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path: root/engines/sci/engine/workarounds.cpp
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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/engine/kernel.h"
#include "sci/engine/object.h"
#include "sci/engine/state.h"
#include "sci/engine/vm.h"
#include "sci/engine/script_patches.h"
#include "sci/engine/workarounds.h"

#define SCI_WORKAROUNDENTRY_TERMINATOR { (SciGameId)0, -1, -1, 0, NULL, NULL, NULL, 0, 0, { WORKAROUND_NONE, 0 } }
#define SCI_MESSAGEWORKAROUNDENTRY_TERMINATOR { (SciGameId)0, (SciMedia)0, (kLanguage)0, -1, -1, 0, 0, 0, 0, { MSG_WORKAROUND_NONE, -1, 0, 0, 0, 0, 0, 0, 0, NULL } }

namespace Sci {

// Attention:
//  To identify local-call-subroutines code signatures are used.
//   Offsets change a lot between different versions of games, especially between different language releases.
//   That's why it isn't good to hardcode the offsets of those subroutines.
//
//  Those signatures are just like the script patcher signatures (for further study: engine\script_patches.cpp)
//   However you may NOT use command SIG_SELECTOR8 nor SIG_SELECTOR16 atm. Proper support for those may be added later.

//                Game: Conquests of Camelot
//      Calling method: endingCartoon2::changeState
//   Subroutine offset: English 0x020d (script 92)
// Applies to at least: English PC floppy
static const uint16 sig_arithmetic_camelot_1[] = {
	0x83, 0x32,                      // lal local[32h]
	0x30, SIG_UINT16(0x001d),        // bnt [...]
	0x7a,                            // push2
	0x39, 0x08,                      // pushi 08
	0x36,                            // push
	0x43,                            // callk Graph
	SIG_END
};

//                Game: Eco Quest 2
//      Calling method: Rain::points
//   Subroutine offset: English 0x0cc6, French/Spanish 0x0ce0 (script 0)
// Applies to at least: English/French/Spanish PC floppy
static const uint16 sig_arithmetic_ecoq2_1[] = {
	0x8f, 0x01,                      // lsp param[1]
	0x35, 0x10,                      // ldi 10h
	0x08,                            // div
	0x99, 0x6e,                      // lsgi global[6Eh]
	0x38, SIG_UINT16(0x8000),        // pushi 8000h
	0x8f, 0x01,                      // lsp param[1]
	0x35, 0x10,                      // ldi 10h
	0x0a,                            // mod
	0x0c,                            // shr
	0x14,                            // or
	0x36,                            // push
	SIG_END
};

//    gameID,           room,script,lvl,          object-name, method-name,       local-call-signature, index-range,   workaround
const SciWorkaroundEntry arithmeticWorkarounds[] = {
	{ GID_CAMELOT,         92,   92,  0,     "endingCartoon2", "changeState", sig_arithmetic_camelot_1,     0,     0, { WORKAROUND_FAKE,   0 } }, // op_lai: during the ending, sub gets called with no parameters, uses parameter 1 which is theGrail in this case - bug #5237
	{ GID_ECOQUEST2,      100,    0,  0,               "Rain", "points",        sig_arithmetic_ecoq2_1,     0,     0, { WORKAROUND_FAKE,   0 } }, // op_or: when giving the papers to the customs officer, gets called against a pointer instead of a number - bug #4939, Spanish version - bug #5750
	{ GID_FANMADE,        516,  983,  0,             "Wander", "setTarget",                       NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // op_mul: The Legend of the Lost Jewel Demo (fan made): called with object as second parameter when attacked by insects - bug #5124
	{ GID_GK1,            800,64992,  0,                "Fwd", "doit",                            NULL,     0,     0, { WORKAROUND_FAKE,   1 } }, // op_gt: when Mosely finds Gabriel and Grace near the end of the game, compares the Grooper object with 7
	{ GID_HOYLE4,         700,   -1,  1,               "Code", "doit",                            NULL,     0,     0, { WORKAROUND_FAKE,   1 } }, // op_add: while bidding in Bridge, an object ("Bid") is added to an object in another segment ("hand3")
	{ GID_ICEMAN,         199,  977,  0,            "Grooper", "doit",                            NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // op_add: While dancing with the girl
	{ GID_MOTHERGOOSE256,  -1,  999,  0,              "Event", "new",                             NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // op_and: constantly during the game (SCI1 version)
	{ GID_MOTHERGOOSE256,  -1,    4,  0,              "rm004", "doit",                            NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // op_or: when going north and reaching the castle (rooms 4 and 37) - bug #5101
	{ GID_MOTHERGOOSEHIRES,90,   90,  0,      "newGameButton", "select",                          NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // op_ge: MUMG Deluxe, when selecting "New Game" in the main menu. It tries to compare an integer with a list. Needs to return false for the game to continue.
	{ GID_PHANTASMAGORIA, 902,    0,  0,                   "", "export 7",                        NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // op_shr: when starting a chapter in Phantasmagoria
	{ GID_QFG1VGA,        301,  928,  0,                 NULL, "init",                            NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // op_div: when entering the inn, Blink:init called with 1 parameter, but 2nd parameter is used for div which happens to be an object. NULL object name as Mac version has none.
	{ GID_QFG2,           200,  200,  0,              "astro", "messages",                        NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // op_lsi: when getting asked for your name by the astrologer - bug #5152
	{ GID_QFG3,           780,  999,  0,                   "", "export 6",                        NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // op_add: trying to talk to yourself at the top of the giant tree - bug #6692
	{ GID_TORIN,        51400,64928,  0,              "Blink", "init",                            NULL,     0,     0, { WORKAROUND_FAKE,   1 } }, // op_div: when Lycentia knocks Torin out after he removes her collar
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//                Game: Fan-Made "Ocean Battle"
//      Calling method: RoomScript::doit
//   Subroutine offset: 0x1f17
// Applies to at least: Ocean Battle
static const uint16 sig_uninitread_fanmade_1[] = {
	0x3f, 0x04,                      // link 04
	0x88, SIG_UINT16(0x023b),        // lsg global[23Bh]
	SIG_END
};

//                Game: Hoyle 1
//      Calling method: export 0
//   Subroutine offset: 0x037c (script 16)
// Applies to at least: English PC floppy
static const uint16 sig_uninitread_hoyle1_1[] = {
	0x3f, 0x05,                      // link 05
	0x78,                            // push1
	0x76,                            // push0
	0x40,                            // call [...]
	SIG_END
};

//                Game: Hoyle 4
//      Calling method: export 2
//   Subroutine offset: 0x1d4d (script 300)
// Applies to at least: English PC floppy
static const uint16 sig_uninitread_hoyle4_1[] = {
	0x3f, 0x01,                      // link 01
	0x39, 0x40,                      // pushi 40h
	0x78,                            // push1
	SIG_END
};

//                Game: Hoyle 5
//      Calling method: export 2
//   Subroutine offset: 0x2fb2 (script 300)
// Applies to at least: English PC demo
static const uint16 sig_uninitread_hoyle5_1[] = {
	0x7e, SIG_ADDTOOFFSET(2),        // line N
	0x7d, 0x68, 0x65, 0x61, 0x72,
	      0x74, 0x73, 0x2e, 0x73,
		  0x63, 0x00,                // file "hearts.sc"
	0x3f, 0x01,                      // link 01
	0x7e, SIG_ADDTOOFFSET(2),        // line N
	0x39, 0x4b,                      // pushi 4bh
	0x78,                            // push1
	SIG_END
};

//                Game: Hoyle 5 (Solitaire)
//      Calling methods: roomScript::changeState, beleaguered_castle::init, strategy::init
//   Subroutine offsets: 0x25f4 (script 6001), 0x1d7a (script 6004), 0x239d (script 6002)
// Applies to at least: English PC
static const uint16 sig_uninitread_hoyle5_2[] = {
	0x7e, SIG_ADDTOOFFSET(2),        // line N
	0x7d, SIG_ADDTOOFFSET(8),
	      0x2e, 0x73, 0x63, 0x00,    // file "calculat.sc" / "belcastl.sc" / "strategy.sc"
	0x3f, 0x02,                      // link 02
	0x7e, SIG_ADDTOOFFSET(2),        // line N
	0x8d, 0x00,                      // lst temp[0]
	0x35, 0x00,                      // ldi 00
	0x1a,                            // eq?
	SIG_END
};

//                Game: Hoyle 5 (Solitaire)
//      Calling method: roomScript::changeState
//   Subroutine offset: 0x494a (script 6023)
// Applies to at least: English PC
static const uint16 sig_uninitread_hoyle5_3[] = {
	0x7e, SIG_ADDTOOFFSET(2),        // line N
	0x7d, 0x67, 0x61, 0x70,	0x73,
	      0x2e, 0x73, 0x63, 0x00,    // file "gaps.sc"
	0x3f, 0x02,                      // link 02
	0x7e, SIG_ADDTOOFFSET(2),        // line N
	0x8d, 0x00,                      // lst temp[0]
	0x35, 0x00,                      // ldi 00
	0x1a,                            // eq?
	SIG_END
};

//                Game: Hoyle 5 (Solitaire)
//      Calling method: roomScript::changeState
//   Subroutine offset: 0x2097 (script 6011)
// Applies to at least: English PC
static const uint16 sig_uninitread_hoyle5_4[] = {
	0x7e, SIG_ADDTOOFFSET(2),        // line N
	0x7d, 0x6c, 0x61, 0x62, 0x65,
	      0x6c, 0x6c, 0x65,
	      0x2e, 0x73, 0x63, 0x00,    // file "labelle.sc"
	0x3f, 0x02,                      // link 02
	0x7e, SIG_ADDTOOFFSET(2),        // line N
	0x8d, 0x00,                      // lst temp[0]
	0x35, 0x00,                      // ldi 00
	0x1a,                            // eq?
	SIG_END
};

//                Game: Jones in the fast lane
//      Calling method: weekendText::draw
//   Subroutine offset: 0x03d3 (script 232)
// Applies to at least: English PC CD
static const uint16 sig_uninitread_jones_1[] = {
	0x3f, 0x02,                      // link 02
	0x8d, 0x00,                      // lst temp[0]
	0x35, 0x01,                      // ldi 01
	0x22,                            // lt?
	SIG_END
};

//                Game: Conquests of the Longbow
//      Calling method: letter::handleEvent
//   Subroutine offset: English PC/Amiga 0x00a8 (script 213)
// Applies to at least: English PC floppy, English Amiga floppy
static const uint16 sig_uninitread_longbow_1[] = {
	0x3f, 0x02,                      // link 02
	0x35, 0x00,                      // ldi 00
	0xa5, 0x00,                      // sat temp[0]
	0x8d, 0x00,                      // lst temp[0]
	SIG_END
};

//                Game: Quest for Glory 1 / Hero's Quest 1
//      Calling method: Encounter::init
//   Subroutine offset: English Hero's Quest 0x0bd0, English Quest for Glory 1 0x0be4 (script 210)
// Applies to at least: English PC floppy (Hero's Quest, Quest For Glory 1), Japanese PC-9801 floppy
static const uint16 sig_uninitread_qfg1_1[] = {
	0x3f, 0x02,                      // link 02
	0x87, 0x00,                      // lap param[0]
	0x30, SIG_UINT16(0x000c),        // bnt [...]
	0x87, 0x01,                      // lap param[1]
	0x30, SIG_UINT16(0x0007),        // bnt [...]
	0x87, 0x01,                      // lap param[1]
	0xa5, 0x01,                      // sat temp[1]
	SIG_END
};

//                Game: Quest for Glory 1 VGA
//      Calling method: Encounter::init
//   Subroutine offset: English w/o patch 0x0cee, w/ patch 0x0ce7 (script 210)
// Applies to at least: English PC floppy
static const uint16 sig_uninitread_qfg1vga_1[] = {
	0x3f, 0x02,                      // link 02
	0x87, 0x00,                      // lap param[0]
	0x31, 0x0b,                      // bnt [...]
	0x87, 0x01,                      // lap param[1]
	0x31, 0x07,                      // bnt [...]
	0x87, 0x01,                      // lap param[1]
	0xa5, 0x01,                      // sat temp[1]
	// following jump is different for patched and unpatched game
	SIG_END
};

//                Game: Quest for Glory 2
//      Calling method: abdulS::changeState, jabbarS::changeState
//   Subroutine offset: English 0x2d22 (script 260)
// Applies to at least: English PC floppy
static const uint16 sig_uninitread_qfg2_1[] = {
	0x3f, 0x03,                      // link 03
	0x39, 0x3b,                      // pushi 3Bh
	0x76,                            // push0
	0x81, 0x00,                      // lag global[0]
	0x4a, 0x04,                      // send 04
	SIG_END
};

//                Game: Quest for Glory 3
//      Calling method: rm140::init
//   Subroutine offset: English 0x1008 (script 140)
// Applies to at least: English, French, German, Italian, Spanish PC floppy
static const uint16 sig_uninitread_qfg3_1[] = {
	0x3f, 0x01,                      // link 01
	0x89, 0x7d,                      // lsg global[7Dh]
	0x35, 0x03,                      // ldi 03
	SIG_END
};

//                Game: Quest for Glory 3
//      Calling method: computersMove::changeState
//   Subroutine offset: English/etc. 0x0f53 (script 490)
// Applies to at least: English, French, German, Italian, Spanish PC floppy
static const uint16 sig_uninitread_qfg3_2[] = {
	0x3f, 0x1d,                      // link 1Dh
	0x35, 0x01,                      // ldi 01
	0xa5, 0x18,                      // sat temp[18h]
	0x35, 0xce,                      // ldi CEh
	0xa5, 0x19,                      // sat temp[19h]
	0x35, 0x00,                      // ldi 00
	0xa5, 0x00,                      // sat temp[0]
	SIG_END
};

//                Game: RAMA
//      Calling method: securityKeypad::newRoom
//   Subroutine offset: English 0x3b20 (script 6110)
// Applies to at least: English
static const uint16 sig_uninitread_rama_1[] = {
	0x7e, SIG_UINT16(0x121),                                                      // line 289
	0x7d, 0x73, 0x65, 0x63, 0x75, 0x72, 0x6b, 0x65, 0x79, 0x2e, 0x73, 0x63, 0x00, // file "securkey.sc"
	SIG_END
};

//                Game: RAMA
//      Calling method: key1::doVerb, key2, key3, etc.
//   Subroutine offset: English 0x5254 (script 6107)
// Applies to at least: English
static const uint16 sig_uninitread_rama_2[] = {
	0x7e, SIG_UINT16(0xf2),                                                       // line 242
	0x7d, 0x61, 0x76, 0x73, 0x65, 0x63, 0x75, 0x72, 0x37, 0x2e, 0x73, 0x63, 0x00, // file "avsecur7.sc"
	SIG_END
};

//                Game: Space Quest 1
//      Calling method: firePulsar::changeState
//   Subroutine offset: English 0x018a (script 703)
// Applies to at least: English PC floppy, English Amiga floppy
static const uint16 sig_uninitread_sq1_1[] = {
	0x3f, 0x01,                      // link 01
	0x38, SIG_ADDTOOFFSET(+2),       // pushi 0242 (selector egoStatus)
	0x76,                            // push0
	0x72, SIG_ADDTOOFFSET(+2),       // lofsa DeltaurRegion
	0x4a, 0x04,                      // send 04
	SIG_END
};

// Workarounds for uninitialized reads for parameters
//    gameID,           room,script,lvl,          object-name, method-name,       local-call-signature, index-range,  workaround
const SciWorkaroundEntry uninitializedReadForParamWorkarounds[] = {
	{ GID_GK1,            -1,    12, -1,          "GKIconbar", "showInvItem",                     NULL,     1,     1,{ WORKAROUND_FAKE,   0 } }, // When showing the icon bar containing an inventory item
	{ GID_HOYLE5,         -1,    15, -1,               "Hand", "add",                             NULL,     1,     1,{ WORKAROUND_FAKE,   0 } }, // When the game adds cards to your hand in any mini-game
	{ GID_HOYLE5,        700,   730,  0,                 NULL, "runningSuit",                     NULL,     2,     2,{ WORKAROUND_FAKE,   0 } }, // when an opponent is playing in Bridge
	{ GID_HOYLE5,       1100,    22, -1,           "HandPile", "show",                            NULL,     1,     1,{ WORKAROUND_FAKE,   0 } }, // when showing money piles in Poker
	{ GID_PHANTASMAGORIA2,-1, 64926,  0,              "Thumb", "action",                          NULL,     1,     1,{ WORKAROUND_FAKE,   0 } }, // When dragging one of the volume sliders and releasing the mouse button over the +/- buttons
	{ GID_PHANTASMAGORIA2,-1, 63019,  0,     "WynDocTextView", "cue",                             NULL,     2,     2,{ WORKAROUND_FAKE,   0 } }, // When dragging the slider next to an e-mail message
	{ GID_SHIVERS,        -1, 64918,  0,                "Str", "strip",                           NULL,     1,     1,{ WORKAROUND_FAKE,   0 } }, // When starting a new game and entering a name
	{ GID_SQ4,            35,   928,  0,           "Narrator", "say",                             NULL,     1,     1,{ WORKAROUND_FAKE,  11 } }, // Clicking smell on sidewalk, fixes message due to missing say parameter in sidewalk1:doVerb(6) - bug #10917
	SCI_WORKAROUNDENTRY_TERMINATOR
};

// Workarounds for uninitialized reads for temporary variables
//    gameID,           room,script,lvl,          object-name, method-name,       local-call-signature, index-range,  workaround
const SciWorkaroundEntry uninitializedReadWorkarounds[] = {
	{ GID_CAMELOT,        40,    40,  0,               "Rm40", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // when looking at the ground at the pool of Siloam - bug #6401
	{ GID_CASTLEBRAIN,   280,   280,  0,         "programmer", "dispatchEvent",                   NULL,     0,     0, { WORKAROUND_FAKE, 0xf } }, // pressing 'q' on the computer screen in the robot room, and closing the help dialog that pops up (bug #5143). Moves the cursor to the view with the ID returned (in this case, the robot hand)
	{ GID_CASTLEBRAIN,   320,   325,  0,               "word", "dispatchEvent",                   NULL,    14,    15, { WORKAROUND_FAKE,   0 } }, // holding down enter key during the word search puzzle, temp 14 and 15 - bug #9783
	{ GID_CNICK_KQ,       -1,     0,  1,          "Character", "say",                             NULL,   504,   505, { WORKAROUND_FAKE,   0 } }, // checkers/backgammon, like in hoyle 3 - temps 504 and 505 - bug #6255
	{ GID_CNICK_KQ,       -1,   700,  0,           "gcWindow", "open",                            NULL,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // when entering the control menu, like in hoyle 3
	{ GID_CNICK_KQ,      300,   303,  0,      "theDoubleCube", "<noname520>",                     NULL,     5,     5, { WORKAROUND_FAKE,   0 } }, // while playing backgammon with doubling enabled - bug #6426 (same as the theDoubleCube::make workaround for Hoyle 3)
	{ GID_CNICK_KQ,      300,   303,  0,      "theDoubleCube", "<noname519>",                     NULL,     9,     9, { WORKAROUND_FAKE,   0 } }, // when accepting a double, while playing backgammon with doubling enabled (same as the theDoubleCube::accept workaround for Hoyle 3)
	{ GID_CNICK_LAURABOW,500,     0,  1,          "<no name>", "<noname446>",                     NULL,   504,   505, { WORKAROUND_FAKE,   0 } }, // Yacht, like in hoyle 3 - temps 504 and 505 - bug #6424
	{ GID_CNICK_LAURABOW, -1,   700,  0,                 NULL, "open",                            NULL,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // when entering control menu - bug #6423 (same as the gcWindow workaround for Hoyle 3)
	{ GID_CNICK_LAURABOW,100,   100,  0,                 NULL, "<noname144>",                     NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // while playing domino - bug #6429 (same as the dominoHand2 workaround for Hoyle 3)
	{ GID_CNICK_LAURABOW,100,   110,  0,                 NULL, "doit",                            NULL,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // when changing the "Dominoes per hand" setting - bug #6430
	{ GID_CNICK_LSL,     250,   250,  0,           "increase", "handleEvent",                     NULL,     2,     2, { WORKAROUND_FAKE,   0 } }, // when increasing own bet for blackjack - bug #10184
	{ GID_CNICK_LONGBOW,   0,     0,  0,          "RH Budget", "init",                            NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // when starting the game
	{ GID_ECOQUEST,       -1,    -1,  0,                 NULL, "doVerb",                          NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // almost clicking anywhere triggers this in almost all rooms
	{ GID_ECOQUEST2,      -1,    50,  0,         "talkButton", "cue",                             NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // clicking Ecorder talk button before clicking power button
	{ GID_FANMADE,       516,   979,  0,                   "", "export 0",                        NULL,    20,    20, { WORKAROUND_FAKE,   0 } }, // Happens in Grotesteing after the logos
	{ GID_FANMADE,       528,   990,  0,            "GDialog", "doit",                            NULL,     4,     4, { WORKAROUND_FAKE,   0 } }, // Happens in Cascade Quest when closing the glossary - bug #5116
	{ GID_FANMADE,       488,     1,  0,         "RoomScript", "doit",        sig_uninitread_fanmade_1,     1,     1, { WORKAROUND_FAKE,   0 } }, // Happens in Ocean Battle while playing - bug #5335
	{ GID_FREDDYPHARKAS,  -1,    24,  0,              "gcWin", "open",                            NULL,     5,     5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu
	{ GID_FREDDYPHARKAS,  -1,    31,  0,            "quitWin", "open",                            NULL,     5,     5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu
	{ GID_FREDDYPHARKAS, 540,   540,  0,          "WaverCode", "init",                            NULL,     0,     1, { WORKAROUND_FAKE,   0 } }, // Gun pratice mini-game, all temps - 0+1 - bug #5232
	{ GID_GK1,            -1, 64950, -1,            "Feature", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // sometimes when walk-clicking
	{ GID_GK1,            -1, 64937, -1,         "GKControls", "dispatchEvent",                   NULL,     6,     6, { WORKAROUND_FAKE,   0 } }, // when using keyboard navigation (tab) in the game settings and hitting 'enter' when over a slider
	{ GID_GK2,            -1,    11,  0,                   "", "export 10",                       NULL,     3,     3, { WORKAROUND_FAKE,   0 } }, // called when the game starts
	{ GID_GK2,            -1,    11,  0,                   "", "export 10",                       NULL,     4,     4, { WORKAROUND_FAKE,   0 } }, // called during the game
	{ GID_HOYLE1,          4,   104,  0,   "GinRummyCardList", "calcRuns",                        NULL,     4,     4, { WORKAROUND_FAKE,   0 } }, // Gin Rummy / right when the game starts
	{ GID_HOYLE1,          5,   204,  0,            "tableau", "checkRuns",                       NULL,     2,     2, { WORKAROUND_FAKE,   0 } }, // Cribbage / during the game
	{ GID_HOYLE1,          3,    16,  0,                   "", "export 0",     sig_uninitread_hoyle1_1,     3,     3, { WORKAROUND_FAKE,   0 } }, // Hearts / during the game - bug #5299
	{ GID_HOYLE1,         -1,   997,  0,            "MenuBar", "doit",                            NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // When changing game speed settings - bug #5512
	{ GID_HOYLE3,         -1,     0,  1,          "Character", "say",                             NULL,   504,   505, { WORKAROUND_FAKE,   0 } }, // when starting checkers or dominoes, first time a character says something - temps 504 and 505
	{ GID_HOYLE3,         -1,   700,  0,           "gcWindow", "open",                            NULL,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // when entering control menu
	{ GID_HOYLE3,        100,   100,  0,        "dominoHand2", "cue",                             NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // while playing domino - bug #5042
	{ GID_HOYLE3,        100,   110,  0,           "OKButton", "doit",                            NULL,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // when changing the "Dominoes per hand" setting - bug #6430
	{ GID_HOYLE3,        300,   303,  0,      "theDoubleCube", "make",                            NULL,     5,     5, { WORKAROUND_FAKE,   0 } }, // while playing backgammon with doubling enabled
	{ GID_HOYLE3,        300,   303,  0,      "theDoubleCube", "accept",                          NULL,     9,     9, { WORKAROUND_FAKE,   0 } }, // when accepting a double, while playing backgammon with doubling enabled
	{ GID_HOYLE4,         -1,     0,  0,                 NULL, "open",                            NULL,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // when selecting "Control" from the menu (temp vars 0-3) - bug #5132
	{ GID_HOYLE4,        910,    18,  0,                 NULL, "init",                            NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // during tutorial - bug #5213
	{ GID_HOYLE4,        910,   910,  0,                 NULL, "setup",                           NULL,     3,     3, { WORKAROUND_FAKE,   0 } }, // when selecting "Tutorial" from the main menu - bug #5132
	{ GID_HOYLE4,        700,   700,  1,         "BridgeHand", "calcQTS",                         NULL,     3,     3, { WORKAROUND_FAKE,   0 } }, // when placing a bid in bridge (always)
	{ GID_HOYLE4,        700,   710,  1, "BridgeStrategyPlay", "checkSplitTops",                  NULL,    10,    10, { WORKAROUND_FAKE,   0 } }, // while playing bridge, objects LeadReturn_Trump, SecondSeat_Trump, ThirdSeat_Trump and others - bug #5794
	{ GID_HOYLE4,        700,    -1,  1,      "BridgeDefense", "think",                           NULL,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // sometimes while playing bridge, temp var 3, 17 and others, objects LeadReturn_Trump, ThirdSeat_Trump and others
	{ GID_HOYLE4,        700,   730,  1,      "BridgeDefense", "beatTheirBest",                   NULL,     3,     3, { WORKAROUND_FAKE,   0 } }, // rarely while playing bridge
	{ GID_HOYLE4,        700,    -1,  1,               "Code", "doit",                            NULL,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // when placing a bid in bridge (always), temp var 11, 24, 27, 46, 75, objects compete_tree, compwe_tree, other1_tree, b1 - bugs #5663 and #5794
	{ GID_HOYLE4,        700,   921,  0,              "Print", "addEdit",                         NULL,     0,     0, { WORKAROUND_FAKE, 118 } }, // when saving the game (may also occur in other situations) - bug #6601, bug #6614
	{ GID_HOYLE4,        700,   921,  0,              "Print", "addEdit",                         NULL,     1,     1, { WORKAROUND_FAKE,   1 } }, // see above, Text-control saves its coordinates to temp[0] and temp[1], Edit-control adjusts to those uninitialized temps, who by accident were left over from the Text-control
	{ GID_HOYLE4,        300,   300,  0,                   "", "export 2",     sig_uninitread_hoyle4_1,     0,     0, { WORKAROUND_FAKE,   0 } }, // after passing around cards in hearts
	{ GID_HOYLE4,        400,   400,  1,            "GinHand", "calcRuns",                        NULL,     4,     4, { WORKAROUND_FAKE,   0 } }, // sometimes while playing Gin Rummy (e.g. when knocking and placing a card) - bug #5665
	{ GID_HOYLE4,        500,    17,  1,          "Character", "say",                             NULL,   504,   504, { WORKAROUND_FAKE,   0 } }, // sometimes while playing Cribbage (e.g. when the opponent says "Last Card") - bug #5662
	{ GID_HOYLE4,        800,   870,  0,     "EuchreStrategy", "thinkLead",                       NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // while playing Euchre, happens at least on 2nd or 3rd turn - bug #6602
	{ GID_HOYLE4,         -1,   937,  0,            "IconBar", "dispatchEvent",                   NULL,   408,   408, { WORKAROUND_FAKE,   0 } }, // pressing ENTER on scoreboard while mouse is not on OK button, may not happen all the time - bug #6603
	{ GID_HOYLE5,         -1,    14, -1,                 NULL, "select",                          NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // dragging the sliders in game settings
	{ GID_HOYLE5,         -1, 64937, -1,                 NULL, "select",                          NULL,     7,     7, { WORKAROUND_FAKE,   0 } }, // clicking the "control" and "options" buttons in the icon bar
	{ GID_HOYLE5,         -1, 64937, -1,            "IconBar", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // clicking on any button in the icon bar
	{ GID_HOYLE5,        300,   300,  0,                   "", "export 2",     sig_uninitread_hoyle5_1,     0,     0, { WORKAROUND_FAKE,   0 } }, // after passing around cards in hearts
	{ GID_HOYLE5,        400,   400,  1,            "GinHand", "calcRuns",                        NULL,     4,     4, { WORKAROUND_FAKE,   0 } }, // when starting Gin
	{ GID_HOYLE5,        700,   700,  1,         "BridgeHand", "calcQTS",                         NULL,     3,     3, { WORKAROUND_FAKE,   0 } }, // when an opponent is playing in Bridge
	{ GID_HOYLE5,        700,   747,  0,   "LeadReturn_Trump", "think",                           NULL,    17,    17, { WORKAROUND_FAKE,   0 } }, // when an opponent is playing in Bridge
	{ GID_HOYLE5,       1100,    18,  0,               "Tray", "init",                            NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // when playing Poker
	{ GID_HOYLE5,       1100,  1100,  0,         "anteButton", "handleEvent",                     NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // when exiting Poker
	{ GID_HOYLE5,       6029,  6029,  1,        "ControlIcon", "select",                          NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // Solitaire: when changing any slider in the Card Flip mini-game's options window
	{ GID_HOYLE5,         -1,  6000,  1,              "sHand", "handleEvent",                     NULL,     4,     4, { WORKAROUND_FAKE,   0 } }, // Solitaire: when clicking on an empty card base in any game
	{ GID_HOYLE5,       6001,  6001,  0,         "roomScript", "changeState",  sig_uninitread_hoyle5_2,     0,     0, { WORKAROUND_FAKE,   0 } }, // Solitaire: when starting Calculation
	{ GID_HOYLE5,       6004,  6004,  0,         "roomScript", "changeState",  sig_uninitread_hoyle5_2,     0,     0, { WORKAROUND_FAKE,   0 } }, // Solitaire: when starting Beleaguered Castle
	{ GID_HOYLE5,       6004,  6004,  0, "beleaguered_castle", "init",         sig_uninitread_hoyle5_2,     0,     0, { WORKAROUND_FAKE,   0 } }, // Solitaire: when starting Beleaguered Castle
	{ GID_HOYLE5,       6023,  6023,  0,         "roomScript", "changeState",  sig_uninitread_hoyle5_3,     0,     0, { WORKAROUND_FAKE,   0 } }, // Solitaire: when starting Gaps
	{ GID_HOYLE5,       6011,  6011,  0,         "roomScript", "changeState",  sig_uninitread_hoyle5_4,     0,     0, { WORKAROUND_FAKE,   0 } }, // Solitaire: when starting La Belle Lucie
	{ GID_HOYLE5,       6002,  6002,  0,         "roomScript", "changeState",  sig_uninitread_hoyle5_2,     0,     0, { WORKAROUND_FAKE,   0 } }, // Solitaire: when starting Strategy
	{ GID_HOYLE5,       6002,  6002,  0,           "strategy", "init",         sig_uninitread_hoyle5_2,     0,     0, { WORKAROUND_FAKE,   0 } }, // Solitaire: when starting Strategy
	{ GID_ISLANDBRAIN,   100,   937,  0,            "IconBar", "dispatchEvent",                   NULL,    58,    58, { WORKAROUND_FAKE,   0 } }, // when using ENTER at the startup menu - bug #5241
	{ GID_ISLANDBRAIN,   140,   140,  0,              "piece", "init",                            NULL,     3,     3, { WORKAROUND_FAKE,   1 } }, // first puzzle right at the start, some initialization variable. bnt is done on it, and it should be non-0
	{ GID_ISLANDBRAIN,   180,   190,  0,               "word", "dispatchEvent",                   NULL,    14,    15, { WORKAROUND_FAKE,   0 } }, // holding down enter key during the word search puzzle, temps 14 and 15
	{ GID_ISLANDBRAIN,   200,   268,  0,          "anElement", "select",                          NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // elements puzzle, gets used before super TextIcon
	{ GID_JONES,           1,   232,  0,        "weekendText", "draw",          sig_uninitread_jones_1,     0,     0, { WORKAROUND_FAKE,   0 } }, // jones/cd only - gets called during the game
	{ GID_JONES,           1,   255,  0,                   "", "export 0",                        NULL,    13,    14, { WORKAROUND_FAKE,   0 } }, // jones/cd only - called when a game ends, temps 13 and 14
	{ GID_JONES,         764,   255,  0,                   "", "export 0",                        NULL,    13,    14, { WORKAROUND_FAKE,   0 } }, // jones/ega&vga only - called when the game starts, temps 13 and 14
	//{ GID_KQ5,            -1,     0,  0,                   "", "export 29",                       NULL,     3,     3, { WORKAROUND_FAKE,   0xf } }, // called when playing harp for the harpies or when aborting dialog in toy shop, is used for kDoAudio - bug #4961
	// ^^ shouldn't be needed anymore, we got a script patch instead (kq5PatchCdHarpyVolume)
	{ GID_KQ5,            25,    25,  0,              "rm025", "doit",                            NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // inside witch forest, when going to the room where the walking rock is
	{ GID_KQ5,            55,    55,  0,         "helpScript", "doit",                            NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // when giving the tambourine to the monster in the labyrinth (only happens at one of the locations) - bug #5198
	{ GID_KQ5,            -1,   755,  0,              "gcWin", "open",                            NULL,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // when entering control menu in the FM-Towns version
	{ GID_KQ6,            -1,    30,  0,               "rats", "changeState",                     NULL,     0,     5, { WORKAROUND_FAKE,   0 } }, // rats in the catacombs (temps 0-5, all temps!) - bugs #4958, #4998, #5017
	{ GID_KQ6,           210,   210,  0,              "rm210", "scriptCheck",                     NULL,     0,     0, { WORKAROUND_FAKE,   1 } }, // using inventory in that room - bug #4953
	{ GID_KQ6,           500,   500,  0,              "rm500", "init",                            NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // going to island of the beast
	{ GID_KQ6,           520,   520,  0,              "rm520", "init",                            NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // going to boiling water trap on beast isle
	{ GID_KQ6,            -1,   903,  0,         "controlWin", "open",                            NULL,     4,     4, { WORKAROUND_FAKE,   0 } }, // when opening the controls window (save, load etc)
	{ GID_KQ6,            -1,   907,  0,             "tomato", "doVerb",                          NULL,     2,     2, { WORKAROUND_FAKE,   0 } }, // when looking at the rotten tomato in the inventory - bug #5331
	{ GID_KQ6,            -1,   921, -1,              "Print", "addEdit",                         NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // when displaying the game debugger's teleport dialog
	{ GID_KQ6,            -1,   928,  0,                 NULL, "startText",                       NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // gets caused by Text+Audio support (see script patcher)
	{ GID_KQ7,            -1, 64996,  0,               "User", "handleEvent",                     NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // called when pushing a keyboard key
	{ GID_KQ7,          2450,  2450,  0,           "exBridge", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // called when walking up to the throne in the cave in chapter 2
	{ GID_KQ7,          2450,  2450,  0,       "maliciaComes", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // when malicia appears at the southeast exit of the main chamber near the end of chapter 2
	{ GID_KQ7,          5300,  5302,  0,          "putOnMask", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // in chapter 3, after using the mask on Valanice, click the jackalope hair in inventory - bug Trac#9759
	{ GID_KQ7,          6060, 64964,  0,              "DPath", "init",                            NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // after entering the harp crystal in chapter 5
	{ GID_LAURABOW,       37,     0,  0,                "CB1", "doit",                            NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // when going up the stairs - bug #5084
	{ GID_LAURABOW,       -1,   967,  0,             "myIcon", "cycle",                           NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // having any portrait conversation coming up - initial bug #4971
	{ GID_LAURABOW2,      -1,    24,  0,              "gcWin", "open",                            NULL,     5,     5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu
	{ GID_LAURABOW2,      -1,    21,  0,      "dropCluesCode", "doit",                            NULL,     1,     1, { WORKAROUND_FAKE, 0x7fff } }, // when asking some questions (e.g. the reporter about the burglary, or the policeman about Ziggy). Must be big, as the game scripts perform lt on it and start deleting journal entries - bugs #4979, #5026
	{ GID_LAURABOW2,      -1,    90,  1,        "MuseumActor", "init",                            NULL,     6,     6, { WORKAROUND_FAKE,   0 } }, // Random actors in museum - bug #5197
	{ GID_LAURABOW2,     240,   240,  0,     "sSteveAnimates", "changeState",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // Steve Dorian's idle animation at the docks - bug #5028
	{ GID_LAURABOW2,      -1,   928,  0,                 NULL, "startText",                       NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // gets caused by Text+Audio support (see script patcher)
	{ GID_LIGHTHOUSE,     -1,    17,  0,                 NULL, "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // when operating the joystick in the puzzle to lower the bridge at the entrance to the workshop, or the joystick that moves the robotic arm in the mini-sub
	{ GID_LONGBOW,        -1,     0,  0,            "Longbow", "restart",                         NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // When canceling a restart game - bug #5244
	{ GID_LONGBOW,        -1,   213,  0,              "clear", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // When giving an answer using the druid hand sign code in any room
	{ GID_LONGBOW,        -1,   213,  0,             "letter", "handleEvent", sig_uninitread_longbow_1,     1,     1, { WORKAROUND_FAKE,   0 } }, // When using the druid hand sign code in any room - bug #5035
	{ GID_LSL1,          250,   250,  0,           "increase", "handleEvent",                     NULL,     2,     2, { WORKAROUND_FAKE,   0 } }, // casino, playing game, increasing bet
	{ GID_LSL1,          720,   720,  0,              "rm720", "init",                            NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // age check room
	{ GID_LSL2,           38,    38,  0,        "cloudScript", "changeState",                     NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // entering the room in the middle deck of the ship - bug #5034
	{ GID_LSL3,          340,   340,  0,        "ComicScript", "changeState",                     NULL,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // right after entering the 3 ethnic groups inside comedy club (temps 200, 201, 202, 203)
	{ GID_LSL3,           -1,   997,  0,         "TheMenuBar", "handleEvent",                     NULL,     1,     1, { WORKAROUND_FAKE, 0xf } }, // when setting volume the first time, this temp is used to set volume on entry (normally it would have been initialized to 's')
	{ GID_LSL6,          820,    82,  0,                   "", "export 0",                        NULL,     0,   326, { WORKAROUND_FAKE,   0 } }, // when touching the electric fence (temp 193 for English release, temp 293 for French/German, temp 313 for Spanish - used for setting the loop of the death animation), it's not setting it for this death - bug #5103
	{ GID_LSL6,           -1,    85,  0,          "washcloth", "doVerb",                          NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // washcloth in inventory
	{ GID_LSL6,           -1,   928, -1,           "Narrator", "startText",                       NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // used by various objects that are even translated in foreign versions, that's why we use the base-class
	{ GID_LSL6HIRES,      -1,    85,  0,             "LL6Inv", "init",                            NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // when creating a new game
	{ GID_LSL6HIRES,      -1,    85,  0,          "washcloth", "doVerb",                          NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // when interacting with the wet washcloth in the inventory - Trac#9811
	{ GID_LSL6HIRES,     820,    82,  0,                   "", "export 0",                        NULL,     3,     3, { WORKAROUND_FAKE,   0 } }, // when touching the electric fence - bug #10361
	{ GID_LSL6HIRES,      -1, 64950,  1,            "Feature", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // at least when entering swimming pool area
	{ GID_LSL6HIRES,      -1, 64964,  0,              "DPath", "init",                            NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // during the game
	{ GID_LSL7,           -1, 64029,  0,          "oMessager", "nextMsg",                         NULL,     4,     4, { WORKAROUND_FAKE,   0 } }, // when running the game with subtitles only
	{ GID_LSL7,           -1, 64017,  0,             "oFlags", "clear",                           NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // demo version, when it starts, and whenever the player chooses to go to the "Strip Liar's Dice" mini game
	{ GID_LSL7,           -1, 64017,  0,        "oActorFlags", "clear",                           NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // after an NPC walks off the left side of the screen at the Clothing Optional Pool
	{ GID_LSL7,           -1, 64892,  0,      "oEventHandler", "killAllEventHogs",                NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // when looking at the swordfish in the kitchen
	{ GID_MOTHERGOOSE256, -1,     0,  0,                 "MG", "doit",                            NULL,     5,     5, { WORKAROUND_FAKE,   0 } }, // SCI1.1: When moving the cursor all the way to the left during the game - bug #5224
	{ GID_MOTHERGOOSE256, -1,   992,  0,             "AIPath", "init",                            NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // Happens in the demo and full version. In the demo, it happens when walking two screens from mother goose's house to the north. In the full version, it happens in rooms 7 and 23 - bug #5269
	{ GID_MOTHERGOOSE256, 90,    90,  0,        "introScript", "changeState",                     NULL,    65,    65, { WORKAROUND_FAKE,   0 } }, // SCI1(CD): At the very end, after the game is completed and restarted - bug #5626
	{ GID_MOTHERGOOSE256, 94,    94,  0,            "sunrise", "changeState",                     NULL,   367,   367, { WORKAROUND_FAKE,   0 } }, // At the very end, after the game is completed - bug #5294
	{ GID_MOTHERGOOSEHIRES,-1,64950, -1,            "Feature", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // right when clicking on a child at the start and probably also later
	{ GID_MOTHERGOOSEHIRES,-1,64950, -1,               "View", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // see above
	{ GID_PEPPER,         -1,   894,  0,            "Package", "doVerb",                          NULL,     3,     3, { WORKAROUND_FAKE,   0 } }, // using the hand on the book in the inventory - bug #5154
	{ GID_PEPPER,        150,   928,  0,           "Narrator", "startText",                       NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // happens during the non-interactive demo of Pepper
	{ GID_PHANTASMAGORIA, -1, 64921, -1,              "Print", "addEdit",                         NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // When trying to use the game debugger's flag setting command
	{ GID_PQ4,            -1,    25,  0,         "iconToggle", "select",                          NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // when toggling the icon bar to auto-hide or not
	{ GID_PQ4,           170,   170, -1,        "hideAndSeek", "handleEvent",                     NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // when clicking to move right while still moving left during the Emo shootout - bug #9847
	{ GID_PQ4,           275, 64964, -1,              "DPath", "init",                            NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // when Sherry walks out of the morgue on day 3
	{ GID_PQ4,           240, 64964, -1,              "DPath", "init",                            NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // when encountering Sherry and the reporter outside the morgue at the end of day 3
	{ GID_PQ4,          2010,  2010, -1,         "enemyShip1", "cantBeHere",                      NULL,     7,     7, { WORKAROUND_FAKE,   0 } }, // when crashing into a UFO in the asteroids minigame in the Shortstop Bar
	{ GID_PQ4,          2010,  2010, -1,         "enemyShip2", "cantBeHere",                      NULL,     7,     7, { WORKAROUND_FAKE,   0 } }, // when crashing into a UFO in the asteroids minigame in the Shortstop Bar
	{ GID_PQ4,            -1, 64950, -1,            "Feature", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // floppy: when walking within room 395 (city hall, day 3)
	{ GID_PQSWAT,         -1, 64950,  0,                 NULL, "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // Using any menus in-game
	{ GID_PQSWAT,         -1,    73,  0,   "theLashInterface", "transmit",                        NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // Clicking the transmit button in LASH
	{ GID_PQSWAT,       2990,  2990,  0,    "talkToSchienbly", "changeState",                     NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // When the video of Schienbly talking for the first time ends
	{ GID_QFG1,           -1,   210,  0,          "Encounter", "init",           sig_uninitread_qfg1_1,     0,     0, { WORKAROUND_FAKE,   0 } }, // qfg1/hq1: going to the brigands hideout
	{ GID_QFG1VGA,        16,    16,  0,        "lassoFailed", "changeState",                     NULL,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // qfg1vga: casting the "fetch" spell in the screen with the flowers, temps 0 and 1 - bug #5309
	{ GID_QFG1VGA,        -1,   210,  0,          "Encounter", "init",        sig_uninitread_qfg1vga_1,     0,     0, { WORKAROUND_FAKE,   0 } }, // qfg1vga: going to the brigands hideout - bug #5515
	{ GID_QFG1VGA,        58,    58,  0,                 NULL, "doVerb",                          NULL,     0,     0, { WORKAROUND_FAKE,  18 } }, // qfg1vga: casting "detect magic" at giant's cave, temp 0 used instead of spell number. object is "rm58" but Mac version has blank names
	{ GID_QFG1VGA,        96,    96,  0,                 NULL, "changeState",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // qfg1vga mac: when yorick throws an object
	{ GID_QFG1VGA,       320,   320,  0,                 NULL, "changeState",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // qfg1vga mac: first time entering room 320 when centaur offers fruits and vegetables
	{ GID_QFG2,           -1,    71,  0,        "theInvSheet", "doit",                            NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // accessing the inventory
	{ GID_QFG2,           -1,    79,  0,        "TryToMoveTo", "onTarget",                        NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // when throwing pot at air elemental, happens when client coordinates are the same as airElemental coordinates. happened to me right after room change - bug #6859
	{ GID_QFG2,           -1,   701, -1,              "Alley", "at",                              NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // when walking inside the alleys in the town - bug #5019 & #5106
	{ GID_QFG2,           -1,   990,  0,            "Restore", "doit",                            NULL,   364,   364, { WORKAROUND_FAKE,   0 } }, // when pressing enter in restore dialog w/o any saved games present
	{ GID_QFG2,          260,   260,  0,             "abdulS", "changeState",    sig_uninitread_qfg2_1,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // During the thief's first mission (in the house), just before Abdul is about to enter the house (where you have to hide in the wardrobe), bug #5153, temps 1 and 2
	{ GID_QFG2,          260,   260,  0,            "jabbarS", "changeState",    sig_uninitread_qfg2_1,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // During the thief's first mission (in the house), just before Jabbar is about to enter the house (where you have to hide in the wardrobe), bug #5164, temps 1 and 2
	{ GID_QFG2,          500,   500,  0,   "lightNextCandleS", "changeState",                     NULL,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // Inside the last room, while Ad Avis performs the ritual to summon the genie - bug #5566
	{ GID_QFG2,           -1,   700,  0,                 NULL, "showSign",                        NULL,    10,    10, { WORKAROUND_FAKE,   0 } }, // Occurs sometimes when reading a sign in Raseir, Shapeir et al - bugs #5627, #5635
	{ GID_QFG3,          510,   510,  0,         "awardPrize", "changeState",                     NULL,     0,     0, { WORKAROUND_FAKE,   1 } }, // Simbani warrior challenge, after throwing the spears and retrieving the ring - bug #5277. Must be non-zero, otherwise the prize is awarded twice - bug #6160
	{ GID_QFG3,          140,   140,  0,              "rm140", "init",           sig_uninitread_qfg3_1,     0,     0, { WORKAROUND_FAKE,   0 } }, // when importing a character and selecting the previous profession - bug #5163
	{ GID_QFG3,          330,   330, -1,             "Teller", "doChild",                         NULL,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // when talking to King Rajah about "Rajah" (bug #5033, temp 1) or "Tarna" (temp 0), or when clicking on yourself and saying "Greet" (bug #5148, temp 1)
	{ GID_QFG3,          700,   700, -1,      "monsterIsDead", "changeState",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // in the jungle, after winning any fight, bug #5169
	{ GID_QFG3,          470,   470, -1,              "rm470", "notify",                          NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // closing the character screen in the Simbani village in the room with the bridge, bug #5165
	{ GID_QFG3,          470,   470, -1,     "<invalid name>", "notify",                          NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // same as previous, with rm470::name used for temp storage by fan patches added by GOG
	{ GID_QFG3,          490,   490, -1,      "computersMove", "changeState",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // when finishing awari game, bug #5167
	{ GID_QFG3,          490,   490, -1,      "computersMove", "changeState",    sig_uninitread_qfg3_2,     4,     4, { WORKAROUND_FAKE,   0 } }, // also when finishing awari game
	{ GID_QFG3,          851,    32, -1,            "ProjObj", "doit",                            NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // near the end, when throwing the spear of death, bug #5282
	{ GID_QFG4,           -1,    15, -1,     "charInitScreen", "dispatchEvent",                   NULL,     5,     5, { WORKAROUND_FAKE,   0 } }, // floppy version, when viewing the character screen
	{ GID_QFG4,           -1,    23, -1,     "tellerControls", "dispatchEvent",                   NULL,     6,     6, { WORKAROUND_FAKE,   0 } }, // floppy version, when using keyboard controls in the conversation interface
	{ GID_QFG4,           -1,    50, -1,     "sSearchMonster", "changeState",                     NULL,     2,     2, { WORKAROUND_FAKE,   0 } }, // CD version, when searching a chernovy or revenant with speech disabled
	{ GID_QFG4,           -1, 64917, -1,       "controlPlane", "setBitmap",                       NULL,     3,     3, { WORKAROUND_FAKE,   0 } }, // floppy version, when entering the game menu
	{ GID_QFG4,           -1, 64917, -1,              "Plane", "setBitmap",                       NULL,     3,     3, { WORKAROUND_FAKE,   0 } }, // floppy version, happens sometimes in fight scenes
	{ GID_QFG4,          380,    80, -1,           "myButton", "select",                          NULL,     2,     2, { WORKAROUND_FAKE,   1 } }, // CD version, when clicking on a puzzle piece for the keyhole scrambled picture puzzle
	{ GID_QFG4,           -1, 64950, -1,            "Feature", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // CD version, at the lake, when meeting the Rusalka and attempting to leave, and after Ad Avis catches you, and finishes his monologue
	{ GID_QFG4,           -1, 64964,  0,              "DPath", "init",                            NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // CD version, walking down to the monastery basement or entering the Gypsy Camp
	{ GID_QFG4,           -1, 64950,  0,               "View", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // CD version, in the room with the spider pillar, when climbing on the pillar, or when using the Glide spell in the swamp
	{ GID_RAMA,           -1, 64950, -1,                 NULL, "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // When clicking on the main game interface, or the main menu buttons, or mousing over things in the main game window
	{ GID_RAMA,           -1, 64923, -1,              "Inset", "init",                            NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // When receiving a message on the pocket computer at the start of the game
	{ GID_RAMA,          6107, 6107, -1,                 NULL, "doVerb",         sig_uninitread_rama_2,     0,     0, { WORKAROUND_FAKE,   0 } }, // When pressing keys on the final console in the Avian Lair
	{ GID_RAMA,          6110, 6110, -1,     "securityKeypad", "newRoom",        sig_uninitread_rama_1,     0,     0, { WORKAROUND_FAKE,   0 } }, // When entering the correct key combination on the security console in the Avian Lair
	{ GID_SHIVERS,        -1,   952,  0,       "SoundManager", "stop",                            NULL,     2,     2, { WORKAROUND_FAKE,   0 } }, // Just after Sierra logo
	{ GID_SHIVERS,        -1, 64950,  0,            "Feature", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // When clicking on the locked door at the beginning
	{ GID_SHIVERS,        -1, 64950,  0,               "View", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // When clicking on the gargoyle eye at the beginning
	{ GID_SHIVERS,     20311, 64964,  0,              "DPath", "init",                            NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // Just after door puzzle is solved and the metal balls start to roll
	{ GID_SHIVERS,     29260, 29260,  0,             "spMars", "handleEvent",                     NULL,     4,     4, { WORKAROUND_FAKE,   0 } }, // When clicking mars after seeing fortune to align earth etc...
	{ GID_SHIVERS,     29260, 29260,  0,            "spVenus", "handleEvent",                     NULL,     4,     4, { WORKAROUND_FAKE,   0 } }, // When clicking venus after seeing fortune to align earth etc...
	{ GID_SQ1,           103,   103,  0,               "hand", "internalEvent",                   NULL,    -1,    -1, { WORKAROUND_FAKE,   0 } }, // Spanish (and maybe early versions?) only: when moving cursor over input pad, temps 1 and 2
	{ GID_SQ1,            -1,   703,  0,                   "", "export 1",                        NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // sub that's called from several objects while on sarien battle cruiser
	{ GID_SQ1,            -1,   703,  0,         "firePulsar", "changeState",     sig_uninitread_sq1_1,     0,     0, { WORKAROUND_FAKE,   0 } }, // export 1, but called locally (when shooting at aliens)
	{ GID_SQ4,            -1,   398,  0,            "showBox", "changeState",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // CD: called when rummaging in Software Excess bargain bin
	{ GID_SQ4,            -1,   928, -1,           "Narrator", "startText",                       NULL,  1000,  1000, { WORKAROUND_FAKE,   1 } }, // CD: happens in the options dialog and in-game when speech and subtitles are used simultaneously
	{ GID_SQ4,           395,   395, -1,    "fromStoreScript", "changeState",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // CD: happens when shoplifting in Galaxy Galleria - bug #10229
	{ GID_SQ4,            -1,   708, -1,            "exitBut", "doVerb",                          NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // Floppy: happens, when looking at the "close" button in the sq4 hintbook - bug #6447
	{ GID_SQ4,            -1,   708, -1,                   "", "doVerb",                          NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // Floppy: happens, when looking at the "close" button... in Russian version - bug #5573
	{ GID_SQ4,            -1,   708, -1,            "prevBut", "doVerb",                          NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // Floppy: happens, when looking at the "previous" button in the sq4 hintbook - bug #6447
	{ GID_SQ4,            -1,   708, -1, "\xA8\xE6\xE3 \xAD\xA0\xA7\xA0\xA4.", "doVerb",          NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // Floppy: happens, when looking at the "previous" button... in Russian version - bug #5573
	{ GID_SQ4,            -1,   708, -1,            "nextBut", "doVerb",                          NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // Floppy: happens, when looking at the "next" button in the sq4 hintbook - bug #6447
	{ GID_SQ4,            -1,   708, -1,                  ".", "doVerb",                          NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // Floppy: happens, when looking at the "next" button... in Russian version - bug #5573
	{ GID_SQ5,           201,   201,  0,        "buttonPanel", "doVerb",                          NULL,     0,     0, { WORKAROUND_FAKE,   1 } }, // when looking at the orange or red button - bug #5112
	{ GID_SQ6,            -1,     0,  0,                "SQ6", "init",                            NULL,     2,     2, { WORKAROUND_FAKE,   0 } }, // Demo and full version: called when the game starts (demo: room 0, full: room 100)
	{ GID_SQ6,            -1, 64950, -1,            "Feature", "handleEvent",                     NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // called when pressing "Start game" in the main menu, when entering the Orion's Belt bar (room 300), and perhaps other places
	{ GID_SQ6,            -1, 64964,  0,              "DPath", "init",                            NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // during the game
	{ GID_SQ6,           210,   210,  0,       "buttonSecret", "doVerb",                          NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // after winning the first round of stooge fighter 3
	{ GID_SQ6,            -1, 64994, -1,               "Game", "restore",                         NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // When trying to load an invalid save game from the launcher
	{ GID_SQ6,            -1, 64921, -1,              "Print", "addEdit",                         NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // When trying to use the game debugger's flag setting command
	{ GID_TORIN,          -1, 64017,  0,             "oFlags", "clear",                           NULL,     0,     0, { WORKAROUND_FAKE,   0 } }, // entering Torin's home in the French version
	{ GID_TORIN,          -1, 64029,  0,          "oMessager", "nextMsg",                         NULL,     3,     3, { WORKAROUND_FAKE,   0 } }, // start of chapter one, or when running with subtitles only
	{ GID_TORIN,          -1, 64892,  0,      "oEventHandler", "killAllEventHogs",                NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // when pressing the hint button when the game is about to transition to a new room (race condition) - Trac#9810
	{ GID_TORIN,       20100, 64964,  0,              "DPath", "init",                            NULL,     1,     1, { WORKAROUND_FAKE,   0 } }, // going down the cliff at the first screen of chapter 2 (washing area)
	{ GID_TORIN,       61100, 64888,  0,              "Torin", "autorestore",                     NULL,    11,    11, { WORKAROUND_FAKE,   0 } }, // after attempting to restore a save game saved with the wrong game version
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kAbs_workarounds[] = {
	{ GID_HOYLE1,          1,     1,  0,              "room1", "doit",                      NULL,     0,     0, { WORKAROUND_FAKE,  0x3e9 } }, // crazy eights - called with objects instead of integers
	{ GID_HOYLE1,          2,     2,  0,              "room2", "doit",                      NULL,     0,     0, { WORKAROUND_FAKE,  0x3e9 } }, // old maid - called with objects instead of integers
	{ GID_HOYLE1,          3,     3,  0,              "room3", "doit",                      NULL,     0,     0, { WORKAROUND_FAKE,  0x3e9 } }, // hearts - called with objects instead of integers
	{ GID_QFG1VGA,        -1,    -1,  0,                 NULL, "doit",                      NULL,     0,     0, { WORKAROUND_FAKE,  0x3e9 } }, // when the game is patched with the NRS patch
	{ GID_QFG3   ,        -1,    -1,  0,                 NULL, "doit",                      NULL,     0,     0, { WORKAROUND_FAKE,  0x3e9 } }, // when the game is patched with the NRS patch - bugs #6042, #6043
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kArraySetElements_workarounds[] = {
	{ GID_GK1,           302, 64918,  0,                "Str", "callKernel",                NULL,     0,     0, { WORKAROUND_FAKE, 0 } }, // when erasing a letter on the wall in St Louis Cemetery
	{ GID_PHANTASMAGORIA, -1, 64918,  0,                "Str", "callKernel",                NULL,     0,     0, { WORKAROUND_FAKE, 0 } }, // when starting a new game and selecting a chapter above 1, or when quitting the chase (in every chase room), or when completing chase successfully
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kArrayFill_workarounds[] = {
	{ GID_PQ4,           540, 64918,  0,                "Str", "callKernel",                NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when clicking on Hate Crimes in the computer on day 2
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kCelHigh_workarounds[] = {
	{ GID_KQ5,            -1,   255,  0,          "deathIcon", "setSize",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // english floppy: when getting beaten up in the inn and probably more, called with 2nd parameter as object - bug #5049
	{ GID_PQ2,            -1,   255,  0,              "DIcon", "setSize",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when showing picture within windows, called with 2nd/3rd parameters as objects
	{ GID_SQ1,             1,   255,  0,              "DIcon", "setSize",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // DEMO: Called with 2nd/3rd parameters as objects when clicking on the menu - bug #5012
	{ GID_FANMADE,        -1,   979,  0,              "DIcon", "setSize",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // In The Gem Scenario and perhaps other fanmade games, this is called with 2nd/3rd parameters as objects - bug #5144
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kCelWide_workarounds[] = {
	{ GID_KQ5,            -1,   255,  0,          "deathIcon", "setSize",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // english floppy: when getting beaten up in the inn and probably more, called with 2nd parameter as object - bug #5049
	{ GID_PQ2,            -1,   255,  0,              "DIcon", "setSize",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when showing picture within windows, called with 2nd/3rd parameters as objects
	{ GID_SQ1,             1,   255,  0,              "DIcon", "setSize",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // DEMO: Called with 2nd/3rd parameters as objects when clicking on the menu - bug #5012
	{ GID_FANMADE,        -1,   979,  0,              "DIcon", "setSize",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // In The Gem Scenario and perhaps other fanmade games, this is called with 2nd/3rd parameters as objects - bug #5144
	{ GID_LSL6HIRES,      -1,    94,  0,    "ll6ControlPanel",    "init",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when opening the "controls" panel from the main menu, the third argument is missing
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kDeleteKey_workarounds[] = {
	{ GID_HOYLE4,        300,   999,  0,     "handleEventList", "delete",                   NULL,     0,     0, { WORKAROUND_IGNORE, 0 } }, // restarting hearts, while tray is shown - bug #6604
	{ GID_HOYLE4,        500,   999,  0,     "handleEventList", "delete",                   NULL,     0,     0, { WORKAROUND_IGNORE, 0 } }, // restarting cribbage, while tray is shown - bug #6604
	{ GID_HOYLE4,        975,   999,  0,     "handleEventList", "delete",                   NULL,     0,     0, { WORKAROUND_IGNORE, 0 } }, // going back to gamelist from hearts/cribbage, while tray is shown - bug #6604
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//                Game: Fan-Made games (SCI Studio)
//      Calling method: Game::save, Game::restore
//   Subroutine offset: Al Pond 2:          0x0e5c (ldi 0001)
//                      Black Cauldron:     0x000a (ldi 01)
//                      Cascade Quest:      0x0d1c (ldi 0001)
//                      Demo Quest:         0x0e55 (ldi 0001)
//                      I want my C64 back: 0x0e57 (ldi 0001)
// Applies to at least: games listed above
static const uint16 sig_kDeviceInfo_Fanmade_1[] = {
	0x3f, 0x79,                      // link 79h
	0x34, SIG_UINT16(0x0001),        // ldi 0001
	0xa5, 0x00,                      // sat temp[0]
	SIG_END
};
static const uint16 sig_kDeviceInfo_Fanmade_2[] = {
	0x3f, 0x79,                      // link 79h
	0x35, 0x01,                      // ldi 01
	0xa5, 0x00,                      // sat temp[0]
	SIG_END
};

//    gameID,           room,script,lvl,          object-name, method-name,      local-call-signature, index-range,   workaround
const SciWorkaroundEntry kDeviceInfo_workarounds[] = {
	{ GID_FANMADE,        -1,   994,  1,               "Game", "save",      sig_kDeviceInfo_Fanmade_1,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // In fanmade games (SCI Studio), this is called with one parameter for CurDevice LDI 01 variant
	{ GID_FANMADE,        -1,   994,  1,               "Game", "save",      sig_kDeviceInfo_Fanmade_2,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // In fanmade games (SCI Studio), this is called with one parameter for CurDevice LDI 0001 variant
	{ GID_FANMADE,        -1,   994,  0,              "Black", "save",      sig_kDeviceInfo_Fanmade_1,     0,     0, { WORKAROUND_IGNORE,    0 } }, // In fanmade games (SCI Studio), this is called with one parameter for CurDevice (Black Cauldron Remake)
	{ GID_FANMADE,        -1,   994,  1,               "Game", "restore",   sig_kDeviceInfo_Fanmade_1,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // In fanmade games (SCI Studio), this is called with one parameter for CurDevice LDI 01 variant
	{ GID_FANMADE,        -1,   994,  1,               "Game", "restore",   sig_kDeviceInfo_Fanmade_2,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // In fanmade games (SCI Studio), this is called with one parameter for CurDevice LDI 0001 variant
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//                Game: Police Quest 2
//      Calling method: rm23Script::elements
//   Subroutine offset: English 1.001.000: 0x04ae, English 1.002.011: 0x04ca, Japanese: 0x04eb (script 23)
// Applies to at least: English PC floppy, Japanese PC-9801
static const uint16 sig_kDisplay_pq2_1[] = {
	0x35, 0x00,                      // ldi 00
	0xa3, 0x09,                      // sal local[9]
	0x35, 0x01,                      // ldi 01
	0xa3, 0x0a,                      // sal local[0Ah]
	0x38, SIG_ADDTOOFFSET(+2),       // pushi selector[drawPic] TODO: implement selectors
	0x7a,                            // push2
	0x39, 0x5a,                      // pushi 5Ah
	0x7a,                            // push2
	0x81, 0x02,                      // lag global[2]
	0x4a, 0x08,                      // send 08
	SIG_END
};

//                Game: Space Quest 4
//      Calling method: doCatalog::mode
//   Subroutine offset: English PC CD: 0x0084 (script 391)
// Applies to at least: English PC CD
static const uint16 sig_kDisplay_sq4_1[] = {
	0x38, SIG_UINT16(0x0187),        // pushi 0187h (drawPic)
	0x78,                            // push1
	0x38, SIG_UINT16(0x0189),        // pushi 0189h (reflectPosn)
	0x81, 0x02,                      // lag global[2]
	0x4a, 0x06,                      // send 06
	SIG_END
};

//    gameID,           room,script,lvl,          object-name, method-name,  local-call-signature, index-range,   workaround
const SciWorkaroundEntry kDisplay_workarounds[] = {
	{ GID_ISLANDBRAIN,   300,   300,  0,           "geneDude", "show",                       NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // when looking at the gene explanation chart - a parameter is an object
	{ GID_LONGBOW,        95,    95,  0,          "countDown", "changeState",                NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // DEMO: during title screen "Robin Hood! Your bow is needed"
	{ GID_LONGBOW,       220,   220,  0,             "moveOn", "changeState",                NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // DEMO: during second room "Outwit and outfight..."
	{ GID_LONGBOW,       210,   210,  0,               "mama", "changeState",                NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // DEMO: during third room "Fall under the spell..."
	{ GID_LONGBOW,       320,   320,  0,              "flyin", "changeState",                NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // DEMO: during fourth room "Conspiracies, love..."
	{ GID_PQ2,            23,    23,  0,         "rm23Script", "elements",     sig_kDisplay_pq2_1,     0,     0, { WORKAROUND_IGNORE,    0 } }, // when looking at the 2nd page of files in jail - 0x75 as id - bug #5223
	{ GID_PQ2,            23,    23,  0,         "rm23Script", "handleEvent",  sig_kDisplay_pq2_1,     0,     0, { WORKAROUND_IGNORE,    0 } }, // when looking at the 2nd page of file in jail - 0x75 as id - bug #9670
	{ GID_QFG1,           11,    11,  0,             "battle", "init",                       NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // DEMO: When entering battle, 0x75 as id
	{ GID_SQ4,           397,     0,  0,                   "", "export 12",                  NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // FLOPPY: when going into the computer store - bug #5227
	{ GID_SQ4,           391,   391,  0,          "doCatalog", "changeState",  sig_kDisplay_sq4_1,     0,     0, { WORKAROUND_IGNORE,    0 } }, // CD: clicking on catalog in roboter sale - a parameter is an object
	{ GID_SQ4,           391,   391,  0,         "choosePlug", "changeState",                NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // CD: ordering connector in roboter sale - a parameter is an object
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kDirLoop_workarounds[] = {
	{ GID_KQ4,             4,   992,  0,              "Avoid", "doit",                      NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // when the ogre catches you in front of his house, second parameter points to the same object as the first parameter, instead of being an integer (the angle) - bug #5217
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kDisposeScript_workarounds[] = {
	{ GID_LAURABOW,      777,   777,  0,             "myStab", "changeState",               NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // DEMO: after the will is signed, parameter 0 is an object - bug #4967
	{ GID_LSL2,           -1,    54,  0,               "rm54", "dispose",                   NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // Amiga: room 55, script tries to kDisposeScript an object (does not happen for DOS) - bug #6818
	{ GID_MOTHERGOOSEHIRES,37,  337,  0,        "rhymeScript", "changeState",               NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // after the rhyme with the king
	{ GID_QFG1,           -1,    64,  0,               "rm64", "dispose",                   NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // when leaving graveyard, parameter 0 is an object
	{ GID_SQ4,            -1,   151,  0,        "fightScript", "dispose",                   NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // during fight with Vohaul, parameter 0 is an object, happens in at least room 150
	{ GID_SQ4,            -1,   152,  0,       "driveCloseUp", "dispose",                   NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // when choosing "beam download", parameter 0 is an object, may happen in room 150 and 900 (900 see bug #9812)
	{ GID_SQ4,           150,   152,  0,                   "", "dispose",                   NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // when choosing "beam download"... in Russian version - bug #5573
	{ GID_SQ4,           900,   152,  0,                   "", "dispose",                   NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // same as above, but for "game over" room
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kDoAudioResume_workarounds[] = {
	{ GID_HOYLE5,         -1,    17,  0,                 NULL, "startAudio",                NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when a character talks during a game
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kDoSoundPlay_workarounds[] = {
	{ GID_LSL6HIRES,    -1,  64989,   0,          NULL,          "play",                    NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // always passes an extra null argument
	{ GID_QFG4,         -1,  64989,   0,          NULL,          "play",                    NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // always passes an extra null argument
	{ GID_PQ4,          -1,  64989,   0,          NULL,          "play",                    NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // always passes an extra null argument
	{ GID_KQ7,          -1,  64989,   0,          NULL,          "play",                    NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // always passes an extra null argument
	{ GID_SQ6,          -1,      0,   0,          NULL,          "play",                    NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // Demo passes an extra null argument on startup
	{ GID_GK1,          -1,  64989,   0,          NULL,          "play",                    NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // Mac version always passes an extra null argument
	{ GID_GK2,          -1,  64989,   0,          NULL,          "play",                    NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // Demo passes an extra null argument when clicking on buttons
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kDoSoundFade_workarounds[] = {
	{ GID_KQ5,           213,   989,  0,       "globalSound3", "fade",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // english floppy: when bandits leave the secret temple, parameter 4 is an object - bug #5078
	{ GID_KQ6,           105,   989,  0,        "globalSound", "fade",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // floppy: during intro, parameter 4 is an object
	{ GID_KQ6,           460,   989,  0,       "globalSound2", "fade",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // after pulling the black widow's web on the isle of wonder, parameter 4 is an object - bug #4954
	{ GID_QFG4,           -1, 64989,  1,          "GlorySong", "fade",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // CD version: many places, parameter 4 is an object (the sound object itself)
	{ GID_SQ5,           800,   989,  0,          "sq5Music1", "fade",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when cutting the wrong part of Goliath with the laser - bug #6341
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kGetAngle_workarounds[] = {
	{ GID_FANMADE,       516,   992,  0,             "Motion", "init",                      NULL,     0,     0, { WORKAROUND_FAKE,      0 } }, // The Legend of the Lost Jewel Demo (fan made): called with third/fourth parameters as objects
	{ GID_KQ6,            -1,   752,  0,        "throwDazzle", "changeState",               NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // room 740/790 after the Genie is exposed in the Palace (short and long ending), it starts shooting lightning bolts around. An extra 5th parameter is passed - bug #4959 & #5203
	{ GID_SQ1,            -1,   927,  0,           "PAvoider", "doit",                      NULL,     0,     0, { WORKAROUND_FAKE,      0 } }, // all rooms in Ulence Flats after getting the Pilot Droid: called with a single parameter when the droid is in Roger's path - bug #6016
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kFileIOOpen_workarounds[] = {
	{ GID_TORIN,       61000, 61000,  0,       "roSierraLogo", "init",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // Missing second argument when the game checks for autosave.cat after the Sierra logo
	{ GID_TORIN,       61100, 61100,  0,     "roPickAChapter", "init",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // Missing second argument when the game checks for autosave.cat after the Sierra logo in the demo
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kFindKey_workarounds[] = {
	{ GID_ECOQUEST2,     100,   999,  0,            "myList", "contains",                   NULL,     0,     0, { WORKAROUND_FAKE, 0 } }, // When Noah Greene gives Adam the Ecorder, and just before the game gives a demonstration, a null reference to a list is passed - bug #4987
	{ GID_HOYLE4,        300,   999,  0,             "Piles", "contains",                   NULL,     0,     0, { WORKAROUND_FAKE, 0 } }, // When passing the three cards in Hearts, a null reference to a list is passed - bug #5664
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kFrameOut_workarounds[] = {
	{ GID_PQ4,           360,   360,  0,       "csFrontInset", "init",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 1 } }, // When clicking hand on the impounded white car on day 4 - bug #9848
	{ GID_PQ4,           360,   360,  0,       "csFrontInset", "dispose",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 1 } }, // When clicking hand on the impounded white car on day 4
	{ GID_PQ4,           360,   360,  0,        "copCarInset", "init",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 1 } }, // When clicking hand on the impounded police car on day 3
	{ GID_PQ4,           360,   360,  0,        "copCarInset", "dispose",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 1 } }, // When exiting the impounded police car on day 3
	{ GID_PQ4,           275,   275,  0,        "checkSherry", "changeState",               NULL,     0,     0, { WORKAROUND_STILLCALL, 1 } }, // When encountering Sherry and Sam in the morgue on day 3
	{ GID_PQ4,           725,   725,  0,        "fridgeInset", "init",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 1 } }, // When opening the refrigerator at the end of day 4
	{ GID_PQ4,           725,   725,  0,        "fridgeInset", "dispose",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 1 } }, // When exiting the refrigerator at the end of day 4
	{ GID_PQ4,           735,   735,  0,           "medInset", "dispose",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 1 } }, // When exiting the medicine cabinet at the end of day 4
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name,  local-call-signature, index-range,   workaround
const SciWorkaroundEntry kGraphDrawLine_workarounds[] = {
	{ GID_ISLANDBRAIN,   300,   300,  0,         "dudeViewer", "show",                       NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when looking at the gene explanation chart, gets called with 1 extra parameter
	{ GID_SQ1,            43,    43,  0,        "someoneDied", "changeState",                NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when ordering beer, gets called with 1 extra parameter
	{ GID_SQ1,            71,    71,  0,       "destroyXenon", "changeState",                NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // during the Xenon destruction cutscene (which results in death), gets called with 1 extra parameter - bug #5176
	{ GID_SQ1,            53,    53,  0,           "blastEgo", "changeState",                NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when Roger is found and zapped by the cleaning robot, gets called with 1 extra parameter - bug #5177
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//                Game: Island of Dr. Brain
//      Calling method: upElevator::changeState, downElevator::changeState, correctElevator::changeState
//   Subroutine offset: 0x201f (script 291)
// Applies to at least: English PC floppy
static const uint16 sig_kGraphSaveBox_ibrain_1[] = {
	0x3f, 0x01,                      // link 01
	0x87, 0x01,                      // lap param[1]
	0x30, SIG_UINT16(0x0043),        // bnt [...]
	0x76,                            // push0
	SIG_END
};

//    gameID,           room,script,lvl,          object-name, method-name,         local-call-signature, index-range,   workaround
const SciWorkaroundEntry kGraphSaveBox_workarounds[] = {
	{ GID_CASTLEBRAIN,   420,   427,  0,          "alienIcon", "select",                            NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when selecting a card during the alien card game, gets called with 1 extra parameter
	{ GID_ISLANDBRAIN,   290,   291,  0,         "upElevator", "changeState", sig_kGraphSaveBox_ibrain_1,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when testing in the elevator puzzle, gets called with 1 argument less - 15 is on stack - bug #4943
	{ GID_ISLANDBRAIN,   290,   291,  0,       "downElevator", "changeState", sig_kGraphSaveBox_ibrain_1,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // see above
	{ GID_ISLANDBRAIN,   290,   291,  0,    "correctElevator", "changeState", sig_kGraphSaveBox_ibrain_1,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // see above (when testing the correct solution)
	{ GID_PQ3,           202,   202,  0,            "MapEdit", "movePt",                            NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when plotting crimes, gets called with 2 extra parameters - bug #5099
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kGraphRestoreBox_workarounds[] = {
	{ GID_LSL6,           -1,    86,  0,             "LL6Inv", "hide",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // happens during the game, gets called with 1 extra parameter
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name,   local-call-signature, index-range,   workaround
const SciWorkaroundEntry kGraphFillBoxForeground_workarounds[] = {
	{ GID_LSL6,           -1,     0,  0,               "LSL6", "hideControls",                NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // happens when giving the bungee key to merrily (room 240) and at least in room 650 too - gets called with additional 5th parameter
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name,  local-call-signature, index-range,   workaround
const SciWorkaroundEntry kGraphFillBoxAny_workarounds[] = {
	{ GID_ECOQUEST2,     100,   333,  0,        "showEcorder", "changeState",                NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // necessary workaround for our ecorder script patch, because there isn't enough space to patch the function
	{ GID_SQ4,            -1,   818,  0,     "iconTextSwitch", "show",                       NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // CD: game menu "text/speech" display - parameter 5 is missing, but the right color number is on the stack
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//                Game: Space Quest 4
//      Calling method: laserScript::changeState
//   Subroutine offset: English/German/French/Russian PC floppy, Japanese PC-9801: 0x0016, English PC CD: 0x00b2 (script 150)
// Applies to at least: English/German/French/Russian PC floppy, English PC CD, Japanese PC-9801
static const uint16 sig_kGraphRedrawBox_sq4_1[] = {
	0x3f, 0x07,                      // link 07
	0x39, SIG_ADDTOOFFSET(+1),       // pushi 2Ah for PC floppy, pushi 27h for PC CD
	0x76,                            // push0
	0x72,                            // lofsa laserSound
	SIG_END
};

//                Game: Space Quest 4
//      Calling method: shootEgoScript::changeState
//   Subroutine offset: English/German/French/Russian PC floppy, Japanese PC-9801: 0x0f8c, English PC CD: 0x0c4d (script 703)
// Applies to at least: English/German/French/Russian PC floppy, English PC CD, Japanese PC-9801
static const uint16 sig_kGraphRedrawBox_sq4_2[] = {
	0x3f, 0x03,                      // link 03
	0x39, SIG_ADDTOOFFSET(+1),       // pushi [ number ]
	0x78,                            // push1
	0x39, 0x69,                      // pushi 69h
	SIG_END
};

//    gameID,           room,script,lvl,          object-name, method-name,        local-call-signature, index-range,   workaround
const SciWorkaroundEntry kGraphRedrawBox_workarounds[] = {
	{ GID_SQ4,           405,   405,  0,       "swimAfterEgo", "changeState",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
	{ GID_SQ4,           405,   405,  0,                   "", "changeState",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air... Russian version - bug #5573
	{ GID_SQ4,           406,   406,  0,        "egoFollowed", "changeState",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when getting shot by the police - accidental additional parameter specified
	{ GID_SQ4,            -1,   406,  0,       "swimAndShoot", "changeState",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
	{ GID_SQ4,            -1,   406,  0,                   "", "changeState",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air... Russian version - bug #5573 (is for both egoFollowed and swimAndShoot)
	{ GID_SQ4,           410,   410,  0,       "swimAfterEgo", "changeState",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
	{ GID_SQ4,           410,   410,  0,                   "", "changeState",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air... Russian version - bug #5573
	{ GID_SQ4,           411,   411,  0,        "egoFollowed", "changeState",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when getting shot by the police - accidental additional parameter specified
	{ GID_SQ4,            -1,   411,  0,       "swimAndShoot", "changeState",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
	{ GID_SQ4,            -1,   411,  0,                   "", "changeState",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air... Russian version - bug #5573
	{ GID_SQ4,           150,   150,  0,        "laserScript", "changeState", sig_kGraphRedrawBox_sq4_1,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when visiting the pedestral where Roger Jr. is trapped, before trashing the brain icon in the programming chapter, accidental additional parameter specified - bug #5479, German - bug #5527
	{ GID_SQ4,           150,   150,  0,                   "", "changeState", sig_kGraphRedrawBox_sq4_1,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // same as above, for the Russian version - bug #5573
	{ GID_SQ4,            -1,   703,  0,     "shootEgoScript", "changeState", sig_kGraphRedrawBox_sq4_2,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // estros when getting shot by the police - accidental additional parameter specified
	{ GID_SQ4,            -1,   703,  0,                   "", "changeState", sig_kGraphRedrawBox_sq4_2,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // same as above, for the Russian version
	{ GID_SQ4,            -1,   704,  0,           "shootEgo", "changeState",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // When shot by Droid in Super Computer Maze (Rooms 500, 505, 510...) - accidental additional parameter specified
	{ GID_KQ5,            -1,   981,  0,           "myWindow",     "dispose",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // Happens in the floppy version, when closing any dialog box, accidental additional parameter specified - bug #5031
	{ GID_KQ5,            -1,   995,  0,               "invW",        "doit",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // Happens in the floppy version, when closing the inventory window, accidental additional parameter specified
	{ GID_KQ5,            -1,   995,  0,                   "",    "export 0",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // Happens in the floppy version, when opening the gem pouch, accidental additional parameter specified - bug #5138
	{ GID_KQ5,            -1,   403,  0,          "KQ5Window",     "dispose",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // Happens in the FM Towns version when closing any dialog box, accidental additional parameter specified
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name,  local-call-signature, index-range,   workaround
const SciWorkaroundEntry kGraphUpdateBox_workarounds[] = {
	{ GID_ECOQUEST2,     100,   333,  0,        "showEcorder", "changeState",                NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // necessary workaround for our ecorder script patch, because there isn't enough space to patch the function
	{ GID_PQ3,           202,   202,  0,            "MapEdit", "addPt",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when plotting crimes, gets called with 2 extra parameters - bug #5099
	{ GID_PQ3,           202,   202,  0,            "MapEdit", "movePt",                     NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when plotting crimes, gets called with 2 extra parameters - bug #5099
	{ GID_PQ3,           202,   202,  0,            "MapEdit", "dispose",                    NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // when plotting crimes, gets called with 2 extra parameters
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name,    local-call-signature, index-range,   workaround
const SciWorkaroundEntry kIsObject_workarounds[] = {
	{ GID_GK1DEMO,       50,   999,  0,                "List", "eachElementDo",                NULL,     0,     0, { WORKAROUND_FAKE, 0 } }, // GK1 demo, when asking Grace for messages it gets called with an invalid parameter (type "error") - bug #4950
	{ GID_ISLANDBRAIN,   -1,   999,  0,                "List", "eachElementDo",                NULL,     0,     0, { WORKAROUND_FAKE, 0 } }, // when going to the game options, choosing "Info" and selecting anything from the list, gets called with an invalid parameter (type "error") - bug #4989
	{ GID_QFG3,          -1,   999,  0,                "List", "eachElementDo",                NULL,     0,     0, { WORKAROUND_FAKE, 0 } }, // when asking for something, gets called with type error parameter
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name,    local-call-signature, index-range,   workaround
const SciWorkaroundEntry kListAt_workarounds[] = {
	{ GID_HOYLE5,        100, 64999,  0,           "theHands", "at",                           NULL,     0,     0, { WORKAROUND_FAKE, 0 } }, // After the first hand is dealt in Crazy Eights game in demo, an object is passed instead of a number
	{ GID_LIGHTHOUSE,     24, 64999,  0,           "LightInv", "at",                           NULL,     0,     0, { WORKAROUND_FAKE, 0 } }, // When taking the car keys from the table at the start of the game
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kLock_workarounds[] = {
	{ GID_PQSWAT,       6400,  6400,  0,      "rookerTrains3", "changeState",                  NULL,     0,     0, { WORKAROUND_STILLCALL,    0 } }, // After completing Small Arms Training, at the end of the Tactics Training
	{ GID_PQSWAT,       6400,  6400,  0,      "rookerTrains5", "changeState",                  NULL,     0,     0, { WORKAROUND_STILLCALL,    0 } }, // After completing Small Arms Training, at the end of the Tactics Training
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kMemory_workarounds[] = {
	{ GID_LAURABOW2,      -1,   999,  0,                   "", "export 6",                  NULL,     0,     0, { WORKAROUND_FAKE,    0 } }, // during the intro, when exiting the train (room 160), talking to Mr. Augustini, etc. - bug #4944
	{ GID_SQ1,            -1,   999,  0,                   "", "export 6",                  NULL,     0,     0, { WORKAROUND_FAKE,    0 } }, // during walking Roger around Ulence Flats - bug #6017
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name,  local-call-signature, index-range,   workaround
const SciWorkaroundEntry kMoveCursor_workarounds[] = {
	{ GID_KQ5,            -1,   937,  0,            "IconBar", "handleEvent",                NULL,     0,     0, { WORKAROUND_IGNORE,  0 } }, // when pressing escape to open the menu, gets called with one parameter instead of 2 - bug #5575
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kNewWindow_workarounds[] = {
	{ GID_ECOQUEST,       -1,   981,  0,          "SysWindow", "open",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // EcoQuest 1 demo uses an in-between interpreter from SCI1 to SCI1.1. It's SCI1.1, but uses the SCI1 semantics for this call - bug #4976
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kPalVarySetVary_workarounds[] = {
	{ GID_KQ7,          4600,  4600,  0,      "sRosDogDeath2", "changeState",               NULL,     0,     0, { WORKAROUND_FAKE, 0 } }, // when dying by letting the dog find you under the house. Trac#9763
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kPalVarySetPercent_workarounds[] = {
	{ GID_GK1,           370,   370,  0,        "graceComeOut", "changeState",              NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // there's an extra parameter in GK1, when changing chapters. This extra parameter seems to be a bug or just unimplemented functionality, as there's no visible change from the original in the chapter change room
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kPalVarySetStart_workarounds[] = {
	{ GID_PQ4,           170,   170,  0,             "getHit", "changeState",               NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // Three extra parameters passed during the gunfight at the end of day 1
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kPalVaryMergeStart_workarounds[] = {
	{ GID_PQ4,           170,   170,  0,             "getHit", "changeState",               NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // Three extra parameters passed during the gunfight at the end of day 1
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kPlatform32_workarounds[] = {
	{ GID_HOYLE5,         -1,     0,  0,             "hoyle4", "newRoom",                   NULL,     0,     0, { WORKAROUND_FAKE,      1 } }, // at the start of the game, incorrectly uses SCI16 calling convention for kPlatform
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kRandom_workarounds[] = {
	{ GID_TORIN,       51400, 64928,  0,              "Blink", "init",                      NULL,     0,     0, { WORKAROUND_FAKE,      0 } }, // at the end of the game, during the cutscene after touching the collar on Lycentia; Trac#9779
	{ GID_TORIN,       51400, 64928,  0,              "Blink", "cycleDone",                 NULL,     0,     0, { WORKAROUND_FAKE,      0 } }, // at the end of the game, during the cutscene after touching the collar on Lycentia; Trac#9779
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kReadNumber_workarounds[] = {
	{ GID_CNICK_LAURABOW,100,   101,  0,          "dominoes.opt", "doit",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // When dominoes.opt is present, the game scripts call kReadNumber with an extra integer parameter - bug #6425
	{ GID_HOYLE3,        100,   101,  0,          "dominoes.opt", "doit",                   NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // When dominoes.opt is present, the game scripts call kReadNumber with an extra integer parameter - bug #6425
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//                Game: Leisure Suit Larry 6 hires
//      Calling method: myCreditText::changeState
//   Subroutine offset: 0x8c (script 740)
// Applies to at least: English PC CD
static const uint16 sig_kResCheck_lsl6hires_1[] = {
	0x3f, 0x01, // link 01
	0x81, 0x13, // lag global[$13]
	0xa5, 0x00, // sat 00
	0x7a,       // push2
	SIG_END
};

//    gameID,           room,script,lvl,          object-name, method-name,       local-call-signature, index-range,   workaround
const SciWorkaroundEntry kResCheck_workarounds[] = {
	{ GID_LSL6HIRES,     740,   740, -1,       "myCreditText", "handleEvent", sig_kResCheck_lsl6hires_1,    0,     0, { WORKAROUND_IGNORE, 0 } }, // when clicking quit during the final credits
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name,  local-call-signature, index-range,   workaround
const SciWorkaroundEntry kPaletteUnsetFlag_workarounds[] = {
	{ GID_QFG4DEMO,      100,   100,  0,            "doMovie", "changeState",                NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // after the Sierra logo, no flags are passed, thus the call is meaningless - bug #4947
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kSetCursor_workarounds[] = {
	{ GID_KQ5,            -1,   768,  0,           "KQCursor", "init",                      NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // CD: gets called with 4 additional "900d" parameters
	{ GID_MOTHERGOOSEHIRES,-1,    0, -1,                 "MG", "setCursor",                 NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // At the start of the game, an object is passed as the cel number
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name,  local-call-signature, index-range,   workaround
const SciWorkaroundEntry kSetPort_workarounds[] = {
	{ GID_LSL6,          740,   740,  0,              "rm740", "drawPic",                    NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // ending scene, is called with additional 3 (!) parameters
	{ GID_QFG3,          830,   830,  0,        "portalOpens", "changeState",                NULL,     0,     0, { WORKAROUND_IGNORE,    0 } }, // when the portal appears during the end, gets called with 4 parameters - bug #5174
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//                Game: Island of Dr. Brain
//      Calling method: childBreed::changeState
//   Subroutine offset: 0x1c7c (script 310)
// Applies to at least: English PC floppy
static const uint16 sig_kStrAt_ibrain_1[] = {
	0x3f, 0x16,                      // link 16
	0x78,                            // push1
	0x8f, 0x01,                      // lsp param[1]
	0x43,                            // callk StrLen
	SIG_END
};

//    gameID,           room,script,lvl,          object-name, method-name,  local-call-signature, index-range,   workaround
const SciWorkaroundEntry kStrAt_workarounds[] = {
	{ GID_CASTLEBRAIN,   220,   220,  0,         "robotJokes", "animateOnce",                NULL,     0,     0, { WORKAROUND_FAKE,      0 } }, // when trying to view the terminal at the end of the maze without having collected any robot jokes - bug #5127
	{ GID_ISLANDBRAIN,   300,   310,  0,         "childBreed", "changeState", sig_kStrAt_ibrain_1,     0,     0, { WORKAROUND_FAKE,      0 } }, // when clicking Breed to get the second-generation cyborg hybrid (Standard difficulty), the two parameters are swapped - bug #5088
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name,   local-call-signature, index-range,   workaround
const SciWorkaroundEntry kStrCpy_workarounds[] = {
	{ GID_MOTHERGOOSE,    23,    23,  0,          "talkScript", "changeState",                NULL,     0,     0, { WORKAROUND_FAKE,      0 } }, // when talking to the girl in scene 23, there's no destination parameter (script bug - wrong instruction order). The original source is used directly afterwards in kDisplay, to show the girl's text - bug #6485
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//                Game: Quest for Glory 2
//      Calling method: export 21 of script 2
//   Subroutine offset: English 0x0deb (script 2)
// Applies to at least: English PC floppy
static const uint16 sig_kStrLen_qfg2_1[] = {
	0x3f, 0x04,                      // link 04
	0x78,                            // push1
	0x8f, 0x02,                      // lsp param[2]
	0x43,                            // callk StrLen
	SIG_END
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index-range,   workaround
const SciWorkaroundEntry kStrLen_workarounds[] = {
	{ GID_QFG2,          210,     2,  0,                   "", "export 21",   sig_kStrLen_qfg2_1,     0,     0, { WORKAROUND_FAKE,      0 } }, // When saying something incorrect at the WIT, an integer is passed instead of a reference - bug #5489
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name,  local-call-signature, index-range,   workaround
const SciWorkaroundEntry kUnLoad_workarounds[] = {
	{ GID_ECOQUEST,      380,    61,  0,              "gotIt", "changeState",                NULL,     0,     0, { WORKAROUND_IGNORE, 0 } }, // CD version: after talking to the dolphin the first time, a 3rd parameter is passed by accident
	{ GID_ECOQUEST,      380,    69,  0,   "lookAtBlackBoard", "changeState",                NULL,     0,     0, { WORKAROUND_IGNORE, 0 } }, // German version, when closing the blackboard closeup in the dolphin room, a 3rd parameter is passed by accident - bug #5483
	{ GID_LAURABOW2,      -1,    -1,  0,           "sCartoon", "changeState",                NULL,     0,     0, { WORKAROUND_IGNORE, 0 } }, // DEMO: during the intro, a 3rd parameter is passed by accident - bug #4966
	{ GID_LSL6,          130,   130,  0,    "recruitLarryScr", "changeState",                NULL,     0,     0, { WORKAROUND_IGNORE, 0 } }, // during intro, a 3rd parameter is passed by accident
	{ GID_LSL6,          740,   740,  0,        "showCartoon", "changeState",                NULL,     0,     0, { WORKAROUND_IGNORE, 0 } }, // during ending, 4 additional parameters are passed by accident
	{ GID_LSL6HIRES,     740,   740,  0,        "showCartoon", "changeState",                NULL,     0,     0, { WORKAROUND_IGNORE, 0 } }, // during ending, multiple additional parameters are passed by accident
	{ GID_LSL6HIRES,     130,   130,  0,    "recruitLarryScr", "changeState",                NULL,     0,     0, { WORKAROUND_IGNORE, 0 } }, // during intro, a 3rd parameter is passed by accident
	{ GID_SQ1,            43,   303,  0,            "slotGuy", "dispose",                    NULL,     0,     0, { WORKAROUND_IGNORE, 0 } }, // when leaving ulence flats bar, parameter 1 is not passed - script error
	{ GID_QFG4,           -1,   110,  0,            "dreamer", "dispose",                    NULL,     0,     0, { WORKAROUND_IGNORE, 0 } }, // during the dream sequence, a 3rd parameter is passed by accident
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name,  local-call-signature, index-range,   workaround
const SciWorkaroundEntry kScrollWindowAdd_workarounds[] = {
	{ GID_PHANTASMAGORIA, 45, 64907,  0,   "ScrollableWindow", "addString",                  NULL,     0,     0, { WORKAROUND_STILLCALL, 0 } }, // ScrollWindow interface passes the last two parameters twice
	SCI_WORKAROUNDENTRY_TERMINATOR
};

SciWorkaroundSolution trackOriginAndFindWorkaround(int index, const SciWorkaroundEntry *workaroundList, SciCallOrigin *trackOrigin) {
	const EngineState *state = g_sci->getEngineState();
	const ExecStack *lastCall = state->xs;
	const SciGameId gameId = g_sci->getGameId();

	*trackOrigin = state->getCurrentCallOrigin();
	const Common::String &curObjectName = trackOrigin->objectName;
	const Common::String &curMethodName = trackOrigin->methodName;
	const int &curRoomNumber = trackOrigin->roomNr;
	const int &curScriptNr = trackOrigin->scriptNr;
	const int &curLocalCallOffset = trackOrigin->localCallOffset;

	if (workaroundList) {
		// Search if there is a workaround for this one
		const SciWorkaroundEntry *workaround;
		int16 inheritanceLevel = 0;
		Common::String searchObjectName = g_sci->getSciLanguageString(curObjectName, K_LANG_ENGLISH);
		reg_t searchObject = lastCall->sendp;
		const byte *curScriptPtr = NULL;
		uint32 curScriptSize = 0;
		bool matched = false;

		do {
			workaround = workaroundList;
			while (workaround->methodName) {
				bool objectNameMatches = (workaround->objectName == NULL) ||
										 (workaround->objectName == searchObjectName);

				if (workaround->gameId == gameId
						&& ((workaround->scriptNr == -1) || (workaround->scriptNr == curScriptNr))
						&& ((workaround->roomNr == -1) || (workaround->roomNr == curRoomNumber))
						&& ((workaround->inheritanceLevel == -1) || (workaround->inheritanceLevel == inheritanceLevel))
						&& objectNameMatches
						&& workaround->methodName == g_sci->getSciLanguageString(curMethodName, K_LANG_ENGLISH)
						&& ((workaround->fromIndex == -1) || ((workaround->fromIndex <= index) && (workaround->toIndex >= index)))) {
					// Workaround found
					if ((workaround->localCallSignature) || (curLocalCallOffset >= 0)) {
						// local call signature found and/or subcall was made
						if ((workaround->localCallSignature) && (curLocalCallOffset >= 0)) {
							// local call signature found and subcall was made -> check signature accordingly
							if (!curScriptPtr) {
								// get script data
								int segmentId = g_sci->getEngineState()->_segMan->getScriptSegment(curScriptNr);
								SegmentObj *segmentObj = NULL;
								if (segmentId) {
									segmentObj = g_sci->getEngineState()->_segMan->getScriptIfLoaded(segmentId);
								}
								if (!segmentObj) {
									workaround++;
									continue;
								}
								Script *scriptObj = (Script *)segmentObj;
								curScriptPtr = scriptObj->getBuf();
								curScriptSize = scriptObj->getScriptSize();
							}

							// now actually check for signature match
							if (g_sci->getScriptPatcher()->verifySignature(curLocalCallOffset, workaround->localCallSignature, "workaround signature", SciSpan<const byte>(curScriptPtr, curScriptSize))) {
								matched = true;
							}

						} else {
							// mismatch, so workaround doesn't match
							workaround++;
							continue;
						}
					} else {
						// no localcalls involved -> workaround matches
						matched = true;
					}
					if (matched) {
						debugC(kDebugLevelWorkarounds, "Workaround: '%s:%s' in script %d, localcall %x", workaround->objectName, workaround->methodName, curScriptNr, curLocalCallOffset);
						return workaround->newValue;
					}
				}
				workaround++;
			}

			// Go back to the parent
			inheritanceLevel++;
			searchObject = state->_segMan->getObject(searchObject)->getSuperClassSelector();
			if (!searchObject.isNull())
				searchObjectName = state->_segMan->getObjectName(searchObject);
		} while (!searchObject.isNull()); // no parent left?
	}

	SciWorkaroundSolution noneFound;
	noneFound.type = WORKAROUND_NONE;
	noneFound.value = 0;
	return noneFound;
}

// Workarounds for known broken messages
//
// The most common message bug is a script passing the wrong tuple or a message
//  having the wrong tuple. This results in a "missing message" message. These
//  requests just need to be remapped to the right message. In some cases the
//  message text is incorrect, or missing, in which case it can be extracted
//  from another record or faked with a hard-coded response.
//
// Workarounds can be optionally scoped to media (floppy vs cd), language, and
//  room number. If a message is remapped, this will also remap any audio36 and
//  sync36 resources with the same tuple, unless those resources have their own
//  remapping workarounds due to their tuples being out of sync with their
//  already broken messages, which we've seen twice.
//
// The one kind of broken message that we don't handle yet is when the audio is
//  completely missing from the game. QFG4 has most of those. In speech-only
//  mode this means no audio or text and in dual mode the text disappears
//  quickly as most games use audio length for the message delay. That logic is
//  in each game's Messager/Narrator/Talker scripts.
static const SciMessageWorkaroundEntry messageWorkarounds[] = {
	// game              media             language       room   mod    n    v    c   s    workaround-type          mod    n    v    c   s tlk  idx  len  text
	// FPFP CD has several message sequences where audio and text were left out of sync - bug #10964
	//  Some of the texts just say "Dummy Msg" and the real values are concatenated in the first record.
	// Lever Brothers' intro
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  220,  24,   0,   0,  1, { MSG_WORKAROUND_EXTRACT,  220,  24,   0,   0,  1, 99,   0,  25, NULL } },
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  220,  24,   0,   0,  2, { MSG_WORKAROUND_EXTRACT,  220,  24,   0,   0,  1, 99,  26,  20, NULL } },
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  220,  24,   0,   0,  3, { MSG_WORKAROUND_EXTRACT,  220,  24,   0,   0,  1, 99,  47,  58, NULL } },
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  220,  24,   0,   0,  4, { MSG_WORKAROUND_EXTRACT,  220,  24,   0,   0,  1, 99, 106,  34, NULL } },
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  220,  24,   0,   0,  5, { MSG_WORKAROUND_EXTRACT,  220,  24,   0,   0,  1, 99, 141,  27, NULL } },
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  220,  24,   0,   0,  6, { MSG_WORKAROUND_EXTRACT,  220,  24,   0,   0,  1, 99, 169,  29, NULL } },
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  220,  24,   0,   0,  7, { MSG_WORKAROUND_EXTRACT,  220,  24,   0,   0,  1, 99, 199,  52, NULL } },
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  220,  24,   0,   0,  8, { MSG_WORKAROUND_EXTRACT,  220,  24,   0,   0,  1, 99, 252,  37, NULL } },
	// Kenny's intro
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  220,  30,   0,   0,  3, { MSG_WORKAROUND_EXTRACT,  220,  30,   0,   0,  3, 99,   0,  14, NULL } },
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  220,  30,   0,   0,  4, { MSG_WORKAROUND_EXTRACT,  220,  30,   0,   0,  3, 99,  15, 245, NULL } },
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  220,  30,   0,   0,  5, { MSG_WORKAROUND_EXTRACT,  220,  30,   0,   0,  4, 99,   0,   0, NULL } },
	// Helen swatting flies
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  660,  35,   0,   0,  1, { MSG_WORKAROUND_EXTRACT,  660,  35,   0,   0,  1, 53,   0,  42, NULL } },
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  660,  35,   0,   0,  2, { MSG_WORKAROUND_EXTRACT,  660,  35,   0,   0,  1, 53,  43,  93, NULL } },
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  660,  35,   0,   0,  3, { MSG_WORKAROUND_EXTRACT,  660,  35,   0,   0,  1, 53, 137,  72, NULL } },
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  660,  35,   0,   0,  4, { MSG_WORKAROUND_EXTRACT,  660,  35,   0,   0,  2, 53,   0,   0, NULL } },
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  660,  35,   0,   0,  5, { MSG_WORKAROUND_EXTRACT,  660,  35,   0,   0,  1, 53, 210,  57, NULL } },
	{ GID_FREDDYPHARKAS, SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  660,  35,   0,   0,  6, { MSG_WORKAROUND_EXTRACT,  660,  35,   0,   0,  3, 12,   0,   0, NULL } },
	// Wrong talker when clicking guns on Srini in room 300
	{ GID_FREDDYPHARKAS, SCI_MEDIA_FLOPPY, K_LANG_NONE,     -1,  300,  17,  47,   0,  1, { MSG_WORKAROUND_EXTRACT,  300,  17,  47,   0,  1, 40,   0,   0, NULL } },
	// Missing message when clicking full bottles of water on spigot in room 320
	{ GID_FREDDYPHARKAS, SCI_MEDIA_FLOPPY, K_LANG_NONE,     -1,  320,  16,  34,   7,  1, { MSG_WORKAROUND_REMAP,    320,  37,  34,   7,  1,  0,   0,   0, NULL } },
	// Missing message when clicking flashlight and other items on Magentia in room 290, floppy 1.0 - bug #10782
	{ GID_GK1,           SCI_MEDIA_FLOPPY, K_LANG_NONE,     -1,  290,   8,   0,  35,  1, { MSG_WORKAROUND_REMAP,    290,   8,   0,   0,  1,  0,   0,   0, NULL } },
	// Missing message when clicking photocopy of the veve on the artist after giving sketch and original veve in room 410 - bug #10818
	{ GID_GK1,           SCI_MEDIA_ALL,    K_LANG_NONE,     -1,  410,   3,  48,  31,  1, { MSG_WORKAROUND_REMAP,    410,   3,  24,  31,  1,  0,   0,   0, NULL } },
	// Missing message when clicking operate on Loreli's right chair in room 420, floppy 1.0 - bug #10820
	{ GID_GK1,           SCI_MEDIA_FLOPPY, K_LANG_NONE,     -1,  420,   4,   8,   3,  1, { MSG_WORKAROUND_REMAP,    420,   4,   8,   7,  1,  0,   0,   0, NULL } },
	// Clicking money on Loreli when sitting or dancing in room 420 - bug #10819
	//  The script transposes sitting vs dancing responses, passes an invalid cond for one of them, and the
	//  audio36 for the the other has the wrong tuple, which we fix in the audio36 workarounds.
	{ GID_GK1,           SCI_MEDIA_ALL,    K_LANG_NONE,     -1,  420,   2,  32,   3,  1, { MSG_WORKAROUND_REMAP,    420,   2,  32,   0,  1,  0,   0,   0, NULL } },
	{ GID_GK1,           SCI_MEDIA_ALL,    K_LANG_NONE,     -1,  420,   2,  32,   0,  1, { MSG_WORKAROUND_REMAP,    420,   2,  32,   2,  1,  0,   0,   0, NULL } },
	// Asking Yvette about Tut in act 2 party in floppy version - bug #10723
	//  The last two sequences in this five part message reveal a murder that hasn't occurred yet.
	//  We skip these as to not spoil the plot, but only in the act 2 rooms, as the message is used
	//  in later acts where all five parts are appropriate. Sierra fixed this in the CD version by
	//  creating a new three-sequence message for act 2 to accomplish the same thing.
	{ GID_LAURABOW2,     SCI_MEDIA_FLOPPY, K_LANG_NONE,    350, 1885,   1,   6,  16,  4, { MSG_WORKAROUND_REMAP,   1885,   1,   6,  16,  6,  0,   0,   0, NULL } },
	{ GID_LAURABOW2,     SCI_MEDIA_FLOPPY, K_LANG_NONE,    360, 1885,   1,   6,  16,  4, { MSG_WORKAROUND_REMAP,   1885,   1,   6,  16,  6,  0,   0,   0, NULL } },
	{ GID_LAURABOW2,     SCI_MEDIA_FLOPPY, K_LANG_NONE,    370, 1885,   1,   6,  16,  4, { MSG_WORKAROUND_REMAP,   1885,   1,   6,  16,  6,  0,   0,   0, NULL } },
	// Missing message when clicking carbon paper on desk lamp in room 550, floppy 1.0 - bug #10706
	{ GID_LAURABOW2,     SCI_MEDIA_FLOPPY, K_LANG_NONE,     -1,  550,   5,  39,   6,  1, { MSG_WORKAROUND_REMAP,    550,  45,  39,   6,  1,  0,   0,   0, NULL } },
	// Looking at coal in room 720, message is prepended with carriage return and newline
	{ GID_LAURABOW2,     SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  720,  12,   1,   0,  1, { MSG_WORKAROUND_EXTRACT,  720,  12,   1,   0,  1, 99,   2, 255, NULL } },
	// Using the hand icon on Keith in the Blue Room (missing message) - bug #6253
	{ GID_PQ1,           SCI_MEDIA_ALL,    K_LANG_NONE,     -1,   38,  10,   4,   8,  1, { MSG_WORKAROUND_REMAP,     38,  10,   4,   9,  1,  0,   0,   0, NULL } },
	// Using the eye icon on Keith in the Blue Room (no message and wrong talker) - bug #6253
	{ GID_PQ1,           SCI_MEDIA_ALL,    K_LANG_NONE,     -1,   38,  10,   1,   0,  1, { MSG_WORKAROUND_EXTRACT,   38,  10,   1,  13,  1, 99,   0,   0, NULL } },
	// Talking to Kaspar the shopkeeper - bug #6250
	{ GID_QFG1VGA,       SCI_MEDIA_ALL,    K_LANG_NONE,     -1,  322,  14,   1,  19,  1, { MSG_WORKAROUND_REMAP,    322,  14,   2,  19,  1,  0,   0,   0, NULL } },
	// Talking with the Leshy and telling him about "bush in goo" - bug #10137
	{ GID_QFG4,          SCI_MEDIA_ALL,    K_LANG_NONE,     -1,  579,   0,   0,   0,  1, { MSG_WORKAROUND_REMAP,    579,   0,   1,   0,  1,  0,   0,   0, NULL } },
	// Examining the statue inventory item from the monastery - bug #10770
	// The description says "squid-like monster", yet the icon is
	// clearly an insect. It turned Chief into "an enormous beetle". We
	// change the phrase to "monstrous insect". This message is text-only.
	// Note: The German string contains accented characters.
	//  0x84 "a with diaeresis"
	//  0x94 "o with diaeresis"
	{ GID_QFG4,          SCI_MEDIA_ALL,    K_LANG_ENGLISH,  -1,   16,  49,   1,   0,  2, { MSG_WORKAROUND_FAKE,      16,  49,   1,   0,  2, 99,   0,   0, "Carefully wrapped in a shopping bag is the grotesque sculpture of a horrible, monstrous insect." } },
	{ GID_QFG4,          SCI_MEDIA_ALL,    K_LANG_GERMAN,   -1,   16,  49,   1,   0,  2, { MSG_WORKAROUND_FAKE,      16,  49,   1,   0,  2, 99,   0,   0, "Die groteske Skulptur eines schrecklichen, monstr\x94sen insekts ist sorgf\x84ltig in die Einkaufstasche eingewickelt." } },
	// The CD edition mangled the Rusalka flowers dialogue. - bug #10849
	// In the floppy edition, there are 3 lines, the first from
	// the narrator, then two from Rusalka. The CD edition omits
	// narration and only has the 3rd text, with the 2nd audio! The
	// 3rd audio is orphaned but available.
	// We only restore Rusalka's lines, providing the correct text
	// for seq:1 to match the audio. We respond to seq:2 requests
	// with Rusalka's last text. The orphaned audio (seq:3) has its
	// tuple remapped to seq:2 in an audio workaround below.
	{ GID_QFG4,          SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  520,   2,  59,   0,  1, { MSG_WORKAROUND_FAKE,     520,   2,  59,   0,  1, 28,   0,   0, "Thank you for the beautiful flowers.  No one has been so nice to me since I can remember." } },
	{ GID_QFG4,          SCI_MEDIA_CD,     K_LANG_ENGLISH,  -1,  520,   2,  59,   0,  2, { MSG_WORKAROUND_EXTRACT,  520,   2,  59,   0,  1, 28,   0,   0, NULL } },
	// This fixes the error message shown when speech and subtitles are
	// enabled simultaneously in SQ4 - the (very) long dialog when Roger
	// is talking with the aliens is missing - bug #6067.
	// The missing text is just too big to fit in one speech bubble, and
	// if it's added here manually and drawn on screen, it's painted over
	// the entrance in the back where the Sequel Police enters, so it
	// looks very ugly. Perhaps this is why this particular text is missing,
	// as the text shown in this screen is very short (one-liners).
	// Just output an empty string here instead of showing an error.
	{ GID_SQ4,           SCI_MEDIA_CD,     K_LANG_NONE,     -1,   16,   7,   0,   3,  1, { MSG_WORKAROUND_FAKE,      16,   7,   0,   3,  1,  7,   0,   0, "" } },
	// Missing message when clicking talk in room 520 - bug #10915
	{ GID_SQ4,           SCI_MEDIA_CD,     K_LANG_NONE,     -1,  510,  99,   0,   3,  1, { MSG_WORKAROUND_REMAP,    500,  99,   0,   3,  1,  0,   0,   0, NULL } },
	SCI_MESSAGEWORKAROUNDENTRY_TERMINATOR
};

// Audio36 workarounds are for when an audio36 resource's tuple is out of sync
//  with its corresponding message, in which case it can be remapped. Any sync36
//  resource with the same tuple will also be remapped. Remapping is the only
//  workaround type available to this table. If a tuple is remapped both here
//  and in message workarounds, this remapping is used.
static const SciMessageWorkaroundEntry audio36Workarounds[] = {
	// game              media             language       room   mod    n    v    c   s    workaround-type          mod    n    v    c   s tlk  idx  len  text
	// Clicking money on Lorelei when dancing - bug #10819 (see message workarounds above)
	{ GID_GK1,           SCI_MEDIA_CD,     K_LANG_NONE,     -1,  420,   2,  32,   0,  1, { MSG_WORKAROUND_REMAP,    420,   2,  32,   3,  1,  0,   0,   0, NULL } },
	// Clicking Look on floor grate in room 510 - bug #10848
	{ GID_QFG4,          SCI_MEDIA_CD,     K_LANG_NONE,     -1,  510,  23,   1,   0,  1, { MSG_WORKAROUND_REMAP,    510, 199,   1,   0,  1,  0,   0,   0, NULL } },
	// Clicking flowers on Rusalka - bug #10849 (see message workarounds above)
	{ GID_QFG4,          SCI_MEDIA_CD,     K_LANG_NONE,     -1,  520,   2,  59,   0,  2, { MSG_WORKAROUND_REMAP,    520,   2,  59,   0,  3,  0,   0,   0, NULL } },
	// Casting glide spell in room 593 when standing on water
	{ GID_QFG4,          SCI_MEDIA_CD,     K_LANG_NONE,     -1,  593,   5,   6,   7,  1, { MSG_WORKAROUND_REMAP,    570,   2,   6,  14,  1,  0,   0,   0, NULL } },
	SCI_MESSAGEWORKAROUNDENTRY_TERMINATOR
};

// Sync36 workarounds are for when a sync36 resource's tuple is out of sync with
//  its corresponding message, in which case it can be remapped. This hasn't
//  been encountered yet, but remapping solves a similar LB2 sync bug.
static const SciMessageWorkaroundEntry sync36Workarounds[] = {
	// game              media             language       room   mod    n    v    c   s    workaround-type          mod    n    v    c   s tlk  idx  len  text
	// Asking yvette about tut in act 2 is missing a sync resource but a duplicate message has a sync resource - bug #9956
	{ GID_LAURABOW2,     SCI_MEDIA_CD,     K_LANG_NONE,     -1, 1885,   1,   6,  30,  2, { MSG_WORKAROUND_REMAP,   1885,   1,   6,  10,  2,  0,   0,   0, NULL } },
	SCI_MESSAGEWORKAROUNDENTRY_TERMINATOR
};

static SciMessageWorkaroundSolution findMessageWorkaround(int module, byte noun, byte verb, byte cond, byte seq, const SciMessageWorkaroundEntry *workaroundList) {
	const SciMessageWorkaroundEntry *workaround = workaroundList;
	while (workaround->solution.type != MSG_WORKAROUND_NONE) {
		if (workaround->gameId == g_sci->getGameId() &&
			(workaround->media == SCI_MEDIA_ALL ||
			(workaround->media == SCI_MEDIA_FLOPPY && !g_sci->isCD()) ||
			(workaround->media == SCI_MEDIA_CD && g_sci->isCD())) &&
			(workaround->language == K_LANG_NONE ||
			workaround->language == g_sci->getSciLanguage()) &&
			(workaround->roomNumber == -1 ||
			workaround->roomNumber == g_sci->getEngineState()->currentRoomNumber()) &&
			workaround->module == module &&
			workaround->noun == noun &&
			workaround->verb == verb &&
			workaround->cond == cond &&
			workaround->seq == seq) {
			break;
		}
		workaround++;
	}
	return workaround->solution;
}

SciMessageWorkaroundSolution findMessageWorkaround(int module, byte noun, byte verb, byte cond, byte seq) {
	return findMessageWorkaround(module, noun, verb, cond, seq, messageWorkarounds);
}

ResourceId remapAudio36ResourceId(const ResourceId &resourceId) {
	int module = resourceId.getNumber();
	byte noun = resourceId.getTuple() >> 24;
	byte verb = (resourceId.getTuple() >> 16) & 0xff;
	byte cond = (resourceId.getTuple() >> 8) & 0xff;
	byte seq = resourceId.getTuple() & 0xff;

	SciMessageWorkaroundSolution workaround = findMessageWorkaround(module, noun, verb, cond, seq, audio36Workarounds);
	if (workaround.type != MSG_WORKAROUND_REMAP) {
		workaround = findMessageWorkaround(module, noun, verb, cond, seq, messageWorkarounds);
	}

	if (workaround.type == MSG_WORKAROUND_REMAP) {
		return ResourceId(resourceId.getType(), workaround.module, workaround.noun, workaround.verb, workaround.cond, workaround.seq);
	}
	return resourceId;
}

ResourceId remapSync36ResourceId(const ResourceId &resourceId) {
	int module = resourceId.getNumber();
	byte noun = resourceId.getTuple() >> 24;
	byte verb = (resourceId.getTuple() >> 16) & 0xff;
	byte cond = (resourceId.getTuple() >> 8) & 0xff;
	byte seq = resourceId.getTuple() & 0xff;

	SciMessageWorkaroundSolution workaround = findMessageWorkaround(module, noun, verb, cond, seq, sync36Workarounds);
	if (workaround.type != MSG_WORKAROUND_REMAP) {
		workaround = findMessageWorkaround(module, noun, verb, cond, seq, audio36Workarounds);
	}
	if (workaround.type != MSG_WORKAROUND_REMAP) {
		workaround = findMessageWorkaround(module, noun, verb, cond, seq, messageWorkarounds);
	}

	if (workaround.type == MSG_WORKAROUND_REMAP) {
		return ResourceId(resourceId.getType(), workaround.module, workaround.noun, workaround.verb, workaround.cond, workaround.seq);
	}
	return resourceId;
}

} // End of namespace Sci