SCI: Fix LB2CD act 5 finale music (#1399)

Fixes script bug in the original that kept music from completing. bug #10808
This commit is contained in:
sluicebox 2018-11-16 17:21:27 -08:00 committed by Filippos Karapetis
parent acac597961
commit ac5122060f

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@ -4832,6 +4832,46 @@ static const uint16 laurabow2CDPatchFixBugsWithMeat[] = {
PATCH_END
};
// LB2 CD ends act 5 in the middle of the finale music instead of waiting for
// it to complete. This is a script bug and occurs in Sierra's interpreter.
//
// When catching the killer in room 480, sWrapMusic is used to play the chomp
// sound followed by the finale music. sWrapMusic uses localSound to play both
// resources. sOrileyCaught:doit waits for the music to complete by testing
// localSound:prevSignal for -1 before proceeding to act 6. This worked in
// floppy versions.
//
// The problem is that CD versions include a newer Sound class with different
// behavior. This new Sound:play doesn't call Sound:init on subsequent plays.
// Sound:init is what initializes prevSignal to 0, and so localSound:prevSignal
// is no longer re-initialized from -1 to 0 after playing the chomp, causing
// sOrileyCaught:doit to treat the music as having immediately completed.
//
// We fix this by changing sOrileyCaught:doit to instead test localSound:handle
// to determine if the music has completed. Sound:handle is always set when
// playing and cleared when stopped or disposed.
//
// Applies to: All CD versions
// Responsible method: sOrileyCaught:doit
// Fixes bug #10808
static const uint16 laurabow2CDSignatureFixAct5FinaleMusic[] = {
SIG_MAGICDWORD,
0x38, SIG_UINT16(0x00ab), // pushi 00ab [ prevSignal ]
0x76, // push0
0x72, SIG_UINT16(0x083a), // lofsa localSound
0x4a, 0x04, // send 4
0x36, // push
0x35, 0xff, // ldi ff
SIG_END
};
static const uint16 laurabow2CDPatchFixAct5FinaleMusic[] = {
0x38, PATCH_UINT16(0x005a), // pushi 005a [ handle ]
PATCH_ADDTOOFFSET(+7),
0x35, 0x00, // ldi 00
PATCH_END
};
// LB2 does a speed test during startup (room 28) to determine the initial
// detail level and to use for pacing later scenes. Even with the highest
// score the detail level is only set to medium instead of highest like
@ -4973,6 +5013,7 @@ static const SciScriptPatcherEntry laurabow2Signatures[] = {
{ true, 440, "Floppy: handle armor inset events", 1, laurabow2SignatureHandleArmorInsetEvents, laurabow2PatchHandleArmorInsetEvents },
{ true, 600, "Floppy: fix bugs with meat", 1, laurabow2FloppySignatureFixBugsWithMeat, laurabow2FloppyPatchFixBugsWithMeat },
{ true, 600, "CD: fix bugs with meat", 1, laurabow2CDSignatureFixBugsWithMeat, laurabow2CDPatchFixBugsWithMeat },
{ true, 480, "CD: fix act 5 finale music", 1, laurabow2CDSignatureFixAct5FinaleMusic, laurabow2CDPatchFixAct5FinaleMusic },
{ true, 28, "CD/Floppy: disable speed test", 1, laurabow2SignatureDisableSpeedTest, laurabow2PatchDisableSpeedTest },
// King's Quest 6 and Laura Bow 2 share basic patches for audio + text support
{ false, 924, "CD: audio + text support 1", 1, kq6laurabow2CDSignatureAudioTextSupport1, kq6laurabow2CDPatchAudioTextSupport1 },