SCI: Cleanup QFG2 patches

This commit is contained in:
Vhati 2019-01-19 01:25:17 -05:00 committed by Filippos Karapetis
parent fbd1181300
commit f339402fe6

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@ -7423,72 +7423,73 @@ static const SciScriptPatcherEntry qfg1vgaSignatures[] = {
// =========================================================================== // ===========================================================================
// This is a very complicated bug. // This is a very complicated bug.
// When the player encounters an enemy in the desert while riding a saurus and later // When the player encounters an enemy in the desert while riding a saurus and
// tries to get back on it by entering "ride", the game will not give control back // later tries to get back on it by entering "ride", the game will not give
// to the player. // control back to the player.
// //
// This is caused by script mountSaurus getting triggered twice. // This is caused by script mountSaurus getting triggered twice. Once by
// Once by entering the command "ride" and then a second time by a proximity check. // entering the command "ride" and then a second time by a proximity check.
// //
// Both are calling mountSaurus::init() in script 20, this one disables controls // Both are calling mountSaurus::init() in script 20. This one disables
// then mountSaurus::changeState() from script 660 is triggered // controls. Then mountSaurus::changeState() from script 660 is triggered.
// mountSaurus::changeState(5) finally calls mountSaurus::dispose(), which is also in script 20 // Finally, mountSaurus::changeState(5) calls mountSaurus::dispose(), also in
// which finally re-enables controls // script 20, which re-enables controls.
// //
// A fix is difficult to implement. The code in script 20 is generic and used by multiple objects // A fix is difficult to implement. The code in script 20 is generic and used
// by multiple objects
// //
// Originally I decided to change the responsible globals (66h and A1h) during mountSaurus::changeState(5). // An early attempt changed the responsible vars (global[102], global[161])
// This worked as far as for controls, but mountSaurus::init changes a few selectors of ego as well, which // during mountSaurus::changeState(5). This worked for controls, but
// won't get restored in that situation, which then messes up room changes and other things. // mountSaurus::init changes a few selectors of ego as well, which won't get
// restored in that situation, which then messes up room changes and other
// things.
// //
// I have now decided to change sheepScript::changeState(2) in script 665 instead. // Instead we change sheepScript::changeState(2) in script 665.
// //
// This fix could cause issues in case there is a cutscene, where ego is supposed to get onto the saurus using // Note: This could cause issues in case there is a cutscene, where ego is
// sheepScript. // supposed to get onto the saurus using sheepScript.
// //
// Applies to at least: English PC Floppy, English Amiga Floppy // Applies to at least: English PC Floppy, English Amiga Floppy
// Responsible method: mountSaurus::changeState(), mountSaurus::init(), mountSaurus::dispose() // Responsible method: mountSaurus::changeState(), mountSaurus::init(), mountSaurus::dispose()
// Fixes bug: #5156 // Fixes bug: #5156
static const uint16 qfg2SignatureSaurusFreeze[] = { static const uint16 qfg2SignatureSaurusFreeze[] = {
0x3c, // dup 0x3c, // dup
0x35, 0x02, // ldi 5 0x35, 0x02, // ldi 2
SIG_MAGICDWORD, SIG_MAGICDWORD,
0x1a, // eq? 0x1a, // eq?
0x30, SIG_UINT16(0x0043), // bnt [ret] 0x30, SIG_UINT16(0x0043), // bnt [ret]
0x76, // push0 0x76, // push0
SIG_ADDTOOFFSET(+61), // skip to dispose code SIG_ADDTOOFFSET(+61), // skip to dispose code
0x39, SIG_SELECTOR8(dispose), // pushi "dispose" 0x39, SIG_SELECTOR8(dispose), // pushi dispose
0x76, // push0 0x76, // push0
0x54, 0x04, // self 04 0x54, 0x04, // self 04
SIG_END SIG_END
}; };
static const uint16 qfg2PatchSaurusFreeze[] = { static const uint16 qfg2PatchSaurusFreeze[] = {
0x81, 0x66, // lag 66h 0x81, 0x66, // lag global[66h]
0x2e, SIG_UINT16(0x0040), // bt [to dispose code] 0x2e, PATCH_UINT16(0x0040), // bt [to dispose code]
0x35, 0x00, // ldi 0 (waste 2 bytes) 0x35, 0x00, // ldi 0 (waste 2 bytes)
PATCH_END PATCH_END
}; };
// The Jackalmen combat code has at least one serious issue. // The Jackalmen combat code has at least one serious issue.
// //
// Jackalmen may attack in groups. // Jackalmen may attack in groups. This is handled by 2 globals.
// This is handled by 2 globals. // global[136h]: amount of Jackalmen still alive.
// Global 136h contains the amount of cur. Jackalmen alive. // global[137h]: amount of Jackalmen killed so far during combat.
// Global 137h contains the amount of cur. Jackalmen killed during combat.
// //
// Global 137h is subtracted from Global 136h after combat // After combat has ended, global[137h] is subtracted from global[136h]. BUT
// has ended, BUT when the player manages to hit the last enemy // when the player manages to hit the last enemy AFTER defeating it during its
// AFTER defeating it during its death animation (yes, that is possible - don't ask), // death animation (yes, that is possible - don't ask), the code is called a
// the code is called a second time. Subtracting 137h twice, which will make global 136h // second time. Subtracting global[137h] twice, which will make global[136h]
// negative and which will then make it so that there is an inconsistent state. // negative and will then create an inconsistent state. Some variables will
// Some variables will show that there is still an enemy, while others don't. // show that there is still an enemy, while others don't. The game will crash
// when leaving the room. The original interpreter would show the infamous
// "Oops, you did something we weren't expecting..."
// //
// Which will then make the game crash when leaving the current room.
// The original interpreter would show the infamous "Oops, you did something we weren't expecting...".
//
// Applies to at least: English Floppy (1.102+1.105)
// TODO: Check, if patch works for 1.000. That version surely has the same bug. // TODO: Check, if patch works for 1.000. That version surely has the same bug.
// Applies to at least: English Floppy (1.102+1.105)
// Responsible method: jackalMan::die (script 695) // Responsible method: jackalMan::die (script 695)
// Fixes bug: #10218 // Fixes bug: #10218
static const uint16 qfg2SignatureOopsJackalMen[] = { static const uint16 qfg2SignatureOopsJackalMen[] = {
@ -7511,11 +7512,11 @@ static const uint16 qfg2SignatureOopsJackalMen[] = {
static const uint16 qfg2PatchOopsJackalMen[] = { static const uint16 qfg2PatchOopsJackalMen[] = {
0x80, PATCH_UINT16(0x0136), // lag global[136h] 0x80, PATCH_UINT16(0x0136), // lag global[136h]
0x31, 0x0E, // bnt [skip everything] - requires 5 extra bytes 0x31, 0x0e, // bnt [skip everything] - requires 5 extra bytes
0x8b, 0x00, // lsl local[0] 0x8b, 0x00, // lsl local[0]
0x35, 0x00, // ldi 0 0x35, 0x00, // ldi 0
0x22, // lt? 0x22, // lt?
0x31, 0x08, // bnt [Jackalman death animation code] - save 1 byte 0x31, 0x08, // bnt [Jackalman death animation code] (save 1 byte)
0x38, PATCH_GETORIGINALUINT16(+9), // pushi (die) 0x38, PATCH_GETORIGINALUINT16(+9), // pushi (die)
0x76, // push0 0x76, // push0
0x57, 0x66, 0x04, // super Monster, 4 0x57, 0x66, 0x04, // super Monster, 4
@ -7523,7 +7524,7 @@ static const uint16 qfg2PatchOopsJackalMen[] = {
// Jackalman death animation code // Jackalman death animation code
0x83, 0x00, // lal local[0] 0x83, 0x00, // lal local[0]
0x18, // not 0x18, // not
0x31, 0x03, // bnt [make next enemy walk in] - save 1 byte 0x31, 0x03, // bnt [make next enemy walk in] (save 1 byte)
PATCH_END PATCH_END
}; };
@ -7546,7 +7547,7 @@ static const uint16 qfg2SignatureImportDialog[] = {
0x7a, // push2 0x7a, // push2
0x39, 0x03, // pushi 03 0x39, 0x03, // pushi 03
0x36, // push 0x36, // push
0x43, 0x72, 0x04, // callk Memory 4 0x43, 0x72, 0x04, // callk Memory, 4
0x35, 0x00, // ldi 00 0x35, 0x00, // ldi 00
0x65, 0x20, // aTop text 0x65, 0x20, // aTop text
SIG_END SIG_END
@ -7595,9 +7596,9 @@ static const uint16 qfg2PatchImportCharType[] = {
0x35, 0x04, // ldi 04 0x35, 0x04, // ldi 04
0x08, // div 0x08, // div
0x36, // push 0x36, // push
0xa8, SIG_UINT16(0x0248), // ssg global[0248h] <-- patched to save 2 bytes 0xa8, PATCH_UINT16(0x0248), // ssg global[0248h] <-- patched to save 2 bytes
0x8b, 0x1f, // lsl local[1Fh] 0x8b, 0x1f, // lsl local[1Fh]
0xa8, SIG_UINT16(0x0155), // ssg global[0155h] <-- patched to save 2 bytes 0xa8, PATCH_UINT16(0x0155), // ssg global[0155h] <-- patched to save 2 bytes
// new code, directly from the official sierra patch file // new code, directly from the official sierra patch file
0x83, 0x01, // lal local[01h] 0x83, 0x01, // lal local[01h]
0xa1, 0xbb, // sag global[BBh] 0xa1, 0xbb, // sag global[BBh]