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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, { WORKAROUND_NONE, 0 } }

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,             workaround
const SciWorkaroundEntry arithmeticWorkarounds[] = {
	{ GID_CAMELOT,         92,   92,  0,     "endingCartoon2", "changeState", sig_arithmetic_camelot_1,     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, { 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, { 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, { 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, { 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, { WORKAROUND_FAKE,   0 } }, // op_add: While dancing with the girl
	{ GID_MOTHERGOOSE256,  -1,  999,  0,              "Event", "new",                             NULL,     0, { WORKAROUND_FAKE,   0 } }, // op_and: constantly during the game (SCI1 version)
	{ GID_MOTHERGOOSE256,  -1,    4,  0,              "rm004", "doit",                            NULL,     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, { 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, { WORKAROUND_FAKE,   0 } }, // op_shr: when starting a chapter in Phantasmagoria
	{ GID_QFG1VGA,        301,  928,  0,              "Blink", "init",                            NULL,     0, { WORKAROUND_FAKE,   0 } }, // op_div: when entering the inn, gets called with 1 parameter, but 2nd parameter is used for div which happens to be an object
	{ GID_QFG2,           200,  200,  0,              "astro", "messages",                        NULL,     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, { WORKAROUND_FAKE,   0 } }, // op_add: trying to talk to yourself at the top of the giant tree - bug #6692
	{ GID_QFG4,           710,64941,  0,          "RandCycle", "doit",                            NULL,     0, { WORKAROUND_FAKE,   1 } }, // op_gt: when the tentacle appears in the third room of the caves
	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: 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: 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
};

//    gameID,           room,script,lvl,          object-name, method-name,       local-call-signature, index,  workaround
const SciWorkaroundEntry uninitializedReadWorkarounds[] = {
	{ GID_CAMELOT,        40,    40,  0,               "Rm40", "handleEvent",                     NULL,     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, { 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_CNICK_KQ,       -1,     0,  1,          "Character", "say",                             NULL,    -1, { 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, { WORKAROUND_FAKE,   0 } }, // when entering the control menu, like in hoyle 3
	{ GID_CNICK_KQ,      300,   303,  0,      "theDoubleCube", "<noname520>",                     NULL,     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, { 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, -1,     0,  1,          "Character", "say",                             NULL,    -1, { WORKAROUND_FAKE,   0 } }, // Yatch, like in hoyle 3 - temps 504 and 505 - bug #6424
	{ GID_CNICK_LAURABOW, -1,   700,  0,                 NULL, "open",                            NULL,    -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, { 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, { WORKAROUND_FAKE,   0 } }, // when changing the "Dominoes per hand" setting - bug #6430
	{ GID_CNICK_LONGBOW,   0,     0,  0,          "RH Budget", "init",                            NULL,     1, { WORKAROUND_FAKE,   0 } }, // when starting the game
	{ GID_ECOQUEST,       -1,    -1,  0,                 NULL, "doVerb",                          NULL,     0, { WORKAROUND_FAKE,   0 } }, // almost clicking anywhere triggers this in almost all rooms
	{ GID_FANMADE,       516,   979,  0,                   "", "export 0",                        NULL,    20, { WORKAROUND_FAKE,   0 } }, // Happens in Grotesteing after the logos
	{ GID_FANMADE,       528,   990,  0,            "GDialog", "doit",                            NULL,     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, { WORKAROUND_FAKE,   0 } }, // Happens in Ocean Battle while playing - bug #5335
	{ GID_FREDDYPHARKAS,  -1,    24,  0,              "gcWin", "open",                            NULL,     5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu
	{ GID_FREDDYPHARKAS,  -1,    31,  0,            "quitWin", "open",                            NULL,     5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu
	{ GID_FREDDYPHARKAS, 540,   540,  0,          "WaverCode", "init",                            NULL,    -1, { WORKAROUND_FAKE,   0 } }, // Gun pratice mini-game - bug #5232
	{ GID_GK1,            -1, 64950, -1,            "Feature", "handleEvent",                     NULL,     0, { WORKAROUND_FAKE,   0 } }, // sometimes when walk-clicking
	{ GID_GK2,            -1,    11,  0,                   "", "export 10",                       NULL,     3, { WORKAROUND_FAKE,   0 } }, // called when the game starts
	{ GID_GK2,            -1,    11,  0,                   "", "export 10",                       NULL,     4, { WORKAROUND_FAKE,   0 } }, // called during the game
	{ GID_HOYLE1,          4,   104,  0,   "GinRummyCardList", "calcRuns",                        NULL,     4, { WORKAROUND_FAKE,   0 } }, // Gin Rummy / right when the game starts
	{ GID_HOYLE1,          5,   204,  0,            "tableau", "checkRuns",                       NULL,     2, { WORKAROUND_FAKE,   0 } }, // Cribbage / during the game
	{ GID_HOYLE1,          3,    16,  0,                   "", "export 0",     sig_uninitread_hoyle1_1,     3, { WORKAROUND_FAKE,   0 } }, // Hearts / during the game - bug #5299
	{ GID_HOYLE1,         -1,   997,  0,            "MenuBar", "doit",                            NULL,     0, { WORKAROUND_FAKE,   0 } }, // When changing game speed settings - bug #5512
	{ GID_HOYLE3,         -1,     0,  1,          "Character", "say",                             NULL,    -1, { 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, { WORKAROUND_FAKE,   0 } }, // when entering control menu
	{ GID_HOYLE3,        100,   100,  0,        "dominoHand2", "cue",                             NULL,     1, { WORKAROUND_FAKE,   0 } }, // while playing domino - bug #5042
	{ GID_HOYLE3,        100,   110,  0,           "OKButton", "doit",                            NULL,    -1, { WORKAROUND_FAKE,   0 } }, // when changing the "Dominoes per hand" setting - bug #6430
	{ GID_HOYLE3,        300,   303,  0,      "theDoubleCube", "make",                            NULL,     5, { WORKAROUND_FAKE,   0 } }, // while playing backgammon with doubling enabled
	{ GID_HOYLE3,        300,   303,  0,      "theDoubleCube", "accept",                          NULL,     9, { WORKAROUND_FAKE,   0 } }, // when accepting a double, while playing backgammon with doubling enabled
	{ GID_HOYLE4,         -1,     0,  0,                 NULL, "open",                            NULL,    -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, { WORKAROUND_FAKE,   0 } }, // during tutorial - bug #5213
	{ GID_HOYLE4,        910,   910,  0,                 NULL, "setup",                           NULL,     3, { WORKAROUND_FAKE,   0 } }, // when selecting "Tutorial" from the main menu - bug #5132
	{ GID_HOYLE4,        700,   700,  1,         "BridgeHand", "calcQTS",                         NULL,     3, { WORKAROUND_FAKE,   0 } }, // when placing a bid in bridge (always)
	{ GID_HOYLE4,        700,   710,  1, "BridgeStrategyPlay", "checkSplitTops",                  NULL,    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, { 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, { WORKAROUND_FAKE,   0 } }, // rarely while playing bridge
	{ GID_HOYLE4,        700,    -1,  1,               "Code", "doit",                            NULL,    -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, { 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, { 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, { WORKAROUND_FAKE,   0 } }, // after passing around cards in hearts
	{ GID_HOYLE4,        400,   400,  1,            "GinHand", "calcRuns",                        NULL,     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, { 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, { 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, { WORKAROUND_FAKE,   0 } }, // pressing ENTER on scoreboard while mouse is not on OK button, may not happen all the time - bug #6603
	{ GID_ISLANDBRAIN,   100,   937,  0,            "IconBar", "dispatchEvent",                   NULL,    58, { WORKAROUND_FAKE,   0 } }, // when using ENTER at the startup menu - bug #5241
	{ GID_ISLANDBRAIN,   140,   140,  0,              "piece", "init",                            NULL,     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,   200,   268,  0,          "anElement", "select",                          NULL,     0, { WORKAROUND_FAKE,   0 } }, // elements puzzle, gets used before super TextIcon
	{ GID_JONES,           1,   232,  0,        "weekendText", "draw",          sig_uninitread_jones_1,     0, { WORKAROUND_FAKE,   0 } }, // jones/cd only - gets called during the game
	{ GID_JONES,           1,   255,  0,                   "", "export 0",                        NULL,    -1, { WORKAROUND_FAKE,   0 } }, // jones/cd only - called when a game ends, temps 13 and 14
	{ GID_JONES,         764,   255,  0,                   "", "export 0",                        NULL,    -1, { 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, { 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, { 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, { 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, { WORKAROUND_FAKE,   0 } }, // when entering control menu in the FM-Towns version
	{ GID_KQ6,            -1,    30,  0,               "rats", "changeState",                     NULL,    -1, { WORKAROUND_FAKE,   0 } }, // rats in the catacombs (temps 1 - 5) - bugs #4958, #4998, #5017
	{ GID_KQ6,           210,   210,  0,              "rm210", "scriptCheck",                     NULL,     0, { WORKAROUND_FAKE,   1 } }, // using inventory in that room - bug #4953
	{ GID_KQ6,           500,   500,  0,              "rm500", "init",                            NULL,     0, { WORKAROUND_FAKE,   0 } }, // going to island of the beast
	{ GID_KQ6,           520,   520,  0,              "rm520", "init",                            NULL,     0, { WORKAROUND_FAKE,   0 } }, // going to boiling water trap on beast isle
	{ GID_KQ6,            -1,   903,  0,         "controlWin", "open",                            NULL,     4, { WORKAROUND_FAKE,   0 } }, // when opening the controls window (save, load etc)
	{ GID_KQ6,            -1,   907,  0,             "tomato", "doVerb",                          NULL,     2, { WORKAROUND_FAKE,   0 } }, // when looking at the rotten tomato in the inventory - bug #5331
	{ GID_KQ6,            -1,   928,  0,                 NULL, "startText",                       NULL,     0, { WORKAROUND_FAKE,   0 } }, // gets caused by Text+Audio support (see script patcher)
	{ GID_KQ7,            -1, 64996,  0,               "User", "handleEvent",                     NULL,     1, { WORKAROUND_FAKE,   0 } }, // called when pushing a keyboard key
	{ GID_KQ7,          2450,  2450,  0,           "exBridge", "handleEvent",                     NULL,     0, { WORKAROUND_FAKE,   0 } }, // called when walking up to the throne in the cave in chapter 2
	{ GID_LAURABOW,       37,     0,  0,                "CB1", "doit",                            NULL,     1, { WORKAROUND_FAKE,   0 } }, // when going up the stairs - bug #5084
	{ GID_LAURABOW,       -1,   967,  0,             "myIcon", "cycle",                           NULL,     1, { WORKAROUND_FAKE,   0 } }, // having any portrait conversation coming up - initial bug #4971
	{ GID_LAURABOW2,      -1,    24,  0,              "gcWin", "open",                            NULL,     5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu
	{ GID_LAURABOW2,      -1,    21,  0,      "dropCluesCode", "doit",                            NULL,     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, { WORKAROUND_FAKE,   0 } }, // Random actors in museum - bug #5197
	{ GID_LAURABOW2,     240,   240,  0,     "sSteveAnimates", "changeState",                     NULL,     0, { WORKAROUND_FAKE,   0 } }, // Steve Dorian's idle animation at the docks - bug #5028
	{ GID_LAURABOW2,      -1,   928,  0,                 NULL, "startText",                       NULL,     0, { WORKAROUND_FAKE,   0 } }, // gets caused by Text+Audio support (see script patcher)
	{ GID_LONGBOW,        -1,     0,  0,            "Longbow", "restart",                         NULL,     0, { WORKAROUND_FAKE,   0 } }, // When canceling a restart game - bug #5244
	{ GID_LONGBOW,        -1,   213,  0,              "clear", "handleEvent",                     NULL,     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, { WORKAROUND_FAKE,   0 } }, // When using the druid hand sign code in any room - bug #5035
	{ GID_LSL1,          250,   250,  0,           "increase", "handleEvent",                     NULL,     2, { WORKAROUND_FAKE,   0 } }, // casino, playing game, increasing bet
	{ GID_LSL1,          720,   720,  0,              "rm720", "init",                            NULL,     0, { WORKAROUND_FAKE,   0 } }, // age check room
	{ GID_LSL2,           38,    38,  0,        "cloudScript", "changeState",                     NULL,     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, { 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, { 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,    -1, { WORKAROUND_FAKE,   0 } }, // when touching the electric fence - bug #5103
	{ GID_LSL6,           -1,    85,  0,          "washcloth", "doVerb",                          NULL,     0, { WORKAROUND_FAKE,   0 } }, // washcloth in inventory
	{ GID_LSL6,           -1,   928, -1,           "Narrator", "startText",                       NULL,     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,       0,    85,  0,             "LL6Inv", "init",                            NULL,     0, { WORKAROUND_FAKE,   0 } }, // on startup
	{ GID_LSL6HIRES,      -1, 64950,  1,            "Feature", "handleEvent",                     NULL,     0, { WORKAROUND_FAKE,   0 } }, // at least when entering swimming pool area
	{ GID_LSL6HIRES,      -1, 64964,  0,              "DPath", "init",                            NULL,     1, { WORKAROUND_FAKE,   0 } }, // during the game
	{ GID_MOTHERGOOSE256, -1,     0,  0,                 "MG", "doit",                            NULL,     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, { 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, { 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, { WORKAROUND_FAKE,   0 } }, // At the very end, after the game is completed - bug #5294
	{ GID_MOTHERGOOSEHIRES,-1,64950,  1,            "Feature", "handleEvent",                     NULL,     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, { WORKAROUND_FAKE,   0 } }, // see above
	{ GID_PEPPER,         -1,   894,  0,            "Package", "doVerb",                          NULL,     3, { WORKAROUND_FAKE,   0 } }, // using the hand on the book in the inventory - bug #5154
	{ GID_PEPPER,        150,   928,  0,           "Narrator", "startText",                       NULL,     0, { WORKAROUND_FAKE,   0 } }, // happens during the non-interactive demo of Pepper
	{ GID_PQ4,            -1,    25,  0,         "iconToggle", "select",                          NULL,     1, { WORKAROUND_FAKE,   0 } }, // when toggling the icon bar to auto-hide or not
	{ GID_PQSWAT,         -1, 64950,  0,               "View", "handleEvent",                     NULL,     0, { WORKAROUND_FAKE,   0 } }, // Using the menu in the beginning
	{ GID_QFG1,           -1,   210,  0,          "Encounter", "init",           sig_uninitread_qfg1_1,     0, { WORKAROUND_FAKE,   0 } }, // qfg1/hq1: going to the brigands hideout
	{ GID_QFG1VGA,        16,    16,  0,        "lassoFailed", "changeState",                     NULL,    -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, { WORKAROUND_FAKE,   0 } }, // qfg1vga: going to the brigands hideout - bug #5515
	{ GID_QFG2,           -1,    71,  0,        "theInvSheet", "doit",                            NULL,     1, { WORKAROUND_FAKE,   0 } }, // accessing the inventory
	{ GID_QFG2,           -1,    79,  0,        "TryToMoveTo", "onTarget",                        NULL,     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, { WORKAROUND_FAKE,   0 } }, // when walking inside the alleys in the town - bug #5019 & #5106
	{ GID_QFG2,           -1,   990,  0,            "Restore", "doit",                            NULL,   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, { 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, { 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, { 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, { 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, { 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, { WORKAROUND_FAKE,   0 } }, // when importing a character and selecting the previous profession - bug #5163
	{ GID_QFG3,          330,   330, -1,             "Teller", "doChild",                         NULL,    -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, { WORKAROUND_FAKE,   0 } }, // in the jungle, after winning any fight, bug #5169
	{ GID_QFG3,          470,   470, -1,              "rm470", "notify",                          NULL,     0, { WORKAROUND_FAKE,   0 } }, // closing the character screen in the Simbani village in the room with the bridge, bug #5165
	{ GID_QFG3,          490,   490, -1,      "computersMove", "changeState",                     NULL,     0, { WORKAROUND_FAKE,   0 } }, // when finishing awari game, bug #5167
	{ GID_QFG3,          490,   490, -1,      "computersMove", "changeState",    sig_uninitread_qfg3_2,     4, { WORKAROUND_FAKE,   0 } }, // also when finishing awari game
	{ GID_QFG3,          851,    32, -1,            "ProjObj", "doit",                            NULL,     1, { WORKAROUND_FAKE,   0 } }, // near the end, when throwing the spear of death, bug #5282
	{ GID_QFG4,           -1,    15, -1,     "charInitScreen", "dispatchEvent",                   NULL,     5, { WORKAROUND_FAKE,   0 } }, // floppy version, when viewing the character screen
	{ GID_QFG4,           -1, 64917, -1,       "controlPlane", "setBitmap",                       NULL,     3, { WORKAROUND_FAKE,   0 } }, // floppy version, when entering the game menu
	{ GID_QFG4,           -1, 64917, -1,              "Plane", "setBitmap",                       NULL,     3, { WORKAROUND_FAKE,   0 } }, // floppy version, happens sometimes in fight scenes
	{ GID_QFG4,          520, 64950,  0,             "fLake2", "handleEvent",                     NULL,     0, { WORKAROUND_FAKE,   0 } }, // CD version, at the lake, when meeting the Rusalka and attempting to leave
	{ GID_QFG4,          800, 64950,  0,               "View", "handleEvent",                     NULL,     0, { WORKAROUND_FAKE,   0 } }, // CD version, in the room with the spider pillar, when climbing on the pillar
	{ GID_RAMA,           12, 64950, -1,   "InterfaceFeature", "handleEvent",                     NULL,     0, { WORKAROUND_FAKE,   0 } }, // Demo, right when it starts
	{ GID_RAMA,           12, 64950, -1,      "hiliteOptText", "handleEvent",                     NULL,     0, { WORKAROUND_FAKE,   0 } }, // Demo, right when it starts
	{ GID_RAMA,           12, 64950, -1,               "View", "handleEvent",                     NULL,     0, { WORKAROUND_FAKE,   0 } }, // Demo, right when it starts
	{ GID_SHIVERS,        -1,   952,  0,       "SoundManager", "stop",                            NULL,     2, { WORKAROUND_FAKE,   0 } }, // Just after Sierra logo
	{ GID_SHIVERS,        -1, 64950,  0,            "Feature", "handleEvent",                     NULL,     0, { WORKAROUND_FAKE,   0 } }, // When clicking on the locked door at the beginning
	{ GID_SHIVERS,        -1, 64950,  0,               "View", "handleEvent",                     NULL,     0, { WORKAROUND_FAKE,   0 } }, // When clicking on the gargoyle eye at the beginning
	{ GID_SHIVERS,     20311, 64964,  0,              "DPath", "init",                            NULL,     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, { WORKAROUND_FAKE,   0 } }, // When clicking mars after seeing fortune to align earth etc...
	{ GID_SHIVERS,     29260, 29260,  0,            "spVenus", "handleEvent",                     NULL,     4, { WORKAROUND_FAKE,   0 } }, // When clicking venus after seeing fortune to align earth etc...
	{ GID_SQ1,           103,   103,  0,               "hand", "internalEvent",                   NULL,    -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, { 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, { WORKAROUND_FAKE,   0 } }, // export 1, but called locally (when shooting at aliens)
	{ GID_SQ4,            -1,   398,  0,            "showBox", "changeState",                     NULL,     0, { WORKAROUND_FAKE,   0 } }, // CD: called when rummaging in Software Excess bargain bin
	{ GID_SQ4,            -1,   928, -1,           "Narrator", "startText",                       NULL,  1000, { WORKAROUND_FAKE,   1 } }, // CD: happens in the options dialog and in-game when speech and subtitles are used simultaneously
	{ GID_SQ4,            -1,   708, -1,            "exitBut", "doVerb",                          NULL,     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, { 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, { 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, { 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, { 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, { 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, { WORKAROUND_FAKE,   1 } }, // when looking at the orange or red button - bug #5112
	{ GID_SQ6,            -1,     0,  0,                "SQ6", "init",                            NULL,     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, { 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, { WORKAROUND_FAKE,   0 } }, // during the game
	{ GID_TORIN,          -1, 64017,  0,             "oFlags", "clear",                           NULL,     0, { WORKAROUND_FAKE,   0 } }, // entering Torin's home in the French version
	{ GID_TORIN,       10000, 64029,  0,             "oMessager", "nextMsg",                      NULL,     3, { WORKAROUND_FAKE,   0 } }, // start of chapter one
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index,                workaround
const SciWorkaroundEntry kAbs_workarounds[] = {
	{ GID_HOYLE1,          1,     1,  0,              "room1", "doit",                      NULL,     0, { WORKAROUND_FAKE,  0x3e9 } }, // crazy eights - called with objects instead of integers
	{ GID_HOYLE1,          2,     2,  0,              "room2", "doit",                      NULL,     0, { WORKAROUND_FAKE,  0x3e9 } }, // old maid - called with objects instead of integers
	{ GID_HOYLE1,          3,     3,  0,              "room3", "doit",                      NULL,     0, { WORKAROUND_FAKE,  0x3e9 } }, // hearts - called with objects instead of integers
	{ GID_QFG1VGA,        -1,    -1,  0,                 NULL, "doit",                      NULL,     0, { WORKAROUND_FAKE,  0x3e9 } }, // when the game is patched with the NRS patch
	{ GID_QFG3   ,        -1,    -1,  0,                 NULL, "doit",                      NULL,     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,                workaround
const SciWorkaroundEntry kCelHigh_workarounds[] = {
	{ GID_KQ5,            -1,   255,  0,          "deathIcon", "setSize",                   NULL,     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, { WORKAROUND_STILLCALL, 0 } }, // when showing picture within windows, called with 2nd/3rd parameters as objects
	{ GID_SQ1,             1,   255,  0,              "DIcon", "setSize",                   NULL,     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, { 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,                workaround
const SciWorkaroundEntry kCelWide_workarounds[] = {
	{ GID_KQ5,            -1,   255,  0,          "deathIcon", "setSize",                   NULL,     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, { WORKAROUND_STILLCALL, 0 } }, // when showing picture within windows, called with 2nd/3rd parameters as objects
	{ GID_SQ1,             1,   255,  0,              "DIcon", "setSize",                   NULL,     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, { 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, { 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,                workaround
const SciWorkaroundEntry kDeleteKey_workarounds[] = {
	{ GID_HOYLE4,        300,   999,  0,     "handleEventList", "delete",                   NULL,     0, { WORKAROUND_IGNORE, 0 } }, // restarting hearts, while tray is shown - bug #6604
	{ GID_HOYLE4,        500,   999,  0,     "handleEventList", "delete",                   NULL,     0, { WORKAROUND_IGNORE, 0 } }, // restarting cribbage, while tray is shown - bug #6604
	{ GID_HOYLE4,        975,   999,  0,     "handleEventList", "delete",                   NULL,     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,   workaround
const SciWorkaroundEntry kDeviceInfo_workarounds[] = {
	{ GID_FANMADE,        -1,   994,  1,               "Game", "save",      sig_kDeviceInfo_Fanmade_1,     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, { 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, { 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, { 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, { 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,                workaround
const SciWorkaroundEntry kDisplay_workarounds[] = {
	{ GID_ISLANDBRAIN,   300,   300,  0,           "geneDude", "show",                       NULL,     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, { WORKAROUND_IGNORE,    0 } }, // DEMO: during title screen "Robin Hood! Your bow is needed"
	{ GID_LONGBOW,       220,   220,  0,             "moveOn", "changeState",                NULL,     0, { WORKAROUND_IGNORE,    0 } }, // DEMO: during second room "Outwit and outfight..."
	{ GID_LONGBOW,       210,   210,  0,               "mama", "changeState",                NULL,     0, { WORKAROUND_IGNORE,    0 } }, // DEMO: during third room "Fall under the spell..."
	{ GID_LONGBOW,       320,   320,  0,              "flyin", "changeState",                NULL,     0, { WORKAROUND_IGNORE,    0 } }, // DEMO: during fourth room "Conspiracies, love..."
	{ GID_PQ2,            23,    23,  0,         "rm23Script", "elements",     sig_kDisplay_pq2_1,     0, { WORKAROUND_IGNORE,    0 } }, // when looking at the 2nd page of pate's file - 0x75 as id - bug #5223
	{ GID_QFG1,           11,    11,  0,             "battle", "init",                       NULL,     0, { WORKAROUND_IGNORE,    0 } }, // DEMO: When entering battle, 0x75 as id
	{ GID_SQ4,           397,     0,  0,                   "", "export 12",                  NULL,     0, { WORKAROUND_IGNORE,    0 } }, // FLOPPY: when going into the computer store - bug #5227
	{ GID_SQ4,           391,   391,  0,          "doCatalog", "mode",         sig_kDisplay_sq4_1,     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, { 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,                workaround
const SciWorkaroundEntry kDirLoop_workarounds[] = {
	{ GID_KQ4,             4,   992,  0,              "Avoid", "doit",                      NULL,     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,                workaround
const SciWorkaroundEntry kDisposeScript_workarounds[] = {
	{ GID_LAURABOW,      777,   777,  0,             "myStab", "changeState",               NULL,     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, { WORKAROUND_IGNORE,    0 } }, // Amiga: room 55, script tries to kDisposeScript an object (does not happen for DOS) - bug #6818
	{ GID_QFG1,           -1,    64,  0,               "rm64", "dispose",                   NULL,     0, { WORKAROUND_IGNORE,    0 } }, // when leaving graveyard, parameter 0 is an object
	{ GID_SQ4,           150,   151,  0,        "fightScript", "dispose",                   NULL,     0, { WORKAROUND_IGNORE,    0 } }, // during fight with Vohaul, parameter 0 is an object
	{ GID_SQ4,           150,   152,  0,       "driveCloseUp", "dispose",                   NULL,     0, { WORKAROUND_IGNORE,    0 } }, // when choosing "beam download", parameter 0 is an object
	{ GID_SQ4,           150,   152,  0,                   "", "dispose",                   NULL,     0, { WORKAROUND_IGNORE,    0 } }, // when choosing "beam download"... in Russian version - bug #5573
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index,                workaround
const SciWorkaroundEntry kDoSoundPlay_workarounds[] = {
	{ GID_LSL6HIRES,    -1,  64989,   0,          NULL,          "play",                    NULL,     0, { WORKAROUND_STILLCALL, 0 } }, // always passes an extra null argument
	{ GID_QFG4,         -1,  64989,   0,          NULL,          "play",                    NULL,     0, { WORKAROUND_STILLCALL, 0 } }, // always passes an extra null argument
	{ GID_PQ4,          -1,  64989,   0,          NULL,          "play",                    NULL,     0, { WORKAROUND_STILLCALL, 0 } }, // always passes an extra null argument
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name, local-call-signature, index,                workaround
const SciWorkaroundEntry kDoSoundFade_workarounds[] = {
	{ GID_KQ5,           213,   989,  0,       "globalSound3", "fade",                      NULL,     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, { WORKAROUND_STILLCALL, 0 } }, // floppy: during intro, parameter 4 is an object
	{ GID_KQ6,           460,   989,  0,       "globalSound2", "fade",                      NULL,     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,  0,           "longSong", "fade",                      NULL,     0, { WORKAROUND_STILLCALL, 0 } }, // CD version: many places, parameter 4 is an object (longSong)
	{ GID_SQ5,           800,   989,  0,          "sq5Music1", "fade",                      NULL,     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,                workaround
const SciWorkaroundEntry kGetAngle_workarounds[] = {
	{ GID_FANMADE,       516,   992,  0,             "Motion", "init",                      NULL,     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, { 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, { 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,                workaround
const SciWorkaroundEntry kFindKey_workarounds[] = {
	{ GID_ECOQUEST2,     100,   999,  0,            "myList", "contains",                   NULL,     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, { 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,                workaround
const SciWorkaroundEntry kGraphDrawLine_workarounds[] = {
	{ GID_ISLANDBRAIN,   300,   300,  0,         "dudeViewer", "show",                       NULL,     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, { WORKAROUND_STILLCALL, 0 } }, // when ordering beer, gets called with 1 extra parameter
	{ GID_SQ1,            71,    71,  0,       "destroyXenon", "changeState",                NULL,     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, { 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,                workaround
const SciWorkaroundEntry kGraphSaveBox_workarounds[] = {
	{ GID_CASTLEBRAIN,   420,   427,  0,          "alienIcon", "select",                            NULL,     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, { 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, { WORKAROUND_STILLCALL, 0 } }, // see above
	{ GID_ISLANDBRAIN,   290,   291,  0,    "correctElevator", "changeState", sig_kGraphSaveBox_ibrain_1,     0, { WORKAROUND_STILLCALL, 0 } }, // see above (when testing the correct solution)
	{ GID_PQ3,           202,   202,  0,            "MapEdit", "movePt",                            NULL,     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,                workaround
const SciWorkaroundEntry kGraphRestoreBox_workarounds[] = {
	{ GID_LSL6,           -1,    86,  0,             "LL6Inv", "hide",                      NULL,     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,                workaround
const SciWorkaroundEntry kGraphFillBoxForeground_workarounds[] = {
	{ GID_LSL6,           -1,     0,  0,               "LSL6", "hideControls",                NULL,     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,                workaround
const SciWorkaroundEntry kGraphFillBoxAny_workarounds[] = {
	{ GID_ECOQUEST2,     100,   333,  0,        "showEcorder", "changeState",                NULL,     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, { 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
};

//    gameID,           room,script,lvl,          object-name, method-name,        local-call-signature, index,                workaround
const SciWorkaroundEntry kGraphRedrawBox_workarounds[] = {
	{ GID_SQ4,           405,   405,  0,       "swimAfterEgo", "changeState",                      NULL,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
	{ GID_SQ4,           405,   405,  0,                   "", "changeState",                      NULL,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air... Russian version - bug #5573
	{ GID_SQ4,           406,   406,  0,        "egoFollowed", "changeState",                      NULL,     0, { WORKAROUND_STILLCALL, 0 } }, // FLOPPY: when getting shot by the police - accidental additional parameter specified
	{ GID_SQ4,            -1,   406,  0,       "swimAndShoot", "changeState",                      NULL,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
	{ GID_SQ4,            -1,   406,  0,                   "", "changeState",                      NULL,     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, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
	{ GID_SQ4,           410,   410,  0,                   "", "changeState",                      NULL,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air... Russian version - bug #5573
	{ GID_SQ4,           411,   411,  0,       "swimAndShoot", "changeState",                      NULL,     0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
	{ GID_SQ4,           411,   411,  0,                   "", "changeState",                      NULL,     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, { 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, { WORKAROUND_STILLCALL, 0 } }, // same as above, for the Russian version - bug #5573
	{ GID_SQ4,            -1,   704,  0,           "shootEgo", "changeState",                      NULL,     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, { 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, { 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, { 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, { 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,                workaround
const SciWorkaroundEntry kGraphUpdateBox_workarounds[] = {
	{ GID_ECOQUEST2,     100,   333,  0,        "showEcorder", "changeState",                NULL,     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, { WORKAROUND_STILLCALL, 0 } }, // when plotting crimes, gets called with 2 extra parameters - bug #5099
	{ GID_PQ3,           202,   202,  0,            "MapEdit", "movePt",                     NULL,     0, { WORKAROUND_STILLCALL, 0 } }, // when plotting crimes, gets called with 2 extra parameters - bug #5099
	{ GID_PQ3,           202,   202,  0,            "MapEdit", "dispose",                    NULL,     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,                workaround
const SciWorkaroundEntry kIsObject_workarounds[] = {
	{ GID_GK1DEMO,       50,   999,  0,                "List", "eachElementDo",                NULL,     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, { 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, { 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,                workaround
const SciWorkaroundEntry kMemory_workarounds[] = {
	{ GID_LAURABOW2,      -1,   999,  0,                   "", "export 6",                  NULL,     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, { 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,                workaround
const SciWorkaroundEntry kMoveCursor_workarounds[] = {
	{ GID_KQ5,            -1,   937,  0,            "IconBar", "handleEvent",                NULL,     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,                workaround
const SciWorkaroundEntry kNewWindow_workarounds[] = {
	{ GID_ECOQUEST,       -1,   981,  0,          "SysWindow", "open",                      NULL,     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,                workaround
const SciWorkaroundEntry kPalVarySetPercent_workarounds[] = {
	{ GID_GK1,           370,   370,  0,        "graceComeOut", "changeState",              NULL,     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,                workaround
const SciWorkaroundEntry kReadNumber_workarounds[] = {
	{ GID_CNICK_LAURABOW,100,   101,  0,          "dominoes.opt", "doit",                   NULL,     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, { WORKAROUND_STILLCALL, 0 } }, // When dominoes.opt is present, the game scripts call kReadNumber with an extra integer parameter - bug #6425
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name,  local-call-signature, index,                workaround
const SciWorkaroundEntry kPaletteUnsetFlag_workarounds[] = {
	{ GID_QFG4DEMO,      100,   100,  0,            "doMovie", "changeState",                NULL,     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,                workaround
const SciWorkaroundEntry kSetCursor_workarounds[] = {
	{ GID_KQ5,            -1,   768,  0,           "KQCursor", "init",                      NULL,     0, { WORKAROUND_STILLCALL, 0 } }, // CD: gets called with 4 additional "900d" parameters
	SCI_WORKAROUNDENTRY_TERMINATOR
};

//    gameID,           room,script,lvl,          object-name, method-name,  local-call-signature, index,                workaround
const SciWorkaroundEntry kSetPort_workarounds[] = {
	{ GID_LSL6,          740,   740,  0,              "rm740", "drawPic",                    NULL,     0, { WORKAROUND_IGNORE,    0 } }, // ending scene, is called with additional 3 (!) parameters
	{ GID_QFG3,          830,   830,  0,        "portalOpens", "changeState",                NULL,     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,                workaround
const SciWorkaroundEntry kStrAt_workarounds[] = {
	{ GID_CASTLEBRAIN,   220,   220,  0,         "robotJokes", "animateOnce",                NULL,     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, { 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,                workaround
const SciWorkaroundEntry kStrCpy_workarounds[] = {
	{ GID_MOTHERGOOSE,    23,    23,  0,          "talkScript", "changeState",                NULL,     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,                workaround
const SciWorkaroundEntry kStrLen_workarounds[] = {
	{ GID_QFG2,          210,     2,  0,                   "", "export 21",   sig_kStrLen_qfg2_1,     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,                workaround
const SciWorkaroundEntry kUnLoad_workarounds[] = {
	{ GID_ECOQUEST,      380,    61,  0,              "gotIt", "changeState",                NULL,     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, { 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, { 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, { WORKAROUND_IGNORE, 0 } }, // during intro, a 3rd parameter is passed by accident
	{ GID_LSL6,          740,   740,  0,        "showCartoon", "changeState",                NULL,     0, { WORKAROUND_IGNORE, 0 } }, // during ending, 4 additional parameters are passed by accident
	{ GID_LSL6HIRES,     130,   130,  0,    "recruitLarryScr", "changeState",                NULL,     0, { WORKAROUND_IGNORE, 0 } }, // during intro, a 3rd parameter is passed by accident
	{ GID_SQ1,            43,   303,  0,            "slotGuy", "dispose",                    NULL,     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, { 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,                workaround
const SciWorkaroundEntry kScrollWindowAdd_workarounds[] = {
	{ GID_PHANTASMAGORIA, 45, 64907,  0,   "ScrollableWindow", "addString",                  NULL,     0, { WORKAROUND_STILLCALL, 0 } }, // ScrollWindow interface passes the last two parameters twice
};


SciWorkaroundSolution trackOriginAndFindWorkaround(int index, const SciWorkaroundEntry *workaroundList, SciTrackOriginReply *trackOrigin) {
	// HACK for SCI3: Temporarily ignore this
	if (getSciVersion() == SCI_VERSION_3) {
		warning("SCI3 HACK: trackOriginAndFindWorkaround() called, ignoring");
		SciWorkaroundSolution sci3IgnoreForNow;
		sci3IgnoreForNow.type = WORKAROUND_FAKE;
		sci3IgnoreForNow.value = 0;
		return sci3IgnoreForNow;
	}

	const EngineState *state = g_sci->getEngineState();
	ExecStack *lastCall = state->xs;
	const Script *localScript = state->_segMan->getScriptIfLoaded(lastCall->local_segment);
	int curScriptNr = localScript->getScriptNumber();
	int curLocalCallOffset = lastCall->debugLocalCallOffset;

	if (curLocalCallOffset != -1) {
		// if lastcall was actually a local call search back for a real call
		Common::List<ExecStack>::const_iterator callIterator = state->_executionStack.end();
		while (callIterator != state->_executionStack.begin()) {
			callIterator--;
			const ExecStack &loopCall = *callIterator;
			if ((loopCall.debugSelector != -1) || (loopCall.debugExportId != -1)) {
				lastCall->debugSelector = loopCall.debugSelector;
				lastCall->debugExportId = loopCall.debugExportId;
				break;
			}
		}
	}

	Common::String curObjectName = state->_segMan->getObjectName(lastCall->sendp);
	Common::String curMethodName;
	const SciGameId gameId = g_sci->getGameId();
	const int curRoomNumber = state->currentRoomNumber();

	if (lastCall->type == EXEC_STACK_TYPE_CALL) {
		if (lastCall->debugSelector != -1) {
			curMethodName = g_sci->getKernel()->getSelectorName(lastCall->debugSelector);
		} else if (lastCall->debugExportId != -1) {
			curObjectName = "";
			curMethodName = Common::String::format("export %d", lastCall->debugExportId);
		}
	}

	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->index == -1) || (workaround->index == 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", 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?
	}

	// give caller origin data
	trackOrigin->objectName = curObjectName;
	trackOrigin->methodName = curMethodName;
	trackOrigin->scriptNr = curScriptNr;
	trackOrigin->localCallOffset = lastCall->debugLocalCallOffset;

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

} // End of namespace Sci