD, Spanish CD
// Fixes bug: #9836
static const uint16 torinSeraglioBoogleFlagSignature[] = {
0x35, 0x00, // ldi 0
SIG_MAGICDWORD,
0xa3, 0x00, // sal local[0]
0x38, SIG_SELECTOR16(test), // pushi test
SIG_ADDTOOFFSET(+0x5a), // all the rest of the method
// CHECKME: Spanish version seems to have a total of 0x5d bytes from this point to the ret
// FIXME: Check for end of method (e.g. ret) and add different signatures in case localized versions are different
SIG_END
};
static const uint16 torinSeraglioBoogleFlagPatch[] = {
// @1e5f
// ldi 0, sal local[0] removed from here (+4 bytes)
// @1e5f (+4 bytes)
// local[0] = /* oFlags */ ScriptID(64017, 0);
0x7a, // push2
0x38, PATCH_UINT16(0xfa11), // pushi 64017
0x76, // push0
0x43, 0x02, PATCH_UINT16(0x0004), // callk ScriptID[2], 4
0xa3, 0x00, // sal local[0] (-2 bytes)
// @1e6a (+2 bytes)
// acc = local[0].test(94);
0x38, PATCH_SELECTOR16(test), // pushi test
0x78, // push1
0x39, 0x5e, // pushi 94
0x4a, PATCH_UINT16(0x0006), // send 6
// @1e73 (+2 bytes)
// if (!acc) goto elseCase;
0x30, PATCH_UINT16(0x0034), // bnt 0x31 + 3
// @1e76 (+2 bytes)
// global[0].get(ScriptID(64001, 0).get(20));
0x38, PATCH_SELECTOR16(get), // pushi get
0x78, // push1
0x38, PATCH_SELECTOR16(get), // pushi get
0x78, // push1
0x39, 0x14, // pushi 20
0x7a, // push2
0x38, PATCH_UINT16(0xfa01), // pushi 64001
0x76, // push0
0x43, 0x02, PATCH_UINT16(0x0004), // callk ScriptID[2], 4
0x4a, PATCH_UINT16(0x0006), // send 6
0x36, // push
0x81, 0x00, // lag global[0] (ego)
0x4a, PATCH_UINT16(0x0006), // send 6
// @1e92 (+2 bytes)
// local[0].set(52);
0x38, PATCH_SELECTOR16(set), // pushi set
0x78, // push1
0x39, 0x34, // pushi 52
0x83, 0x00, // lal local[0] (+7 byte)
0x4a, PATCH_UINT16(0x0006), // send 6
// @1e9d (+9 bytes)
// goto endOfBranch;
0x33, 0x0b, // jmp [to end of conditional branch] (+1 byte)
// @1e9f (+10 bytes)
// elseCase: local[0].clear(97);
0x38, PATCH_SELECTOR16(clear), // pushi clear
0x78, // push1
0x39, 0x61, // pushi 97
0x83, 0x00, // lal local[0] (+7 bytes)
0x4a, PATCH_UINT16(0x0006), // send 6
// @1eaa (+17 bytes)
// endOfBranch: local[0].set(232);
0x38, PATCH_SELECTOR16(set), // pushi set (-3 bytes)
0x78, // push1 (-1 byte)
0x38, PATCH_UINT16(0x00e8), // pushi 232 (Boogle-in-bag flag) (-3 bytes)
0x83, 0x00, // lal local[0] (-2 bytes)
0x4a, PATCH_UINT16(0x0006), // send 6 (-3 bytes)
// @1eb6 (+5 bytes)
// local[0] = 0; self.dispose();
0x38, PATCH_SELECTOR16(dispose), // pushi dispose
0x76, // push0
0x3c, // dup (-1 byte)
0xab, 0x00, // ssl local[0] (-2 bytes)
0x54, PATCH_UINT16(0x0004), // self 4
0x48, // ret
// @1ec1 (+2 bytes)
PATCH_END
};
// At least some French PointSoft releases of Torin's Passage managed to get
// released with script 20700 from the official Sierra TORINPAT patch and
// *unpatched* heap 20700. Worse, the selector table is not the same as the one
// in the US release, so it is not possible to just apply TORINPAT to the game
// (it will just explode later when mismatched selectors are used). So, here we
// are hot-patching all of the wrong offsets in the original heap to match the
// patched script.
// Applies to at least: French PointSoft CD release
static const uint16 torinPointSoft20700HeapSignature[] = {
0xe1, 0x15, 0x23, 0x16, // end of patched 20700.SCR (so we don't
// accidentally patch the heap when it is correctly
// matched with an unpatched script)
SIG_ADDTOOFFSET(1), // padding byte added by Script::load
SIG_ADDTOOFFSET(0x1d2), // first bad offset in the heap is at 0x1d2
SIG_MAGICDWORD,
SIG_UINT16(0xd8),
SIG_UINT16(0xd8),
SIG_ADDTOOFFSET(0x200 - 0x1d2 - 4), // second bad offset, etc.
SIG_UINT16(0xde),
SIG_UINT16(0xde),
SIG_ADDTOOFFSET(0x280 - 0x200 - 4),
SIG_UINT16(0xe0),
SIG_UINT16(0xe0),
SIG_ADDTOOFFSET(0x300 - 0x280 - 4),
SIG_UINT16(0xe2),
SIG_UINT16(0xe2),
SIG_ADDTOOFFSET(0x374 - 0x300 - 4),
SIG_UINT16(0xe4),
SIG_UINT16(0xe4),
SIG_ADDTOOFFSET(0x3ce - 0x374 - 4),
SIG_UINT16(0xee),
SIG_UINT16(0xee),
SIG_ADDTOOFFSET(0x44e - 0x3ce - 4),
SIG_UINT16(0xf0),
SIG_UINT16(0xf0),
SIG_ADDTOOFFSET(0x482 - 0x44e - 4),
SIG_UINT16(0xf6),
SIG_UINT16(0xf6),
SIG_ADDTOOFFSET(0x4b6 - 0x482 - 4),
SIG_UINT16(0xfc),
SIG_UINT16(0xfc),
SIG_ADDTOOFFSET(0x4ea - 0x4b6 - 4),
SIG_UINT16(0x106),
SIG_UINT16(0x106),
SIG_ADDTOOFFSET(0x51e - 0x4ea - 4),
SIG_UINT16(0x110),
SIG_UINT16(0x110),
SIG_ADDTOOFFSET(0x55c - 0x51e - 4),
SIG_UINT16(0x116),
SIG_UINT16(0x116),
SIG_ADDTOOFFSET(0x5a2 - 0x55c - 4),
SIG_UINT16(0x118),
SIG_UINT16(0x118),
SIG_END
};
static const uint16 torinPointSoft20700HeapPatch[] = {
PATCH_ADDTOOFFSET(4), // end of patched 20700.SCR
PATCH_ADDTOOFFSET(1), // padding byte
PATCH_ADDTOOFFSET(0x1d2), // first bad offset
PATCH_UINT16(0xdc),
PATCH_UINT16(0xdc),
PATCH_ADDTOOFFSET(0x200 - 0x1d2 - 4), // second bad offset, etc.
PATCH_UINT16(0xe6),
PATCH_UINT16(0xe6),
PATCH_ADDTOOFFSET(0x280 - 0x200 - 4),
PATCH_UINT16(0xe8),
PATCH_UINT16(0xe8),
PATCH_ADDTOOFFSET(0x300 - 0x280 - 4),
PATCH_UINT16(0xea),
PATCH_UINT16(0xea),
PATCH_ADDTOOFFSET(0x374 - 0x300 - 4),
PATCH_UINT16(0xec),
PATCH_UINT16(0xec),
PATCH_ADDTOOFFSET(0x3ce - 0x374 - 4),
PATCH_UINT16(0xf6),
PATCH_UINT16(0xf6),
PATCH_ADDTOOFFSET(0x44e - 0x3ce - 4),
PATCH_UINT16(0xf8),
PATCH_UINT16(0xf8),
PATCH_ADDTOOFFSET(0x482 - 0x44e - 4),
PATCH_UINT16(0xfe),
PATCH_UINT16(0xfe),
PATCH_ADDTOOFFSET(0x4b6 - 0x482 - 4),
PATCH_UINT16(0x104),
PATCH_UINT16(0x104),
PATCH_ADDTOOFFSET(0x4ea - 0x4b6 - 4),
PATCH_UINT16(0x10e),
PATCH_UINT16(0x10e),
PATCH_ADDTOOFFSET(0x51e - 0x4ea - 4),
PATCH_UINT16(0x118),
PATCH_UINT16(0x118),
PATCH_ADDTOOFFSET(0x55c - 0x51e - 4),
PATCH_UINT16(0x11e),
PATCH_UINT16(0x11e),
PATCH_ADDTOOFFSET(0x5a2 - 0x55c - 4),
PATCH_UINT16(0x120),
PATCH_UINT16(0x120),
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry torinSignatures[] = {
{ true, 20600, "fix wrong boogle bag flag on fast-forward", 1, torinSeraglioBoogleFlagSignature, torinSeraglioBoogleFlagPatch },
{ true, 20700, "fix bad heap in PointSoft release", 1, torinPointSoft20700HeapSignature, torinPointSoft20700HeapPatch },
{ true, 64000, "disable volume reset on startup (1/2)", 1, torinVolumeResetSignature1, torinVolumeResetPatch1 },
{ true, 64000, "disable volume reset on startup (2/2)", 1, torinVolumeResetSignature2, torinVolumeResetPatch2 },
{ true, 64866, "increase number of save games", 1, torinLarry7NumSavesSignature, torinLarry7NumSavesPatch },
SCI_SIGNATUREENTRY_TERMINATOR
};
#endif
// =================================================================================
ScriptPatcher::ScriptPatcher() {
int selectorCount = ARRAYSIZE(selectorNameTable);
int selectorNr;
// Allocate table for selector-IDs and initialize that table as well
_selectorIdTable = new Selector[ selectorCount ];
for (selectorNr = 0; selectorNr < selectorCount; selectorNr++)
_selectorIdTable[selectorNr] = -1;
_runtimeTable = NULL;
_isMacSci11 = false;
}
ScriptPatcher::~ScriptPatcher() {
delete[] _runtimeTable;
delete[] _selectorIdTable;
}
// will actually patch previously found signature area
void ScriptPatcher::applyPatch(const SciScriptPatcherEntry *patchEntry, SciSpan<byte> 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<const byte> &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<const byte> &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<const byte> &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<byte> scriptData) {
const SciScriptPatcherEntry *signatureTable = NULL;
const SciScriptPatcherEntry *curEntry = NULL;
SciScriptPatcherRuntimeEntry *curRuntimeEntry = NULL;
const Sci::SciGameId gameId = g_sci->getGameId();
switch (gameId) {
case GID_CAMELOT:
signatureTable = camelotSignatures;
break;
case GID_ECOQUEST:
signatureTable = ecoquest1Signatures;
break;
case GID_ECOQUEST2:
signatureTable = ecoquest2Signatures;
break;
case GID_FANMADE:
signatureTable = fanmadeSignatures;
break;
case GID_FREDDYPHARKAS:
signatureTable = freddypharkasSignatures;
break;
#ifdef ENABLE_SCI32
case GID_HOYLE5:
if (g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 100)) &&
g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 700)))
signatureTable = hoyle5Signatures;
else if (g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 100)) &&
!g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 700)))
signatureTable = hoyle5ChildrensCollectionSignatures;
else if (!g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 100)) &&
g_sci->getResMan()->testResource(ResourceId(kResourceTypeScript, 700)))
signatureTable = hoyle5BridgeSignatures;
break;
case GID_GK1:
signatureTable = gk1Signatures;
break;
case GID_GK2:
signatureTable = gk2Signatures;
break;
#endif
case GID_KQ5:
signatureTable = kq5Signatures;
break;
case GID_KQ6:
signatureTable = kq6Signatures;
break;
#ifdef ENABLE_SCI32
case GID_KQ7:
signatureTable = kq7Signatures;
break;
#endif
case GID_LAURABOW:
signatureTable = laurabow1Signatures;
break;
case GID_LAURABOW2:
signatureTable = laurabow2Signatures;
break;
#ifdef ENABLE_SCI32
case GID_LIGHTHOUSE:
signatureTable = lighthouseSignatures;
break;
#endif
case GID_LONGBOW:
signatureTable = longbowSignatures;
break;
case GID_LSL1:
signatureTable = larry1Signatures;
break;
case GID_LSL2:
signatureTable = larry2Signatures;
break;
case GID_LSL5:
signatureTable = larry5Signatures;
break;
case GID_LSL6:
signatureTable = larry6Signatures;
break;
#ifdef ENABLE_SCI32
case GID_LSL6HIRES:
signatureTable = larry6HiresSignatures;
break;
case GID_LSL7:
signatureTable = larry7Signatures;
break;
#endif
case GID_MOTHERGOOSE256:
signatureTable = mothergoose256Signatures;
break;
#ifdef ENABLE_SCI32
case GID_MOTHERGOOSEHIRES:
signatureTable = mothergooseHiresSignatures;
break;
case GID_PHANTASMAGORIA:
signatureTable = phantasmagoriaSignatures;
break;
case GID_PHANTASMAGORIA2:
signatureTable = phantasmagoria2Signatures;
break;
#endif
case GID_PQ1:
signatureTable = pq1vgaSignatures;
break;
case GID_PQ3:
signatureTable = pq3Signatures;
break;
#ifdef ENABLE_SCI32
case GID_PQ4:
signatureTable = pq4Signatures;
break;
case GID_PQSWAT:
signatureTable = pqSwatSignatures;
break;
#endif
case GID_QFG1:
signatureTable = qfg1egaSignatures;
break;
case GID_QFG1VGA:
signatureTable = qfg1vgaSignatures;
break;
case GID_QFG2:
signatureTable = qfg2Signatures;
break;
case GID_QFG3:
signatureTable = qfg3Signatures;
break;
#ifdef ENABLE_SCI32
case GID_QFG4:
signatureTable = qfg4Signatures;
break;
case GID_RAMA:
signatureTable = ramaSignatures;
break;
case GID_SHIVERS:
signatureTable = shiversSignatures;
break;
#endif
case GID_SQ1:
signatureTable = sq1vgaSignatures;
break;
case GID_SQ4:
signatureTable = sq4Signatures;
break;
case GID_SQ5:
signatureTable = sq5Signatures;
break;
#ifdef ENABLE_SCI32
case GID_SQ6:
signatureTable = sq6Signatures;
break;
case GID_TORIN:
signatureTable = torinSignatures;
break;
#endif
default:
break;
}
if (signatureTable) {
_isMacSci11 = (g_sci->getPlatform() == Common::kPlatformMacintosh && getSciVersion() >= SCI_VERSION_1_1);
if (!_runtimeTable) {
// Abort, in case selectors are not yet initialized (happens for games w/o selector-dictionary)
if (!g_sci->getKernel()->selectorNamesAvailable())
return;
// signature table needs to get initialized (Magic DWORD set, selector table set)
initSignature(signatureTable);
// Do additional game-specific initialization
switch (gameId) {
case GID_KQ5:
if (g_sci->_features->useAltWinGMSound()) {
// See the explanation in the kq5SignatureWinGMSignals comment
enablePatch(signatureTable, "Win: GM Music signal checks");
}
break;
case GID_KQ6:
if (g_sci->isCD()) {
// Enables Dual mode patches (audio + subtitles at the same time) for King's Quest 6
enablePatch(signatureTable, "CD: audio + text support");
}
break;
case GID_LAURABOW2:
if (g_sci->isCD()) {
// Enables Dual mode patches (audio + subtitles at the same time) for Laura Bow 2
enablePatch(signatureTable, "CD: audio + text support");
}
break;
case GID_QFG4:
if (g_sci->isCD()) {
// Floppy doesn't need this
enablePatch(signatureTable, "CD: fix rope during Igor rescue (1/2)");
enablePatch(signatureTable, "CD: fix rope during Igor rescue (2/2)");
// Similar signatures that patch with a different lofsa address
enablePatch(signatureTable, "CD: fix crest bookshelf");
} else {
enablePatch(signatureTable, "Floppy: fix crest bookshelf");
}
break;
default:
break;
}
}
curEntry = signatureTable;
curRuntimeEntry = _runtimeTable;
while (curEntry->signatureData) {
if ((scriptNr == curEntry->scriptNr) && (curRuntimeEntry->active)) {
int32 foundOffset = 0;
int16 applyCount = curEntry->applyCount;
do {
foundOffset = findSignature(curEntry, curRuntimeEntry, scriptData);
if (foundOffset != -1) {
// found, so apply the patch
debugC(kDebugLevelScriptPatcher, "Script-Patcher: '%s' on script %d offset %d", curEntry->description, scriptNr, foundOffset);
applyPatch(curEntry, scriptData, foundOffset);
}
applyCount--;
} while ((foundOffset != -1) && (applyCount));
}
curEntry++; curRuntimeEntry++;
}
}
}
} // End of namespace Sci
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