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SCI32: PHANT2 script patch comments
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@ -9928,6 +9928,7 @@ static const uint16 phant2WaitParam1Patch[] = {
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// is set to 1, which means that these fades are quite slow. We replace the use
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// of global[227] with an immediate value for a reasonable fade speed.
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// Applies to at least: US English
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// Responsible method: topInterfacePlane:handleEvent
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static const uint16 phant2SlowIFadeSignature[] = {
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0x43, 0x21, SIG_UINT16(0x0000), // callk FrameOut, 0
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SIG_MAGICDWORD,
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@ -9969,6 +9970,7 @@ static const uint16 phant2Wait4FadePatch[] = {
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// and size arguments, so the version file data never actually makes it into the
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// game.
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// Applies to at least: Phant2 US English CD
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// Responsible method: p2:init
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static const uint16 phant2GetVersionSignature[] = {
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0x36, // push
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0x35, 0xff, // ldi $ff
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@ -10014,6 +10016,7 @@ static const uint16 phant2GetVersionPatch[] = {
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// puzzle, which causes the mouse to appear unresponsive. Replace the spin loop
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// with a call to ScummVM kWait.
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// Applies to at least: US English
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// Responsible method: thePuzzle:doit
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static const uint16 phant2RatboySignature[] = {
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0x8d, 0x01, // lst temp[1]
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0x35, 0x1e, // ldi $1e
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@ -10040,6 +10043,7 @@ static const uint16 phant2RatboyPatch[] = {
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// order for dialogue in movies to be consistently audible, so patch the
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// in-game volume slider to limit it to our maximum.
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// Applies to at least: US English
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// Responsible method: optionsD:init
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// Fixes bug: #10165
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static const uint16 phant2AudioVolumeSignature[] = {
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SIG_MAGICDWORD,
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@ -10130,6 +10134,7 @@ static const uint16 phant2NumSavesPatch2[] = {
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// ScrollbarArrow::action would only send cues once every N ticks whilst being
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// held down, but unfortunately the game was not programmed to do this.
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// Applies to at least: US English
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// Responsible method: WynDocTextView:cue
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static const uint16 phant2SlowScrollSignature[] = {
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SIG_MAGICDWORD,
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0x35, 0x0a, // ldi 10
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@ -10157,6 +10162,7 @@ static const uint16 phant2SlowScrollPatch[] = {
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// computer is displaying scary messages, since every time the scary message is
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// rendered the text fields re-render at the top-left corner of the screen.
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// Applies to at least: US English
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// Responsible method: WynNetDoco:open
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// Fixes bug: #10036
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static const uint16 phant2BadPositionSignature[] = {
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SIG_MAGICDWORD,
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@ -10193,6 +10199,7 @@ static const uint16 phant2BadPositionPatch[] = {
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// messages, since every time the scary message is rendered the icons re-render
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// as closed.
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// Applies to at least: US English
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// Responsible method: WynNetDoco:refresh
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static const uint16 phant2BadIconSignature[] = {
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SIG_MAGICDWORD,
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0x38, SIG_SELECTOR16(setCel), // pushi setCel
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@ -10219,9 +10226,10 @@ static const uint16 phant2BadIconPatch[] = {
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// inventory item is wide, which causes the inventory to creep to the left by
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// one pixel per scrolled item.
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// Applies to at least: US English
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// Responsible method: Heap in script 63001
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// Fixes bug: #10037
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static const uint16 phant2InvLeftDeltaSignature[] = {
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SIG_MAGICDWORD,
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SIG_MAGICDWORD, // lftButn
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SIG_UINT16(0x0042), // delta
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SIG_UINT16(0x0019), // moveDelay
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SIG_END
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@ -10233,7 +10241,7 @@ static const uint16 phant2InvLeftDeltaPatch[] = {
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};
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static const uint16 phant2InvRightDeltaSignature[] = {
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SIG_MAGICDWORD,
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SIG_MAGICDWORD, // rtButn
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SIG_UINT16(0xffbe), // delta
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SIG_UINT16(0x0019), // moveDelay
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SIG_END
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@ -10247,6 +10255,7 @@ static const uint16 phant2InvRightDeltaPatch[] = {
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// The first inventory item is put too far to the right, which causes wide items
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// to get cut off on the right side of the inventory.
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// Applies to at least: US English
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// Responsible method: InvPlane:addItem
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static const uint16 phant2InvOffsetSignature[] = {
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SIG_MAGICDWORD,
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0x35, 0x26, // ldi 38
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